/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* God Wars Mud improvements copyright (C) 1994, 1995, 1996 by Richard *
* Woolcock. This mud is NOT to be copied in whole or in part, or to be *
* run without the permission of Richard Woolcock. Nobody else has *
* permission to authorise the use of this code. *
***************************************************************************/
/**************************************************************
* Myth Mud improvements ALL by David Spink aka Morglum. *
* This mud is NOT to be copied in whole or in part! No one *
* has the permission to authorise the use of this code. *
* In order to use this code you MUST comply with the terms *
* and conditions in 'license.myth' (as shipped). *
**************************************************************/
/*
* Accommodate old non-Ansi compilers.
*/
#if defined(TRADITIONAL)
#define const
#define args( list ) ( )
#define DECLARE_DO_FUN( fun ) void fun( )
#define DECLARE_SPEC_FUN( fun ) bool fun( )
#define DECLARE_SPELL_FUN( fun ) void fun( )
#else
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#endif
/*
* Short scalar types.
* Diavolo reports AIX compiler has bugs with short types.
*/
#if !defined(FALSE)
#define FALSE 0
#endif
#if !defined(TRUE)
#define TRUE 1
#endif
#if defined(_AIX)
#if !defined(const)
#define const
#endif
typedef int sh_int;
typedef int bool;
#define unix
#else
typedef short int sh_int;
typedef unsigned char bool;
#endif
/* mccp: support bits */
#include <zlib.h>
#define TELOPT_COMPRESS 85
#define COMPRESS_BUF_SIZE 16384
/*
* Structure types.
*/
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 editing_data EDITING_DATA; /* OLC */
typedef struct disabled_data DISABLED_DATA;
/* one disabled command */
struct disabled_data
{
DISABLED_DATA *next; /* pointer to next node */
struct cmd_type const *command; /* pointer to the command struct*/
char *disabled_by; /* name of disabler */
sh_int level; /* level of disabler */
};
extern DISABLED_DATA *disabled_first;
extern BAN_DATA *ban_list;
/*
* Function types.
*/
typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) );
typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) );
typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo ) );
// Some of MY shit - Morglum.
// (More at very bottom of file!).
#define DO_COM( function ) void ( function )( CHAR_DATA *ch, char *argument )
#define STC( text, ch ) send_to_char( text, ch )
#define MSL (MAX_STRING_LENGTH)
#define MIL (MAX_INPUT_LENGTH)
#define FILL_STRING( string, text ) \
if ( text != NULL ) \
{ \
smash_tilde( text ); \
free_string( string ); \
string = str_dup( text ); \
} \
else \
{ \
bugf( \
"FILL_STRING: trying to write a null string" ); \
free_string( string ); \
string = str_dup( "(NULL-BUGGED)" );\
}
#define PERS(ch, looker) ( can_see( looker, (ch) ) ? \
( IS_NPC(ch) ? (ch)->short_descr \
: ( IS_AFFECTED( (ch), AFF_POLYMORPH) ? \
(ch)->morph : (ch)->name ) ) \
: "someone" )
#define PERS2( ch, looker ) ( can_see( looker, (ch) ) ? \
( IS_NPC(ch) ? (ch)->short_descr \
: (ch)->name ) \
: "someone" )
#define IS_HYBRID(ch) ((ch)->class == CLASS_ABOMINATION || \
(ch)->class == CLASS_LICH || \
(ch)->class == CLASS_SKINDANCER || \
(ch)->class == CLASS_BAALI || \
(ch)->class == CLASS_BSD || \
(ch)->class == CLASS_NEPHANDI)
#define MAX_CHAIN(ch) ((ch)->class == CLASS_MAGE ? 5 : \
(ch)->class == CLASS_SKINDANCER ? 4 : 3)
#define CH(descriptor) ((descriptor)->original ? \
(descriptor)->original : (descriptor)->character)
#define COPYOVER_FILE "copyover.data"
#define EXE_FILE "../src/merc"
// END MY shit.
