/* ************************************************************************
* File: structs.h Part of CircleMUD *
* Usage: header file for central structures and contstants *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
/*
* Intended use of this macro is to allow external packages to work with
* a variety of CircleMUD versions without modifications. For instance,
* an IS_CORPSE() macro was introduced in pl13. Any future code add-ons
* could take into account the CircleMUD version and supply their own
* definition for the macro if used on an older version of CircleMUD.
* You are supposed to compare this with the macro CIRCLEMUD_VERSION()
* in utils.h. See there for usage.
*/
#define _CIRCLEMUD 0x03000D /* Major/Minor/Patchlevel - MMmmPP */
/* preamble *************************************************************/
#define NOWHERE -1 /* nil reference for room-database */
#define NOTHING -1 /* nil reference for objects */
#define NOBODY -1 /* nil reference for mobiles */
#define SPECIAL(name) \
int (name)(struct char_data *ch, void *me, int cmd, char *argument)
/* misc editor defines **************************************************/
/* format modes for format_text */
#define FORMAT_INDENT (1 << 0)
/* room-related defines *************************************************/
/* The cardinal directions: used as index to room_data.dir_option[] */
#define NORTH 0
#define EAST 1
#define SOUTH 2
#define WEST 3
#define UP 4
#define DOWN 5
/* Room flags: used in room_data.room_flags */
/* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */
#define ROOM_DARK (1 << 0) /* Dark */
#define ROOM_DEATH (1 << 1) /* Death trap */
#define ROOM_NOMOB (1 << 2) /* MOBs not allowed */
#define ROOM_INDOORS (1 << 3) /* Indoors */
#define ROOM_PEACEFUL (1 << 4) /* Violence not allowed */
#define ROOM_SOUNDPROOF (1 << 5) /* Shouts, gossip blocked */
#define ROOM_NOSENSE (1 << 6) /* SENSE won't go through */
#define ROOM_NOMAGIC (1 << 7) /* Magic not allowed */
#define ROOM_TUNNEL (1 << 8) /* room for only 1 pers */
#define ROOM_PRIVATE (1 << 9) /* Can't teleport in */
#define ROOM_GODROOM (1 << 10) /* LVL_GOD+ only allowed */
#define ROOM_HOUSE (1 << 11) /* (R) Room is a house */
#define ROOM_HOUSE_CRASH (1 << 12) /* (R) House needs saving */
#define ROOM_ATRIUM (1 << 13) /* (R) The door to a house */
#define ROOM_OLC (1 << 14) /* (R) Modifyable/!compress */
#define ROOM_BFS_MARK (1 << 15) /* (R) breath-first srch mrk */
#define ROOM_GOOD_REGEN (1 << 16) /* Good Regen Room */
#define ROOM_GRAV10 (1 << 17) /* Gravity X 10 */
#define ROOM_GRAV100 (1 << 18) /* Gravity X 100 */
#define ROOM_GRAV200 (1 << 19) /* Gravity X 200 */
#define ROOM_GRAV300 (1 << 20) /* Gravity X 300 */
#define ROOM_GRAV400 (1 << 21) /* Gravity X 400 */
#define ROOM_SPIRIT (1 << 22) /* Room of Spirit and Time */
#define ROOM_ND (1 << 23) /* Im too lazy to make notes */
#define ROOM_DOJO (1 << 24) /* Dojo for sparing */
#define ROOM_TRAINER (1 << 25)
#define ROOM_DRAIN (1 << 26) /* Empty */
#define ROOM_HOTEL (1 << 27)
#define ROOM_HTANK (1 << 28) /* Healing Tank */
#define ROOM_NOQUIT (1 << 29)
#define ROOM_NORECALL (1 << 30) /* Recalling not allowed */
#define ROOM_UNUSED (1 << 31)
/* Exit info: used in room_data.dir_option.exit_info */
#define EX_ISDOOR (1 << 0) /* Exit is a door */
#define EX_CLOSED (1 << 1) /* The door is closed */
#define EX_LOCKED (1 << 2) /* The door is locked */
#define EX_PICKPROOF (1 << 3) /* Lock can't be picked */
/* Sector types: used in room_data.sector_type */
#define SECT_INSIDE 0 /* Indoors */
#define SECT_CITY 1 /* In a city */
#define SECT_FIELD 2 /* In a field */
#define SECT_FOREST 3 /* In a forest */
#define SECT_HILLS 4 /* In the hills */
#define SECT_MOUNTAIN 5 /* On a mountain */
#define SECT_WATER_SWIM 6 /* Swimmable water */
#define SECT_WATER_NOSWIM 7 /* Water - need a boat */
#define SECT_UNDERWATER 8 /* Underwater */
#define SECT_FLYING 9 /* Wheee! */
/* char and mob-related defines *****************************************/
/* PC classes */
#define CLASS_UNDEFINED -1
#define CLASS_Human 0
#define CLASS_Namek 1
#define CLASS_icer 2
#define CLASS_saiyan 3
#define CLASS_MAJIN 4
#define CLASS_ANDROID 5
#define CLASS_KAI 6
#define CLASS_HALF_BREED 7
#define CLASS_BIODROID 8
#define CLASS_KONATSU 9
#define CLASS_CHANGELING 10
#define CLASS_demon 11
#define CLASS_TRUFFLE 12
#define CLASS_MUTANT 13
#define CLASS_KANASSAN 14
/* And PC classes again, because we can't change the above without futzing
* the pfile
*/
#define CLASS_HUMAN_B (1 << CLASS_Human)
#define CLASS_NAMEK_B (1 << CLASS_Namek)
#define CLASS_ICER_B (1 << CLASS_icer)
#define CLASS_SAIYAN_B (1 << CLASS_saiyan)
#define CLASS_ANDROID_B (1 << CLASS_ANDROID)
#define CLASS_KAI_B (1 << CLASS_KAI)
#define CLASS_HALF_BREED_B (1 << CLASS_HALF_BREED)
#define CLASS_MAJIN_B (1 << CLASS_MAJIN)
#define CLASS_BIODROID_B (1 << CLASS_BIODROID)
#define CLASS_KONATSU_B (1 << CLASS_KONATSU)
#define CLASS_CHANGELING_B (1 << CLASS_CHANGELING)
#define CLASS_demon_B (1 << CLASS_demon)
#define CLASS_TRUFFLE_B (1 << CLASS_TRUFFLE)
