/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and *
* Mitchell Tse. *
* *
* EnvyMud 2.2 improvements copyright (C) 1996, 1997 by Michael Quan. *
* *
* GreedMud 0.99.7 improvements copyright (C) 1997-2001 *
* by Vasco Costa. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* In particular, you may not remove either of these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/*
* Accommodate old non-Ansi compilers.
*/
#if defined( TRADITIONAL )
#define const
#define args( list ) ( )
#define DECLARE_DO_FUN( fun ) void fun( )
#define DECLARE_MOB_FUN( fun ) bool fun( )
#define DECLARE_OBJ_FUN( fun ) bool fun( )
#define DECLARE_ROOM_FUN( fun ) bool fun( )
#define DECLARE_SPELL_FUN( fun ) void fun( )
#define DECLARE_GAME_FUN( fun ) void fun( )
#define DECLARE_HIT_FUN( fun ) void fun( )
#else
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_MOB_FUN( fun ) MOB_FUN fun
#define DECLARE_OBJ_FUN( fun ) OBJ_FUN fun
#define DECLARE_ROOM_FUN( fun ) ROOM_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#define DECLARE_GAME_FUN( fun ) GAME_FUN fun
#define DECLARE_HIT_FUN( fun ) HIT_FUN fun
#endif
/*
* Short scalar types.
*/
#if !defined( FALSE )
#define FALSE 0
#endif
#if !defined( TRUE )
#define TRUE 1
#endif
#if defined( __alpha__ )
typedef long int int_64;
typedef int int_32;
typedef short int int_16;
typedef char int_8;
typedef unsigned int uint_32;
typedef unsigned short uint_16;
typedef unsigned char uint_8;
#else
typedef int int_32;
typedef short int int_16;
typedef char int_8;
typedef unsigned int uint_32;
typedef unsigned short uint_16;
typedef unsigned char uint_8;
#endif
#if !defined( __cplusplus )
typedef int_8 bool;
#endif
typedef unsigned long int uiptr;
typedef long int iptr;
#include <limits.h>
/*
* Ok here we define strdup so it can no longer be confused
* with str_dup. Suggested by erwin@pip.dknet.dk - Kahn.
*/
#undef strdup
#define strdup STRDUP_ERROR__USE_STR_DUP!
/*
* Bit defines, so you don't have to recalculate/think up
* all the bitvalues every time -- Zen --
*/
#define BV00 (1 << 0) /* 1 */
#define BV01 (1 << 1) /* 2 */
#define BV02 (1 << 2) /* 4 */
#define BV03 (1 << 3) /* 8 */
#define BV04 (1 << 4) /* 16 */
#define BV05 (1 << 5) /* 32 */
#define BV06 (1 << 6) /* 64 */
#define BV07 (1 << 7) /* 128 */
#define BV08 (1 << 8) /* 256 */
#define BV09 (1 << 9) /* 512 */
#define BV10 (1 << 10) /* 1024 */
#define BV11 (1 << 11) /* 2048 */
#define BV12 (1 << 12) /* 4096 */
#define BV13 (1 << 13) /* 8192 */
#define BV14 (1 << 14) /* 16384 */
#define BV15 (1 << 15) /* 32768 */
#define BV16 (1 << 16) /* 65536 */
#define BV17 (1 << 17) /* 131072 */
#define BV18 (1 << 18) /* 262144 */
#define BV19 (1 << 19) /* 524288 */
#define BV20 (1 << 20) /* 1048576 */
#define BV21 (1 << 21) /* 2097152 */
#define BV22 (1 << 22) /* 4194304 */
#define BV23 (1 << 23) /* 8388608 */
#define BV24 (1 << 24) /* 16777216 */
#define BV25 (1 << 25) /* 33554432 */
#define BV26 (1 << 26) /* 67108864 */
#define BV27 (1 << 27) /* 134217728 */
#define BV28 (1 << 28) /* 268435456 */
#define BV29 (1 << 29) /* 536870912 */
#define BV30 (1 << 30) /* 1073741824 */
/* BV31 is the sign bit, we'll leave it alone - erwin@pip.dknet.dk */
/*
* Structure types.
*/
typedef struct who_data WHO_DATA;
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct char_data CHAR_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_data HELP_DATA;
typedef struct kill_data KILL_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
typedef struct soc_index_data SOC_INDEX_DATA;
typedef struct class_type CLASS_TYPE;
typedef struct clan_data CLAN_DATA;
typedef struct hunt_hate_fear HHF_DATA;
typedef struct system_data SYSTEM_DATA;
typedef struct game_data GAME_DATA;
typedef struct alias_data ALIAS_DATA;
typedef struct board_data BOARD_DATA;
typedef struct auction_data AUCTION_DATA;
typedef struct mprog_list MPROG_LIST;
typedef struct mprog_code MPROG_CODE;
typedef struct bitvector_data XBV;
typedef struct flag_type FLAG_TYPE;
/*
* Function types.
*/
typedef void DO_FUN args( ( CHAR_DATA *ch,
char *argument ) );
typedef bool MOB_FUN args( ( CHAR_DATA *ch ) );
typedef bool OBJ_FUN args( ( OBJ_DATA *obj,
CHAR_DATA *keeper ) );
typedef bool ROOM_FUN args( ( ROOM_INDEX_DATA *room ) );
typedef void SPELL_FUN args( ( int sn, int level,
CHAR_DATA *ch, void *vo ) );
typedef void GAME_FUN args( ( CHAR_DATA *ch,
CHAR_DATA *croupier,
int amount, int cheat,
char *argument ) );
typedef bool HIT_FUN args( ( CHAR_DATA *ch,
CHAR_DATA *victim, int hit,
int dam ) );
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4096
#define MAX_INPUT_LENGTH 160
#define MAX_WORD_HASH 27 /* The latin alphabet has 26 letters */
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_CHUNKS 33 /* Used in ssm.c */
#define EXP_PER_LEVEL 2000
#define MAX_SPELL 167
#define MAX_SKILL ( MAX_SPELL + 67 )
#define MAX_ATTACK 17
#define MAX_MULTICLASS 2
#define MAX_POSE 17
#define MAX_RACE 41
#define MAX_LEVEL 64
#define MAX_ALIAS 10
#define MAX_BOARD 5
#define MAX_VECTOR 8
#define MAX_HISTORY 10
#define MAX_LANGUAGE 24
#define L_DIR MAX_LEVEL
#define L_SEN ( L_DIR - 1 )
#define L_JUN ( L_SEN - 1 )
#define L_APP ( L_JUN - 1 )
#define LEVEL_IMMORTAL L_APP
#define LEVEL_HERO ( LEVEL_IMMORTAL - 1 )
#define L_HER LEVEL_HERO
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND )
#define PULSE_FAST ( 4 * PULSE_PER_SECOND )
#define PULSE_TICK ( 30 * PULSE_PER_SECOND )
#define PULSE_AREA ( 60 * PULSE_PER_SECOND )
#define PULSE_SAVE ( 300 * PULSE_PER_SECOND )
#define PULSE_AUCTION ( 10 * PULSE_PER_SECOND )
#define PULSE_DB_DUMP ( 1800 * PULSE_PER_SECOND )
/*
* Extended bitvector stuff.
*/
#ifndef INT_BITS
#define INT_BITS 32
#endif
#define XBM 31
#define RSV 5 /* log2( INT_BITS ) */
#define XBI 2 /* int's in a bitvector */
#define MAX_BITS ( XBI * INT_BITS )
/*
* Structure for extended bitvectors.
*/
struct bitvector_data
{
int bits[XBI];
};
/*
* Player character key data struct
* Stuff for new error trapping of corrupt pfiles.
*/
struct key_data
{
char key[12]; /* Increase if you make a key > 11 chars */
int string; /* TRUE for string, FALSE for int */
iptr deflt; /* Default value or pointer */
void * ptrs[7]; /* Increase if you have > 6 parms/line */
};
struct nkey_data
{
char key[12]; /* Increase if you make a key > 11 chars */
int string; /* TRUE for string, FALSE for int */
iptr deflt; /* Default value or pointer */
void * ptrs; /* Increase if you have > 6 parms/line */
};
#define MAND 3344556 /* Magic # for manditory field */
#define SPECIFIED 3344557 /* Key was used already. */
#define DEFLT 3344558 /* Use default from fread_char_obj */
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA * next;
char * name;
};
/*
* Time and weather stuff.
* Note that weather changes according to the month (winter).
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define MOON_RISE 4
#define MOON_SET 5
#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;
int windspeed;
int winddir;
int temperature;
};
/*
* Colour stuff by Lope of Loping Through The MUD
*/
#define MOD_CLEAR "[0m" /* Resets Colour */
#define MOD_BOLD "[1m"
#define MOD_FAINT "[2m"
#define MOD_UNDERLINE "[4m"
#define MOD_BLINK "[5m"
#define MOD_REVERSE "[7m"
#define FG_BLACK "[30m" /* Foreground Colours */
#define FG_RED "[31m"
#define FG_GREEN "[32m"
#define FG_YELLOW "[33m"
#define FG_BLUE "[34m"
#define FG_MAGENTA "[35m"
#define FG_CYAN "[36m"
#define FG_WHITE "[37m"
#define BG_BLACK "[40m" /* Background Colours */
#define BG_RED "[41m"
#define BG_GREEN "[42m"
#define BG_YELLOW "[43m"
#define BG_BLUE "[44m"
#define BG_MAGENTA "[45m"
#define BG_CYAN "[46m"
#define BG_WHITE "[47m"
/*
* 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_COLOUR 6
#define CON_DISPLAY_RACE 7
#define CON_GET_NEW_RACE 8
#define CON_CONFIRM_NEW_RACE 9
#define CON_GET_NEW_SEX 10
#define CON_DISPLAY_1ST_CLASS 11
#define CON_GET_1ST_CLASS 12
#define CON_CONFIRM_1ST_CLASS 13
#define CON_DEFAULT_CHOICE 14
#define CON_DISPLAY_2ND_CLASS 15
#define CON_GET_2ND_CLASS 16
#define CON_CONFIRM_2ND_CLASS 17
#define CON_GET_NEW_ALIGNMENT 18
#define CON_SHOW_MOTD 19
#define CON_READ_MOTD 20
#define CON_PASSWD_GET_OLD -10
#define CON_PASSWD_GET_NEW -11
#define CON_PASSWD_CONFIRM_NEW -12
#define CON_RETIRE_GET_PASSWORD -13
#define CON_RETIRE_CONFIRM -14
#define CON_AEDITOR -1
#define CON_REDITOR -2
#define CON_MEDITOR -3
#define CON_OEDITOR -4
#define CON_MPEDITOR -5
#define IS_PLAYING( d ) ( d->connected <= CON_PLAYING )
/*
* Race structures
*/
struct race_type
{
char * name;
int race_abilities;
int size;
int str_mod;
int int_mod;
int wis_mod;
int dex_mod;
int con_mod;
int hp_gain;
int mana_gain;
int move_gain;
int thirst_mod;
int hunger_mod;
int dmg_type;
char * dmg_message;
char * hate;
int parts;
int resistant;
int immune;
int susceptible;
int language;
};
/* Race size defines by Maniac */
#define SIZE_ANY 0
#define SIZE_MINUTE 1
#define SIZE_SMALL 2
#define SIZE_PETITE 3
#define SIZE_AVERAGE 4
#define SIZE_MEDIUM 5
#define SIZE_LARGE 6
#define SIZE_HUGE 7
#define SIZE_TITANIC 8
#define SIZE_GARGANTUAN 9
/* Race ability bits */
#define RACE_NO_ABILITIES 0
#define RACE_PC_AVAIL BV00
#define RACE_WATERBREATH BV01
#define RACE_FLY BV02
#define RACE_SWIM BV03
#define RACE_WATERWALK BV04
#define RACE_PASSDOOR BV05
#define RACE_INFRAVISION BV06
#define RACE_DETECT_ALIGN BV07
#define RACE_DETECT_INVIS BV08
#define RACE_DETECT_HIDDEN BV09
#define RACE_PROTECTION BV10
#define RACE_SANCT BV11
#define RACE_WEAPON_WIELD BV12
#define RACE_MUTE BV13
/* Language bits, to be implemented, took most of these off SMAUG */
#define LANG_UNKNOWN 0 /* Anything else */
#define LANG_COMMON BV00 /* Human base language */
#define LANG_ELVEN BV01 /* Elven base language */
#define LANG_DWARVEN BV02 /* Dwarven base language */
#define LANG_PIXIE BV03 /* Pixie|Faerie base language */
#define LANG_OGRE BV04 /* Ogre base language */
#define LANG_ORCISH BV05 /* Orc base language */
#define LANG_TROLLESE BV06 /* Troll base language */
#define LANG_RODENT BV07 /* Small mammals */
#define LANG_INSECTOID BV08 /* Insects */
#define LANG_MAMMAL BV09 /* Larger mammals */
#define LANG_REPTILE BV10 /* Small reptiles */
#define LANG_DRAGON BV11 /* Large reptiles, Dragons */
#define LANG_SPIRITUAL BV12 /* Necromancers or undeads|spectres */
#define LANG_MAGICAL BV13 /* Spells maybe? Magical creatures */
#define LANG_GOBLIN BV14 /* Goblin base language */
#define LANG_GOD BV15 /* Clerics possibly? God creatures */
#define LANG_HALFLING BV16 /* Halfling base language */
#define LANG_GITH BV17 /* Gith Language */
#define LANG_DROW BV18 /* Drow base language */
#define LANG_KOBOLD BV19 /* Kobold base language */
#define LANG_GNOMISH BV20 /* Gnome base language */
#define LANG_PLANT BV21 /* Plant language */
#define LANG_FISH BV22 /* Fish language */
#define LANG_ANIMAL BV23 /* Animal language */
#define LANG_CLAN BV24 /* Clan language */
/*
* Drunkeness communication structure.
