/**************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvements copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefiting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************
* 1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings *
* http://1stmud.dlmud.com/ <r-jenn@shaw.ca> *
***************************************************************************/
#if !defined(MERC_H)
#define MERC_H
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#define DECLARE_LOOKUP_FUN( fun ) LOOKUP_F fun
#define DECLARE_ED_FUN( fun ) ED_FUN fun
#define DECLARE_VALIDATE_FUN(fun) VALIDATE_FUN fun
#define DECLARE_OBJ_FUN( fun ) OBJ_FUN fun
#define DECLARE_ROOM_FUN( fun ) ROOM_FUN fun
/*
* Short scalar types.
* Diavolo reports AIX compiler has bugs with short types.
*/
#if !defined(__cplusplus)
typedef short int bool;
#endif
#if !defined(FALSE)
#if defined(__cplusplus)
#define FALSE false
#else
#define FALSE 0
#endif
#endif
#if !defined(TRUE)
#if defined(__cplusplus)
#define TRUE true
#else
#define TRUE 1
#endif
#endif
#if defined(WIN32)
#pragma warning( disable: 4018 4244 4305 4761 4800 4309)
#define __attribute__(x)
#if !defined(NOCRYPT)
#define NOCRYPT
#endif
typedef __int64 flag_t;
#else
#if defined(__CYGWIN__)
#define NOCRYPT
#define NO_MCCP
#endif
typedef int64_t flag_t;
#endif
typedef long vnum_t;
/* ea */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH
#include "ansi.h"
#if !defined(NO_MCCP)
#if !defined(WIN32)
#include <zlib.h>
#else
#if defined(IN_WINSTUFF_C)
#include "zlib.h"
#else
#include "../win32/zlib.h"
#endif
#endif
#define TELOPT_COMPRESS 85
#define COMPRESS_BUF_SIZE 16384
#endif
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct buf_type BUFFER;
typedef struct char_data CHAR_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_data HELP_DATA;
typedef struct kill_data KILL_DATA;
typedef struct mem_data MEM_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct gen_data GEN_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
typedef struct prog_list PROG_LIST;
typedef struct prog_code PROG_CODE;
typedef struct disabled_data DISABLED_DATA;
typedef struct stat_data STAT_DATA;
typedef struct social_type SOCIAL_DATA;
typedef struct gquest_data GQUEST;
typedef struct war_data WAR_DATA;
typedef struct clan_type CLAN_DATA;
typedef struct cmd_type CMD_DATA;
typedef struct skill_type SKILL_DATA;
typedef struct group_type GROUP_DATA;
typedef struct race_type RACE_DATA;
typedef struct class_type CLASS_DATA;
typedef struct corpse_data CORPSE_DATA;
typedef struct auction_data AUCTION_DATA;
typedef struct clan_rank RANK_DATA;
typedef struct deity_type DEITY_DATA;
typedef struct wpwd_data WPWD_DATA;
/*
* Function types.
*/
typedef void DO_FUN args((CHAR_DATA * ch, const char *argument));
typedef bool SPEC_FUN args((CHAR_DATA * ch));
typedef void SPELL_FUN
args((int sn, int level, CHAR_DATA * ch, void *vo, int target));
typedef int LOOKUP_F args((const char *));
typedef bool ED_FUN
args((const char *, CHAR_DATA *, const char *, void *, const void *));
typedef bool VALIDATE_FUN args((CHAR_DATA * ch, const void *arg));
typedef void OBJ_FUN args((OBJ_DATA * obj, const char *argument));
typedef void ROOM_FUN args((ROOM_INDEX_DATA * room, const char *argument));
#define CH_CMD(name) void name(CHAR_DATA * ch, const char *argument)
#define ED_FUN_DEC(blah) bool blah ( const char * n_fun, CHAR_DATA *ch, const char *argument, void *arg, const void *par )
#define VALIDATE_FUN(fun) bool fun(CHAR_DATA *ch, const void *arg)
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4608
#define MAX_INPUT_LENGTH 256
#define PAGELEN 22
#define MAX_EXPLORE_HASH 8192
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_IN_GROUP 15
#define MAX_ALIAS 5
#define MAX_REMORT 2 // should never be higher than maxClass
#define MAX_MCLASS (MAX_REMORT + 3)
#define MAX_DAMAGE_MESSAGE 41
#define MAX_RANK 6
#define MAX_HOUSE_ROOMS 5
#define MAX_LEVEL 60
#define LEVEL_HERO (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL (MAX_LEVEL - 8)
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_MUSIC ( 6 * PULSE_PER_SECOND)
#define PULSE_TICK (60 * PULSE_PER_SECOND)
#define PULSE_AREA (120 * PULSE_PER_SECOND)
#define AUCTION_LENGTH (60 * PULSE_PER_SECOND)
#define IMPLEMENTOR MAX_LEVEL
#define CREATOR (MAX_LEVEL - 1)
#define SUPREME (MAX_LEVEL - 2)
#define DEITY (MAX_LEVEL - 3)
#define GOD (MAX_LEVEL - 4)
#define IMMORTAL (MAX_LEVEL - 5)
#define DEMI (MAX_LEVEL - 6)
#define ANGEL (MAX_LEVEL - 7)
#define AVATAR (MAX_LEVEL - 8)
#define HERO LEVEL_HERO
/*
* Site ban structure.
*/
#define BAN_SUFFIX (BIT_A)
#define BAN_PREFIX (BIT_B)
#define BAN_NEWBIES (BIT_C)
#define BAN_ALL (BIT_D)
#define BAN_PERMIT (BIT_E)
#define BAN_PERMANENT (BIT_F)
struct ban_data
{
BAN_DATA *next;
BAN_DATA *prev;
bool valid;
flag_t ban_flags;
int level;
const char *name;
};
struct buf_type
{
BUFFER *next;
BUFFER *prev;
bool valid;
int state; /* error state of the buffer */
int size; /* size in k */
char *string; /* buffer's string */
};
struct auction_data
{
AUCTION_DATA *next;
AUCTION_DATA *prev;
OBJ_DATA *item;
CHAR_DATA *owner;
CHAR_DATA *high_bidder;
int status;
int number;
unsigned long bid;
bool valid;
};
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
struct time_info_data
{
int hour;
int day;
int month;
int year;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
};
/* Bitvector defines, 52 for
A-Z, a-z
*/
#define BIT_A ((flag_t) 1 << 0)
#define BIT_B ((flag_t) 1 << 1)
#define BIT_C ((flag_t) 1 << 2)
#define BIT_D ((flag_t) 1 << 3)
#define BIT_E ((flag_t) 1 << 4)
#define BIT_F ((flag_t) 1 << 5)
#define BIT_G ((flag_t) 1 << 6)
#define BIT_H ((flag_t) 1 << 7)
#define BIT_I ((flag_t) 1 << 8)
#define BIT_J ((flag_t) 1 << 9)
#define BIT_K ((flag_t) 1 << 10)
#define BIT_L ((flag_t) 1 << 11)
#define BIT_M ((flag_t) 1 << 12)
#define BIT_N ((flag_t) 1 << 13)
#define BIT_O ((flag_t) 1 << 14)
#define BIT_P ((flag_t) 1 << 15)
#define BIT_Q ((flag_t) 1 << 16)
#define BIT_R ((flag_t) 1 << 17)
#define BIT_S ((flag_t) 1 << 18)
#define BIT_T ((flag_t) 1 << 19)
#define BIT_U ((flag_t) 1 << 20)
#define BIT_V ((flag_t) 1 << 21)
#define BIT_W ((flag_t) 1 << 22)
#define BIT_X ((flag_t) 1 << 23)
#define BIT_Y ((flag_t) 1 << 24)
#define BIT_Z ((flag_t) 1 << 25)
#define BIT_a ((flag_t) 1 << 26)
#define BIT_b ((flag_t) 1 << 27)
#define BIT_c ((flag_t) 1 << 28)
#define BIT_d ((flag_t) 1 << 29)
#define BIT_e ((flag_t) 1 << 30)
#define BIT_f ((flag_t) 1 << 31)
#define BIT_Ax ((flag_t) 1 << 32)
#define BIT_Bx ((flag_t) 1 << 33)
#define BIT_Cx ((flag_t) 1 << 34)
#define BIT_Dx ((flag_t) 1 << 35)
#define BIT_Ex ((flag_t) 1 << 36)
#define BIT_Fx ((flag_t) 1 << 37)
#define BIT_Gx ((flag_t) 1 << 38)
#define BIT_Hx ((flag_t) 1 << 39)
#define BIT_Ix ((flag_t) 1 << 40)
#define BIT_Jx ((flag_t) 1 << 41)
#define BIT_Kx ((flag_t) 1 << 42)
#define BIT_Lx ((flag_t) 1 << 43)
#define BIT_Mx ((flag_t) 1 << 44)
#define BIT_Nx ((flag_t) 1 << 45)
#define BIT_Ox ((flag_t) 1 << 46)
#define BIT_Px ((flag_t) 1 << 47)
#define BIT_Qx ((flag_t) 1 << 48)
#define BIT_Rx ((flag_t) 1 << 49)
#define BIT_Sx ((flag_t) 1 << 50)
#define BIT_Tx ((flag_t) 1 << 51)
#define BIT_Ux ((flag_t) 1 << 52)
#define BIT_Vx ((flag_t) 1 << 53)
#define BIT_Wx ((flag_t) 1 << 54)
#define BIT_Xx ((flag_t) 1 << 55)
#define BIT_Yx ((flag_t) 1 << 56)
#define BIT_Zx ((flag_t) 1 << 57)
#define BIT_ax ((flag_t) 1 << 58)
#define BIT_bx ((flag_t) 1 << 59)
#define BIT_cx ((flag_t) 1 << 60)
#define BIT_dx ((flag_t) 1 << 61)
#define BIT_ex ((flag_t) 1 << 62)
#define BIT_fx ((flag_t) 1 << 63)
/*
* Connected state for a channel.