#define CLASS_MUTANT_B (1 << CLASS_MUTANT)
#define CLASS_KANASSAN_B (1 << CLASS_KANASSAN)
#define CLASS_ALL_B (1 | 1 << 1 | 1 << 2 | 1 << 3 | 1 << 4 | 1 << 5 | 1 << 6 | 1 << 7 | 1 << 8 | 1 << 9 | 1 << 10 | 1 << 11 | 1 << 12 | 1 << 13 | 1 << 14)
#define NUM_CLASSES 15 /* This must be the number of classes!! */
/* NPC classes (currently unused - feel free to implement!) */
#define CLASS_OTHER 0
#define CLASS_UNDEAD 1
#define CLASS_HUMANOID 2
#define CLASS_ANIMAL 3
#define CLASS_DRAGON 4
#define CLASS_GIANT 5
/* Sex */
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/* Eye Color */
#define EYE_WHITE 0
#define EYE_BLACK 1
#define EYE_BLUE 2
#define EYE_GREEN 3
#define EYE_BROWN 4
#define EYE_PURPLE 5
#define EYE_RED 6
#define EYE_YELLOW 7
#define EYE_ICYBLUE 8
/* Hair Color */
#define HAIRC_BLACK 0
#define HAIRC_WHITE 1
#define HAIRC_BLUE 2
#define HAIRC_GREEN 3
#define HAIRC_BROWN 4
#define HAIRC_PURPLE 5
#define HAIRC_RED 6
#define HAIRC_YELLOW 7
#define HAIRC_NONE 8
/* Hair Length */
#define HAIRL_V_SHORT 0
#define HAIRL_SHORT 1
#define HAIRL_MEDIUM 2
#define HAIRL_LONG 3
#define HAIRL_V_LONG 4
#define HAIRL_BALD 5
#define HAIRL_SSPIKE 6
#define HAIRL_MSPIKE 7
#define HAIRL_LSPIKE 8
/*Aura Color*/
#define AURA_BLACK 0
#define AURA_WHITE 1
#define AURA_BLUE 2
#define AURA_GREEN 3
#define AURA_PURPLE 4
#define AURA_RED 5
#define AURA_YELLOW 6
#define AURA_PINK 7
/*clans*/
#define CLAN_EVIL 0
#define CLAN_GOOD 1
#define CLAN_NEUTRAL 2
#define CLAN_NONE 3
/*build*/
#define BUILD_SKIN 0
#define BUILD_LEAN 1
#define BUILD_MUSC 2
#define BUILD_CHUB 3
#define BUILD_FAT 4
/*gods*/
#define GOD_TK 0
#define GOD_XYL 1
#define GOD_RAIN 2
#define GOD_ERD 3
#define GOD_AEANA 4
#define GOD_HIRO 5
#define GOD_NONE 6
/* Positions */
#define POS_DEAD 0 /* dead */
#define POS_MORTALLYW 1 /* mortally wounded */
#define POS_INCAP 2 /* incapacitated */
#define POS_STUNNED 3 /* stunned */
#define POS_SLEEPING 4 /* sleeping */
#define POS_RESTING 5 /* resting */
#define POS_SITTING 6 /* sitting */
#define POS_FIGHTING 7 /* fighting */
#define POS_STANDING 8 /* standing */
#define POS_FLOATING 9 /* floating */
/* Player flags: used by char_data.char_specials.act */
#define PLR_KILLER (1 << 0) /* Player is a player-killer */
#define PLR_icer (1 << 1) /* Player is a player-icer */
#define PLR_FROZEN (1 << 2) /* Player is frozen */
#define PLR_DONTSET (1 << 3) /* Don't EVER set (ISNPC bit) */
#define PLR_WRITING (1 << 4) /* Player writing (board/mail/olc) */
#define PLR_MAILING (1 << 5) /* Player is writing mail */
#define PLR_CRASH (1 << 6) /* Player needs to be crash-saved */
#define PLR_SITEOK (1 << 7) /* Player has been site-cleared */
#define PLR_NOSHOUT (1 << 8) /* Player not allowed to shout/goss */
#define PLR_NOTITLE (1 << 9) /* Player not allowed to set title */
#define PLR_DELETED (1 << 10) /* Player deleted - space reusable */
#define PLR_LOADROOM (1 << 11) /* Player uses nonstandard loadroom */
#define PLR_NOWIZLIST (1 << 12) /* Player shouldn't be on wizlist */
#define PLR_NODELETE (1 << 13) /* Player shouldn't be deleted */
#define PLR_INVSTART (1 << 14) /* Player should enter game wizinvis */
#define PLR_CRYO (1 << 15) /* Player is cryo-saved (purge prog) */
#define PLR_LARM (1 << 16) /* Player is cryo-saved (purge prog) */
#define PLR_RARM (1 << 17) /* Player is cryo-saved (purge prog) */
#define PLR_LLEG (1 << 18) /* Player is cryo-saved (purge prog) */
#define PLR_RLEG (1 << 19) /* Player is cryo-saved (purge prog) */
#define PLR_STAIL (1 << 20) /* Player is cryo-saved (purge prog) */
#define PLR_TAIL (1 << 21) /* Player is cryo-saved (purge prog) */
#define PLR_trans1 (1 << 22)
#define PLR_trans2 (1 << 23)
#define PLR_trans3 (1 << 24)
#define PLR_trans4 (1 << 25)
#define PLR_trans5 (1 << 26) /* Upgrade 5.0 */
#define PLR_trans6 (1 << 27) /* Upgrade 6.0 */
#define PLR_FORELOCK (1 << 28)
#define PLR_DEFLECT (1 << 29)
#define PLR_MAJINIZE (1 << 30)
#define PLR_NOMAJIN (1 << 31)
/* Mobile flags: used by char_data.char_specials.act */
#define MOB_SPEC (1 << 0) /* Mob has a callable spec-proc */
#define MOB_SENTINEL (1 << 1) /* Mob should not move */
#define MOB_SCAVENGER (1 << 2) /* Mob picks up stuff on the ground */
#define MOB_ISNPC (1 << 3) /* (R) Automatically set on all Mobs */
#define MOB_AWARE (1 << 4) /* Mob can't be backstabbed */
#define MOB_AGGRESSIVE (1 << 5) /* Mob hits players in the room */
#define MOB_STAY_ZONE (1 << 6) /* Mob shouldn't scouter out of zone */
#define MOB_WIMPY (1 << 7) /* Mob flees if severely injured */
#define MOB_AGGR_EVIL (1 << 8) /* auto attack evil PC's */
#define MOB_AGGR_GOOD (1 << 9) /* auto attack good PC's */
#define MOB_AGGR_NEUTRAL (1 << 10) /* auto attack neutral PC's */
#define MOB_MEMORY (1 << 11) /* remember attackers if attacked */
#define MOB_HELPER (1 << 12) /* attack PCs fighting other NPCs */
#define MOB_NOMAJIN (1 << 13) /* Mob can't be MAJINed */
#define MOB_NOYOIKOMINMINKEN (1 << 15) /* Mob can't be slept */
#define MOB_NOSWEEP (1 << 16) /* Mob can't be sweeped (e.g. trees) */