*/
struct struckdrunk
{
int min_drunk_level;
int number_of_rep;
char *replacement[11];
};
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
char * host;
char * user;
unsigned int descriptor;
int connected;
bool fcommand;
char inbuf [ MAX_INPUT_LENGTH*4 ];
char incomm [ MAX_INPUT_LENGTH ];
char * hist [ MAX_HISTORY ];
int histsize;
int repeat;
char * showstr_head;
char * showstr_point;
char * outbuf;
int outsize;
int outtop;
void * olc_editing;
char ** str_editing;
};
/*
* 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 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
int level;
char * keyword;
char * text;
AREA_DATA * area;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
int 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 */
};
struct game_data
{
GAME_DATA * next; /* Next game in list */
int croupier; /* Vnum of croupier mob */
GAME_FUN * game_fun; /* Game fun run by mob */
int bankroll; /* Amount of gold in the bank */
int max_wait; /* Number of pulse to decision */
bool cheat; /* True if mob cheats */
};
#define CLASS_MAGE 0
#define CLASS_CLERIC 1
#define CLASS_THIEF 2
#define CLASS_WARRIOR 3
#define CLASS_PSIONICIST 4
/*
* Per-class stuff.
*/
struct class_type
{
CLASS_TYPE *next; /* Next class in list */
char * name; /* Full class name */
char * who_name; /* Three-letter name for 'who' */
int attr_prime; /* Prime attribute */
int weapon; /* First weapon */
int guild; /* Vnum of guild room */
int max_adept; /* Maximum skill level */
int thac0_00; /* Thac0 for level 0 */
int thac0_47; /* Thac0 for level 47 */
int hp_min; /* Min hp gained on leveling */
int hp_max; /* Max hp gained on leveling */
bool fMana; /* Class gains mana on level */
int skill_level [ MAX_SKILL ]; /* Level needed by class */
int skill_adept [ MAX_SKILL ]; /* Max % attainable by class */
int skill_rating [ MAX_SKILL ]; /* Difficulty level by class */
char * title [ MAX_LEVEL+1 ][2]; /* The title table */
char * pose [ MAX_POSE ][2]; /* The pose table */
};
#define CLAN_PLAIN 0
#define CLAN_NOKILL 1
#define CLAN_ORDER 2
#define CLAN_GUILD 3
#define RANK_EXILED 1 /* Exiled from a clan */
#define RANK_CLANSMAN 2 /* Foot soldier */
#define RANK_CLANHERO 3 /* Knight */
#define RANK_SUBCHIEF 4 /* Knight Lord */
#define RANK_CHIEFTAIN 5 /* Second in command */
#define RANK_OVERLORD 6 /* Head clan leader */
struct clan_data
{
CLAN_DATA * next; /* next clan in list */
char * filename; /* Clan filename */
char * who_name; /* Clan who name */
char * name; /* Clan name */
char * motto; /* Clan motto */
char * description; /* A brief description of the clan */
char * overlord; /* Head clan leader */
char * chieftain; /* Second in command */
int pkills; /* Number of pkills on behalf of clan */
int pdeaths; /* Number of pkills against clan */
int mkills; /* Number of mkills on behalf of clan */
int mdeaths; /* Number of clan deaths due to mobs */
int illegal_pk; /* Number of illegal pk's by clan */
int score; /* Overall score */
int clan_type; /* See clan type defines */
int subchiefs; /* Number of subchiefs */
int clanheros; /* Number of clanheros */
int members; /* Number of clan members */
int clanobj1; /* Vnum of first clan obj (ring) */
int clanobj2; /* Vnum of second clan obj (shield) */
int clanobj3; /* Vnum of third clan obj (weapon) */
int recall; /* Vnum of clan's recall room */
int donation; /* Vnum of clan's donation pit */
CLASS_TYPE *cclass; /* For guilds */
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA * next;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
time_t date_stamp;
time_t expire;
};
#define BOARD_NORMAL 0
#define BOARD_INCLUDE 1
#define BOARD_EXCLUDE 2
/*
* Data structure for boards.
*/
struct board_data
{
char * short_name;
char * long_name;
int read_level; /* Minimum level to see board */
int write_level; /* Minimum level to post notes */
char * names; /* Default recipient */
int force_type; /* Default action */
int purge_days; /* Default expiration */
bool changed;
NOTE_DATA * note_first;
};
/*
* For do_who output.
*/
struct who_data
{
WHO_DATA * prev;
WHO_DATA * next;
char * text;
};
/*
* For alias output.
*/
struct alias_data
{
ALIAS_DATA * next;
char * cmd;
char * subst;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
int type;
int duration;
int location;
int modifier;
XBV bitvector;
bool deleted;
};
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
int number;
int killed;
};
/*
* Resistant Immune Susceptible flags.
*/
#define RIS_NONE 0
#define RIS_FIRE BV00
#define RIS_COLD BV01
#define RIS_ELECTRICITY BV02
#define RIS_ENERGY BV03
#define RIS_ACID BV04
#define RIS_POISON BV05
#define RIS_CHARM BV06
#define RIS_MENTAL BV07
#define RIS_WHITE_MANA BV08
#define RIS_BLACK_MANA BV09
#define RIS_DISEASE BV10
#define RIS_DROWNING BV11
#define RIS_LIGHT BV12
#define RIS_SOUND BV13
#define RIS_MAGIC BV14
#define RIS_NONMAGIC BV15
#define RIS_SILVER BV16
#define RIS_IRON BV17
#define RIS_WOOD BV18
#define RIS_WEAPON BV19
#define RIS_BASH BV20
#define RIS_PIERCE BV21
#define RIS_SLASH BV22
/*
* Damage types.
*/
#define DAM_NONE 0 /* weapon damage types */
#define DAM_BASH 1
#define DAM_PIERCE 2
#define DAM_SLASH 3
#define DAM_OTHER 1000 /* magical damage types */
#define DAM_FIRE 1001
#define DAM_COLD 1002
#define DAM_ELECTRICITY 1003
#define DAM_ACID 1004
#define DAM_POISON 1005
#define DAM_CHARM 1006
#define DAM_MENTAL 1007
#define DAM_ENERGY 1008
#define DAM_WHITE_MANA 1009
#define DAM_BLACK_MANA 1010
#define DAM_DISEASE 1011
#define DAM_DROWNING 1012
#define DAM_LIGHT 1013
#define DAM_SOUND 1014
#define DAM_HARM 1015
/*
* 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
struct attack_type
{
char * name;
int * wpn_gsn;
int dam_type;
HIT_FUN * hit_fun;
};
/*
* Mana types.
*/
#define MANA_ANY -1
#define MANA_NONE 0
#define MANA_EARTH BV00
#define MANA_AIR BV01
#define MANA_FIRE BV02
#define MANA_WATER BV03
/*
* 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
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAMPIRE 3404
#define MOB_VNUM_SECRETARY 3142
#define MOB_VNUM_MIDGAARD_MAYOR 3143
#define MOB_VNUM_AIR_ELEMENTAL 8914
#define MOB_VNUM_EARTH_ELEMENTAL 8915
#define MOB_VNUM_WATER_ELEMENTAL 8916
#define MOB_VNUM_FIRE_ELEMENTAL 8917
#define MOB_VNUM_DUST_ELEMENTAL 8918
#define MOB_VNUM_CLONE 3060
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC 0 /* Auto set for mobs */
#define ACT_SENTINEL 1 /* Stays in one room */
#define ACT_SCAVENGER 2 /* Picks up objects */
#define ACT_AGGRESSIVE 5 /* Attacks PC's */
#define ACT_STAY_AREA 6 /* Won't leave area */
#define ACT_WIMPY 7 /* Flees when hurt */
#define ACT_PET 8 /* Auto set for pets */
#define ACT_TRAIN 9 /* Can train PC's */
#define ACT_PRACTICE 10 /* Can practice PC's */
#define ACT_MOBINVIS 13 /* Player invis mobs */
#define ACT_MOVED 17 /* Dont ever set! */
#define ACT_NOKILL 28 /* PC's can't kill mob */
#define ACT_MOUNTABLE 29 /* Can be mounted */
/*
* Body parts.
*/
#define PART_NONE 0
#define PART_HEAD BV00
#define PART_ARMS BV01
#define PART_LEGS BV02
#define PART_HEART BV03
#define PART_BRAINS BV04
#define PART_GUTS BV05
#define PART_HANDS BV06
#define PART_FEET BV07
#define PART_FINGERS BV08
#define PART_EAR BV09
#define PART_EYE BV10
#define PART_LONG_TONGUE BV11
#define PART_EYESTALKS BV12
#define PART_TENTACLES BV13
#define PART_FINS BV14
#define PART_WINGS BV15
#define PART_TAIL BV16
/*
* Body parts used in combat.