*/
#define CON_PLAYING 0
#define CON_GET_NAME 1
#define CON_GET_OLD_PASSWORD 2
#define CON_CONFIRM_NEW_NAME 3
#define CON_GET_NEW_PASSWORD 4
#define CON_CONFIRM_NEW_PASSWORD 5
#define CON_GET_NEW_RACE 6
#define CON_GET_NEW_SEX 7
#define CON_GET_NEW_CLASS 8
#define CON_GET_ALIGNMENT 9
#define CON_GET_DEITY 10
#define CON_DEFAULT_CHOICE 11
#define CON_GEN_GROUPS 12
#define CON_PICK_WEAPON 13
#define CON_READ_IMOTD 14
#define CON_READ_MOTD 15
#define CON_BREAK_CONNECT 16
#define CON_GET_TERM 17
#define CON_COPYOVER_RECOVER 18
#define CON_NOTE_TO 19
#define CON_NOTE_SUBJECT 20
#define CON_NOTE_EXPIRE 21
#define CON_NOTE_TEXT 22
#define CON_NOTE_FINISH 23
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA *next;
DESCRIPTOR_DATA *prev;
DESCRIPTOR_DATA *snoop_by;
CHAR_DATA *character;
CHAR_DATA *original;
bool valid;
const char *host;
int descriptor;
int connected;
bool fcommand;
char inbuf[4 * MAX_INPUT_LENGTH];
char incomm[MAX_INPUT_LENGTH];
char inlast[MAX_INPUT_LENGTH];
int repeat;
char *outbuf;
int outsize;
int outtop;
const char *showstr_head;
const char *showstr_point;
void *pEdit; /* OLC */
const char **pString; /* OLC */
int editor; /* OLC */
flag_t d_flags;
unsigned int scr_width; /* screen width */
unsigned int scr_height; /* screen height */
#if !defined(NO_MCCP)
z_stream *out_compress;
unsigned char *out_compress_buf;
#endif
const char *run_buf;
const char *run_head;
};
/*
* Descriptor Flags.
*/
#define DESC_COLOUR (BIT_A)
#define DESC_TELOPT_EOR (BIT_B)
#define DESC_TELOPT_ECHO (BIT_C)
#define DESC_TELOPT_NAWS (BIT_D)
/*
* Attribute bonus structures.
*/
struct str_app_type
{
int tohit;
int todam;
int carry;
int wield;
};
struct int_app_type
{
int learn;
};
struct wis_app_type
{
int practice;
};
struct dex_app_type
{
int defensive;
};
struct con_app_type
{
int hitp;
int shock;
};
/*
* TO types for act.
*/
#define TO_ROOM BIT_A
#define TO_NOTVICT BIT_B
#define TO_VICT BIT_C
#define TO_CHAR BIT_D
#define TO_ALL BIT_E
#define TO_DAMAGE BIT_F
#define TO_ZONE BIT_G
enum special_flags
{
spec_public_flag,
spec_clan_flag,
spec_imm_flag
};
/*
* Help table types.
*/
struct help_data
{
HELP_DATA *next;
HELP_DATA *prev;
int level;
const char *keyword;
const char *text;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA *next;
SHOP_DATA *prev; /* Next shop in list */
vnum_t keeper; /* Vnum of shop keeper mob */
int buy_type[MAX_TRADE]; /* Item types shop will buy */
int profit_buy; /* Cost multiplier for buying */
int profit_sell; /* Cost multiplier for selling */
int open_hour; /* First opening hour */
int close_hour; /* First closing hour */
};
/*
* Per-class stuff.
*/
#define MAX_GUILD 2
#define MAX_STATS 5
#define STAT_STR 0
#define STAT_INT 1
#define STAT_WIS 2
#define STAT_DEX 3
#define STAT_CON 4
#define STAT_MAX 5
struct class_type
{
const char *name; /* the full name of the class */
const char *who_name; /* Three-letter name for 'who' */
int attr_prime; /* Prime attribute */
vnum_t weapon; /* First weapon */
vnum_t guild[MAX_GUILD]; /* Vnum of guild rooms */
int skill_adept; /* Maximum skill level */
int thac0_00; /* Thac0 for level 0 */
int thac0_32; /* Thac0 for level 32 */
int hp_min; /* Min hp gained on leveling */
int hp_max; /* Max hp gained on leveling */
bool fMana; /* Class gains mana on level */
const char *base_group; /* base skills gained */
const char *default_group; /* default skills gained */
};
struct item_type
{
int type;
const char *name;
};
struct weapon_type
{
const char *name;
vnum_t vnum;
int type;
int *gsn;
};
struct wiznet_type
{
const char *name;
flag_t flag;
int level;
};
struct attack_type
{
const char *name; /* name */
const char *noun; /* message */
int damage; /* damage class */
};
struct deity_type
{
const char *name;
const char *desc;
const char *skillname;
};
struct corpse_data
{
CORPSE_DATA *next;
CORPSE_DATA *prev;
OBJ_DATA *corpse;
};
struct race_type
{
const char *name; /* call name of the race */
bool pc_race; /* can be chosen by pcs */
flag_t act; /* act bits for the race */
flag_t aff; /* aff bits for the race */
flag_t off; /* off bits for the race */
flag_t imm; /* imm bits for the race */
flag_t res; /* res bits for the race */
flag_t vuln; /* vuln bits for the race */
flag_t form; /* default form flag_t for the race */
flag_t parts; /* default parts for the race */
const char *who_name;
int points; /* cost in points of the race */
int *class_mult; /* exp multiplier for class, * 100 */
const char *skills[5]; /* bonus skills for the race */
int stats[MAX_STATS]; /* starting stats */
int max_stats[MAX_STATS]; /* maximum stats */
int size; /* aff bits for the race */
};
struct spec_type
{
const char *name; /* special function name */
SPEC_FUN *function; /* the function */
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA *next;
NOTE_DATA *prev;
bool valid;
const char *sender;
const char *date;
const char *to_list;
const char *subject;
const char *text;
time_t date_stamp;
time_t expire;
};
#include "board.h"
#define MAX_GQUEST_MOB 26
struct gquest_data
{
CHAR_DATA *last_registar;
vnum_t mobs[MAX_GQUEST_MOB];
const char *who;
int mob_count;
int timer;
int involved;
int qpoints;
int gold;
int minlevel;
int maxlevel;
int running;
int next;
};
#define GQUEST_OFF 0
#define GQUEST_WAITING 1
#define GQUEST_RUNNING 2
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA *next;
AFFECT_DATA *prev;
bool valid;
int where;
int type;
int level;
int duration;
int location;
int modifier;
flag_t bitvector;
};
/* where definitions */
#define TO_AFFECTS 0
#define TO_OBJECT 1
#define TO_IMMUNE 2
#define TO_RESIST 3
#define TO_VULN 4
#define TO_WEAPON 5
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
int number;