/*
* Screen width
*/
#define SCREEN_WIDTH 80
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4096
#define MAX_INPUT_LENGTH 160
/*
* Gobal Procedures
*/
void clear_stats args( (CHAR_DATA *ch) );
void room_is_total_darkness args( (ROOM_INDEX_DATA *pRoomIndex) );
void improve_wpn args( (CHAR_DATA *ch,int dtype, bool right_hand) );
void improve_stance args( (CHAR_DATA *ch) );
void skillstance args( (CHAR_DATA *ch, CHAR_DATA *victim) );
void show_spell args( (CHAR_DATA *ch, int dtype) );
void fightaction args( (CHAR_DATA *ch, CHAR_DATA *victim, int actype , \
int dtype, int wpntype) );
void crack_head args( (CHAR_DATA *ch, OBJ_DATA *obj, char *argument) );
void critical_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam) );
void take_item args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void raw_kill args( (CHAR_DATA *victim, CHAR_DATA *ch) );
void trip args( (CHAR_DATA *ch, CHAR_DATA *victim) );
void disarm args( (CHAR_DATA *ch, CHAR_DATA *victim) );
void make_corpse args( (CHAR_DATA *ch, CHAR_DATA *maker) );
void one_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, \
int handtype) );
void make_part args( (CHAR_DATA *ch, char *argument) );
void clan_table_read args( ( ) );
void artifact_table_read args( ( ) );
void clan_table_write args( ( ) );
void artifact_table_write args( ( ) );
void home_write args( ( ) );
void clan_table_powerselect args( (CHAR_DATA *ch, char *power_name) );
void clan_table_namefill args( (CHAR_DATA *ch) );
void clan_table_bite args( (CHAR_DATA *ch) );
void clan_table_dec args( (CHAR_DATA *ch, CHAR_DATA *victim) );
void behead args( (CHAR_DATA *victim, CHAR_DATA *ch) );
void paradox args( (CHAR_DATA *ch) );
void load_bans args( (void) );
void save_bans args( (void) );
/*
* Godwars Game Parameters
* By Rotain
*/
#define SKILL_ADEPT 100
#define SKILL_THAC0_32 18
#define SKILL_THAC0_00 6
#define VERSION_NUMBER 2
#define DONATION_ROOM_WEAPON 6641
#define DONATION_ROOM_ARMOR 6643
#define DONATION_ROOM_REST 6644
#define MAX_VAMPIRE_POWER 3
#define MAX_CLAN 11
#define MAX_ART 12
#define OPTIMISED_PFILES 1 /* Set to 0 for full length pfiles */
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define AGE_NEWBIE 50 /* This age = no longer a newbie */
#define PARADOX_TICK 30
#define MAX_SKILL 163
#define MAX_SPELL 60
#define MAX_LEVEL 12
#define NO_WATCH 10
#define NO_GODLESS (MAX_LEVEL - 2)
#define LEVEL_HERO (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL (MAX_LEVEL - 5)
#define LEVEL_MORTAL (MAX_LEVEL - 10)
#define LEVEL_AVATAR (MAX_LEVEL - 9)
#define LEVEL_APPRENTICE (MAX_LEVEL - 8)
#define LEVEL_MAGE (MAX_LEVEL - 7)
#define LEVEL_ARCHMAGE (MAX_LEVEL - 6)
#define LEVEL_BUILDER (MAX_LEVEL - 5)
#define LEVEL_QUESTMAKER (MAX_LEVEL - 4)
#define LEVEL_ENFORCER (MAX_LEVEL - 3)
#define LEVEL_JUDGE (MAX_LEVEL - 2)
#define LEVEL_HIGHJUDGE (MAX_LEVEL - 1)
#define LEVEL_IMPLEMENTOR (MAX_LEVEL)
#define PULSE_PER_SECOND 4
#define PULSE_GAIN_EXP ( 1 * PULSE_PER_SECOND)
#define PULSE_VIOLENCE ( 1 )
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_TICK (60 * PULSE_PER_SECOND)
#define PULSE_AREA (60 * PULSE_PER_SECOND)
#define PULSE_SUN_DAMAGE 120
/*
* Rotains Clan Table Structure
*/
struct clan_table_type
{
char * clan_name;
char * clan_leader;
char * clan_powers_1;
char * clan_powers_2;
char * clan_powers_3;
int clan_kills [MAX_CLAN];
int lvnum; /* Lower vnum of clan area */
int uvnum; /* Upper vnum of clan area */
int clan_recall; /* Clan recall vnum */
};
struct artifact_type
{
char * player_name;
int object_vnum;
};
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA *next;
char *name;
char *by_who;
sh_int level;
bool newbie_banned;
};
/*
* Store types of char logged in.