*/
#define PART_CLAWS BV17
#define PART_FANGS BV18
#define PART_HORNS BV19
#define PART_SCALES BV20
#define PART_TUSKS BV21
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND 0
#define AFF_INVISIBLE 1
#define AFF_DETECT_EVIL 2
#define AFF_DETECT_INVIS 3
#define AFF_DETECT_MAGIC 4
#define AFF_DETECT_HIDDEN 5
#define AFF_HOLD 6
#define AFF_SANCTUARY 7
#define AFF_FAERIE_FIRE 8
#define AFF_INFRARED 9
#define AFF_CURSE 10
#define AFF_CHANGE_SEX 11
#define AFF_POISON 12
#define AFF_PROTECT_EVIL 13
#define AFF_POLYMORPH 14
#define AFF_SNEAK 15
#define AFF_HIDE 16
#define AFF_SLEEP 17
#define AFF_CHARM 18
#define AFF_FLYING 19
#define AFF_PASS_DOOR 20
#define AFF_WATERWALK 21
#define AFF_SUMMONED 22
#define AFF_MUTE 23
#define AFF_GILLS 24
#define AFF_VAMP_BITE 25
#define AFF_GHOUL 26
#define AFF_FLAME_SHIELD 27
#define AFF_DETECT_GOOD 28
#define AFF_PROTECT_GOOD 29
#define AFF_PLAGUE 30
#define AFF_FROST_SHIELD 31
#define AFF_SHOCK_SHIELD 32
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_MONEY_ONE 2
#define OBJ_VNUM_MONEY_SOME 3
#define OBJ_VNUM_CORPSE_NPC 10
#define OBJ_VNUM_CORPSE_PC 11
#define OBJ_VNUM_SEVERED_HEAD 12
#define OBJ_VNUM_TORN_HEART 13
#define OBJ_VNUM_SLICED_ARM 14
#define OBJ_VNUM_SLICED_LEG 15
#define OBJ_VNUM_FINAL_TURD 16
#define OBJ_VNUM_GUTS 17
#define OBJ_VNUM_BRAINS 18
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_DONATION_PIT 3010
#define OBJ_VNUM_SCHOOL_MACE 3700
#define OBJ_VNUM_SCHOOL_DAGGER 3701
#define OBJ_VNUM_SCHOOL_SWORD 3702
#define OBJ_VNUM_SCHOOL_VEST 3703
#define OBJ_VNUM_SCHOOL_SHIELD 3704
#define OBJ_VNUM_SCHOOL_BANNER 3716
#define OBJ_VNUM_SCHOOL_CLUB 3717
#define OBJ_VNUM_BLACK_POWDER 8903
#define OBJ_VNUM_FLAMEBLADE 8920
#define OBJ_VNUM_STAKE 3811
#define OBJ_VNUM_LICENSE 3011
#define OBJ_VNUM_CLAN_CARD 3381
#define OBJ_VNUM_PORTAL 23
#define OBJ_VNUM_LEAF 3382
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_FURNITURE 12
#define ITEM_TRASH 13
#define ITEM_CONTAINER 15
#define ITEM_DRINK_CON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_BOAT 22
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_FOUNTAIN 25
#define ITEM_PILL 26
#define ITEM_PORTAL 28
#define ITEM_WARP_STONE 29
#define ITEM_CLOTHING 30
#define ITEM_RANGED_WEAPON 31
#define ITEM_AMMO 32
#define ITEM_GEM 33
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW 0
#define ITEM_HUM 1
#define ITEM_DARK 2
#define ITEM_LOCK 3
#define ITEM_EVIL 4
#define ITEM_INVIS 5
#define ITEM_MAGIC 6
#define ITEM_NODROP 7
#define ITEM_BLESS 8
#define ITEM_ANTI_GOOD 9
#define ITEM_ANTI_EVIL 10
#define ITEM_ANTI_NEUTRAL 11
#define ITEM_NOREMOVE 12
#define ITEM_INVENTORY 13
#define ITEM_POISONED 14
#define ITEM_VAMPIRE_BANE 15
#define ITEM_HOLY 16
#define ITEM_VIS_DEATH 17
#define ITEM_NOSAVE 18
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE BV00
#define ITEM_WEAR_FINGER BV01
#define ITEM_WEAR_NECK BV02
#define ITEM_WEAR_BODY BV03
#define ITEM_WEAR_HEAD BV04
#define ITEM_WEAR_LEGS BV05
#define ITEM_WEAR_FEET BV06
#define ITEM_WEAR_HANDS BV07
#define ITEM_WEAR_ARMS BV08
#define ITEM_WEAR_SHIELD BV09
#define ITEM_WEAR_ABOUT BV10
#define ITEM_WEAR_WAIST BV11
#define ITEM_WEAR_WRIST BV12
#define ITEM_WIELD BV13
#define ITEM_HOLD BV14
#define ITEM_MISSILE_WIELD BV15
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_SEX 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
#define APPLY_GOLD 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
#define APPLY_RACE 25
#define APPLY_RESISTANT 26
#define APPLY_IMMUNE 27
#define APPLY_SUSCEPTIBLE 28
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE BV00
#define CONT_PICKPROOF BV01
#define CONT_CLOSED BV02
#define CONT_LOCKED BV03
/*
* Values for portals (value[1]).
* Used in #OBJECTS.
*/
#define PORTAL_CLOSEABLE BV00
#define PORTAL_PICKPROOF BV01
#define PORTAL_CLOSED BV02
#define PORTAL_LOCKED BV03
/*
* Values for portals (value[3]).
* Used in #OBJECTS.
*/
#define PORTAL_NO_CURSED BV00
#define PORTAL_GO_WITH BV01
#define PORTAL_RANDOM BV02
#define PORTAL_BUGGY BV03
/*
* Values for ranged weapons (value[3]).
* Used in #OBJECTS.
*/
#define RNG_BOW 0
#define RNG_CROSSBOW 1
#define RNG_CATAPULT 2
/*
* 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_GRAVEYARD_A 427
#define ROOM_VNUM_PURGATORY_A 401
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK BV00
#define ROOM_NO_MOB BV02
#define ROOM_INDOORS BV03
#define ROOM_UNDERGROUND BV04
#define ROOM_PRIVATE BV09
#define ROOM_SAFE BV10
#define ROOM_SOLITARY BV11
#define ROOM_PET_SHOP BV12
#define ROOM_NO_RECALL BV13
#define ROOM_CONE_OF_SILENCE BV14
#define ROOM_ARENA BV15
#define ROOM_MARKED BV16 /* Dont ever set! */
/*
* 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 BV00
#define EX_CLOSED BV01
#define EX_LOCKED BV02
#define EX_BASHED BV03
#define EX_BASHPROOF BV04
#define EX_PICKPROOF BV05
#define EX_PASSPROOF BV06
#define EX_EAT_KEY BV07
/* to be implemented */
#define EX_JAMMED BV08
#define EX_SECRET BV09
/*
* Sector types.
* Used in #ROOMS.
*/
#define SECT_INSIDE 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SWIM 6
#define SECT_WATER_NOSWIM 7
#define SECT_UNDERWATER 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_DUNNO 11
#define SECT_ICELAND 12
#define SECT_MAX 13
/*
* 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_WIELD_2 18 /* by Thelonius */
#define WEAR_MISSILE_WIELD 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
/*
* 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_FIGHTING 6
#define POS_STANDING 7
/*
* MUD ACT bits for sysdata.
*/
#define MUD_AUTOSAVE_DB BV00
#define MUD_NONEWS BV02
#define MUD_VERBOSE_LOGS BV03
#define MUD_AUTOPARDON BV04
/*
* ACT bits for players.
*/
#define PLR_IS_NPC 0 /* Don't EVER set. */
#define PLR_BOUGHT_PET 1
#define PLR_REGISTER 2 /* Registering for Pkill */
#define PLR_AUTOEXIT 3
#define PLR_AUTOLOOT 4
#define PLR_AUTOSAC 5
#define PLR_BLANK 6
#define PLR_BRIEF 7
#define PLR_COMBINE 9
#define PLR_PROMPT 10
#define PLR_TELNET_GA 11
#define PLR_HOLYLIGHT 12
#define PLR_WIZINVIS 13
#define PLR_WIZBIT 14
#define PLR_SILENCE 15
#define PLR_NO_EMOTE 16
#define PLR_MOVED 17
#define PLR_NO_TELL 18
#define PLR_LOG 19
#define PLR_DENY 20
#define PLR_FREEZE 21
#define PLR_THIEF 22
#define PLR_KILLER 23
#define PLR_AUTOGOLD 24
#define PLR_AFK 25
#define PLR_COLOUR 26
#define PLR_EDIT_INFO 27
#define PLR_PAGER 28
/* WIZNET flags */
#define WIZ_ON BV00 /* On|Off switch */
#define WIZ_TICKS BV01 /* Tick's. */
#define WIZ_LOGINS BV02 /* Login|Logoff. */
#define WIZ_DEATHS BV03 /* Plr death's. */
#define WIZ_RESETS BV04 /* Area reset's. */
#define WIZ_FLAGS BV05 /* KILLER & THIEF flag. */
#define WIZ_SACCING BV06 /* Item saccing. */
#define WIZ_LEVELS BV07 /* Level's advancing. */
#define WIZ_SECURE BV08 /* log -> screen. */
#define WIZ_SWITCHES BV09 /* Switch. */
#define WIZ_SNOOPS BV10 /* Snoops. */
#define WIZ_RESTORE BV11 /* Restores. */
#define WIZ_LOAD BV12 /* oload, mload. */
#define WIZ_NEWBIE BV13 /* Newbie's. */
#define WIZ_SPAM BV14 /* Spamming. */
#define WIZ_CHAT BV15 /* Wiznet chatting. */
#define WIZ_DEBUG BV16 /* Debug info. */
/*
* Obsolete bits.
*/
#if 0
#define PLR_CHAT 08 /* Obsolete */
#define ACT_GAMBLE 11 /* Runs a gambling game */
#endif
/*
* Channel bits.
*/
#define CHANNEL_AUCTION BV00
#define CHANNEL_CHAT BV01
#define CHANNEL_IMMTALK BV03
#define CHANNEL_MUSIC BV04
#define CHANNEL_QUESTION BV05
#define CHANNEL_SHOUT BV06
#define CHANNEL_YELL BV07
#define CHANNEL_GRATS BV08
#define CHANNEL_CLANTALK BV09
#define CHANNEL_NEWS BV10
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA * next;
MOB_FUN * spec_fun;
GAME_DATA * pGame;
SHOP_DATA * pShop;
MPROG_LIST * mprogs;
AREA_DATA * area;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
int vnum;
int count;
int killed;
int sex;
int level;
XBV act;
XBV affected_by;
int alignment;
int race;
int progtypes;
int resistant;
int immune;
int susceptible;
int speaks;
int speaking;
int mprog_flags;
};
struct hunt_hate_fear
{
HHF_DATA * next;
char * name;
CHAR_DATA * who;
};
/*
* One character (PC or NPC).
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * next_in_room;
CHAR_DATA * master;
CHAR_DATA * leader;
CHAR_DATA * fighting;
CHAR_DATA * reply;
CHAR_DATA * riding;
CHAR_DATA * rider;
CHAR_DATA * mprog_target;
MOB_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
OBJ_DATA * carrying;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
PC_DATA * pcdata;
char * name;
char * short_descr;
char * long_descr;
char * description;
int_16 sex;
CLASS_TYPE * cclass [ MAX_MULTICLASS ];
int_16 race;
int_16 level;
int_16 trust;
int played;
time_t logon;
time_t save_time;
int_16 timer;
int_16 wait;
int_16 hit;
int_16 max_hit;
int_16 mana;
int_16 max_mana;
int_16 move;
int_16 max_move;
int gold;
int exp;
XBV act;
XBV affected_by;
int_16 position;
int_16 practice;
int carry_weight;
int carry_number;
int saving_throw;
int_16 alignment;
int_16 hitroll;
int_16 damroll;
int_16 armor;
int_16 wimpy;
int deaf;
int_16 perm_str;
int_16 perm_int;
int_16 perm_wis;
int_16 perm_dex;
int_16 perm_con;
int_16 mod_str;
int_16 mod_int;
int_16 mod_wis;
int_16 mod_dex;
int_16 mod_con;
bool deleted;
HHF_DATA * hunting;
HHF_DATA * hating;
HHF_DATA * fearing;
int resistant;
int immune;
int susceptible;
int speaks;
int speaking;
int mprog_delay;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
char * pwd;
char * pwdnew;
char * bamfin;
char * bamfout;
char * immskll;
char * title;
char * prompt;
int_16 perm_hit;
int_16 perm_mana;
int_16 perm_move;
int_16 condition [ 3 ];
int_16 pagelen;
int_16 learned [ MAX_SKILL ];
bool switched;
ALIAS_DATA * alias_list;
int_16 security;
CLAN_DATA * clan;
int rank;
int pkills;
int pdeaths;
int mkills;
int mdeaths;
int illegal_pk;
int wiznet;
int points;
BOARD_DATA * board;
NOTE_DATA * note;
time_t last_note [ MAX_BOARD ];
};
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 27
struct liq_type
{
char *liq_name;
char *liq_color;
int liq_affect [ 3 ];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
bool deleted;
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
OBJ_INDEX_DATA * next;
OBJ_FUN * spec_fun;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
char * name;
char * short_descr;
char * description;
int vnum;
int item_type;
XBV extra_flags;
int wear_flags;
int count;
int weight;
int level;
int value [ 5 ];
AREA_DATA * area;
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * next_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
OBJ_FUN * spec_fun;
CHAR_DATA * carried_by;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
char * name;
char * short_descr;
char * description;
int item_type;
XBV extra_flags;
int wear_flags;
int wear_loc;
int weight;
int cost;
int level;
int timer;
int value [ 5 ];
bool deleted;
};
/*
* Exit data.
*/
struct exit_data
{
ROOM_INDEX_DATA * to_room;
EXIT_DATA * next;
int vnum;
int exit_info;
int key;
char * keyword;
char * description;
int rs_flags;
};
/*
* 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;
ROOM_INDEX_DATA * room;
char command;
int rs_vnum;
int loc;
int percent;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
RESET_DATA * reset_first;
RESET_DATA * reset_last;
char * name;
int recall;
int age;
int nplayer;
char * filename; /* OLC */
char * builders; /* OLC Listing of builders */
int security; /* OLC Value 0-infinity */
int lvnum; /* OLC Lower vnum */
int uvnum; /* OLC Upper vnum */
int vnum; /* OLC Area vnum */
int act; /* OLC */
int low_r_vnum;
int hi_r_vnum;
int low_o_vnum;
int hi_o_vnum;
int low_m_vnum;
int hi_m_vnum;
int low_mp_vnum;
int hi_mp_vnum;
int llv;
int ulv;
char * author;
char * resetmsg;
char * note;
};
/*
* System information and flags.