int killed;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_FIDO 3090
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAMPIRE 3404
#define MOB_VNUM_WARMASTER 17601
#define MOB_VNUM_PATROLMAN 2106
#define GROUP_VNUM_TROLLS 2100
#define GROUP_VNUM_OGRES 2101
#define MOB_VNUM_REGISTAR 202
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC (BIT_A) /* Auto set for mobs */
#define ACT_SENTINEL (BIT_B) /* Stays in one room */
#define ACT_SCAVENGER (BIT_C) /* Picks up objects */
#define ACT_AGGRESSIVE (BIT_F) /* Attacks PC's */
#define ACT_STAY_AREA (BIT_G) /* Won't leave area */
#define ACT_WIMPY (BIT_H)
#define ACT_PET (BIT_I) /* Auto set for pets */
#define ACT_TRAIN (BIT_J) /* Can train PC's */
#define ACT_PRACTICE (BIT_K) /* Can practice PC's */
#define ACT_UNDEAD (BIT_O)
#define ACT_CLERIC (BIT_Q)
#define ACT_MAGE (BIT_R)
#define ACT_THIEF (BIT_S)
#define ACT_WARRIOR (BIT_T)
#define ACT_NOALIGN (BIT_U)
#define ACT_NOPURGE (BIT_V)
#define ACT_OUTDOORS (BIT_W)
#define ACT_INDOORS (BIT_Y)
#define ACT_IS_HEALER (BIT_a)
#define ACT_GAIN (BIT_b)
#define ACT_UPDATE_ALWAYS (BIT_c)
#define ACT_IS_CHANGER (BIT_d)
/* damage classes */
#define DAM_NONE 0
#define DAM_BASH 1
#define DAM_PIERCE 2
#define DAM_SLASH 3
#define DAM_FIRE 4
#define DAM_COLD 5
#define DAM_LIGHTNING 6
#define DAM_ACID 7
#define DAM_POISON 8
#define DAM_NEGATIVE 9
#define DAM_HOLY 10
#define DAM_ENERGY 11
#define DAM_MENTAL 12
#define DAM_DISEASE 13
#define DAM_DROWNING 14
#define DAM_LIGHT 15
#define DAM_OTHER 16
#define DAM_HARM 17
#define DAM_CHARM 18
#define DAM_SOUND 19
/* OFF bits for mobiles */
#define OFF_AREA_ATTACK (BIT_A)
#define OFF_BACKSTAB (BIT_B)
#define OFF_BASH (BIT_C)
#define OFF_BERSERK (BIT_D)
#define OFF_DISARM (BIT_E)
#define OFF_DODGE (BIT_F)
#define OFF_FADE (BIT_G)
#define OFF_FAST (BIT_H)
#define OFF_KICK (BIT_I)
#define OFF_KICK_DIRT (BIT_J)
#define OFF_PARRY (BIT_K)
#define OFF_RESCUE (BIT_L)
#define OFF_TAIL (BIT_M)
#define OFF_TRIP (BIT_N)
#define OFF_CRUSH (BIT_O)
#define ASSIST_ALL (BIT_P)
#define ASSIST_ALIGN (BIT_Q)
#define ASSIST_RACE (BIT_R)
#define ASSIST_PLAYERS (BIT_S)
#define ASSIST_GUARD (BIT_T)
#define ASSIST_VNUM (BIT_U)
/* return values for check_imm */
#define IS_NORMAL 0
#define IS_IMMUNE 1
#define IS_RESISTANT 2
#define IS_VULNERABLE 3
/* IMM bits for mobs */
#define IMM_SUMMON (BIT_A)
#define IMM_CHARM (BIT_B)
#define IMM_MAGIC (BIT_C)
#define IMM_WEAPON (BIT_D)
#define IMM_BASH (BIT_E)
#define IMM_PIERCE (BIT_F)
#define IMM_SLASH (BIT_G)
#define IMM_FIRE (BIT_H)
#define IMM_COLD (BIT_I)
#define IMM_LIGHTNING (BIT_J)
#define IMM_ACID (BIT_K)
#define IMM_POISON (BIT_L)
#define IMM_NEGATIVE (BIT_M)
#define IMM_HOLY (BIT_N)
#define IMM_ENERGY (BIT_O)
#define IMM_MENTAL (BIT_P)
#define IMM_DISEASE (BIT_Q)
#define IMM_DROWNING (BIT_R)
#define IMM_LIGHT (BIT_S)
#define IMM_SOUND (BIT_T)
#define IMM_WOOD (BIT_X)
#define IMM_SILVER (BIT_Y)
#define IMM_IRON (BIT_Z)
/* RES bits for mobs */
#define RES_SUMMON (BIT_A)
#define RES_CHARM (BIT_B)
#define RES_MAGIC (BIT_C)
#define RES_WEAPON (BIT_D)
#define RES_BASH (BIT_E)
#define RES_PIERCE (BIT_F)
#define RES_SLASH (BIT_G)
#define RES_FIRE (BIT_H)
#define RES_COLD (BIT_I)
#define RES_LIGHTNING (BIT_J)
#define RES_ACID (BIT_K)
#define RES_POISON (BIT_L)
#define RES_NEGATIVE (BIT_M)
#define RES_HOLY (BIT_N)
#define RES_ENERGY (BIT_O)
#define RES_MENTAL (BIT_P)
#define RES_DISEASE (BIT_Q)
#define RES_DROWNING (BIT_R)
#define RES_LIGHT (BIT_S)
#define RES_SOUND (BIT_T)
#define RES_WOOD (BIT_X)
#define RES_SILVER (BIT_Y)
#define RES_IRON (BIT_Z)
/* VULN bits for mobs */
#define VULN_SUMMON (BIT_A)
#define VULN_CHARM (BIT_B)
#define VULN_MAGIC (BIT_C)
#define VULN_WEAPON (BIT_D)
#define VULN_BASH (BIT_E)
#define VULN_PIERCE (BIT_F)
#define VULN_SLASH (BIT_G)
#define VULN_FIRE (BIT_H)
#define VULN_COLD (BIT_I)
#define VULN_LIGHTNING (BIT_J)
#define VULN_ACID (BIT_K)
#define VULN_POISON (BIT_L)
#define VULN_NEGATIVE (BIT_M)
#define VULN_HOLY (BIT_N)
#define VULN_ENERGY (BIT_O)
#define VULN_MENTAL (BIT_P)
#define VULN_DISEASE (BIT_Q)
#define VULN_DROWNING (BIT_R)
#define VULN_LIGHT (BIT_S)
#define VULN_SOUND (BIT_T)
#define VULN_WOOD (BIT_X)
#define VULN_SILVER (BIT_Y)
#define VULN_IRON (BIT_Z)
/* body form */
#define FORM_EDIBLE (BIT_A)
#define FORM_POISON (BIT_B)
#define FORM_MAGICAL (BIT_C)
#define FORM_INSTANT_DECAY (BIT_D)
#define FORM_OTHER (BIT_E) /* defined by material bit */
/* actual form */
#define FORM_ANIMAL (BIT_G)
#define FORM_SENTIENT (BIT_H)
#define FORM_UNDEAD (BIT_I)
#define FORM_CONSTRUCT (BIT_J)
#define FORM_MIST (BIT_K)
#define FORM_INTANGIBLE (BIT_L)
#define FORM_BIPED (BIT_M)
#define FORM_CENTAUR (BIT_N)
#define FORM_INSECT (BIT_O)
#define FORM_SPIDER (BIT_P)
#define FORM_CRUSTACEAN (BIT_Q)
#define FORM_WORM (BIT_R)
#define FORM_BLOB (BIT_S)
#define FORM_MAMMAL (BIT_V)
#define FORM_BIRD (BIT_W)
#define FORM_REPTILE (BIT_X)
#define FORM_SNAKE (BIT_Y)
#define FORM_DRAGON (BIT_Z)
#define FORM_AMPHIBIAN (BIT_a)
#define FORM_FISH (BIT_b)
#define FORM_COLD_BLOOD (BIT_c)
/* body parts */
#define PART_HEAD (BIT_A)
#define PART_ARMS (BIT_B)
#define PART_LEGS (BIT_C)
#define PART_HEART (BIT_D)
#define PART_BRAINS (BIT_E)
#define PART_GUTS (BIT_F)
#define PART_HANDS (BIT_G)
#define PART_FEET (BIT_H)
#define PART_FINGERS (BIT_I)
#define PART_EAR (BIT_J)
#define PART_EYE (BIT_K)
#define PART_LONG_TONGUE (BIT_L)
#define PART_EYESTALKS (BIT_M)
#define PART_TENTACLES (BIT_N)
#define PART_FINS (BIT_O)
#define PART_WINGS (BIT_P)
#define PART_TAIL (BIT_Q)
/* for combat */
#define PART_CLAWS (BIT_U)
#define PART_FANGS (BIT_V)
#define PART_HORNS (BIT_W)
#define PART_SCALES (BIT_X)
#define PART_TUSKS (BIT_Y)
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND (BIT_A)