*/
#define LOGIN_NONE 0
#define LOGIN_NEWBIE 1
#define LOGIN_MORTAL 2
#define LOGIN_GOD 4
#define LOGIN_VAMPIRE 8
#define LOGIN_WEREWOLF 16
#define LOGIN_MAGE 32
#define LOGIN_DEMON 64
#define LOGIN_HIGHLANDER 128
#define LOGIN_ANGEL 256
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
struct time_info_data
{
int hour;
int day;
int month;
int year;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
int moonlight;
int moonphase;
int time_of_day;
};
/*
* Connected state for a channel.
*/
#define CON_PLAYING 0 /* IN: MOTD, OUT: BEGIN PLAY */
#define CON_GET_NAME 1 /* IN: NONE, OUT: Enter name */
#define CON_GET_OLD_PASSWORD 2 /* IN: Name, OUT: Show MOTD */
#define CON_CONFIRM_NEW_NAME 3 /* IN: Sure, OUT: Password */
#define CON_GET_NEW_PASSWORD 4 /* IN: Pass, OUT: Confirm */
#define CON_CONFIRM_NEW_PASSWORD 5 /* IN: Pass, OUT: What sex */
#define CON_GET_NEW_SEX 6 /* IN: Sex, OUT: Start as vamp */
#define CON_READ_MOTD 7 /* IN: NONE, OUT: Play */
#define CON_GET_NEW_ANSI 8
#define CON_COPYOVER_RECOVER 9
/*
* Connected states for OLC.
*/
#define CON_AEDITOR -1
#define CON_REDITOR -2
#define CON_MEDITOR -3
#define CON_OEDITOR -4
/*
* Online editing structure.
*/
struct editing_data /* OLC */
{
void * pIndex;
int vnum;
int type;
int command;
char * text;
char ** destination;
};
/*
* Area flags. OLC
*/
#define AREA_NONE 0
#define AREA_CHANGED 1 /* Area has been modified. */
#define AREA_ADDED 2 /* Area has been added to. */
#define AREA_LOADING 4 /* Used for counting in db.c */
#define AREA_UNLINKED 8 // Morglum - unlinked zone
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
char * host;
sh_int descriptor;
sh_int connected;
bool fcommand;
char inbuf [4 * MAX_INPUT_LENGTH];
char incomm [MAX_INPUT_LENGTH];
char inlast [MAX_INPUT_LENGTH];
int repeat;
char * outbuf;
int outsize;
int outtop;
EDITING_DATA editing; /* OLC */
void * pEdit; /* OLC */
char ** pString; /* OLC */
/* mccp: support data */
z_stream *out_compress;
unsigned char *out_compress_buf;
};
/*
* Attribute bonus structures.
*/
struct str_app_type
{
sh_int tohit;
sh_int todam;
sh_int carry;
sh_int wield;
};
struct int_app_type
{
sh_int learn;
};
struct wis_app_type
{
sh_int practice;
};
struct dex_app_type
{
sh_int defensive;
};
struct con_app_type
{
sh_int hitp;
sh_int shock;
};
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
sh_int level;
char * keyword;
char * text;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
sh_int keeper; /* Vnum of shop keeper mob */
sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */
sh_int profit_buy; /* Cost multiplier for buying */
sh_int profit_sell; /* Cost multiplier for selling */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA * next;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
sh_int type;
sh_int duration;
sh_int location;
sh_int modifier;
int bitvector;
};
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAMPIRE 3404
/*
* Classes. KaVir.