*/
struct system_data
{
int max_players; /* Maximum players this boot */
int all_time_max; /* Maximum players ever */
char * time_of_max; /* Time of max players ever */
int act; /* Mud act flags */
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
RESET_DATA * reset_first;
RESET_DATA * reset_last;
ROOM_FUN * spec_fun;
CHAR_DATA * people;
OBJ_DATA * contents;
EXTRA_DESCR_DATA * extra_descr;
AREA_DATA * area;
EXIT_DATA * exit [ 6 ];
char * name;
char * description;
int vnum;
int room_flags;
int orig_room_flags;
int light;
int sector_type;
int heal_rate;
int mana_rate;
};
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
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 */
char * noun_damage; /* Damage message */
char * msg_off; /* Wear off message */
int mana_type; /* Mana type (for spells) */
char * teachers;
};
struct lang_type
{
char * name;
int value;
};
struct auction_data
{
CHAR_DATA * seller; /* seller - which may NOT quit */
CHAR_DATA * buyer; /* buyer - which may NOT quit */
OBJ_DATA * item; /* item */
int bet; /* last bet - or 0 if noone has bet anything */
int going; /* 1,2, sold */
int pulse; /* how many pulses until another callout? */
int starting;
};
/*
* MOBProg definitions
*/
#define TRIG_ACT BV00
#define TRIG_BRIBE BV01
#define TRIG_DEATH BV02
#define TRIG_ENTRY BV03
#define TRIG_FIGHT BV04
#define TRIG_GIVE BV05
#define TRIG_GREET BV06
#define TRIG_GRALL BV07
#define TRIG_KILL BV08
#define TRIG_HPCNT BV09
#define TRIG_RANDOM BV10
#define TRIG_SPEECH BV11
#define TRIG_EXIT BV12
#define TRIG_EXALL BV13
#define TRIG_DELAY BV14
#define TRIG_SURR BV15
struct mprog_list
{
MPROG_LIST * next;
int trig_type;
char * trig_phrase;
int vnum;
char * code;
};
struct mprog_code
{
MPROG_CODE * next;
AREA_DATA * area;
int vnum;
char * code;
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern int gsn_backstab;
extern int gsn_berserk; /* by Thelonius */
extern int gsn_circle; /* by Thelonius */
extern int gsn_breathe_water; /* by Thelonius */
extern int gsn_burning_hands;
extern int gsn_disarm;
extern int gsn_dodge;
extern int gsn_hide;
extern int gsn_peek;
extern int gsn_pick_lock;
extern int gsn_poison_weapon; /* by Thelonius */
extern int gsn_scrolls; /* by Binky / Thelonius */
extern int gsn_snare; /* by Binky / Thelonius */
extern int gsn_sneak;
extern int gsn_staves; /* by Binky / Thelonius */
extern int gsn_steal;
extern int gsn_untangle; /* by Thelonius */
extern int gsn_wands; /* by Binky / Thelonius */
extern int gsn_bash;
extern int gsn_dual; /* by Thelonius */
extern int gsn_enhanced_damage;
extern int gsn_kick;
extern int gsn_punch; /* by Zen */
extern int gsn_parry;
extern int gsn_rescue;
extern int gsn_second_attack;
extern int gsn_third_attack;
extern int gsn_blindness;
extern int gsn_charm_person;
extern int gsn_curse;
extern int gsn_invis;
extern int gsn_mass_invis;
extern int gsn_mute; /* by Thelonius */
extern int gsn_poison;
extern int gsn_sleep;
extern int gsn_turn_undead;
/*
* Psionicist gsn's (by Thelonius).
*/
extern int gsn_chameleon;
extern int gsn_domination;
extern int gsn_heighten;
extern int gsn_shadow;
/*
* Jester gsn's (by TFC).
*/
extern int gsn_sing;
extern int gsn_tickles;
extern int gsn_potato;
extern int gsn_hypnotize;
extern int gsn_cream_pie;
extern int gsn_sing_lullaby;
extern int gsn_stake;
/*
* New gsn's (by Zen & other ppl).
*/
extern int gsn_scan;
extern int gsn_shield_block;
extern int gsn_fast_healing;
extern int gsn_fourth_attack;
extern int gsn_fifth_attack;
extern int gsn_brew;
extern int gsn_scribe;
extern int gsn_dirt;
extern int gsn_meditate; /* by Zen */
extern int gsn_swim; /* by Zen */
extern int gsn_mass_vortex_lift; /* by Zen */
extern int gsn_track;
extern int gsn_whirlwind;
extern int gsn_plague;
extern int gsn_mount;
extern int gsn_hit;
extern int gsn_slash;
extern int gsn_pierce;
extern int gsn_whip;
extern int gsn_claw;
extern int gsn_explode;
extern int gsn_pound;
extern int gsn_suction;
extern int gsn_shot;
extern int gsn_flame_shield;
extern int gsn_frost_shield;
extern int gsn_shock_shield;
/*
* Race gsn's (by Kahn).
*/
extern int gsn_vampiric_bite;
/*
* Extended bitvector utility functions.
*/
bool xbv_is_empty args( ( XBV *bits ) );
bool xbv_same_bits args( ( XBV *dest, const XBV *src ) );
void xbv_clear_bits args( ( XBV *bits ) );
void xbv_set_bits args( ( XBV *dest, const XBV *src ) );
void xbv_remove_bits args( ( XBV *dest, const XBV *src ) );
/*
* Utility macros.
*/
#define UMIN( a, b ) ( ( a ) < ( b ) ? ( a ) : ( b ) )
#define UMAX( a, b ) ( ( a ) > ( b ) ? ( a ) : ( b ) )
#define URANGE( a, b, c ) ( ( b ) < ( a ) ? ( a ) \
: ( ( b ) > ( c ) ? ( c ) \
: ( b ) ) )
#define LOWER( c ) ( ( c ) >= 'A' && ( c ) <= 'Z' \
? ( c ) + 'a' - 'A' : ( c ) )
#define UPPER( c ) ( ( c ) >= 'a' && ( c ) <= 'z' \
? ( c ) + 'A' - 'a' : ( c ) )
#define xMASK( bit ) ( 1 << ( ( bit ) & XBM ) )
#define xIS_SET( var, bit ) ( (var).bits[(bit) >> RSV] & xMASK( bit ) )
#define xSET_BIT( var, bit ) ( (var).bits[(bit) >> RSV] |= xMASK( bit ) )
#define xREMOVE_BIT( var, bit ) ( (var).bits[(bit) >> RSV] &= ~xMASK( bit ) )
#define xTOGGLE_BIT( var, bit ) ( (var).bits[(bit) >> RSV] ^= xMASK( bit ) )
#define xIS_EMPTY( bit ) ( xbv_is_empty ( &(bit) ) )
#define xSAME_BITS( var, bit ) ( xbv_same_bits ( &(var), &(bit) ) )
#define xCLEAR_BITS( bit ) ( xbv_clear_bits ( &(bit) ) )
#define xSET_BITS( var, bit ) ( xbv_set_bits ( &(var), &(bit) ) )
#define xREMOVE_BITS( var, bit ) ( xbv_remove_bits( &(var), &(bit) ) )
#define IS_SET( flag, bit ) ( ( flag ) & ( bit ) )
#define SET_BIT( var, bit ) ( ( var ) |= ( bit ) )
#define REMOVE_BIT( var, bit ) ( ( var ) &= ~( bit ) )
#define TOGGLE_BIT( var, bit ) ( ( var ) ^= ( bit ) )
/*
* Character macros.
*/
#define IS_NPC( ch ) ( xIS_SET( ( ch )->act, ACT_IS_NPC ) )
#define IS_IMMORTAL( ch ) ( get_trust( ch ) >= LEVEL_IMMORTAL )
#define IS_HERO( ch ) ( get_trust( ch ) >= LEVEL_HERO )
#define IS_AFFECTED( ch, sn ) ( xIS_SET( ( ch )->affected_by, ( sn ) ) )
#define IS_GOOD( ch ) ( ch->alignment >= 350 )
#define IS_EVIL( ch ) ( ch->alignment <= -350 )
#define IS_NEUTRAL( ch ) ( !IS_GOOD( ch ) && !IS_EVIL( ch ) )
#define IS_AWAKE( ch ) ( ch->position > POS_SLEEPING )
#define GET_AC( ch ) ( ( ch )->armor \
+ ( IS_AWAKE( ch ) \
? dex_app[get_curr_dex( ch )].defensive \
: 0 ) )
#define IS_OUTSIDE( ch ) ( !IS_SET( \
( ch )->in_room->room_flags, \
ROOM_INDOORS ) )
#define WAIT_STATE( ch, pulse ) ( ( ch )->wait = UMAX( ( ch )->wait, \
( pulse ) ) )
#define MANA_COST( ch, sn ) ( IS_NPC( ch ) ? 0 : UMAX ( \
skill_table[sn].min_mana, \
100 / ( 2 + UMAX ( 0, ch->level - \
skill_level( ch, sn ) ) ) ) )
#define IS_SWITCHED( ch ) ( ch->pcdata->switched )
#define WCHAN( ch, chan ) ( IS_SET( ch->pcdata->wiznet, chan ) )
#define CHECK_RES( ch, bit ) ( IS_SET( ch->resistant \
| race_table[ch->race].resistant, bit ) )
#define CHECK_IMM( ch, bit ) ( IS_SET( ch->immune \
| race_table[ch->race].immune, bit ) )
#define CHECK_SUS( ch, bit ) ( IS_SET( ch->susceptible \
| race_table[ch->race].susceptible, bit ) )
#define HAS_TRIGGER( ch, trig ) ( IS_SET( ( ch )->pIndexData->mprog_flags, \
( trig ) ) )
/*
* Object macros.
*/
#define CAN_WEAR( obj, part ) ( IS_SET( ( obj)->wear_flags, ( part ) ) )
#define IS_OBJ_STAT( obj, stat )( xIS_SET( ( obj)->extra_flags, ( stat ) ) )
/*
* Description macros.
*/
#define PERS( ch, looker ) ( can_see( looker, ( ch ) ) ? \
( IS_NPC( ch ) ? ( ch )->short_descr \
: ( ch )->name ) : "someone" )
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
char * const name;
DO_FUN * do_fun;
int position;
int level;
int log;
bool show;
};
/*
* Structure for a social in the socials table.
*/
struct soc_index_data
{
SOC_INDEX_DATA * next;
char * name;
char * char_no_arg;
char * others_no_arg;
char * char_found;
char * others_found;
char * vict_found;
char * char_auto;
char * others_auto;
bool deleted;
};
/*
* Global constants.
*/
extern const char echo_off_str [];
extern const char echo_on_str [];
extern const char go_ahead_str [];
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 char * str_name [ 26 ];
extern const char * int_name [ 26 ];
extern const char * wis_name [ 26 ];
extern const char * dex_name [ 26 ];
extern const char * con_name [ 26 ];
extern const struct cmd_type cmd_table [ ];
extern const struct liq_type liq_table [ LIQ_MAX ];
extern struct skill_type skill_table [ MAX_SKILL ];
extern const struct lang_type lang_table [ MAX_LANGUAGE ];
extern const struct social_type social_table [ ];
extern const struct race_type race_table [ MAX_RACE ];
extern const struct attack_type attack_table [ ];
extern const struct struckdrunk drunk [ ];
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern SHOP_DATA * shop_first;
extern GAME_DATA * game_first;
extern CLAN_DATA * clan_first;
extern CLASS_TYPE * class_first;
extern BAN_DATA * ban_list;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern OBJ_DATA * object_list;
extern MPROG_CODE * mprog_list;
extern AFFECT_DATA * affect_free;
extern BAN_DATA * ban_free;
extern CHAR_DATA * char_free;
extern DESCRIPTOR_DATA * descriptor_free;
extern EXTRA_DESCR_DATA * extra_descr_free;
extern NOTE_DATA * note_free;
extern OBJ_DATA * obj_free;
extern PC_DATA * pcdata_free;
extern char bug_buf [ ];
extern time_t current_time;
extern bool fLogAll;
extern FILE * fpReserve;
extern BOARD_DATA board_table [ ];
extern KILL_DATA kill_table [ ];
extern char log_buf [ ];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern time_t down_time;
extern time_t warning1;
extern time_t warning2;
extern bool Reboot;
extern SYSTEM_DATA sysdata;
extern int num_descriptors;
extern char strAsshole [ ];
extern char * daPrompt;
extern AUCTION_DATA auction;
extern bool MOBtrigger;
/*
* Command functions.