#define AFF_INVISIBLE (BIT_B)
#define AFF_DETECT_EVIL (BIT_C)
#define AFF_DETECT_INVIS (BIT_D)
#define AFF_DETECT_MAGIC (BIT_E)
#define AFF_DETECT_HIDDEN (BIT_F)
#define AFF_DETECT_GOOD (BIT_G)
#define AFF_SANCTUARY (BIT_H)
#define AFF_FAERIE_FIRE (BIT_I)
#define AFF_INFRARED (BIT_J)
#define AFF_CURSE (BIT_K)
#define AFF_UNUSED_FLAG (BIT_L) /* unused */
#define AFF_POISON (BIT_M)
#define AFF_PROTECT_EVIL (BIT_N)
#define AFF_PROTECT_GOOD (BIT_O)
#define AFF_SNEAK (BIT_P)
#define AFF_HIDE (BIT_Q)
#define AFF_SLEEP (BIT_R)
#define AFF_CHARM (BIT_S)
#define AFF_FLYING (BIT_T)
#define AFF_PASS_DOOR (BIT_U)
#define AFF_HASTE (BIT_V)
#define AFF_CALM (BIT_W)
#define AFF_PLAGUE (BIT_X)
#define AFF_WEAKEN (BIT_Y)
#define AFF_DARK_VISION (BIT_Z)
#define AFF_BERSERK (BIT_a)
#define AFF_SWIM (BIT_b)
#define AFF_REGENERATION (BIT_c)
#define AFF_SLOW (BIT_d)
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/* AC types */
#define AC_PIERCE 0
#define AC_BASH 1
#define AC_SLASH 2
#define AC_EXOTIC 3
/* dice */
#define DICE_NUMBER 0
#define DICE_TYPE 1
#define DICE_BONUS 2
/* size */
#define SIZE_TINY 0
#define SIZE_SMALL 1
#define SIZE_MEDIUM 2
#define SIZE_LARGE 3
#define SIZE_HUGE 4
#define SIZE_GIANT 5
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_SILVER_ONE 1
#define OBJ_VNUM_GOLD_ONE 2
#define OBJ_VNUM_GOLD_SOME 3
#define OBJ_VNUM_SILVER_SOME 4
#define OBJ_VNUM_COINS 5
#define OBJ_VNUM_CORPSE_NPC 10
#define OBJ_VNUM_CORPSE_PC 11
#define OBJ_VNUM_SEVERED_HEAD 12
#define OBJ_VNUM_TORN_HEART 13
#define OBJ_VNUM_SLICED_ARM 14
#define OBJ_VNUM_SLICED_LEG 15
#define OBJ_VNUM_GUTS 16
#define OBJ_VNUM_BRAINS 17
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_DISC 23
#define OBJ_VNUM_PORTAL 25
#define OBJ_VNUM_ROSE 1001
#define OBJ_VNUM_PIT 3010
#define OBJ_VNUM_SCHOOL_MACE 3700
#define OBJ_VNUM_SCHOOL_DAGGER 3701
#define OBJ_VNUM_SCHOOL_SWORD 3702
#define OBJ_VNUM_SCHOOL_SPEAR 3717
#define OBJ_VNUM_SCHOOL_STAFF 3718
#define OBJ_VNUM_SCHOOL_AXE 3719
#define OBJ_VNUM_SCHOOL_FLAIL 3720
#define OBJ_VNUM_SCHOOL_WHIP 3721
#define OBJ_VNUM_SCHOOL_POLEARM 3722
#define OBJ_VNUM_SCHOOL_VEST 3703
#define OBJ_VNUM_SCHOOL_SHIELD 3704
#define OBJ_VNUM_SCHOOL_BANNER 3716
#define OBJ_VNUM_MAP 3162
#define OBJ_VNUM_WHISTLE 2116
#define OBJ_VNUM_TRIVIA_PILL 200
#define QUEST_AURA 201
#define QUEST_SWORD 203
#define QUEST_BPLATE 204
#define QUEST_BOOTS 205
#define QUEST_GLOVES 206
#define QUEST_FLAME 207
#define QUEST_HELM 208
#define QUEST_BAG 209
#define QUEST_SHIELD 210
#define QUEST_REGEN 211
#define QUEST_INVIS 212
#define QUEST_TRIVIA OBJ_VNUM_TRIVIA_PILL
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_CLOTHING 11
#define ITEM_FURNITURE 12
#define ITEM_TRASH 13
#define ITEM_CONTAINER 15
#define ITEM_DRINK_CON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_BOAT 22
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_FOUNTAIN 25
#define ITEM_PILL 26
#define ITEM_PROTECT 27
#define ITEM_MAP 28
#define ITEM_PORTAL 29
#define ITEM_WARP_STONE 30
#define ITEM_ROOM_KEY 31
#define ITEM_GEM 32
#define ITEM_JEWELRY 33
#define ITEM_JUKEBOX 34
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW (BIT_A)
#define ITEM_HUM (BIT_B)
#define ITEM_DARK (BIT_C)
#define ITEM_LOCK (BIT_D)
#define ITEM_EVIL (BIT_E)
#define ITEM_INVIS (BIT_F)
#define ITEM_MAGIC (BIT_G)
#define ITEM_NODROP (BIT_H)
#define ITEM_BLESS (BIT_I)
#define ITEM_ANTI_GOOD (BIT_J)
#define ITEM_ANTI_EVIL (BIT_K)
#define ITEM_ANTI_NEUTRAL (BIT_L)
#define ITEM_NOREMOVE (BIT_M)
#define ITEM_INVENTORY (BIT_N)
#define ITEM_NOPURGE (BIT_O)
#define ITEM_ROT_DEATH (BIT_P)
#define ITEM_VIS_DEATH (BIT_Q)
#define ITEM_AUCTIONED (BIT_R)
#define ITEM_NONMETAL (BIT_S)
#define ITEM_NOLOCATE (BIT_T)
#define ITEM_MELT_DROP (BIT_U)
#define ITEM_HAD_TIMER (BIT_V)
#define ITEM_SELL_EXTRACT (BIT_W)
#define ITEM_BURN_PROOF (BIT_Y)
#define ITEM_NOUNCURSE (BIT_Z)
#define ITEM_QUEST (BIT_a)
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE (BIT_A)
#define ITEM_WEAR_FINGER (BIT_B)
#define ITEM_WEAR_NECK (BIT_C)
#define ITEM_WEAR_BODY (BIT_D)
#define ITEM_WEAR_HEAD (BIT_E)
#define ITEM_WEAR_LEGS (BIT_F)
#define ITEM_WEAR_FEET (BIT_G)
#define ITEM_WEAR_HANDS (BIT_H)
#define ITEM_WEAR_ARMS (BIT_I)
#define ITEM_WEAR_SHIELD (BIT_J)
#define ITEM_WEAR_ABOUT (BIT_K)
#define ITEM_WEAR_WAIST (BIT_L)
#define ITEM_WEAR_WRIST (BIT_M)
#define ITEM_WIELD (BIT_N)
#define ITEM_HOLD (BIT_O)
#define ITEM_NO_SAC (BIT_P)
#define ITEM_WEAR_FLOAT (BIT_Q)
/* weapon class */
#define WEAPON_EXOTIC 0
#define WEAPON_SWORD 1
#define WEAPON_DAGGER 2
#define WEAPON_SPEAR 3
#define WEAPON_MACE 4
#define WEAPON_AXE 5
#define WEAPON_FLAIL 6
#define WEAPON_WHIP 7
#define WEAPON_POLEARM 8
/* weapon types */
#define WEAPON_FLAMING (BIT_A)
#define WEAPON_FROST (BIT_B)
#define WEAPON_VAMPIRIC (BIT_C)
#define WEAPON_SHARP (BIT_D)
#define WEAPON_VORPAL (BIT_E)
#define WEAPON_TWO_HANDS (BIT_F)
#define WEAPON_SHOCKING (BIT_G)
#define WEAPON_POISON (BIT_H)
/* gate flags */
#define GATE_NORMAL_EXIT (BIT_A)
#define GATE_NOCURSE (BIT_B)
#define GATE_GOWITH (BIT_C)
#define GATE_BUGGY (BIT_D)
#define GATE_RANDOM (BIT_E)
/* furniture flags */
#define STAND_AT (BIT_A)
#define STAND_ON (BIT_B)
#define STAND_IN (BIT_C)
#define SIT_AT (BIT_D)
#define SIT_ON (BIT_E)
#define SIT_IN (BIT_F)
#define REST_AT (BIT_G)
#define REST_ON (BIT_H)
#define REST_IN (BIT_I)
#define SLEEP_AT (BIT_J)
#define SLEEP_ON (BIT_K)
#define SLEEP_IN (BIT_L)
#define PUT_AT (BIT_M)
#define PUT_ON (BIT_N)
#define PUT_IN (BIT_O)
#define PUT_INSIDE (BIT_P)
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_SEX 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
#define APPLY_GOLD 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVES 20