*/
#define CLASS_NONE 0
#define CLASS_VAMPIRE 1
#define CLASS_WEREWOLF 2
#define CLASS_ABOMINATION 3 /* CLASS_VAMPIRE + CLASS_WEREWOLF */
#define CLASS_MAGE 4
#define CLASS_LICH 5 /* CLASS_VAMPIRE + CLASS_MAGE */
#define CLASS_SKINDANCER 6 /* CLASS_WEREWOLF + CLASS_MAGE */
#define CLASS_DEMON 8
#define CLASS_BAALI 9 /* CLASS_VAMPIRE + CLASS_DEMON */
#define CLASS_BLACK_SPIRAL_DANCER 10 /* CLASS_WEREWOLF + CLASS_DEMON */
#define CLASS_BSD 10 // CLASS_WEREWOLF + CLASS_DEMON
#define CLASS_NEPHANDI 12 /* CLASS_MAGE + CLASS_DEMON */
#define CLASS_HIGHLANDER 16
#define CLASS_GHOUL 32
#define CLASS_ANGEL 72 /* Includes the CLASS_DEMON bit */
#define CLASS_EXIT 1024
/*
* Immunities, for players. KaVir.
*/
#define IMM_SLASH 1 /* Resistance to slash, slice. */
#define IMM_STAB 2 /* Resistance to stab, pierce. */
#define IMM_SMASH 4 /* Resistance to blast, pound, crush. */
#define IMM_ANIMAL 8 /* Resistance to bite, claw. */
#define IMM_MISC 16 /* Resistance to grep, suck, whip. */
#define IMM_CHARM 32 /* Immune to charm spell. */
#define IMM_HEAT 64 /* Immune to fire/heat spells. */
#define IMM_COLD 128 /* Immune to frost/cold spells. */
#define IMM_LIGHTNING 256 /* Immune to lightning spells. */
#define IMM_ACID 512 /* Immune to acid spells. */
#define IMM_SUMMON 1024 /* Immune to being summoned. */
#define IMM_VOODOO 2048 /* Immune to voodoo magic. */
#define IMM_VAMPIRE 4096 /* Allow yourself to become a vampire. */
#define IMM_STAKE 8192 /* Immune to being staked (vamps only). */
#define IMM_SUNLIGHT 16384 /* Immune to sunlight (vamps only). */
#define IMM_SHIELDED 32768 /* For Obfuscate. Block scry, etc. */
#define IMM_HURL 65536 /* Cannot be hurled. */
#define IMM_BACKSTAB 131072 /* Cannot be backstabbed. */
#define IMM_KICK 262144 /* Cannot be kicked. */
#define IMM_DISARM 524288 /* Cannot be disarmed. */
#define IMM_STEAL 1048576 /* Cannot have stuff stolen. */
#define IMM_SLEEP 2097152 /* Immune to sleep spell. */
#define IMM_DRAIN 4194304 /* Immune to energy drain. */
#define IMM_DEMON 8388608 /* Allow yourself to become a demon. */
#define IMM_TRANSPORT 16777216 /* Objects can't be transported to you. */
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC 1 /* Auto set for mobs */
#define ACT_SENTINEL 2 /* Stays in one room */
#define ACT_SCAVENGER 4 /* Picks up objects */
#define ACT_AGGRESSIVE 32 /* Attacks PC's */
#define ACT_STAY_AREA 64 /* Won't leave area */
#define ACT_WIMPY 128 /* Flees when hurt */
#define ACT_PET 256 /* Auto set for pets */