* Defined in act_*.c (mostly).
*/
DECLARE_DO_FUN( do_advance );
DECLARE_DO_FUN( do_afk );
DECLARE_DO_FUN( do_allow );
DECLARE_DO_FUN( do_answer );
DECLARE_DO_FUN( do_areas );
DECLARE_DO_FUN( do_at );
DECLARE_DO_FUN( do_auction );
DECLARE_DO_FUN( do_auto );
DECLARE_DO_FUN( do_autoexit );
DECLARE_DO_FUN( do_autoloot );
DECLARE_DO_FUN( do_autogold );
DECLARE_DO_FUN( do_autosac );
DECLARE_DO_FUN( do_backstab );
DECLARE_DO_FUN( do_bamfin );
DECLARE_DO_FUN( do_bamfout );
DECLARE_DO_FUN( do_ban );
DECLARE_DO_FUN( do_bash );
DECLARE_DO_FUN( do_beep );
DECLARE_DO_FUN( do_berserk ); /* by Thelonius */
DECLARE_DO_FUN( do_bet ); /* by Thelonius */
DECLARE_DO_FUN( do_blank );
DECLARE_DO_FUN( do_board );
DECLARE_DO_FUN( do_brandish );
DECLARE_DO_FUN( do_brief );
DECLARE_DO_FUN( do_bug );
DECLARE_DO_FUN( do_buy );
DECLARE_DO_FUN( do_cast );
DECLARE_DO_FUN( do_chameleon ); /* by Thelonius */
DECLARE_DO_FUN( do_channels );
DECLARE_DO_FUN( do_chat );
DECLARE_DO_FUN( do_circle ); /* by Thelonius */
DECLARE_DO_FUN( do_close );
DECLARE_DO_FUN( do_colour ); /* by Lope */
DECLARE_DO_FUN( do_combine );
DECLARE_DO_FUN( do_commands );
DECLARE_DO_FUN( do_compare );
DECLARE_DO_FUN( do_config );
DECLARE_DO_FUN( do_consider );
DECLARE_DO_FUN( do_credits );
DECLARE_DO_FUN( do_deny );
DECLARE_DO_FUN( do_description );
DECLARE_DO_FUN( do_disarm );
DECLARE_DO_FUN( do_disconnect );
DECLARE_DO_FUN( do_donate );
DECLARE_DO_FUN( do_down );
DECLARE_DO_FUN( do_drink );
DECLARE_DO_FUN( do_drop );
DECLARE_DO_FUN( do_east );
DECLARE_DO_FUN( do_eat );
DECLARE_DO_FUN( do_echo );
DECLARE_DO_FUN( do_emote );
DECLARE_DO_FUN( do_equipment );
DECLARE_DO_FUN( do_examine );
DECLARE_DO_FUN( do_exits );
DECLARE_DO_FUN( do_fee );
DECLARE_DO_FUN( do_feed );
DECLARE_DO_FUN( do_fill );
DECLARE_DO_FUN( do_flee );
DECLARE_DO_FUN( do_follow );
DECLARE_DO_FUN( do_force );
DECLARE_DO_FUN( do_freeze );
DECLARE_DO_FUN( do_get );
DECLARE_DO_FUN( do_give );
DECLARE_DO_FUN( do_goto );
DECLARE_DO_FUN( do_group );
DECLARE_DO_FUN( do_gtell );
DECLARE_DO_FUN( do_heighten ); /* by Thelonius */
DECLARE_DO_FUN( do_help );
DECLARE_DO_FUN( do_hide );
DECLARE_DO_FUN( do_holylight );
DECLARE_DO_FUN( do_idea );
DECLARE_DO_FUN( do_immtalk );
DECLARE_DO_FUN( do_imtlset );
DECLARE_DO_FUN( do_inventory );
DECLARE_DO_FUN( do_invis );
DECLARE_DO_FUN( do_kick );
DECLARE_DO_FUN( do_kill );
DECLARE_DO_FUN( do_list );
DECLARE_DO_FUN( do_lock );
DECLARE_DO_FUN( do_log );
DECLARE_DO_FUN( do_look );
DECLARE_DO_FUN( do_memory );
DECLARE_DO_FUN( do_mfind );
DECLARE_DO_FUN( do_mload );
DECLARE_DO_FUN( do_mob );
DECLARE_DO_FUN( do_mpstat );
DECLARE_DO_FUN( do_mpdump );
DECLARE_DO_FUN( do_mpasound );
DECLARE_DO_FUN( do_mpgecho );
DECLARE_DO_FUN( do_mpzecho );
DECLARE_DO_FUN( do_mpkill );
DECLARE_DO_FUN( do_mpassist );
DECLARE_DO_FUN( do_mpjunk );
DECLARE_DO_FUN( do_mpechoaround );
DECLARE_DO_FUN( do_mpecho );
DECLARE_DO_FUN( do_mpechoat );
DECLARE_DO_FUN( do_mpmload );
DECLARE_DO_FUN( do_mpoload );
DECLARE_DO_FUN( do_mppurge );
DECLARE_DO_FUN( do_mpgoto );
DECLARE_DO_FUN( do_mpat );
DECLARE_DO_FUN( do_mptransfer );
DECLARE_DO_FUN( do_mpgtransfer );
DECLARE_DO_FUN( do_mpforce );
DECLARE_DO_FUN( do_mpgforce );
DECLARE_DO_FUN( do_mpvforce );
DECLARE_DO_FUN( do_mpcast );
DECLARE_DO_FUN( do_mpdamage );
DECLARE_DO_FUN( do_mpremember );
DECLARE_DO_FUN( do_mpforget );
DECLARE_DO_FUN( do_mpdelay );
DECLARE_DO_FUN( do_mpcancel );
DECLARE_DO_FUN( do_mpcall );
DECLARE_DO_FUN( do_mpflee );
DECLARE_DO_FUN( do_mpotransfer );
DECLARE_DO_FUN( do_mpremove );
DECLARE_DO_FUN( do_mset );
DECLARE_DO_FUN( do_mstat );
DECLARE_DO_FUN( do_mwhere );
DECLARE_DO_FUN( do_murder );
DECLARE_DO_FUN( do_music );
DECLARE_DO_FUN( do_newlock );
DECLARE_DO_FUN( do_noemote );
DECLARE_DO_FUN( do_north );
DECLARE_DO_FUN( do_note );
DECLARE_DO_FUN( do_notell );
DECLARE_DO_FUN( do_numlock );
DECLARE_DO_FUN( do_ofind );
DECLARE_DO_FUN( do_oload );
DECLARE_DO_FUN( do_open );
DECLARE_DO_FUN( do_order );
DECLARE_DO_FUN( do_oset );
DECLARE_DO_FUN( do_ostat );
DECLARE_DO_FUN( do_owhere );
DECLARE_DO_FUN( do_pagelen );
DECLARE_DO_FUN( do_pardon );
DECLARE_DO_FUN( do_password );
DECLARE_DO_FUN( do_peace );
DECLARE_DO_FUN( do_pick );
DECLARE_DO_FUN( do_poison_weapon); /* by Thelonius */
DECLARE_DO_FUN( do_pose );
DECLARE_DO_FUN( do_practice );
DECLARE_DO_FUN( do_prompt );
DECLARE_DO_FUN( do_punch ); /* by Zen */
DECLARE_DO_FUN( do_purge );
DECLARE_DO_FUN( do_put );
DECLARE_DO_FUN( do_quaff );
DECLARE_DO_FUN( do_question );
DECLARE_DO_FUN( do_qui );
DECLARE_DO_FUN( do_quit );
DECLARE_DO_FUN( do_reboo );
DECLARE_DO_FUN( do_reboot );
DECLARE_DO_FUN( do_recall );
DECLARE_DO_FUN( do_recho );
DECLARE_DO_FUN( do_recite );
DECLARE_DO_FUN( do_register );
DECLARE_DO_FUN( do_remove );
DECLARE_DO_FUN( do_rent );
DECLARE_DO_FUN( do_reply );
DECLARE_DO_FUN( do_report );
DECLARE_DO_FUN( do_rescue );
DECLARE_DO_FUN( do_rest );
DECLARE_DO_FUN( do_restore );
DECLARE_DO_FUN( do_return );
DECLARE_DO_FUN( do_rset );
DECLARE_DO_FUN( do_rstat );
DECLARE_DO_FUN( do_sacrifice );
DECLARE_DO_FUN( do_save );
DECLARE_DO_FUN( do_say );
DECLARE_DO_FUN( do_score );
DECLARE_DO_FUN( do_sell );
DECLARE_DO_FUN( do_shadow ); /* by Thelonius */
DECLARE_DO_FUN( do_shout );
DECLARE_DO_FUN( do_shutdow );
DECLARE_DO_FUN( do_shutdown );
DECLARE_DO_FUN( do_silence );
DECLARE_DO_FUN( do_sla );
DECLARE_DO_FUN( do_slay );
DECLARE_DO_FUN( do_sleep );
DECLARE_DO_FUN( do_slist );
DECLARE_DO_FUN( do_slookup );
DECLARE_DO_FUN( do_snare ); /* by Binky / Thelonius */
DECLARE_DO_FUN( do_sneak );
DECLARE_DO_FUN( do_snoop );
DECLARE_DO_FUN( do_socials );
DECLARE_DO_FUN( do_south );
DECLARE_DO_FUN( do_spells );
DECLARE_DO_FUN( do_split );
DECLARE_DO_FUN( do_sset );
DECLARE_DO_FUN( do_sstime );
DECLARE_DO_FUN( do_stake );
DECLARE_DO_FUN( do_stand );
DECLARE_DO_FUN( do_steal );
DECLARE_DO_FUN( do_switch );
DECLARE_DO_FUN( do_tell );
DECLARE_DO_FUN( do_tickles );
DECLARE_DO_FUN( do_time );
DECLARE_DO_FUN( do_title );
DECLARE_DO_FUN( do_train );
DECLARE_DO_FUN( do_transfer );
DECLARE_DO_FUN( do_trust );
DECLARE_DO_FUN( do_typo );
DECLARE_DO_FUN( do_unlock );
DECLARE_DO_FUN( do_untangle ); /* by Thelonius */
DECLARE_DO_FUN( do_up );
DECLARE_DO_FUN( do_users );
DECLARE_DO_FUN( do_value );
DECLARE_DO_FUN( do_visible );
DECLARE_DO_FUN( do_wake );
DECLARE_DO_FUN( do_wear );
DECLARE_DO_FUN( do_weather );
DECLARE_DO_FUN( do_west );
DECLARE_DO_FUN( do_where );
DECLARE_DO_FUN( do_who );
DECLARE_DO_FUN( do_whois );
DECLARE_DO_FUN( do_wimpy );
DECLARE_DO_FUN( do_wizhelp );
DECLARE_DO_FUN( do_wizify );
DECLARE_DO_FUN( do_wizlist );
DECLARE_DO_FUN( do_wizlock );
DECLARE_DO_FUN( do_yell );
DECLARE_DO_FUN( do_zap );
DECLARE_DO_FUN( do_mpedit );
DECLARE_DO_FUN( do_scan );
DECLARE_DO_FUN( do_brew );
DECLARE_DO_FUN( do_scribe );
DECLARE_DO_FUN( do_delet );
DECLARE_DO_FUN( do_delete );
DECLARE_DO_FUN( do_enter );
DECLARE_DO_FUN( do_retir );
DECLARE_DO_FUN( do_retire );
DECLARE_DO_FUN( do_alia );
DECLARE_DO_FUN( do_alias );
DECLARE_DO_FUN( do_unalia );
DECLARE_DO_FUN( do_unalias );
DECLARE_DO_FUN( do_dirt );
DECLARE_DO_FUN( do_grats );
DECLARE_DO_FUN( do_wartalk );
DECLARE_DO_FUN( do_sober );
DECLARE_DO_FUN( do_track );
DECLARE_DO_FUN( do_whirlwind );
DECLARE_DO_FUN( do_mount );
DECLARE_DO_FUN( do_dismount );
DECLARE_DO_FUN( do_initiate );
DECLARE_DO_FUN( do_exil );
DECLARE_DO_FUN( do_exile );
DECLARE_DO_FUN( do_promote );
DECLARE_DO_FUN( do_demote );
DECLARE_DO_FUN( do_crecall );
DECLARE_DO_FUN( do_cdonate );
DECLARE_DO_FUN( do_leav );
DECLARE_DO_FUN( do_leave );
DECLARE_DO_FUN( do_claninfo );
DECLARE_DO_FUN( do_guilds );
DECLARE_DO_FUN( do_clans );
DECLARE_DO_FUN( do_orders );
DECLARE_DO_FUN( do_showclan );
DECLARE_DO_FUN( do_setclan );
DECLARE_DO_FUN( do_makeclan );
DECLARE_DO_FUN( do_mudconfig );
DECLARE_DO_FUN( do_shoot );
DECLARE_DO_FUN( do_reload );
DECLARE_DO_FUN( do_wiznet );
DECLARE_DO_FUN( do_astat );
DECLARE_DO_FUN( do_history );
DECLARE_DO_FUN( do_qhelp );
DECLARE_DO_FUN( do_mclone );
DECLARE_DO_FUN( do_oclone );
DECLARE_DO_FUN( do_speak );
DECLARE_DO_FUN( do_ctitle );
DECLARE_DO_FUN( do_cpose );
DECLARE_DO_FUN( do_cinfo );
DECLARE_DO_FUN( do_cslist );
/*
* Mobile functions.