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
#define APPLY_SPELL_AFFECT 25
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
#define CONT_PUT_ON 16
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 3001
#define ROOM_VNUM_ALTAR 3054
#define ROOM_VNUM_SCHOOL 3700
#define ROOM_VNUM_WAITROOM 17600
#define ROOM_VNUM_MORGUE 2
#define ROOM_VNUM_DUEL_START 17596
#define ROOM_VNUM_DUEL_END 17597
#define ROOM_VNUM_DUEL_WINNER 17598
#define ROOM_VNUM_DUEL_LOSER 17599
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK (BIT_A)
#define HOME_ENTRANCE (BIT_B)
#define ROOM_NO_MOB (BIT_C)
#define ROOM_INDOORS (BIT_D)
#define ROOM_ARENA (BIT_E)
#define ROOM_BANK (BIT_F)
#define ROOM_PRIVATE (BIT_J)
#define ROOM_SAFE (BIT_K)
#define ROOM_SOLITARY (BIT_L)
#define ROOM_PET_SHOP (BIT_M)
#define ROOM_NO_RECALL (BIT_N)
#define ROOM_IMP_ONLY (BIT_O)
#define ROOM_GODS_ONLY (BIT_P)
#define ROOM_HEROES_ONLY (BIT_Q)
#define ROOM_NEWBIES_ONLY (BIT_R)
#define ROOM_LAW (BIT_S)
#define ROOM_NOWHERE (BIT_T)
#define ROOM_NOEXPLORE (BIT_U)
#define ROOM_NOAUTOMAP (BIT_V)
/*
* Directions.
* Used in #ROOMS.
*/
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR (BIT_A)
#define EX_CLOSED (BIT_B)
#define EX_LOCKED (BIT_C)
#define EX_PICKPROOF (BIT_F)
#define EX_NOPASS (BIT_G)
#define EX_EASY (BIT_H)
#define EX_HARD (BIT_I)
#define EX_INFURIATING (BIT_J)
#define EX_NOCLOSE (BIT_K)
#define EX_NOLOCK (BIT_L)
/*
* Sector types.
* Used in #ROOMS.
*/
#define SECT_INSIDE 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SWIM 6
#define SECT_WATER_NOSWIM 7
#define SECT_UNUSED 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_MAX 11
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define WEAR_NONE -1
#define WEAR_LIGHT 0
#define WEAR_FINGER_L 1
#define WEAR_FINGER_R 2
#define WEAR_NECK_1 3
#define WEAR_NECK_2 4
#define WEAR_BODY 5
#define WEAR_HEAD 6
#define WEAR_LEGS 7
#define WEAR_FEET 8
#define WEAR_HANDS 9
#define WEAR_ARMS 10
#define WEAR_SHIELD 11
#define WEAR_ABOUT 12
#define WEAR_WAIST 13
#define WEAR_WRIST_L 14
#define WEAR_WRIST_R 15
#define WEAR_WIELD 16
#define WEAR_HOLD 17
#define WEAR_FLOAT 18
#define WEAR_SECONDARY 19
#define MAX_WEAR 20
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
#define COND_DRUNK 0
#define COND_FULL 1
#define COND_THIRST 2
#define COND_HUNGER 3
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_RESTING 5
#define POS_SITTING 6
#define POS_FIGHTING 7
#define POS_STANDING 8
/*
* ACT bits for players.
*/
#define PLR_IS_NPC (BIT_A) /* Don't EVER set. */
#define PLR_AUTOMAP (BIT_B)
/* RT auto flags */
#define PLR_AUTOASSIST (BIT_C)
#define PLR_AUTOEXIT (BIT_D)
#define PLR_AUTOLOOT (BIT_E)
#define PLR_AUTOSAC (BIT_F)
#define PLR_AUTOGOLD (BIT_G)
#define PLR_AUTOSPLIT (BIT_H)
#define PLR_GQUEST (BIT_I)
#define PLR_WAR (BIT_J)
#define PLR_AUTODAMAGE (BIT_K)
/* Arena flags */
#define PLR_CHALLENGED (BIT_L)
#define PLR_CHALLENGER (BIT_M)
/* RT personal flags */
#define PLR_HOLYLIGHT (BIT_N)
#define PLR_CANLOOT (BIT_P)
#define PLR_NOSUMMON (BIT_Q)
#define PLR_NOFOLLOW (BIT_R)
/* 2 bits reserved, S-T */
/* penalty flags */
#define PLR_PERMIT (BIT_U)
#define PLR_LOG (BIT_W)
#define PLR_DENY (BIT_X)
#define PLR_FREEZE (BIT_Y)
#define PLR_THIEF (BIT_Z)
#define PLR_KILLER (BIT_a)
#define PLR_QUESTOR (BIT_b)
#define PLR_REMORT (BIT_c)
/* RT comm flags -- may be used on both mobs and chars */
#define COMM_QUIET (BIT_A)
#define COMM_DEAF (BIT_B)
#define COMM_NOWIZ (BIT_C)
#define COMM_NOAUCTION (BIT_D)
#define COMM_NOGOSSIP (BIT_E)
#define COMM_NOQUESTION (BIT_F)
#define COMM_NOMUSIC (BIT_G)
#define COMM_NOCLAN (BIT_H)
#define COMM_NOQUOTE (BIT_I)
#define COMM_SHOUTSOFF (BIT_J)
#define COMM_NOCOLOUR (BIT_K)
/* display flags */
#define COMM_COMPACT (BIT_L)
#define COMM_BRIEF (BIT_M)
#define COMM_PROMPT (BIT_N)
#define COMM_COMBINE (BIT_O)
#define COMM_TELNET_GA (BIT_P)
#define COMM_SHOW_AFFECTS (BIT_Q)
#define COMM_NOGRATS (BIT_R)
#define COMM_TELNET_EOR (BIT_S) /* End Of Record - from telnet negotiation */
/* penalties */
#define COMM_NOEMOTE (BIT_T)
#define COMM_NOSHOUT (BIT_U)
#define COMM_NOTELL (BIT_V)
#define COMM_NOCHANNELS (BIT_W)
#define COMM_SNOOP_PROOF (BIT_Y)
#define COMM_AFK (BIT_Z)
#define COMM_NOGOCIAL (BIT_a)
#define COMM_NOOOC (BIT_b)
/* WIZnet flags */
#define WIZ_ON (BIT_A)
#define WIZ_TICKS (BIT_B)
#define WIZ_LOGINS (BIT_C)
#define WIZ_SITES (BIT_D)
#define WIZ_LINKS (BIT_E)
#define WIZ_DEATHS (BIT_F)
#define WIZ_RESETS (BIT_G)
#define WIZ_MOBDEATHS (BIT_H)
#define WIZ_FLAGS (BIT_I)
#define WIZ_PENALTIES (BIT_J)
#define WIZ_SACCING (BIT_K)
#define WIZ_LEVELS (BIT_L)
#define WIZ_SECURE (BIT_M)
#define WIZ_SWITCHES (BIT_N)
#define WIZ_SNOOPS (BIT_O)
#define WIZ_RESTORE (BIT_P)
#define WIZ_LOAD (BIT_Q)
#define WIZ_NEWBIE (BIT_R)
#define WIZ_PREFIX (BIT_S)
#define WIZ_SPAM (BIT_T)
#define WIZ_BUGS (BIT_U)
#define WAR_OFF 0
#define WAR_WAITING 1
#define WAR_RUNNING 2
struct war_data
{
const char *who;
int min_level;
int max_level;
int inwar;
int wartype;
int timer;
int iswar;
int next;
};
struct wpwd_data
{
WPWD_DATA *next;
WPWD_DATA *prev;
bool valid;
const char *name;
const char *passw;
};
#define INFO_ALL (BIT_A)
#define INFO_QUIET (BIT_B)
#define INFO_LOGIN (BIT_C)
#define INFO_LOGOUT (BIT_D)
#define INFO_DEATH (BIT_E)
#define INFO_NOTE (BIT_F)
#define INFO_LEVEL (BIT_G)
#define INFO_PRIVATE (BIT_H)
#define INFO_WAR (BIT_I)
#define INFO_GQUEST (BIT_J)
#define INFO_AUCTION (BIT_K)
#define INFO_ARENA (BIT_L)
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA *next;
SPEC_FUN *spec_fun;
SHOP_DATA *pShop;
PROG_LIST *first_mprog;
PROG_LIST *last_mprog;
AREA_DATA *area; /* OLC */
vnum_t vnum;
vnum_t group;
bool new_format;
int count;
int killed;