#define ACT_TRAIN 512 /* Can train PC's */
#define ACT_PRACTICE 1024 /* Can practice PC's */
#define ACT_MOUNT 2048 /* Can be mounted */
#define ACT_NOPARTS 4096 /* Dead = no body parts */
#define ACT_NOEXP 8192 /* No exp for killing */
#define ACT_DOG 16384 /* Khang and Reina's dog :) */
#define ACT_SKILLED 32768 /* Stances */
#define ACT_COMMANDED 65536 /* Can't attack newbies */
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND (BIN_0)
#define AFF_INVISIBLE (BIN_1)
#define AFF_DETECT_EVIL (BIN_2)
#define AFF_DETECT_INVIS (BIN_3)
#define AFF_DETECT_MAGIC (BIN_4)
#define AFF_DETECT_HIDDEN (BIN_5)
#define AFF_SHADOWPLANE (BIN_6) /* Creatures in shadow plane - KaVir */
#define AFF_SANCTUARY (BIN_7)
#define AFF_FAERIE_FIRE (BIN_8)
#define AFF_INFRARED (BIN_9)
#define AFF_CURSE (BIN_10)
#define AFF_FLAMING (BIN_11)/* For burning creatures - KaVir */
#define AFF_POISON (BIN_12)
#define AFF_PROTECT (BIN_13)
#define AFF_ETHEREAL (BIN_14)/* For ethereal creatures - KaVir */
#define AFF_SNEAK (BIN_15)
#define AFF_HIDE (BIN_16)
#define AFF_SLEEP (BIN_17)
#define AFF_CHARM (BIN_18)
#define AFF_FLYING (BIN_19)
#define AFF_PASS_DOOR (BIN_20)
#define AFF_POLYMORPH (BIN_21)/* For polymorphed creatures - KaVir */
#define AFF_SHADOWSIGHT (BIN_22)/* Can see between planes - KaVir */
#define AFF_WEBBED (BIN_23)/* Cannot move - KaVir */
#define AFF_CONTRACEPTION (BIN_24)/* Cannot get pregnant - KaVir */
#define AFF_SHADOW (BIN_25)/* For Arms of the Abyss - KaVir */
#define AFF_ROT (BIN_26)/* For Putrefaction - KaVir */
#define AFF_FEAR (BIN_27)/* Fear affects - KaVir */
#define AFF_JAIL (BIN_28)/* For Jail of Water - KaVir */
#define AFF_TRUE_SIGHT (BIN_29)/* For Truesight rune spell - Morglum */
#define AFF_AURA_NO_MAGIC (BIN_30)/* Aura of no magic - Morglum */
/*
* Bits for 'itemaffect'.
* Used in #MOBILES.
*/
#define ITEMA_SHOCKSHIELD 1
#define ITEMA_FIRESHIELD 2
#define ITEMA_ICESHIELD 4
#define ITEMA_ACIDSHIELD 8
#define ITEMA_DBPASS 16
#define ITEMA_CHAOSSHIELD 32
#define ITEMA_ARTIFACT 64
#define ITEMA_REGENERATE 128
#define ITEMA_SPEED 256
#define ITEMA_VORPAL 512
#define ITEMA_PEACE 1024
#define ITEMA_RIGHT_SILVER 2048
#define ITEMA_LEFT_SILVER 4096
#define ITEMA_REFLECT 8192
#define ITEMA_RESISTANCE 16384
#define ITEMA_VISION 32768
#define ITEMA_STALKER 65536
#define ITEMA_VANISH 131072
#define ITEMA_RAGER 262144
#define ITEMA_HIGHLANDER 524288
#define ITEMA_SHADES 1048576
#define ITEMA_SUNSHIELD 2097152
#define ITEMA_RIGHT_AGG 4194304
#define ITEMA_LEFT_AGG 8388608
/*
* Rune, Glyph and Sigil bits.