#define MOB_NOSOLAR_FLARE (1 << 17) /* Mob can't be blinded */
#define MOB_NOMIND_FREEZE (1 << 18) /* Mob can't be frozen */
#define MOB_NOKAMEHAME (1 << 19)
#define MOB_NOBIGBANG (1 << 20)
#define MOB_NOFINALFLASH (1 << 21)
#define MOB_NOCHOUKAME (1 << 22)
#define MOB_NODISK (1 << 23)
#define MOB_NOMASENKO (1 << 24)
#define MOB_NOMAKANKO (1 << 25)
/* Preference flags: used by char_data.player_specials.pref */
#define PRF_BRIEF (1 << 0) /* Room descs won't normally be shown */
#define PRF_COMPACT (1 << 1) /* No extra CRLF pair before prompts */
#define PRF_DEAF (1 << 2) /* Can't hear shouts */
#define PRF_NOTELL (1 << 3) /* Can't receive tells */
#define PRF_DISPHP (1 << 4) /* Display hit points in prompt */
#define PRF_DISPMANA (1 << 5) /* Display mana points in prompt */
#define PRF_AUTOEXIT (1 << 7) /* Display exits in a room */
#define PRF_NOHASSLE (1 << 8) /* Aggr mobs won't attack */
#define PRF_QUEST (1 << 9) /* On quest */
#define PRF_SUMMONABLE (1 << 10) /* Can be summoned */
#define PRF_NOREPEAT (1 << 11) /* No repetition of comm commands */
#define PRF_HOLYLIGHT (1 << 12) /* Can see in dark */
#define PRF_COLOR_1 (1 << 13) /* Color (low bit) */
#define PRF_COLOR_2 (1 << 14) /* Color (high bit) */
#define PRF_NOWIZ (1 << 15) /* Can't hear wizline */
#define PRF_LOG1 (1 << 16) /* On-line System Log (low bit) */
#define PRF_LOG2 (1 << 17) /* On-line System Log (high bit) */
#define PRF_NOooc (1 << 18) /* Can't hear ooc channel */
#define PRF_NOGOSS (1 << 19) /* Can't hear gossip channel */
#define PRF_NOGRATZ (1 << 20) /* Can't hear grats channel */
#define PRF_ROOMFLAGS (1 << 21) /* Can see room flags (ROOM_x) */
#define PRF_AFK (1 << 22)
#define PRF_CAMP (1 << 23)
#define PRF_OOZARU (1 << 24)
#define PRF_MYSTIC (1 << 25)
#define PRF_MYSTIC2 (1 << 26)
#define PRF_MYSTIC3 (1 << 27)
#define PRF_ALLOWEDON (1 << 28)
#define PRF_FLYING (1 << 29)
#define PRF_NOMUSIC (1 << 30)
#define PRF_OKCOPYOVER (1 << 31)
/* Affect bits: used in char_data.char_specials.saved.affected_by */
/* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */
#define AFF_SOLAR_FLARE (1 << 0) /* (R) Char is blind */
#define AFF_INVISIBLE (1 << 1) /* Char is invisible */
#define AFF_DETECT_ALIGN (1 << 2) /* Char is sensitive to align*/
#define AFF_DETECT_INVISIBILTY (1 << 3) /* Char can see invis chars */
#define AFF_DETECT_MAGIC (1 << 4) /* Char is sensitive to magic*/
#define AFF_SENSE_LIFE (1 << 5) /* Char can sense hidden life*/
#define AFF_WATERWALK (1 << 6) /* Char can walk on water */
#define AFF_BARRIER (1 << 7) /* Char protected by sanct. */
#define AFF_GROUP (1 << 8) /* (R) Char is grouped */
#define AFF_CURSE (1 << 9) /* Char has 8 arms */
#define AFF_INFRAVISION (1 << 10) /* Char can see in dark */
#define AFF_POISON (1 << 11) /* (R) Char is poisoned */
#define AFF_PROTECT_EVIL (1 << 12) /* Char protected from evil */
#define AFF_PROTECT_GOOD (1 << 13) /* Char protected from good */
#define AFF_YOIKOMINMINKEN (1 << 14) /* (R) Char magically asleep */
#define AFF_NOSENSE (1 << 15) /* Char can't be SENSEed */
#define AFF_MEDITATING (1 << 16) /* Room for future expansion */
#define AFF_UNUSED17 (1 << 17) /* Room for future expansion */
#define AFF_SWIFTNESS (1 << 18) /* Char can move quietly */
#define AFF_HIDE (1 << 19) /* Char is hidden */
#define AFF_UNUSED20 (1 << 20) /* Room for future expansion */
#define AFF_MAJIN (1 << 21) /* Char is MAJINed */
#define AFF_MFROZEN (1 << 22) /* (R) Char is Mfrozen */
#define AFF_SPAR (1 << 23) /* (R) Char is Mfrozen */
#define AFF_SFLY (1 << 24) /* (R) Char is Mfrozen */
#define AFF_SBLOCK (1 << 25) /* (R) Char is Mfrozen */
#define AFF_JOG (1 << 26) /* (R) Char is Mfrozen */
#define AFF_CHARGEL (1 << 27) /* (R) Char is Mfrozen */
#define AFF_CHARGEM (1 << 28) /* (R) Char is Mfrozen */
#define AFF_CHARGEH (1 << 29) /* (R) Char is Mfrozen */
#define AFF_HALTED (1 << 30) /* (R) Char is Mfrozen */
#define AFF_BURN (1 << 31)
#define AFF_SFROZEN (1 << 22)
/* Modes of connectedness: used by descriptor_data.state */
#define CON_PLAYING 0 /* Playing - Nominal state */
#define CON_CLOSE 1 /* Disconnecting */
#define CON_GET_NAME 2 /* By what name ..? */
#define CON_NAME_CNFRM 3 /* Did I get that right, x? */
#define CON_PASSWORD 4 /* Password: */
#define CON_NEWPASSWD 5 /* Give me a password for x */
#define CON_CNFPASSWD 6 /* Please retype password: */
#define CON_QSEX 7 /* SEX? */
#define CON_QCLASS 8 /* Class? */
#define CON_RMOTD 9 /* PRESS RETURN after MOTD */
#define CON_MENU 10 /* Your choice: (main menu) */
#define CON_EXDESC 11 /* Enter a new description: */
#define CON_CHPWD_GETOLD 12 /* Changing passwd: get old */
#define CON_CHPWD_GETNEW 13 /* Changing passwd: get new */
#define CON_CHPWD_VRFY 14 /* Verify new password */
#define CON_DELCNF1 15 /* Delete confirmation 1 */
#define CON_DELCNF2 16 /* Delete confirmation 2 */
#define CON_DISCONNECT 17 /* In-game disconnection */
#define CON_OEDIT 18 /*. OLC mode - object edit .*/
#define CON_REDIT 19 /*. OLC mode - room edit .*/
#define CON_ZEDIT 20 /*. OLC mode - zone info edit .*/