const char *player_name;
const char *short_descr;
const char *long_descr;
const char *description;
flag_t act;
flag_t affected_by;
int alignment;
int level;
int hitroll;
int hit[3];
int mana[3];
int damage[3];
int ac[4];
int dam_type;
flag_t off_flags;
flag_t imm_flags;
flag_t res_flags;
flag_t vuln_flags;
int start_pos;
int default_pos;
int sex;
int race;
long wealth;
flag_t form;
flag_t parts;
int size;
const char *material;
flag_t mprog_flags;
};
/* memory settings */
#define MEM_CUSTOMER A
#define MEM_SELLER B
#define MEM_HOSTILE C
#define MEM_AFRAID D
/* memory for mobs */
struct mem_data
{
MEM_DATA *next;
MEM_DATA *prev;
bool valid;
int id;
int reaction;
time_t when;
};
#define PK_KILLS 0
#define MOB_KILLS 1
#define PK_DEATHS 2
#define MOB_DEATHS 3
#define MAX_GAMESTAT 4
struct stat_data
{
STAT_DATA *next;
STAT_DATA *prev;
bool valid;
const char *name; // name of character
long gamestat[MAX_GAMESTAT]; // stat data
};
/*
* One character (PC or NPC).
*/
struct char_data
{
CHAR_DATA *next;
CHAR_DATA *prev;
CHAR_DATA *next_player;
CHAR_DATA *prev_player;
CHAR_DATA *next_in_room;
CHAR_DATA *prev_in_room;
CHAR_DATA *master;
CHAR_DATA *leader;
CHAR_DATA *fighting;
CHAR_DATA *reply;
CHAR_DATA *pet;
CHAR_DATA *mprog_target;
MEM_DATA *memory;
SPEC_FUN *spec_fun;
MOB_INDEX_DATA *pIndexData;
DESCRIPTOR_DATA *desc;
AFFECT_DATA *first_affect;
AFFECT_DATA *last_affect;
OBJ_DATA *first_carrying;
OBJ_DATA *last_carrying;
OBJ_DATA *on;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *was_in_room;
AREA_DATA *zone;
PC_DATA *pcdata;
GEN_DATA *gen_data;
CHAR_DATA *hunting;
bool valid;
const char *name;
long id;
int version;
const char *short_descr;
const char *long_descr;
const char *description;
const char *prompt;
const char *prefix;
int group;
int clan;
int sex;
int rank;
int invited;
int Class[MAX_MCLASS];
int race;
int level;
int deity;
int trust;
int played;
int lines; /* for the pager */
time_t logon;
int timer;
int wait;
int daze;
long hit;
long max_hit;
long mana;
long max_mana;
long move;
long max_move;
long gold;
long silver;
int exp;
flag_t act;
flag_t comm; /* RT added to pad the vector */
flag_t wiznet; /* wiz stuff */
flag_t imm_flags;
flag_t res_flags;
flag_t vuln_flags;
int invis_level;
int incog_level;
flag_t affected_by;
int position;
int practice;
int train;
int carry_weight;
int carry_number;
int saving_throw;
int alignment;
int hitroll;
int damroll;
int armor[4];
int wimpy;
/* stats */
int perm_stat[MAX_STATS];
int mod_stat[MAX_STATS];
/* parts stuff */
flag_t form;
flag_t parts;
int size;
const char *material;
/* mobile stuff */
flag_t off_flags;
int damage[3];
int dam_type;
int start_pos;
int default_pos;
flag_t info_settings;
int mprog_delay;
};
/* Arena Defines */
#define FIGHT_OPEN 0
#define FIGHT_START 1
#define FIGHT_BUSY 2
#define FIGHT_LOCK 3
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA *next;
PC_DATA *prev;
BUFFER *buffer;
CHAR_DATA *challenger;
CHAR_DATA *challenged;
CHAR_DATA *gladiator;
bool valid;
const char *pwd;
const char *bamfin;
const char *bamfout;
const char *title;
const char *who_descr;
long perm_hit;
long perm_mana;
long perm_move;
int true_sex;
int last_level;
int condition[4];
int *learned;
bool *group_known;
int points;
bool confirm_delete;
BOARD_DATA *board; /* The current board */
time_t last_note[MAX_BOARD]; /* last note for the boards */
NOTE_DATA *in_progress;
const char *alias[MAX_ALIAS];
const char *alias_sub[MAX_ALIAS];
int security; /* OLC *//* Builder security */
int colour[MAX_CUSTOM_COLOUR];
long gamestat[MAX_GAMESTAT];
int nextquest;
int countdown;
vnum_t questobj;
vnum_t questmob;
vnum_t questgiver;
vnum_t questloc;
int questpoints;
int trivia;
bool confirm_remort;
bool stay_race;
vnum_t gq_mobs[MAX_GQUEST_MOB];
char explored[MAX_EXPLORE_HASH];
bool still_in_war;
long home_invite;
vnum_t home[MAX_HOUSE_ROOMS];
vnum_t home_key;
int awins;
int alosses;
int plr_wager;
long gold_bank;
long silver_bank;
int shares;
const char *webpass;
char str_ed_key;
};
/* Data for generating characters -- only used during generation */
struct gen_data
{
GEN_DATA *next;
GEN_DATA *prev;
bool valid;
bool *skill_chosen;
bool *group_chosen;
int points_chosen;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
struct liq_type
{
const char *liq_name;
const char *liq_color;
int liq_affect[5];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next;
EXTRA_DESCR_DATA *prev; /* Next in list */
bool valid;
const char *keyword; /* Keyword in look/examine */
const char *description; /* What to see */
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
OBJ_INDEX_DATA *next;
EXTRA_DESCR_DATA *first_extra_descr;
EXTRA_DESCR_DATA *last_extra_descr;
AFFECT_DATA *first_affect;
AFFECT_DATA *last_affect;
PROG_LIST *first_oprog;
PROG_LIST *last_oprog;
AREA_DATA *area; /* OLC */
bool new_format;
const char *name;
const char *short_descr;
const char *description;
vnum_t vnum;
int reset_num;
const char *material;
int item_type;
flag_t extra_flags;
flag_t wear_flags;
int level;
int condition;
int count;
int weight;
int cost;
long value[5];
flag_t oprog_flags;
};
/*
* 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;
OBJ_DATA *on;
CHAR_DATA *carried_by;
EXTRA_DESCR_DATA *first_extra_descr;
EXTRA_DESCR_DATA *last_extra_descr;
AFFECT_DATA *first_affect;
AFFECT_DATA *last_affect;
OBJ_INDEX_DATA *pIndexData;
ROOM_INDEX_DATA *in_room;
CHAR_DATA *oprog_target;
int oprog_delay;
bool valid;
bool enchanted;
const char *owner;
const char *name;
const char *short_descr;
const char *description;
int item_type;
flag_t extra_flags;
flag_t wear_flags;
int wear_loc;
int weight;
int cost;
int level;
int condition;
const char *material;
int timer;
long value[5];
};
/*
* Exit data.