* Defined in spec_mob.c.
*/
DECLARE_MOB_FUN( spec_breath_any );
DECLARE_MOB_FUN( spec_breath_acid );
DECLARE_MOB_FUN( spec_breath_fire );
DECLARE_MOB_FUN( spec_breath_frost );
DECLARE_MOB_FUN( spec_breath_gas );
DECLARE_MOB_FUN( spec_breath_lightning );
DECLARE_MOB_FUN( spec_cast_adept );
DECLARE_MOB_FUN( spec_cast_cleric );
DECLARE_MOB_FUN( spec_cast_ghost );
DECLARE_MOB_FUN( spec_cast_judge );
DECLARE_MOB_FUN( spec_cast_mage );
DECLARE_MOB_FUN( spec_cast_psionicist );
DECLARE_MOB_FUN( spec_cast_undead );
DECLARE_MOB_FUN( spec_executioner );
DECLARE_MOB_FUN( spec_fido );
DECLARE_MOB_FUN( spec_guard );
DECLARE_MOB_FUN( spec_janitor );
DECLARE_MOB_FUN( spec_mayor );
DECLARE_MOB_FUN( spec_poison );
DECLARE_MOB_FUN( spec_repairman );
DECLARE_MOB_FUN( spec_thief );
/*
* Object functions.
* Defined in spec_obj.c.
*/
DECLARE_OBJ_FUN( spec_giggle );
DECLARE_OBJ_FUN( spec_soul_moan );
/*
* Room functions.
* Defined in spec_rom.c.
*/
DECLARE_ROOM_FUN( spec_deathtrap );
/*
* Spell functions.
* Defined in magic.c.
*/
DECLARE_SPELL_FUN( spell_null );
DECLARE_SPELL_FUN( spell_acid_blast );
DECLARE_SPELL_FUN( spell_armor );
DECLARE_SPELL_FUN( spell_bless );
DECLARE_SPELL_FUN( spell_blindness );
DECLARE_SPELL_FUN( spell_burning_hands );
DECLARE_SPELL_FUN( spell_breathe_water ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_call_lightning );
DECLARE_SPELL_FUN( spell_cause_critical );
DECLARE_SPELL_FUN( spell_cause_light );
DECLARE_SPELL_FUN( spell_cause_serious );
DECLARE_SPELL_FUN( spell_change_sex );
DECLARE_SPELL_FUN( spell_charm_person );
DECLARE_SPELL_FUN( spell_chill_touch );
DECLARE_SPELL_FUN( spell_colour_spray );
DECLARE_SPELL_FUN( spell_cone_of_silence ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_continual_light );
DECLARE_SPELL_FUN( spell_control_weather );
DECLARE_SPELL_FUN( spell_create_food );
DECLARE_SPELL_FUN( spell_create_spring );
DECLARE_SPELL_FUN( spell_create_water );
DECLARE_SPELL_FUN( spell_cure_blindness );
DECLARE_SPELL_FUN( spell_cure_critical );
DECLARE_SPELL_FUN( spell_cure_light );
DECLARE_SPELL_FUN( spell_cure_poison );
DECLARE_SPELL_FUN( spell_cure_serious );
DECLARE_SPELL_FUN( spell_curse );
DECLARE_SPELL_FUN( spell_destroy_cursed );
DECLARE_SPELL_FUN( spell_detect_evil );
DECLARE_SPELL_FUN( spell_detect_hidden );
DECLARE_SPELL_FUN( spell_detect_invis );
DECLARE_SPELL_FUN( spell_detect_magic );
DECLARE_SPELL_FUN( spell_detect_poison );
DECLARE_SPELL_FUN( spell_dispel_evil );
DECLARE_SPELL_FUN( spell_dispel_magic ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_earthquake );
DECLARE_SPELL_FUN( spell_enchant_weapon );
DECLARE_SPELL_FUN( spell_energy_drain );
DECLARE_SPELL_FUN( spell_exorcise );
DECLARE_SPELL_FUN( spell_faerie_fire );
DECLARE_SPELL_FUN( spell_faerie_fog );
DECLARE_SPELL_FUN( spell_fireball );
DECLARE_SPELL_FUN( spell_flamestrike );
DECLARE_SPELL_FUN( spell_fly );
DECLARE_SPELL_FUN( spell_gate );
DECLARE_SPELL_FUN( spell_general_purpose );
DECLARE_SPELL_FUN( spell_giant_strength );
DECLARE_SPELL_FUN( spell_harm );
DECLARE_SPELL_FUN( spell_heal );
DECLARE_SPELL_FUN( spell_high_explosive );
DECLARE_SPELL_FUN( spell_identify );
DECLARE_SPELL_FUN( spell_infravision );
DECLARE_SPELL_FUN( spell_invis );
DECLARE_SPELL_FUN( spell_know_alignment );
DECLARE_SPELL_FUN( spell_lightning_bolt );
DECLARE_SPELL_FUN( spell_locate_object );
DECLARE_SPELL_FUN( spell_magic_missile );
DECLARE_SPELL_FUN( spell_mass_heal );
DECLARE_SPELL_FUN( spell_mass_invis );
DECLARE_SPELL_FUN( spell_mute ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_pass_door );
DECLARE_SPELL_FUN( spell_poison );
DECLARE_SPELL_FUN( spell_polymorph_other );
DECLARE_SPELL_FUN( spell_protection_evil );
DECLARE_SPELL_FUN( spell_recharge_item ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_refresh );
DECLARE_SPELL_FUN( spell_remove_alignment ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_remove_curse );
DECLARE_SPELL_FUN( spell_remove_silence ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_sanctuary );
DECLARE_SPELL_FUN( spell_shocking_grasp );
DECLARE_SPELL_FUN( spell_shield );
DECLARE_SPELL_FUN( spell_sleep );
DECLARE_SPELL_FUN( spell_stone_skin );
DECLARE_SPELL_FUN( spell_summon );
DECLARE_SPELL_FUN( spell_teleport );
DECLARE_SPELL_FUN( spell_turn_undead );
DECLARE_SPELL_FUN( spell_ventriloquate );
DECLARE_SPELL_FUN( spell_weaken );
DECLARE_SPELL_FUN( spell_word_of_recall );
DECLARE_SPELL_FUN( spell_acid_breath );
DECLARE_SPELL_FUN( spell_fire_breath );
DECLARE_SPELL_FUN( spell_frost_breath );
DECLARE_SPELL_FUN( spell_gas_breath );
DECLARE_SPELL_FUN( spell_lightning_breath );
DECLARE_SPELL_FUN( spell_vampiric_bite );
/*
* Psi spell_functions, in magic.c (by Thelonius).
*/
DECLARE_SPELL_FUN( spell_adrenaline_control);
DECLARE_SPELL_FUN( spell_agitation );
DECLARE_SPELL_FUN( spell_aura_sight );
DECLARE_SPELL_FUN( spell_awe );
DECLARE_SPELL_FUN( spell_ballistic_attack );
DECLARE_SPELL_FUN( spell_biofeedback );
DECLARE_SPELL_FUN( spell_cell_adjustment );
DECLARE_SPELL_FUN( spell_combat_mind );
DECLARE_SPELL_FUN( spell_complete_healing );
DECLARE_SPELL_FUN( spell_control_flames );
DECLARE_SPELL_FUN( spell_create_sound );
DECLARE_SPELL_FUN( spell_death_field );
DECLARE_SPELL_FUN( spell_detonate );
DECLARE_SPELL_FUN( spell_disintegrate );
DECLARE_SPELL_FUN( spell_displacement );
DECLARE_SPELL_FUN( spell_domination );
DECLARE_SPELL_FUN( spell_ego_whip );
DECLARE_SPELL_FUN( spell_energy_containment);
DECLARE_SPELL_FUN( spell_enhance_armor );
DECLARE_SPELL_FUN( spell_enhanced_strength );
DECLARE_SPELL_FUN( spell_flesh_armor );
DECLARE_SPELL_FUN( spell_inertial_barrier );
DECLARE_SPELL_FUN( spell_inflict_pain );
DECLARE_SPELL_FUN( spell_intellect_fortress);
DECLARE_SPELL_FUN( spell_lend_health );
DECLARE_SPELL_FUN( spell_mental_barrier );
DECLARE_SPELL_FUN( spell_mind_thrust );
DECLARE_SPELL_FUN( spell_project_force );
DECLARE_SPELL_FUN( spell_psionic_blast );
DECLARE_SPELL_FUN( spell_psychic_crush );
DECLARE_SPELL_FUN( spell_psychic_drain );
DECLARE_SPELL_FUN( spell_psychic_healing );
DECLARE_SPELL_FUN( spell_share_strength );
DECLARE_SPELL_FUN( spell_thought_shield );
DECLARE_SPELL_FUN( spell_ultrablast );
/*
* Jester spell_functions, in magic.c (by TFC).
*/
DECLARE_SPELL_FUN( spell_acid_tomato );
DECLARE_SPELL_FUN( spell_life_drain );
DECLARE_SPELL_FUN( spell_potato );
DECLARE_SPELL_FUN( spell_cream_pie );
DECLARE_SPELL_FUN( spell_hypnotize );
DECLARE_SPELL_FUN( spell_sing_lullaby );
DECLARE_SPELL_FUN( spell_sing_war );
DECLARE_SPELL_FUN( spell_sing_hope );
DECLARE_SPELL_FUN( spell_sing_courage );
DECLARE_SPELL_FUN( spell_sing_opera );
DECLARE_SPELL_FUN( spell_magic_leaf );
/*
* New spell functions, in magic.c (by Zen).
*/
DECLARE_SPELL_FUN( spell_detect_good );
DECLARE_SPELL_FUN( spell_dispel_good );
DECLARE_SPELL_FUN( spell_meteor_swarm );
DECLARE_SPELL_FUN( spell_chain_lightning );
DECLARE_SPELL_FUN( spell_vortex_lift );
DECLARE_SPELL_FUN( spell_wizard_eye );
DECLARE_SPELL_FUN( spell_mass_vortex_lift );
DECLARE_SPELL_FUN( spell_portal );
DECLARE_SPELL_FUN( spell_nexus );
DECLARE_SPELL_FUN( spell_protection_good );
DECLARE_SPELL_FUN( spell_create_buffet );
DECLARE_SPELL_FUN( spell_cure_disease );
DECLARE_SPELL_FUN( spell_plague );
DECLARE_SPELL_FUN( spell_flame_shield );
DECLARE_SPELL_FUN( spell_frost_shield );
DECLARE_SPELL_FUN( spell_shock_shield );
DECLARE_SPELL_FUN( spell_blazeward );
DECLARE_SPELL_FUN( spell_blazebane );
DECLARE_SPELL_FUN( spell_inner_warmth );
DECLARE_SPELL_FUN( spell_winter_mist );
DECLARE_SPELL_FUN( spell_ethereal_shield );
DECLARE_SPELL_FUN( spell_ethereal_funnel );
DECLARE_SPELL_FUN( spell_antimagic_shell );
DECLARE_SPELL_FUN( spell_eldritch_sphere );
DECLARE_SPELL_FUN( spell_unravel_defense );
DECLARE_SPELL_FUN( spell_aquiles_power );
DECLARE_SPELL_FUN( spell_demon_skin );
DECLARE_SPELL_FUN( spell_swordbait );
DECLARE_SPELL_FUN( spell_dragon_skin );
DECLARE_SPELL_FUN( spell_razorbait );
DECLARE_SPELL_FUN( spell_dragon_wit );
DECLARE_SPELL_FUN( spell_sagacity );
DECLARE_SPELL_FUN( spell_slink );
DECLARE_SPELL_FUN( spell_trollish_vigor );
/*
* Weapon functions.