#define CON_MEDIT 21 /*. OLC mode - mobile edit .*/
#define CON_SEDIT 22 /*. OLC mode - shop edit .*/
#define CON_TRIGEDIT 23 /*. OLC mode - trigger edit .*/
#define CON_HEDIT 24 /*. OLC mode - help editor .*/
#define CON_AEDIT 25 /*. OLC mode - action editor .*/
#define CON_TEXTED 26 /*. OLC mode - text editor .*/
#define CON_QEYE 27 /* Eye color. */
#define CON_QHAIRC 28 /* Hair color. */
#define CON_QHAIRL 29 /* Hair Lenght. */
#define CON_QAURA 30
#define CON_QBUILD 31
#define CON_QGOD 32
/* Character equipment positions: used as index for char_data.equipment[] */
/* NOTE: Don't confuse these constants with the ITEM_ bitvectors
which control the valid places you can wear a piece of equipment */
#define WEAR_LIGHT 0
#define WEAR_FINGER_R 1
#define WEAR_FINGER_L 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_R 14
#define WEAR_WRIST_L 15
#define WEAR_WIELD 16
#define WEAR_HOLD 17
#define WEAR_FLOAT 18
#define WEAR_AURA 19
#define WEAR_LEAR 20
#define WEAR_REAR 21
#define WEAR_FORE 22
#define WEAR_WEDDING 23
#define WEAR_FORELOCK 24
#define WEAR_DUAL 25
#define NUM_WEARS 26 /* This must be the # of eq positions!! */
/* object-related defines ********************************************/
/* Item types: used by obj_data.obj_flags.type_flag */
#define ITEM_LIGHT 1 /* Item is a light source */
#define ITEM_SENZU 2 /* Item is a SENZU */
#define ITEM_SCOUTER 3 /* Item is a SCOUTER */
#define ITEM_STAFF 4 /* Item is a STAFF */
#define ITEM_WEAPON 5 /* Item is a weapon */
#define ITEM_FIREWEAPON 6 /* Unimplemented */
#define ITEM_MISSILE 7 /* Unimplemented */
#define ITEM_TREASURE 8 /* Item is a treasure, not gold */
#define ITEM_ARMOR 9 /* Item is armor */
#define ITEM_SAIBAKIT 10 /* Item is a SAIBAKIT */
#define ITEM_WORN 11 /* Unimplemented */
#define ITEM_OTHER 12 /* Misc object */
#define ITEM_TRASH 13 /* Trash - shopkeeps won't buy */
#define ITEM_TRAP 14 /* Unimplemented */
#define ITEM_CONTAINER 15 /* Item is a container */
#define ITEM_NOTE 16 /* Item is note */
#define ITEM_DRINKCON 17 /* Item is a drink container */
#define ITEM_KEY 18 /* Item is a key */
#define ITEM_FOOD 19 /* Item is food */
#define ITEM_MONEY 20 /* Item is money (gold) */
#define ITEM_PEN 21 /* Item is a pen */
#define ITEM_HOLYWATER 22 /* Item is a boat */
#define ITEM_FOUNTAIN 23 /* Item is a fountain */
#define ITEM_NANO 24 /* Item is a fountain */
/* Take/Wear flags: used by obj_data.obj_flags.wear_flags */
#define ITEM_WEAR_TAKE (1 << 0) /* Item can be takes */
#define ITEM_WEAR_FINGER (1 << 1) /* Can be worn on finger */
#define ITEM_WEAR_NECK (1 << 2) /* Can be worn around neck */
#define ITEM_WEAR_BODY (1 << 3) /* Can be worn on body */
#define ITEM_WEAR_HEAD (1 << 4) /* Can be worn on head */
#define ITEM_WEAR_LEGS (1 << 5) /* Can be worn on legs */
#define ITEM_WEAR_FEET (1 << 6) /* Can be worn on feet */
#define ITEM_WEAR_HANDS (1 << 7) /* Can be worn on hands */
#define ITEM_WEAR_ARMS (1 << 8) /* Can be worn on arms */
#define ITEM_WEAR_SHIELD (1 << 9) /* Can be used as a shield */
#define ITEM_WEAR_ABOUT (1 << 10) /* Can be worn about body */
#define ITEM_WEAR_WAIST (1 << 11) /* Can be worn around waist */
#define ITEM_WEAR_WRIST (1 << 12) /* Can be worn on wrist */
#define ITEM_WEAR_WIELD (1 << 13) /* Can be wielded */
#define ITEM_WEAR_HOLD (1 << 14) /* Can be held */
#define ITEM_WEAR_FLOAT (1 << 15)
#define ITEM_WEAR_AURA (1 << 16)
#define ITEM_WEAR_LEAR (1 << 17)
#define ITEM_WEAR_REAR (1 << 18)
#define ITEM_WEAR_FORE (1 << 19)
#define ITEM_WEAR_WEDDING (1 << 20)
#define ITEM_WEAR_FORELOCK (1 << 21)
#define ITEM_WEAR_DUAL (1 << 22)
/*Extra object flags: used by obj_data.obj_flags.extra_flags */
#define ITEM_GLOW (1 << 0) /* Item is glowing */
#define ITEM_HUM (1 << 1) /* Item is humming */
#define ITEM_NORENT (1 << 2) /* Item cannot be rented */
#define ITEM_NODONATE (1 << 3) /* Item cannot be donated */
#define ITEM_NOINVIS (1 << 4) /* Item cannot be made invis */
#define ITEM_INVISIBLE (1 << 5) /* Item is invisible */
#define ITEM_MAGIC (1 << 6) /* Item is magical */
#define ITEM_NODROP (1 << 7) /* Item is cursed: can't drop */
#define ITEM_ZANZOKEN (1 << 8) /* Item is ZANZOKENed */
#define ITEM_ANTI_GOOD (1 << 9) /* Not usable by good people */
#define ITEM_ANTI_EVIL (1 << 10) /* Not usable by evil people */
#define ITEM_ANTI_NEUTRAL (1 << 11) /* Not usable by neutral people */
#define ITEM_ANTI_Human (1 << 12) /* Not usable by Humans */
#define ITEM_ANTI_Namek (1 << 13) /* Not usable by Nameks */
#define ITEM_ANTI_icer (1 << 14) /* Not usable by Icers */
#define ITEM_ANTI_saiyan (1 << 15) /* Not usable by saiyans */
#define ITEM_NOSELL (1 << 16) /* Shopkeepers won't touch it */
#define ITEM_ANTI_MAJIN (1 << 17) /* Not usable by Majins */
#define ITEM_ANTI_ANDROID (1 << 18) /* Not usable by Androids */
#define ITEM_ANTI_KAI (1 << 19) /* Not usable by Demons */
#define ITEM_ANTI_HALF_BREED (1 << 20) /* Not usable by Half-Breeds */
#define ITEM_ANTI_BIODROID (1 << 21)
#define ITEM_ANTI_KONATSU (1 << 22)
#define ITEM_ANTI_demon (1 << 23)