*/
struct exit_data
{
union
{
ROOM_INDEX_DATA *to_room;
vnum_t vnum;
}
u1;
flag_t exit_info;
vnum_t key;
const char *keyword;
const char *description;
EXIT_DATA *next;
EXIT_DATA *prev; /* OLC */
flag_t rs_flags; /* OLC */
int orig_door; /* OLC */
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA *next;
RESET_DATA *prev;
char command;
vnum_t arg1;
int arg2;
vnum_t arg3;
int arg4;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA *next;
AREA_DATA *prev;
const char *file_name;
const char *name;
const char *credits;
int age;
int nplayer;
int low_range;
int high_range;
vnum_t min_vnum;
vnum_t max_vnum;
bool empty;
const char *builders; /* OLC *//* Listing of */
int vnum; /* OLC *//* Area vnum */
flag_t area_flags; /* OLC */
int security; /* OLC *//* Value 1-9 */
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA *next;
CHAR_DATA *first_person;
CHAR_DATA *last_person;
OBJ_DATA *first_content;
OBJ_DATA *last_content;
EXTRA_DESCR_DATA *first_extra_descr;
EXTRA_DESCR_DATA *last_extra_descr;
AREA_DATA *area;
EXIT_DATA *exit[6];
RESET_DATA *reset_first; /* OLC */
RESET_DATA *reset_last; /* OLC */
PROG_LIST *first_rprog;
PROG_LIST *last_rprog;
CHAR_DATA *rprog_target;
flag_t rprog_flags;
int rprog_delay;
const char *name;
const char *description;
const char *owner;
vnum_t vnum;
flag_t room_flags;
int light;
int sector_type;
int heal_rate;
int mana_rate;
int clan;
};
/* one disabled command */
struct disabled_data
{
DISABLED_DATA *next;
DISABLED_DATA *prev; /* pointer to next node */
struct cmd_type const *command; /* pointer to the command struct */
const char *disabled_by; /* name of disabler */
int level; /* level of disabler */
};
/*
* Types of attacks.
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_HIT 1000
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
#define TAR_OBJ_CHAR_DEF 5
#define TAR_OBJ_CHAR_OFF 6
#define TARGET_CHAR 0
#define TARGET_OBJ 1
#define TARGET_ROOM 2
#define TARGET_NONE 3
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
const char *name; /* Name of skill */
int *skill_level; /* Level needed by class */
int *rating; /* How hard it is to learn */
SPELL_FUN *spell_fun; /* Spell pointer (for spells) */
int target; /* Legal targets */
int minimum_position; /* Position for caster / user */
int *pgsn; /* Pointer to associated gsn */
int min_mana; /* Minimum mana used */
int beats; /* Waiting time after use */
const char *noun_damage; /* Damage message */
const char *msg_off; /* Wear off message */
const char *msg_obj; /* Wear off message for obects */
};
struct group_type
{
const char *name;
int *rating;
const char *spells[MAX_IN_GROUP];
};
/*
* MOBprog definitions
*/
#define TRIG_ACT (BIT_A)
#define TRIG_BRIBE (BIT_B)
#define TRIG_DEATH (BIT_C)
#define TRIG_ENTRY (BIT_D)
#define TRIG_FIGHT (BIT_E)
#define TRIG_GIVE (BIT_F)
#define TRIG_GREET (BIT_G)
#define TRIG_GRALL (BIT_H)
#define TRIG_KILL (BIT_I)
#define TRIG_HPCNT (BIT_J)
#define TRIG_RANDOM (BIT_K)
#define TRIG_SPEECH (BIT_L)
#define TRIG_EXIT (BIT_M)
#define TRIG_EXALL (BIT_N)
#define TRIG_DELAY (BIT_O)
#define TRIG_SURR (BIT_P)
#define TRIG_GET (BIT_Q)
#define TRIG_DROP (BIT_R)
#define TRIG_SIT (BIT_S)
#define PRG_MPROG 0
#define PRG_OPROG 1
#define PRG_RPROG 2
struct prog_list
{
flag_t trig_type;
const char *trig_phrase;
vnum_t vnum;
const char *code;
PROG_LIST *next;
PROG_LIST *prev;
bool valid;
};
struct prog_code
{
vnum_t vnum;
const char *code;
PROG_CODE *next;
PROG_CODE *prev;
};
#include "gsn.h"
/*
* Utility macros.
*/
#define IS_VALID(data) ((data) != NULL && (data)->valid)
#define VALIDATE(data) ((data)->valid = TRUE)
#define INVALIDATE(data) ((data)->valid = FALSE)
#define UMIN(a, b) ((a) < (b) ? (a) : (b))
#define UMAX(a, b) ((a) > (b) ? (a) : (b))
#define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
#define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c))
#define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c))
#define IS_SET(flag, bit) ((flag) & (bit))
#define SET_BIT(var, bit) ((var) |= (bit))
#define REMOVE_BIT(var, bit) ((var) &= ~(bit))
#define IS_NULLSTR(str) ((str) == NULL || (str)[0] == '\0')
#define ENTRE(min,num,max) ( ((min) < (num)) && ((num) < (max)) )
#define CHECK_POS(a, b, c) { \
(a) = (b); \
if ( (a) < 0 ) \
bug( "CHECK_POS : " c " == %d < 0", a ); \
}
#define UNLINK_SINGLE(pdata,pnext,type,list) \
do \
{ \
if (list == pdata) \
{ \
list = pdata->pnext; \
} \
else \
{ \
type *prev; \
for (prev = list; prev != NULL; prev = prev->pnext) \
{ \
if (prev->pnext == pdata) \
{ \
prev->pnext = pdata->pnext; \
break; \
} \
} \
if (prev == NULL) \
{ \
bugf (#pdata " not found in " #list "."); \
} \
} \
} while(0)
#define LINK_SINGLE(pdata,pnext,list) \
do \
{ \
pdata->pnext = list; \
list = pdata; \
} \
while (0)
#define LINK(link, first, last, next, prev) \
do \
{ \
if ( !(first) ) \
{ \
(first) = (link); \
(last) = (link); \
} \
else \
(last)->next = (link); \
(link)->next = NULL; \
if (first == link) \
(link)->prev = NULL; \
else \
(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; \
if ((first)) \
(first)->prev = NULL; \
} \
else \
{ \
(link)->prev->next = (link)->next; \
} \
if ( !(link)->next ) \
{ \
(last) = (link)->prev; \
if ((last)) \
(last)->next = NULL; \
} \
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) ) \
{ \
bugf( "CHECK_LINKS: last with NULL first! %s.", \
#first ); \
for ( ptr = (last); ptr->prev; ptr = ptr->prev ); \
(first) = ptr; \
} \
else if ( !(last) ) \
{ \
bugf( "CHECK_LINKS: first with NULL last! %s.", \
#first ); \
for ( ptr = (first); ptr->next; ptr = ptr->next ); \
(last) = ptr; \
} \
if ( (first) ) \
{ \
for ( ptr = (first); ptr; ptr = ptr->next ) \
{ \
if ( ptr->prev != pptr ) \
{ \
bugf( "CHECK_LINKS(%s): %p:->prev != %p. Fixing.", \
#first, ptr, pptr ); \
ptr->prev = pptr; \
} \
if ( ptr->prev && ptr->prev->next != ptr ) \
{ \
bugf( "CHECK_LINKS(%s): %p:->prev->next != %p. Fixing.",\
#first, ptr, ptr ); \
ptr->prev->next = ptr; \
} \
pptr = ptr; \
} \
pptr = NULL; \
} \
if ( (last) ) \
{ \
for ( ptr = (last); ptr; ptr = ptr->prev ) \
{ \
if ( ptr->next != pptr ) \
{ \
bugf( "CHECK_LINKS (%s): %p:->next != %p. Fixing.", \
#first, ptr, pptr ); \
ptr->next = pptr; \
} \
if ( ptr->next && ptr->next->prev != ptr ) \
{ \
bugf( "CHECK_LINKS(%s): %p:->next->prev != %p. Fixing.",\
#first, ptr, ptr ); \
ptr->next->prev = ptr; \
} \
pptr = ptr; \
} \
} \
} while(0)
#define replace_string(astr, bstr) do{ free_string(astr); astr = str_dup(bstr); }while(0)
#define IS_STRSET(str) ((str == NULL || str[0] == '\0') ? "Not set." : str)
/*
* Character macros.