* Defined in fight.c.
*/
DECLARE_HIT_FUN( hit_vorpal );
DECLARE_HIT_FUN( hit_suck_disarm );
/*
* OS-dependent declarations (this will break on C++).
* These are all very standard library functions,
* but some systems have incomplete or non-ansi header files.
*/
#if defined( amiga )
#define AmigaTCP
#endif
#if defined( apollo )
int atoi args( ( const char *string ) );
void * calloc args( ( unsigned nelem, size_t size ) );
#endif
#if defined( sequent )
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined( sun )
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
size_t fread args( ( void *ptr, size_t size, size_t nitems,
FILE *stream ) );
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
/*
* Stuff for DEC UNIX on Alpha (OSF3.2C)
* Fusion
*/
#if defined( _OSF_SOURCE )
int system args( ( const char *string ) );
ssize_t read args( ( int fd, void *buf, size_t nbyte ) );
ssize_t write args( ( int fd, const void *buf, size_t nbyte ) );
int close args( ( int fd ) );
#endif
#if defined( _WIN32 )
#define NOCRYPT
#else
# if defined( __cplusplus )
extern "C" char * crypt args( ( const char *key, const char *salt ) );
# else
char * crypt args( ( const char *key, const char *salt ) );
# endif
#endif
/*
* The crypt(3) function is not available on some operating systems.
* In particular, the U.S. Government prohibits its export from the
* United States to foreign countries.
* Turn on NOCRYPT to keep passwords in plain text.
*/
#if defined( NOCRYPT )
#define crypt( s1, s2 ) ( s1 )
#endif
/*
* Data files used by the server.
*
* AREA_LIST contains a list of areas to boot.
* All files are read in completely at bootup.
* Most output files (bug, idea, typo, shutdown) are append-only.
*
* The NULL_FILE is held open so that we have a stream handle in reserve,
* so players can go ahead and telnet to all the other descriptors.
* Then we close it whenever we need to open a file (e.g. a save file).
*/
#if defined( __unix__ ) || defined( __CYGWIN__ )
#define DIR_SEPARATOR "/"
#define NULL_FILE "/dev/null" /* To reserve one stream */
#define PLAYER_DIR "../player/" /* Player files */
#define BACKUP_DIR "../backup/" /* Backup player files */
#define SYSTEM_DIR "../sys/" /* System directory */
#define CLASS_DIR "../classes/" /* New class loading scheme */
#define AREA_DIR "../area/" /* Area files */
#define CLAN_DIR "../clans/" /* Clan files */
#define DICT_DIR "../dict/" /* Dictionary files */
#define NOTE_DIR "../notes/" /* Note files */
#endif
#if defined( AmigaTCP )
#define DIR_SEPARATOR "/"
#define NULL_FILE "nil:" /* To reserve one stream */
#define PLAYER_DIR "/player/" /* Player files */
#define BACKUP_DIR "/backup/" /* Backup player files */
#define SYSTEM_DIR "/sys/" /* System directory */
#define CLASS_DIR "/classes/" /* New class loading scheme */
#define AREA_DIR "/area/" /* Area files */
#define CLAN_DIR "/clans/" /* Clan files */
#define DICT_DIR "/dict/" /* Dictionary files */
#define NOTE_DIR "/notes/" /* Note files */
#endif
#if defined( _MSC_VER )
#define DIR_SEPARATOR "\\"
#define NULL_FILE "nul" /* To reserve one stream */
#define PLAYER_DIR "..\\player\\" /* Player files */
#define BACKUP_DIR "..\\backup\\" /* Backup player files */
#define SYSTEM_DIR "..\\sys\\" /* System directory */
#define CLASS_DIR "..\\classes\\" /* New class loading scheme */
#define AREA_DIR "..\\area\\" /* Area files */
#define CLAN_DIR "..\\clans\\" /* Clan files */
#define DICT_DIR "..\\dict\\" /* Dictionary files */
#define NOTE_DIR "..\\notes\\" /* Note files */
#endif
#define AREA_LIST "AREA.LST" /* List of areas */
#define CLASS_LIST "CLASS.LST" /* List of classes */
#define CLANS_LIST "CLANS.LST" /* List of clans */
#define LANG_LIST "LANG.LST" /* List of dictionaries. */
#define ASSHOLE_LIST "ASSHOLE.LST" /* For illegal names */
#define BUG_FILE "BUGS.TXT" /* For 'bug' and bug( ) */
#define IDEA_FILE "IDEAS.TXT" /* For 'idea' */
#define TYPO_FILE "TYPOS.TXT" /* For 'typo' */
#define NOTE_FILE "NOTES.TXT" /* For 'notes' */
#define CLAN_FILE "CLANS.TXT" /* For clan code */
#define SHUTDOWN_FILE "SHUTDOWN.TXT" /* For 'shutdown' */
#define DOWN_TIME_FILE "TIME.TXT" /* For automatic shutdown */
#define BAN_FILE "BAN.TXT" /* For banned site save */
#define SOCIAL_FILE "SOCIALS.TXT" /* For socials */
#define SYSDATA_FILE "SYSDATA.TXT" /* For mud configuration */
#define ANSI_TITLE_FILE "MUDTITLE.ANS" /* For ansi mud title screen */
#define ASCII_TITLE_FILE "MUDTITLE.ASC" /* For ascii mud title screen */
/*
* Our function prototypes.
* One big lump ... this is every function in Merc.
*/
#define CD CHAR_DATA
#define MID MOB_INDEX_DATA
#define OD OBJ_DATA
#define AD AFFECT_DATA
#define ED EXTRA_DESCR_DATA
#define OID OBJ_INDEX_DATA
#define RID ROOM_INDEX_DATA
#define MF MOB_FUN
#define OF OBJ_FUN
#define RF ROOM_FUN
#define SID SOC_INDEX_DATA
#define GF GAME_FUN
#define CLD CLAN_DATA
#define HHF HHF_DATA
#define MPC MPROG_CODE
/* act_comm.c */
void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void stop_follower args( ( CHAR_DATA *ch ) );
void die_follower args( ( CHAR_DATA *ch, char *name ) );
bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
bool is_note_to args( ( CHAR_DATA *ch, NOTE_DATA *pnote ) );
bool is_same_clan args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
void send_ansi_title args( ( DESCRIPTOR_DATA *d ) );
void send_ascii_title args( ( DESCRIPTOR_DATA *d ) );
void news_channel args( ( CHAR_DATA *ch, const char *string ) );
void talk_auction args( ( char *argument ) );
/* act_game.c */
GF * game_lookup args( ( const char *name ) );
/* act_info.c */
void set_title args( ( CHAR_DATA *ch, char *title ) );
bool check_blind args( ( CHAR_DATA *ch ) );
void show_room_info args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room ) );
/* act_lang.c */
void load_languages args( ( void ) );
void save_languages args( ( void ) );
bool knows_language args( ( CHAR_DATA *ch, int language, CHAR_DATA *cch ) );
char * translate args( ( char *str, int ln ) );
const
char * lang_bit_name args( ( int vector ) );
/* act_move.c */
void move_char args( ( CHAR_DATA *ch, int door ) );
RID * get_random_room args( ( void ) );
/* act_obj.c */
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
/* act_olc.c */
bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) );
char *olc_ed_name args( ( CHAR_DATA *ch ) );
char *olc_ed_vnum args( ( CHAR_DATA *ch ) );
bool is_builder args( ( CHAR_DATA *ch, AREA_DATA *area ) );
/* act_wiz.c */
RID * find_location args( ( CHAR_DATA *ch, char *arg ) );
/* act_clan.c */
bool is_clan args( ( CHAR_DATA *ch ) );
/* board.c */
void free_note args( ( NOTE_DATA *pnote ) );
void append_note args( ( FILE *fp, NOTE_DATA *pnote ) );
int board_lookup args( ( const char *name ) );
/* comm.c */
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt,
int length ) );
void send_to_room args( ( const char *txt, ROOM_INDEX_DATA *room ) );
void send_to_all_char args( ( const char *text ) );
void send_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void printf_to_char args( ( CHAR_DATA *ch, char *fmt, ... ) );
void show_string args( ( DESCRIPTOR_DATA *d, char *input ) );
void act args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2,
int type ) );
/*
* Colour stuff by Lope of Loping Through The MUD
*/
int colour args( ( char type, CHAR_DATA *ch, char *string ) );
void colourconv args( ( char *buffer, const char *txt, CHAR_DATA *ch ) );
void send_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
/* db.c */
void boot_db args( ( void ) );
void area_update args( ( void ) );
CD * new_character args( ( bool player ) );
AD * new_affect args( ( void ) );
OD * new_object args( ( void ) );
ED * new_extra_descr args( ( void ) );
CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) );
OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
void clear_char args( ( CHAR_DATA *ch ) );
void free_char args( ( CHAR_DATA *ch ) );
char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) );
MID * get_mob_index args( ( int vnum ) );
OID * get_obj_index args( ( int vnum ) );
RID * get_room_index args( ( int vnum ) );
MPC * get_mprog_index args( ( int vnum ) );
int fread_letter args( ( FILE *fp ) );
int fread_number args( ( FILE *fp, int *status ) );
XBV fread_xbv args( ( FILE *fp, const FLAG_TYPE *table ) );
const
char * write_xbv args( ( const FLAG_TYPE *table, const XBV vector ) );
const
char * act_xbv args( ( const FLAG_TYPE *table, const XBV vector ) );
XBV fread_exbv args( ( FILE *fp, int *status ) );
char * fread_string args( ( FILE *fp, int *status ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp, int *status ) );
void * alloc_mem args( ( int sMem ) );
void * alloc_perm args( ( int sMem ) );
void free_mem args( ( void *pMem, int sMem ) );
char * str_dup args( ( const char *str ) );
void free_string args( ( char *pstr ) );
int number_fuzzy args( ( int number ) );
int number_range args( ( int from, int to ) );
int number_percent args( ( void ) );
int number_door args( ( void ) );
int number_bits args( ( int width ) );
int number_mm args( ( void ) );
int dice args( ( int number, int size ) );
int interpolate args( ( int level, int value_00, int value_32 ) );
void smash_tilde args( ( char *str ) );
bool str_cmp args( ( const char *astr, const char *bstr ) );
bool str_prefix args( ( const char *astr, const char *bstr ) );
bool str_infix args( ( const char *astr, const char *bstr ) );
bool str_suffix args( ( const char *astr, const char *bstr ) );
char * capitalize args( ( const char *str ) );
char * all_capitalize args( ( const char *str ) );
void append_file args( ( CHAR_DATA *ch, char *file, char *str ) );
void bug args( ( const char *str, int param ) );
void log_string args( ( const char *str ) );
void tail_chain args( ( void ) );
void bugf args( ( char *fmt, ... ) );
void logf args( ( char *fmt, ... ) );
void log_clan args( ( const char *str ) );
char * temp_fread_string args( ( FILE *fp, int *status ) );
void conv_braces args( ( char *buffer, const char *str ) );
void unconv_braces args( ( char *buffer, const char *str ) );
void save_sysdata args( ( void ) );
/* fight.c */
void violence_update args( ( void ) );
void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int wpn, int dam_type ) );
void raw_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void death_cry args( ( CHAR_DATA *ch ) );
void stop_hunting args( ( CHAR_DATA *ch ) );
void stop_hating args( ( CHAR_DATA *ch ) );
void stop_fearing args( ( CHAR_DATA *ch ) );
void start_hunting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void start_hating args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void start_fearing args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_hunting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_hating args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_fearing args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
void update_pos args( ( CHAR_DATA *victim ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool in_arena args( ( CHAR_DATA *ch ) );
bool licensed args( ( CHAR_DATA *ch ) );
bool registered args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
/* handler.c */
int get_trust args( ( CHAR_DATA *ch ) );
int get_age args( ( CHAR_DATA *ch ) );
int get_curr_str args( ( CHAR_DATA *ch ) );
int get_curr_int args( ( CHAR_DATA *ch ) );
int get_curr_wis args( ( CHAR_DATA *ch ) );
int get_curr_dex args( ( CHAR_DATA *ch ) );
int get_curr_con args( ( CHAR_DATA *ch ) );
int get_max_str args( ( CHAR_DATA *ch ) );
int get_max_int args( ( CHAR_DATA *ch ) );
int get_max_wis args( ( CHAR_DATA *ch ) );