#define ITEM_ANTI_TRUFFLE (1 << 24)
#define ITEM_ANTI_MUTANT (1 << 25)
#define ITEM_ANTI_TUGUIL (1 << 26)
#define ITEM_DIVINE (1 << 27)
/* Modifier constants used with obj affects ('A' fields) */
#define APPLY_NONE 0 /* No effect */
#define APPLY_STR 1 /* Apply to strength */
#define APPLY_DEX 2 /* Apply to dexterity */
#define APPLY_INT 3 /* Apply to constitution */
#define APPLY_WIS 4 /* Apply to wisdom */
#define APPLY_CON 5 /* Apply to constitution */
#define APPLY_RAGE 6 /* Apply to charisma */
#define APPLY_CLASS 7 /* Reserved */
#define APPLY_LEVEL 8 /* Reserved */
#define APPLY_AGE 9 /* Apply to age */
#define APPLY_CHAR_WEIGHT 10 /* Apply to weight */
#define APPLY_CHAR_HEIGHT 11 /* Apply to height */
#define APPLY_MANA 12 /* Apply to max mana */
#define APPLY_HIT 13 /* Apply to max hit points */
#define APPLY_MOVE 14 /* Apply to max move points */
#define APPLY_GOLD 15 /* Reserved */
#define APPLY_EXP 16 /* Reserved */
#define APPLY_AC 17 /* Apply to armor Class */
#define APPLY_HITROLL 18 /* Apply to hitroll */
#define APPLY_DAMROLL 19 /* Apply to damage roll */
#define APPLY_SAVING_PARA 20 /* Apply to save throw: paralz */
#define APPLY_SAVING_ROD 21 /* Apply to save throw: rods */
#define APPLY_SAVING_PETRI 22 /* Apply to save throw: petrif */
#define APPLY_SAVING_BREATH 23 /* Apply to save throw: breath */
#define APPLY_SAVING_SPELL 24 /* Apply to save throw: spells */
#define APPLY_CHA 25 /* Apply to save throw: spells */
#define APPLY_LBS 26 /* Apply to save throw: spells */
#define APPLY_UBS 27 /* Apply to save throw: spells */
#define SPELL_OFFENSIVE 0
#define SPELL_DEFENSIVE 1
#define SPELL_ENHANCE 2
#define SPELL_OTHER 3
#define SPELL_HEALSPELL 4
/* Container flags - value[1] */
#define CONT_CLOSEABLE (1 << 0) /* Container can be closed */
#define CONT_PICKPROOF (1 << 1) /* Container is pickproof */
#define CONT_CLOSED (1 << 2) /* Container is closed */
#define CONT_LOCKED (1 << 3) /* Container is locked */
/* Some different kind of liquids for use in values of drink containers */
#define LIQ_WATER 0
#define LIQ_BEER 1
#define LIQ_WINE 2
#define LIQ_ALE 3
#define LIQ_DARKALE 4
#define LIQ_WHISKY 5
#define LIQ_LEMONADE 6
#define LIQ_FIREBRT 7
#define LIQ_LOCALSPC 8
#define LIQ_SLIME 9
#define LIQ_MILK 10
#define LIQ_TEA 11
#define LIQ_COFFE 12
#define LIQ_BLOOD 13
#define LIQ_SALTWATER 14
#define LIQ_CLEARWATER 15
/* other miscellaneous defines *******************************************/
/* Player conditions */
#define DRUNK 0
#define FULL 1
#define THIRST 2
/* Sun state for weather_data */
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
/* Sky conditions for weather_data */
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
/* Rent codes */
#define RENT_UNDEF 0
#define RENT_CRASH 1
#define RENT_RENTED 2
#define RENT_CRYO 3
#define RENT_FORCED 4
#define RENT_TIMEDOUT 5
/* other #defined constants **********************************************/
/*
* **DO**NOT** SOLAR_FLAREly change the number of levels in your MUD merely by
* changing these numbers and without changing the rest of the code to match.
* Other changes throughout the code are required. See coding.doc for
* details.
*
* LVL_IMPL should always be the HIGHEST possible immortal level, and
* LVL_IMMORT should always be the LOWEST immortal level. The number of
* mortal levels will always be LVL_IMMORT - 1.
*/
#define LVL_1000014 (1000014LL)
#define LVL_1000013 (1000013LL)
#define LVL_1000012 (1000012LL)
#define LVL_IMPL (1000011LL)
#define LVL_IMPLL (1000010LL)
#define LVL_COIMP (1000009LL)
#define LVL_GRGOD (1000008LL)
#define LVL_CODER (1000007LL)
#define LVL_AVATAR (1000006LL)
#define LVL_ARCANE (1000005LL)
#define LVL_GOD (1000004LL)
#define LVL_LSSRGOD (1000003LL)
#define LVL_DEMIGOD (1000002LL)
#define LVL_IMMORT (1000001LL)
/* Level of the 'freeze' command */
#define LVL_FREEZE LVL_GRGOD
#define NUM_OF_DIRS 6 /* number of directions in a room (nsewud) */
#define MAGIC_NUMBER (0x06) /* Arbitrary number that won't be in a string */
#define OPT_USEC 100000 /* 10 passes per second */
#define PASSES_PER_SEC (1000000 / OPT_USEC)
#define RL_SEC * PASSES_PER_SEC
#define PULSE_ZONE (10 RL_SEC)
#define PULSE_MOBILE (10 RL_SEC)
#define PULSE_VIOLENCE (3 RL_SEC)
#define PULSE_LAGS (30 RL_SEC)
/* Variables for the output buffering system */
#define MAX_SOCK_BUF (14 * 1024) /* Size of kernel's sock buf */
#define MAX_PROMPT_LENGTH 1000 /* Max length of prompt */
#define GARBAGE_SPACE 42 /* Space for **OVERFLOW** etc */
#define SMALL_BUFSIZE 1624 /* Static output buffer size */
/* Max amount of output that can be buffered */
#define LARGE_BUFSIZE (MAX_SOCK_BUF - GARBAGE_SPACE - MAX_PROMPT_LENGTH)
/*
* --- WARNING ---
* If you are using a BSD-derived UNIX with MD5 passwords, you _must_
* make MAX_PWD_LENGTH larger. A length of 20 should be good. If
* you leave it at the KAIO value of 10, then any character with
* a name longer than about 5 characters will be able to log in with
* _any_ password. This has not (yet) been changed to ensure pfile
* compatibility for those unaffected.