*/
#define RUNE_FIRE 1
#define RUNE_AIR 2
#define RUNE_EARTH 4
#define RUNE_WATER 8
#define RUNE_DARK 16
#define RUNE_LIGHT 32
#define RUNE_LIFE 64
#define RUNE_DEATH 128
#define RUNE_MIND 256
#define RUNE_SPIRIT 512
#define RUNE_MASTER 1024
#define GLYPH_CREATION 1
#define GLYPH_DESTRUCTION 2
#define GLYPH_SUMMONING 4
#define GLYPH_TRANSFORMATION 8
#define GLYPH_TRANSPORTATION 16
#define GLYPH_ENHANCEMENT 32
#define GLYPH_REDUCTION 64
#define GLYPH_CONTROL 128
#define GLYPH_PROTECTION 256
#define GLYPH_INFORMATION 512
#define SIGIL_SELF 1
#define SIGIL_TARGETING 2
#define SIGIL_AREA 4
#define SIGIL_OBJECT 8
// Bits for moonphases
#define MOON_NEW 0
#define MOON_CRESCENT 1
#define MOON_HALF 2
#define MOON_GIBBOUS 3
#define MOON_FULL 4
#define MOON_WANING 5
#define MOON_RISE 0
#define MOON_UP 1
#define MOON_SET 2
#define MOON_DOWN 3
#define MORNING 0
#define DAY 1
#define EVENING 2
#define NIGHT 3
/*
* Spelltypes for mages.
*/
#define ST_MOB_MOB 1
#define ST_OBJ_MOB 2
#define ST_OBJ_OBJ 3
/*
* Advanced spells.
*/
#define ADV_DAMAGE 1
#define ADV_AFFECT 2
#define ADV_ACTION 4
#define ADV_AREA_AFFECT 8
#define ADV_VICTIM_TARGET 16
#define ADV_OBJECT_TARGET 32
#define ADV_GLOBAL_TARGET 64
#define ADV_NEXT_PAGE 128
#define ADV_PARAMETER 256
#define ADV_SPELL_FIRST 512
#define ADV_NOT_CASTER 1024
#define ADV_NO_PLAYERS 2048
#define ADV_SECOND_VICTIM 4096
#define ADV_SECOND_OBJECT 8192
#define ADV_REVERSED 16384
#define ADV_STARTED 32768
#define ADV_FINISHED 65536
#define ADV_FAILED 131072
#define ADV_MESSAGE_1 262144
#define ADV_MESSAGE_2 524288
#define ADV_MESSAGE_3 1048576
#define ADV_AGGDAM 2097152
#define ADV_APPLY 4194304
/*
* Advanced spell actions.
*/
#define ACTION_NONE 0
#define ACTION_MOVE 1
#define ACTION_MOB 2
#define ACTION_OBJECT 3
/*
* Advanced spell affects.
*/
#define ADV_STR 1
#define ADV_DEX 2
#define ADV_INT 4
#define ADV_WIS 8
#define ADV_CON 16
#define ADV_SEX 32
#define ADV_MANA 64
#define ADV_HIT 128
#define ADV_MOVE 256
#define ADV_AC 512
#define ADV_HITROLL 1024
#define ADV_DAMROLL 2048
#define ADV_SAVING_SPELL 4096
/* Colour scale macros - added 12th Aug 1995 by Calamar */
#define NO_COLOUR "" /* Blank */
#define GREY "[0;1;30m" /* Dark Grey */
#define D_RED "[0;0;31m" /* Dark Red */
#define L_RED "[0;1;31m" /* Light Red */
#define D_GREEN "[0;0;32m" /* Dark Green */
#define L_GREEN "[0;1;32m" /* Light Green */
#define BROWN "[0;0;33m" /* Brown */
#define YELLOW "[0;1;33m" /* Yellow */
#define D_BLUE "[0;0;34m" /* Dark Blue */
#define L_BLUE "[0;1;34m" /* Light Blue */
#define MAGENTA "[0;0;35m" /* Magenta */
#define PINK "[0;1;35m" /* Pink */
#define D_CYAN "[0;0;36m" /* Dark Cyan */
#define L_CYAN "[0;1;36m" /* Light Cyan */
#define NORMAL "[0;0;37m" /* Light Grey */
#define WHITE "[0;0;38m" /* White */
#define ADD_COLOUR(_player,_str,_col) { int swh_len = strlen(_str) + 20; \
char swh_temp[swh_len]; \
if (!IS_NPC(_player) && IS_SET(_player->act, PLR_ANSI)) {swh_temp[0] = '\0'; \
strcpy(swh_temp, _col); strcat(swh_temp, _str); strcat(swh_temp, NORMAL); \
strcpy(_str, swh_temp);}}
#define SCALE_COLS 4
#define COL_SCALE(_swh_str,_swh_ch,_swh_curr,_swh_max) \
ADD_COLOUR(_swh_ch, _swh_str, \
(_swh_curr < 1) ? L_RED : \
(_swh_curr < _swh_max) ? \
scale[(SCALE_COLS * _swh_curr) / ((_swh_max > 0) \
? _swh_max : 1)] : L_CYAN)
extern char *scale[SCALE_COLS];
/*
* File bits.