int get_max_dex args( ( CHAR_DATA *ch ) );
int get_max_con args( ( CHAR_DATA *ch ) );
int get_hitroll args( ( CHAR_DATA *ch, int wpn ) );
int get_damroll args( ( CHAR_DATA *ch, int wpn ) );
int can_carry_n args( ( CHAR_DATA *ch ) );
int can_carry_w args( ( CHAR_DATA *ch ) );
bool is_name args( ( const char *str, char *namelist ) );
bool is_name_prefix args( ( const char *str, char *namelist ) );
void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_strip args( ( CHAR_DATA *ch, int sn ) );
bool is_affected args( ( CHAR_DATA *ch, int sn ) );
void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void char_from_room args( ( CHAR_DATA *ch ) );
void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void obj_from_char args( ( OBJ_DATA *obj ) );
int apply_ac args( ( OBJ_DATA *obj, int iWear ) );
OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) );
void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void obj_from_room args( ( OBJ_DATA *obj ) );
void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) );
void obj_from_obj args( ( OBJ_DATA *obj ) );
void extract_obj args( ( OBJ_DATA *obj ) );
void extract_char args( ( CHAR_DATA *ch, bool fPull ) );
CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_area args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) );
OD * get_obj_list args( ( CHAR_DATA *ch, char *argument,
OBJ_DATA *list ) );
OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) );
OD * create_money args( ( int amount ) );
int get_obj_number args( ( OBJ_DATA *obj ) );
int get_obj_weight args( ( OBJ_DATA *obj ) );
bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
char * item_type_name args( ( OBJ_DATA *obj ) );
char * affect_loc_name args( ( int location ) );
char * affect_bit_name args( ( XBV vector ) );
const
char * extra_bit_name args( ( XBV vector ) );
const
char * parts_bit_name args( ( int vector ) );
const
char * ris_bit_name args( ( int vector ) );
CD * get_char args( ( CHAR_DATA *ch ) );
bool longstring args( ( CHAR_DATA *ch, char *argument ) );
bool authorized args( ( CHAR_DATA *ch, char *skllnm ) );
void end_of_game args( ( void ) );
int race_lookup args( ( const char *race ) );
int affect_lookup args( ( const char *race ) );
int advatoi args( ( const char *s ) );
int parsebet args( ( const int currentbet, char *s ) );
CLD * clan_lookup args( ( const char *name ) );
int race_full_lookup args( ( const char *race ) );
void learn args( ( CHAR_DATA *ch, int sn, bool success ) );
XBV new_xbv args( ( int bit, ... ) );
bool can_use args( ( CHAR_DATA *ch, int sn ) );
CLASS_TYPE *skill_class args( ( CHAR_DATA *ch, int sn ) );
int skill_level args( ( CHAR_DATA *ch, int sn ) );
bool can_prac args( ( CHAR_DATA *ch, int sn ) );
bool has_spells args( ( CHAR_DATA *ch ) );
bool is_class args( ( CHAR_DATA *ch, CLASS_TYPE *cclass ) );
int number_classes args( ( CHAR_DATA *ch ) );
char * class_long args( ( CHAR_DATA *ch ) );
char * class_short args( ( CHAR_DATA *ch ) );
CLASS_TYPE *class_lookup args( ( const char *name ) );
/* hunt.c */
void found_prey args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void hunt_victim args( ( CHAR_DATA *ch) );
/* interp.c */
void interpret args( ( CHAR_DATA *ch, char *argument ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
char * one_argument args( ( char *argument, char *arg_first ) );
bool IS_SWITCHED args( ( CHAR_DATA *ch ) );
int strexg args( ( char *dst, char *src,
const char *c, const char *t ) );
/* magic.c */
int skill_lookup args( ( const char *name ) );
int skill_blookup args( ( const char *name, int first, int last ) );
int skill_full_lookup args( ( const char *name ) );
int skill_full_blookup args( ( const char *name, int first, int last ) );
bool saves_spell args( ( int level, CHAR_DATA *victim, int dam_type ) );
void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, OBJ_DATA *obj ) );
/* mem.c */
HHF * new_hhf_data args( ( void ) );
void free_hhf_data args( ( HHF_DATA *pHhf ) );
/* mob_comm.c */
void mob_interpret args( ( CHAR_DATA *ch, char *argument ) );
/* mob_prog.c */
void mp_act_trigger args( ( char *argument, CHAR_DATA *mob,
CHAR_DATA *ch, const void *arg1,
const void *arg2, int type ) );
bool mp_percent_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch,
const void *arg1, const void *arg2,
int type ) );
bool mp_raw_percent_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch,
const void *arg1, const void *arg2,
int type ) );
void mp_bribe_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch,
int amount ) );
bool mp_exit_trigger args( ( CHAR_DATA *ch, int dir ) );
void mp_give_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch,
OBJ_DATA *obj ) );
void mp_greet_trigger args( ( CHAR_DATA *ch ) );
void mp_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) );
/* save.c */
void backup_char_obj args( ( CHAR_DATA *ch ) ); /* Zen was here :) */
void delete_char_obj args( ( CHAR_DATA *ch ) ); /* Zen was here :) */
void save_char_obj args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
/* spec_mob.c */
MF * spec_mob_lookup args( ( const char *name ) );
/* spec_obj.c */
OF * spec_obj_lookup args( ( const char *name ) );
/* spec_rom.c */
RF * spec_room_lookup args( ( const char *name ) );
/* tables.c */
void clear_social args( ( SOC_INDEX_DATA *soc ) );
void extract_social args( ( SOC_INDEX_DATA *soc ) );
SID * new_social args( ( void ) );
void free_social args( ( SOC_INDEX_DATA *soc ) );
void load_socials args( ( void ) );
void save_socials args( ( void ) );
void load_classes args( ( void ) );
void save_classes args( ( void ) );
void save_clan args( ( CLAN_DATA *clan ) );
void clan_update args( ( void ) );
void load_clans args( ( void ) );
CLAN_DATA * get_clan args( ( const char *name ) );
void load_board args( ( BOARD_DATA *board ) );
void load_notes args( ( void ) );
void save_board args( ( BOARD_DATA *board ) );
void notes_update args( ( void ) );
/* update.c */
void advance_level args( ( CHAR_DATA *ch ) );
void demote_level args( ( CHAR_DATA *ch ) );
void gain_exp args( ( CHAR_DATA *ch, int gain ) );
void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) );
void update_handler args( ( void ) );
void ban_update args( ( void ) );
void auction_update args( ( void ) );
/* wiznet.c */
void wiznet args ( ( CHAR_DATA *ch, int chan,
int level, const char * string ) );
/* db2.c */
char * fix_string args ( ( const char *str ) );
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef MF
#undef OF
#undef RF
#undef SID
#undef GF
#undef CLD
#undef HHF
/***************************************************************************
* *
* OLC *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* This structure is used in spec_*.c to lookup spec funs and
* also in act_olc.c to display listings of spec funs.
*/
struct spec_mob_type
{
char * spec_name;
MOB_FUN * spec_fun;
};
struct spec_obj_type
{
char * spec_name;
OBJ_FUN * spec_fun;
};
struct spec_room_type
{
char * spec_name;
ROOM_FUN * spec_fun;
};
struct game_type
{
char * game_name;
GAME_FUN * game_fun;
};
struct mob_cmd_type
{
char * const name;
DO_FUN * do_fun;
};
/* This structure is used in bit.c to lookup flags and stats */
struct flag_type
{
char * name;
int bit;
bool settable;
};
/*
* Area flags.
*/
#define AREA_NONE 0
#define AREA_CHANGED BV00 /* Area has been modified */
#define AREA_ADDED BV01 /* Area has been added to */
#define AREA_LOADING BV02 /* Used for counting in db.c */
#define AREA_VERBOSE BV03
#define AREA_PROTO BV04
#define MAX_DIR 6
#define NO_FLAG -99 /* Must not be used in flags or stats */
/*
* Command functions.
* Defined in act_olc.c
*/
DECLARE_DO_FUN( do_aedit );
DECLARE_DO_FUN( do_redit );
DECLARE_DO_FUN( do_oedit );
DECLARE_DO_FUN( do_medit );
DECLARE_DO_FUN( do_asave );
DECLARE_DO_FUN( do_alist );
DECLARE_DO_FUN( do_resets );
/*
* Interpreter prototypes.
*/
void aedit args( ( CHAR_DATA * ch, char *argument ) );
void redit args( ( CHAR_DATA * ch, char *argument ) );
void medit args( ( CHAR_DATA * ch, char *argument ) );
void oedit args( ( CHAR_DATA * ch, char *argument ) );
void mpedit args( ( CHAR_DATA * ch, char *argument ) );
/*
* Global Constants
*/
extern char * const dir_name [ ];
extern char * const dir_rev [ ];
extern const int rev_dir [ ];
extern const struct spec_mob_type spec_mob_table [ ];
extern const struct spec_obj_type spec_obj_table [ ];
extern const struct spec_room_type spec_room_table [ ];
extern const struct game_type game_table [ ];
/*
* Global variables
*/
extern AREA_DATA * area_first;
extern AREA_DATA * area_last;
extern SHOP_DATA * shop_last;
extern GAME_DATA * game_last;
extern int top_affect;
extern int top_area;
extern int top_ed;
extern int top_exit;
extern int top_help;
extern int top_mob_index;
extern int top_obj_index;
extern int top_reset;
extern int top_room;
extern int top_shop;
extern int top_game;
extern int top_hhf;
extern int top_vnum_mob;
extern int top_vnum_obj;
extern int top_vnum_room;
extern char str_empty [1];
extern MOB_INDEX_DATA * mob_index_hash [ MAX_KEY_HASH ];
extern OBJ_INDEX_DATA * obj_index_hash [ MAX_KEY_HASH ];
extern ROOM_INDEX_DATA * room_index_hash [ MAX_KEY_HASH ];
extern SOC_INDEX_DATA * soc_index_hash [ MAX_WORD_HASH ];
/* db.c */
void reset_area args( ( AREA_DATA * pArea ) );
void reset_room args( ( ROOM_INDEX_DATA *pRoom ) );
void do_abort args( ( void ) );
/* string.c */
void string_edit args( ( CHAR_DATA *ch, char **ps ) );
void string_append args( ( CHAR_DATA *ch, char **ps ) );
char * string_replace args( ( char *orig_s, char *old_s, char *new_s ) );
void string_add args( ( CHAR_DATA *ch, char *argument ) );
char * format_string args( ( char *oldstring /*, bool fSpace */ ) );
char * string_unpad args( ( char * argument ) );
char * string_proper args( ( char * argument ) );
/* spec_mob.c */
char * spec_mob_string args( ( MOB_FUN *fun ) );
/* spec_obj.c */
char * spec_obj_string args( ( OBJ_FUN *fun ) );
/* spec_room.c */
char * spec_room_string args( ( ROOM_FUN *fun ) );
/* gamble.c */
char * game_string args( ( GAME_FUN *fun ) );
/* bit.c */
extern const struct flag_type connected_flags [ ];
extern const struct flag_type area_flags [ ];
extern const struct flag_type sex_flags [ ];
extern const struct flag_type size_flags [ ];
extern const struct flag_type exit_flags [ ];
extern const struct flag_type door_resets [ ];
extern const struct flag_type room_flags [ ];
extern const struct flag_type sector_flags [ ];
extern const struct flag_type type_flags [ ];
extern const struct flag_type extra_flags [ ];
extern const struct flag_type wear_flags [ ];
extern const struct flag_type act_flags [ ];
extern const struct flag_type plr_flags [ ];
extern const struct flag_type affect_flags [ ];
extern const struct flag_type apply_flags [ ];
extern const struct flag_type wear_loc_strings [ ];
extern const struct flag_type wear_loc_flags [ ];
extern const struct flag_type weapon_flags [ ];
extern const struct flag_type container_flags [ ];
extern const struct flag_type liquid_flags [ ];
extern const struct flag_type portal_door_flags [ ];
extern const struct flag_type portal_flags [ ];
extern const struct flag_type mana_flags [ ];
extern const struct flag_type clan_flags [ ];
extern const struct flag_type rank_flags [ ];
extern const struct flag_type ris_flags [ ];
extern const struct flag_type position_flags [ ];
extern const struct flag_type mprog_flags [ ];
extern const struct mob_cmd_type mob_cmd_table [ ];
/***************************************************************************
* *
* OLC *
* (End of this section ... stop here) *
* *
***************************************************************************/