*/
#define HISTORY_SIZE 5 /* Keep last 5 commands. */
#define MAX_STRING_LENGTH 9500
#define MAX_INPUT_LENGTH 800 /* Max length per *line* of input */
#define MAX_RAW_INPUT_LENGTH 912 /* Max size of *raw* input */
#define MAX_MESSAGES 60
#define MAX_NAME_LENGTH 20 /* Used in char_file_u *DO*NOT*CHANGE* */
#define MAX_PWD_LENGTH 10 /* Used in char_file_u *DO*NOT*CHANGE* */
#define MAX_TITLE_LENGTH 100 /* Used in char_file_u *DO*NOT*CHANGE* */
#define HOST_LENGTH 30 /* Used in char_file_u *DO*NOT*CHANGE* */
#define EXDSCR_LENGTH 240 /* Used in char_file_u *DO*NOT*CHANGE* */
#define MAX_TONGUE 3 /* Used in char_file_u *DO*NOT*CHANGE* */
#define MAX_SKILLS 200 /* Used in char_file_u *DO*NOT*CHANGE* */
#define MAX_AFFECT 32 /* Used in char_file_u *DO*NOT*CHANGE* */
#define MAX_OBJ_AFFECT 6 /* Used in obj_file_elem *DO*NOT*CHANGE* */
#define CAP_MOP1 (1 << 0)
#define CAP_MOP2 (1 << 1)
#define CAP_MOP3 (1 << 2)
#define CAP_MOP4 (1 << 3)
/**********************************************************************
* Structures *
**********************************************************************/
typedef signed char sbyte;
typedef unsigned char ubyte;
typedef signed short int sh_int;
typedef unsigned short int ush_int;
#if !defined(__cplusplus) /* Anyone know a portable method? */
typedef char bool;
#endif
#ifndef CIRCLE_WINDOWS
typedef char byte;
#endif
typedef sh_int room_vnum; /* A room's vnum type */
typedef sh_int obj_vnum; /* An object's vnum type */
typedef sh_int mob_vnum; /* A mob's vnum type */
typedef sh_int room_rnum; /* A room's real (internal) number type */
typedef sh_int obj_rnum; /* An object's real (internal) num type */
typedef sh_int mob_rnum; /* A mobile's real (internal) num type */
/* Extra description: used in objects, mobiles, and rooms */
struct extra_descr_data {
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
struct extra_descr_data *next; /* Next in list */
};
/* object-related structures ******************************************/
/* object flags; used in obj_data */
struct obj_flag_data {
int value[4]; /* Values of the item (see list) */
byte type_flag; /* Type of item */
int wear_flags; /* Where you can wear it */
int extra_flags; /* If it hums, glows, etc. */
int weight; /* Weigt what else */
int cost; /* Value when sold (gp.) */
int cost_per_day; /* Cost to keep pr. real day */
int timer; /* Timer for object */
long bitvector; /* To set chars bits */
};
/* Used in obj_file_elem *DO*NOT*CHANGE* */
struct obj_affected_type {
byte location; /* Which ability to change (APPLY_XXX) */
sbyte modifier; /* How much it changes by */
};
/* ================== Memory Structure for Objects ================== */
struct obj_data {
obj_vnum item_number; /* Where in data-base */
room_rnum in_room; /* In what room -1 when conta/carr */
struct obj_flag_data obj_flags;/* Object information */
struct obj_affected_type affected[MAX_OBJ_AFFECT]; /* affects */
char *name; /* Title of object :get etc. */
char *description; /* When in room */
char *short_description; /* when worn/carry/in cont. */
char *action_description; /* What to write when used */
struct extra_descr_data *ex_description; /* extra descriptions */
struct char_data *carried_by; /* Carried by :NULL in room/conta */
struct char_data *worn_by; /* Worn by? */
sh_int worn_on; /* Worn where? */
struct obj_data *in_obj; /* In what object NULL when none */
struct obj_data *contains; /* Contains objects */
long id; /* used by DG triggers */
struct trig_proto_list *proto_script; /* list of KAIO triggers */
struct script_data *script; /* script info for the object */
struct obj_data *next_content; /* For 'contains' lists */
struct obj_data *next; /* For the object list */
};
/* ======================================================================= */
/* ====================== File Element for Objects ======================= */
/* BEWARE: Changing it will ruin rent files */
struct obj_file_elem {
obj_vnum item_number;
int value[4];
int extra_flags;
int weight;
int timer;
long bitvector;
struct obj_affected_type affected[MAX_OBJ_AFFECT];
};
/* header block for rent files. BEWARE: Changing it will ruin rent files */
struct rent_info {
int time;
int rentcode;
int net_cost_per_diem;
int gold;
int account;
int nitems;
int spare0;
int spare1;
int spare2;
int spare3;
int spare4;
int spare5;
int spare6;
int spare7;
};
/* ======================================================================= */
/* room-related structures ************************************************/
struct room_direction_data {
char *general_description; /* When look DIR. */
char *keyword; /* for open/close */
sh_int exit_info; /* Exit info */
obj_vnum key; /* Key's number (-1 for no key) */
room_rnum to_room; /* Where direction leads (NOWHERE) */
};
/* ================== Memory Structure for room ======================= */
struct room_data {
room_vnum number; /* Rooms number (vnum) */
sh_int zone; /* Room zone (for resetting) */
int sector_type; /* sector type (move/hide) */
char *name; /* Rooms name 'You are ...' */
char *description; /* Shown when entered */
struct extra_descr_data *ex_description; /* for examine/look */
struct room_direction_data *dir_option[NUM_OF_DIRS]; /* Directions */
int room_flags; /* DEATH,DARK ... etc */
byte light; /* Number of lightsources in room */
SPECIAL(*func);
struct trig_proto_list *proto_script; /* list of KAIO triggers */
struct script_data *script; /* script info for the object */
struct obj_data *contents; /* List of items in room */
struct char_data *people; /* List of NPC / PC in room */
};
/* ====================================================================== */
/* char-related structures ************************************************/
/* memory structure for characters */
struct memory_rec_struct {
long id;
struct memory_rec_struct *next;
};
typedef struct memory_rec_struct memory_rec;
/* This structure is purely intended to be an easy way to transfer */
/* and return information about time (real or mudwise). */
struct time_info_data {
int hours, day, month;
sh_int year;
};
/* These data contain information about a players time data */
struct time_data {
time_t birth; /* This represents the characters age */
time_t logon; /* Time of the last logon (used to calculate played) */
int played; /* This is the total accumulated time played in secs */
};
/* general player-related info, usually PC's and NPC's */
struct char_player_data {
char passwd[MAX_PWD_LENGTH+1]; /* character's password */
char *name; /* PC / NPC s name (kill ... ) */
char *short_descr; /* for NPC 'actions' */
char *long_descr; /* for 'look' */
char *description; /* Extra descriptions */
char *title; /* PC / NPC's title */
byte sex; /* PC / NPC's SEX */
byte eye; /* PC / NPC's eye color */
byte hairc; /* PC / NPC's hair color */
byte hairl; /* PC / NPC's hair lenght */
byte aura;
byte clan;
byte build;
byte god;
byte chclass; /* PC / NPC's class */
long long level; /* PC / NPC's level */
int hometown; /* PC s Hometown (zone) */
struct time_data time; /* PC's AGE in days */
ubyte weight; /* PC / NPC's weight */
ubyte height; /* PC / NPC's height */
};
/* Char's abilities. Used in char_file_u *DO*NOT*CHANGE* */
struct char_ability_data {
sbyte str;
sbyte str_add; /* 000 - 100 if strength 18 */
sbyte intel;
sbyte wis;
sbyte dex;
sbyte con;
sbyte cha;
sbyte lbs;
sbyte ubs;
sbyte rage;
};
/* Char's points. Used in char_file_u *DO*NOT*CHANGE* */
struct char_point_data {
int mana;
int max_mana; /* Max move for PC/NPC */
int hit;
int max_hit; /* Max hit for PC/NPC */
int move;
int max_move; /* Max move for PC/NPC */
int armor; /* Internal -100..100, external -10..10 AC */
int gold; /* Money carried */
int bank_gold; /* Gold the char has in a bank account */
long long exp; /* The experience of the player */
int hitroll; /* Any bonus or penalty to the hit roll */
int damroll; /* Any bonus or penalty to the damage roll */
};
/*
* char_special_data_saved: specials which both a PC and an NPC have in
* common, but which must be saved to the playerfile for PC's.