*/
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO)
#define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level))
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define GET_AGE(ch) ((int) (17 + ((ch)->played \
+ current_time - (ch)->logon )/72000))
#define IS_GOOD(ch) (ch->alignment >= 350)
#define IS_EVIL(ch) (ch->alignment <= -350)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define IS_AWAKE(ch) (ch->position > POS_SLEEPING)
#define GET_AC(ch,type) ((ch)->armor[type] \
+ ( IS_AWAKE(ch) \
? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ))
#define GET_HITROLL(ch) \
((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit)
#define GET_DAMROLL(ch) \
((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam)
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define IS_IN_WAR(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_WAR) \
&& IS_SET((ch)->in_room->room_flags, ROOM_ARENA))
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
#define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver/10 + \
(ch)->gold * 2 / 5)
#define act(format,ch,arg1,arg2,type)\
act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING)
#define HAS_TRIGGER_MOB(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig)))
#define HAS_TRIGGER_OBJ(obj,trig) (IS_SET((obj)->pIndexData->oprog_flags,(trig)))
#define HAS_TRIGGER_ROOM(room,trig) (IS_SET((room)->rprog_flags,(trig)))
#define IS_SWITCHED( ch ) ( ch->desc && ch->desc->original )
#define IS_BUILDER(ch, Area) ( !IS_NPC(ch) && !IS_SWITCHED( ch ) && \
( ch->pcdata->security >= Area->security \
|| strstr( Area->builders, ch->name ) \
|| strstr( Area->builders, "All" ) ) )
#define DESC_FLAGGED(d, flag) (IS_SET((d)->d_flags, (flag)))
#define CH(descriptor) ((descriptor)->original ? \
(descriptor)->original : (descriptor)->character)
#define IS_REMORT(ch) (!IS_NPC(ch) && ( IS_SET((ch)->act, PLR_REMORT) \
|| number_classes(ch) > 1))
#define ON_GQUEST(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_GQUEST) && gquest_info.running != GQUEST_OFF)
#define STR_EDIT_KEY(ch) (IS_NPC(ch) ? '.' : ch->pcdata->str_ed_key)
/*
* Object macros.
*/
#define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part)))
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat)))
#define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat)))
#define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \
(obj)->value[4] : 100)
#define IS_QUESTOR(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_QUESTOR) && \
(ch)->pcdata->questgiver != 0 )
/*
* Description macros.
*/
#define PERS(ch, looker) ( can_see( looker, (ch) ) ? \
( IS_NPC(ch) ? (ch)->short_descr \
: (ch)->name ) : IS_IMMORTAL(ch) ? "an Immortal" : "someone" )
/*
* Structure for a social in the socials table.
*/
struct social_type
{
const char *name;
const char *char_no_arg;
const char *others_no_arg;
const char *char_found;
const char *others_found;
const char *vict_found;
const char *char_not_found;
const char *char_auto;
const char *others_auto;
};
/*
* Global constants.
*/
extern const struct str_app_type str_app[26];
extern const struct int_app_type int_app[26];
extern const struct wis_app_type wis_app[26];
extern const struct dex_app_type dex_app[26];
extern const struct con_app_type con_app[26];
extern const struct weapon_type weapon_table[];
extern const struct item_type item_table[];
extern const struct wiznet_type wiznet_table[];
extern const struct attack_type attack_table[];
extern const struct spec_type spec_table[];
extern const struct liq_type liq_table[];
/*
* Global variables.
*/
#include "globals.h"
/*
* 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)
#else
#include <crypt.h>
#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 GOD_DIR "../gods/" /* list of gods */
#define DATA_DIR "../data/"
#define TEMP_FILE "../player/romtmp"
#if !defined(WIN32)
#define NULL_FILE "/dev/null" /* To reserve one stream */
#else
#define NULL_FILE "NUL"
#define WIN32_DIR "../win32/"
#endif
#define AREA_LIST "area.lst" /* List of areas */
#define BUG_FILE "bugs.txt" /* For 'bug' and bug() */
#define TYPO_FILE "typos.txt" /* For 'typo' */
#define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */
#define HELP_FILE "help.are"
#define BAN_FILE DATA_DIR "ban.dat"
#define MUSIC_FILE DATA_DIR "music.dat"
#define DISABLED_FILE DATA_DIR "disabled.dat" /* disabled commands */
#define STAT_FILE DATA_DIR "statlist.dat"
#define GQUEST_FILE DATA_DIR "gquest.dat"
#define CLAN_FILE DATA_DIR "clans.dat"
#define COMMAND_FILE DATA_DIR "commands.dat"
#define SKILL_FILE DATA_DIR "skills.dat"
#define GROUP_FILE DATA_DIR "groups.dat"
#define RACE_FILE DATA_DIR "races.dat"
#define CLASS_FILE DATA_DIR "classes.dat"
#define SOCIAL_FILE DATA_DIR "social.dat"
#define CORPSE_FILE DATA_DIR "corpses.dat"
#define PIT_FILE DATA_DIR "pit.dat"
#define BANK_FILE DATA_DIR "bank.dat"
#define DEITY_FILE DATA_DIR "deity.dat"
#define WPWD_FILE DATA_DIR "webpass.dat"
#include "proto.h"
/*****************************************************************************
* OLC *
*****************************************************************************/
/*
* Object defined in limbo.are
* Used in save.c to load objects that don't exist.
*/
#define OBJ_VNUM_DUMMY 30
/*
* Area flags.
*/
#define AREA_NONE 0
#define AREA_CHANGED (BIT_A) /* Area has been modified. */
#define AREA_ADDED (BIT_B) /* Area has been added to. */
#define AREA_LOADING (BIT_C) /* Used for counting in db.c */
#define AREA_PLAYER_HOMES (BIT_D)
#define AREA_CLOSED (BIT_E)
#define MAX_DIR 6
/*
* Global Constants
*/
extern char *const dir_name[];
extern const int rev_dir[]; /* int - ROM OLC */
/*
* Global variables
*/
extern AREA_DATA *area_first;
extern AREA_DATA *area_last;
extern int top_affect;
extern int top_area;
extern int top_ed;
extern int top_exit;
extern int top_help;
extern int top_mob_index;
extern int top_obj_index;
extern int top_reset;
extern int top_room;
extern int top_explored;
extern int top_shop;
extern vnum_t top_vnum_mob;
extern vnum_t top_vnum_obj;
extern vnum_t top_vnum_room;
extern MOB_INDEX_DATA *mob_index_hash[MAX_KEY_HASH];
extern OBJ_INDEX_DATA *obj_index_hash[MAX_KEY_HASH];
extern ROOM_INDEX_DATA *room_index_hash[MAX_KEY_HASH];
extern CORPSE_DATA *corpse_first;
extern CORPSE_DATA *corpse_last;
#define STRING_END 2
#define STRING_FOUND 1
#define STRING_NONE 0
#define alloc_mem(result, type, number) \
do \
{ \
if (!((result) = (type *) calloc ((number), sizeof(type)))) \
{ \
perror("malloc failure"); \
logf( "Malloc failure @ %s:%d\n", __FILE__, __LINE__ ); \
abort(); \
} \
} while(0)
#define realloc_mem(result,type,number) \
do \
{ \
if (!((result) = (type *) realloc ((result), sizeof(type) * (number)))) \
{ \
perror("realloc failure"); \
logf( "Realloc failure @ %s:%d\n", __FILE__, __LINE__ ); \
abort(); \
} \
} while(0)
#define free_mem(point) \
do \
{ \
if (!(point)) \
{ \
bugf("Freeing null pointer %s:%d", __FILE__, __LINE__ ); \
} \
else free((void *)point); \
point = NULL; \
} while(0)
#endif