*
* WARNING: Do not change this structure. Doing so will ruin the
* playerfile. If you want to add to the playerfile, use the spares
* in player_special_data.
*/
struct char_special_data_saved {
int alignment; /* +-1000 for alignments */
long idnum; /* player's idnum; -1 for mobiles */
long act; /* act flag for NPC's; player flag for PC's */
long affected_by; /* Bitvector for spells/skills affected by */
sh_int apply_saving_throw[5]; /* Saving throw (Bonuses) */
};
/* Special playing constants shared by PCs and NPCs which aren't in pfile */
struct char_special_data {
struct char_data *fighting; /* Opponent */
struct char_data *hunting; /* Char hunted by this char */
byte position; /* Standing, fighting, sleeping, etc. */
int carry_weight; /* Carried weight */
byte carry_items; /* Number of items carried */
int timer; /* Timer for update */
struct char_special_data_saved saved; /* constants saved in plrfile */
};
/*
* If you want to add new values to the playerfile, do it here. DO NOT
* ADD, DELETE OR MOVE ANY OF THE VARIABLES - doing so will change the
* size of the structure and ruin the playerfile. However, you can change
* the names of the spares to something more meaningful, and then use them
* in your new code. They will automatically be transferred from the
* playerfile into memory when players log in.
*/
struct player_special_data_saved {
byte skills[MAX_SKILLS+1]; /* array of skills plus skill 0 */
byte PADDING0; /* used to be spells_to_learn */
bool talks[MAX_TONGUE]; /* PC s Tongues 0 for NPC */
int wimp_level; /* Below this # of hit points, flee! */
long long freeze_level; /* Level of god who froze char, if any */
long long invis_level; /* level of invisibility */
room_vnum load_room; /* Which room to place char in */
long long pref; /* preference flags for PC's. */
ubyte bad_pws; /* number of bad password attemps */
sbyte conditions[3]; /* Drunk, full, thirsty */
/* spares below for future expansion. You can change the names from
'sparen' to something meaningful, but don't change the order. */
ubyte clan_rank;
ubyte spare1;
ubyte spare2;
ubyte spare3;
ubyte spare4;
ubyte spare5;
int spells_to_learn; /* How many can you learn yet this level*/
int pc_attacks;
int clan;
int spare9;
int spare10;
int spare11;
int spare12;
int spare13;
int spare14;
int spare15;
int spare16;
long bdy;
long spare18;
long spare19;
long spare20;
long spare21;
};
/*
* Specials needed only by PCs, not NPCs. Space for this structure is
* not allocated in memory for NPCs, but it is for PCs and the portion
* of it labelled 'saved' is saved in the playerfile. This structure can
* be changed freely; beware, though, that changing the contents of
* player_special_data_saved will corrupt the playerfile.
*/
struct player_special_data {
struct player_special_data_saved saved;
char *poofin; /* Description on arrival of a god. */
char *poofout; /* Description upon a god's exit. */
char *contact; /* name of immortal contact */
struct alias *aliases; /* Character's aliases */
long last_tell; /* idnum of last tell from */
void *last_olc_targ; /* olc control */
int last_olc_mode; /* olc control */
};
/* Specials used by NPCs, not PCs */
struct mob_special_data {
byte last_direction; /* The last direction the monster went */
int attack_type; /* The Attack Type Bitvector for NPC's */
byte default_pos; /* KAIO position for NPC */
memory_rec *memory; /* List of attackers to remember */
byte damnodice; /* The number of damage dice's */
byte damsizedice; /* The size of the damage dice's */
int wait_state; /* Wait state for sweeped mobs */
int num_attacks; /* Number of attacks */
};
/* An affect structure. Used in char_file_u *DO*NOT*CHANGE* */
struct affected_type {
sh_int type; /* The type of spell that caused this */
sh_int duration; /* For how long its effects will last */
sbyte modifier; /* This is added to apropriate ability */
byte location; /* Tells which ability to change(APPLY_XXX)*/
long bitvector; /* Tells which bits to set (AFF_XXX) */
struct affected_type *next;
};
/* Structure used for chars following other chars */
struct follow_type {
struct char_data *follower;
struct follow_type *next;
};
/* ================== Structure for player/non-player ===================== */
struct char_data {
int pfilepos; /* playerfile pos */
sh_int nr; /* Mob's rnum */
room_rnum in_room; /* Location (real room number) */
room_rnum was_in_room; /* location for linkdead people */
struct char_player_data player; /* Normal data */
struct char_ability_data real_abils; /* Abilities without modifiers */
struct char_ability_data aff_abils; /* Abils with spells/stones/etc */
struct char_point_data points; /* Points */
struct char_special_data char_specials; /* PC/NPC specials */
struct player_special_data *player_specials; /* PC specials */
struct mob_special_data mob_specials; /* NPC specials */
struct affected_type *affected; /* affected by what spells */
struct obj_data *equipment[NUM_WEARS];/* Equipment array */
struct obj_data *carrying; /* Head of list */
struct descriptor_data *desc; /* NULL for mobiles */
long id; /* used by DG triggers */
struct trig_proto_list *proto_script; /* list of KAIO triggers */
struct script_data *script; /* script info for the object */
struct script_memory *memory; /* for mob memory triggers */
struct char_data *next_in_room; /* For room->people - list */
struct char_data *next; /* For either monster or ppl-list */
struct char_data *next_fighting; /* For fighting list */
struct follow_type *followers; /* List of chars followers */
struct char_data *master; /* Who is char following? */
};
/* ====================================================================== */
/* ==================== File Structure for Player ======================= */
/* BEWARE: Changing it will ruin the playerfile */
struct char_file_u {
/* char_player_data */
char name[MAX_NAME_LENGTH+1];
char description[EXDSCR_LENGTH];
char title[MAX_TITLE_LENGTH+1];
byte sex;
byte eye;
byte hairc;
byte hairl;
byte aura;
byte clan;
byte build;
byte god;
byte chclass;
long long level;
sh_int hometown;
time_t birth; /* Time of birth of character */
int played; /* Number of secs played in total */
ubyte weight;
ubyte height;
char pwd[MAX_PWD_LENGTH+1]; /* character's password */
struct char_special_data_saved char_specials_saved;
struct player_special_data_saved player_specials_saved;
struct char_ability_data abilities;
struct char_point_data points;
struct affected_type affected[MAX_AFFECT];
time_t last_logon; /* Time (in secs) of last logon */
char host[HOST_LENGTH+1]; /* host of last logon */
};
/* ====================================================================== */
/* descriptor-related structures ******************************************/
struct txt_block {
char *text;
int aliased;
struct txt_block *next;
};
struct txt_q {
struct txt_block *head;
struct txt_block *tail;
};
struct descriptor_data {
socket_t descriptor; /* file descriptor for socket */
char host[HOST_LENGTH+1]; /* hostname */
byte bad_pws; /* number of bad pw attemps this login */
byte idle_tics; /* tics idle at password prompt */
int connected; /* mode of 'connectedness' */
int wait; /* wait for how many loops */
int desc_num; /* unique num assigned to desc */
time_t login_time; /* when the person connected */
char *showstr_head; /* for keeping SENSE of an internal str */
char **showstr_vector; /* for paging through texts */
int showstr_count; /* number of pages to page through */
int showstr_page; /* which page are we currently showing? */
char **str; /* for the modify-str system */
size_t max_str; /* - */
char *backstr; /* added for handling abort buffers */
long mail_to; /* name for mail system */
int has_prompt; /* is the user at a prompt? */
char inbuf[MAX_RAW_INPUT_LENGTH]; /* buffer for raw input */
char last_input[MAX_INPUT_LENGTH]; /* the last input */
char small_outbuf[SMALL_BUFSIZE]; /* standard output buffer */
char *output; /* ptr to the current output buffer */
char **history; /* History of commands, for ! mostly. */
int history_pos; /* Circular array position. */
int bufptr; /* ptr to end of current output */
int bufspace; /* space left in the output buffer */
struct txt_block *large_outbuf; /* ptr to large buffer, if we need it */
struct txt_q input; /* q of unprocessed input */
struct char_data *character; /* linked to char */
struct char_data *original; /* original char if switched */
struct descriptor_data *snooping; /* Who is this char snooping */
struct descriptor_data *snoop_by; /* And who is snooping this char */
struct descriptor_data *next; /* link to next descriptor */
struct olc_data *olc; /*. OLC info - defined in olc.h .*/
};
/* other miscellaneous structures ***************************************/
struct msg_type {
char *attacker_msg; /* message to attacker */
char *victim_msg; /* message to victim */
char *room_msg; /* message to room */
};
struct message_type {
struct msg_type die_msg; /* messages when death */
struct msg_type miss_msg; /* messages when miss */
struct msg_type hit_msg; /* messages when hit */
struct msg_type god_msg; /* messages when hit on god */
struct message_type *next; /* to next messages of this kind. */
};
struct message_list {
int a_type; /* Attack type */
int number_of_attacks; /* How many attack messages to chose from. */
struct message_type *msg; /* List of messages. */
};
struct dex_skill_type {
sh_int p_pocket;
sh_int p_locks;
sh_int traps;
sh_int SWIFTNESS;
sh_int hide;
};
struct dex_app_type {
sh_int reaction;
sh_int miss_att;
sh_int defensive;
};
struct str_app_type {
sh_int tohit; /* To Hit (THAC0) Bonus/Penalty */
sh_int todam; /* Damage Bonus/Penalty */
sh_int carry_w; /* Maximum weight that can be carrried */
sh_int wield_w; /* Maximum weight that can be wielded */
};
struct wis_app_type {
byte bonus; /* how many practices player gains per lev */
};
struct int_app_type {
byte learn; /* how many % a player learns a spell/skill */
sh_int hitp;
};
struct con_app_type {
sh_int hitp;
sh_int shock;
};
struct spell_entry {
char* name;
int races;
int cost;
int type;
};
struct weather_data {
int pressure; /* How is the pressure ( Mb ) */
int change; /* How fast and what way does it change. */
int sky; /* How is the sky. */
int sunlight; /* And how much sun. */
};
struct title_type {
char *title_m;
char *title_f;
int exp;
};
/* element in monster and object index-tables */
struct index_data {
int vnum; /* virtual number of this mob/obj */
int number; /* number of existing units of this mob/obj */
SPECIAL(*func);
char *farg; /* string argument for special function */
struct trig_data *proto; /* for triggers... the trigger */
};
/* linked list for mob/object prototype trigger lists */
struct trig_proto_list {
int vnum; /* vnum of the trigger */
struct trig_proto_list *next; /* next trigger */
};
/* used in the socials */
struct social_messg {
int act_nr;
char *command; /* holds copy of activating command */
char *sort_as; /* holds a copy of a similar command or
* abbreviation to sort by for the parser */
int hide; /* ? */
int min_victim_position; /* Position of victim */
int min_char_position; /* Position of char */
long long min_level_char; /* Minimum level of socialing char */
/* No argument was supplied */
char *char_no_arg;
char *others_no_arg;
/* An argument was there, and a victim was found */
char *char_found;
char *others_found;
char *vict_found;
/* An argument was there, as well as a body part, and a victim was found */
char *char_body_found;
char *others_body_found;
char *vict_body_found;
/* An argument was there, but no victim was found */
char *not_found;
/* The victim turned out to be the character */
char *char_auto;
char *others_auto;
/* If the char cant be found search the char's inven and do these: */
char *char_obj_found;
char *others_obj_found;
};
/*struct char_data *is_playing(char *vict_name)
{
extern struct descriptor_data *descriptor_list;
struct descriptor_data *i, *next_i;
for (i = descriptor_list; i; i = next_i) {
next_i = i->next;
if(i->connected == CON_PLAYING && !strcmp(i->character->player.name,CAP(vic
t_name)))
return i->character;
}
return NULL;
}*/