*/
#define FILE_PLAYER 0
/*
* Bits for 'vampire'.
* Used for player vampires.
*/
#define VAM_FANGS 1 /* Fangs currently extended */
#define VAM_CLAWS 2 /* Protean level 2, claws extended */
#define VAM_NIGHTSIGHT 4 /* Protean level 1, nightsight on */
#define VAM_FLYING 8 /* Protean bat form */
#define VAM_SONIC 16 /* Protean bat form */
#define VAM_CHANGED 32 /* Protean powers level 4 and 5 */
#define VAM_SPIRITEYES 64 /* Path of Spirit level 2 */
#define VAM_OBFUSCATE 128 /* Concealed from sight */
#define VAM_DISGUISED 16384 /* For the Obfuscate disguise ability */
#define VAM_EVILEYE 131072 /* Path of Spirit level 1 */
#define VAM_EARTHMELDED 524288 /* Protean level 3, in the ground */
/*
* Absorbed things
*/
#define ABS_MOB_VNUM 0 /* Vnum of Flesh Bonded mob */
#define ABS_MOB_HP 1 /* Hp of Flesh Bonded mob */
#define ABS_MOB_MAX_HP 2 /* Vnum of Object 1 */
#define ABS_CORPSE_HP 3 /* Hp of Consumed corpse */
#define ABS_OBJ_1 4 /* Vnum of Object 2 */
#define ABS_OBJ_2 5 /* Vnum of Object 3 */
/*
* Exercising
*/
#define EXE_TYPE 0 /* Type of exercise */
#define EXE_POSITION 1 /* Position - eg raised, lowered */
#define EXE_COUNT 2 /* Counter until improvement */
#define EXE_RECOVER 3 /* Duration until you recover */
#define EXE_NONE 0 /* No exercise */
#define EXE_PUSHUPS 1 /* +1 STR */
#define EXE_SKIPPING 2 /* +1 DEX */
#define EXE_LEGRAISES 3 /* +1 STA */
#define EXE_RAISED 0 /* UP */
#define EXE_LOWERED 1 /* DOWN */
/*
* Bits for vicissitude body modifications.
* Used for player vampires.
*/
#define MOD_TUSKS 1 /* Large tusks */
#define MOD_HORNS 2 /* Horns on head */
#define MOD_WINGS 4 /* Wings */
#define MOD_UNFOLDED 8 /* Wings are unfolded */
#define MOD_FINS 16 /* Fins for swimming */
#define MOD_TAIL 32 /* Tail, does nothing */
#define MOD_EXOSKELETON 64 /* +10 STA, -10 DEX */
/*
* Bits for disciplines.
* Used for player vampires.
*/
#define RES_ANIMALISM 1
#define RES_AUSPEX 2
#define RES_DOMINATE 4
#define RES_PRESENCE 8
#define RES_TOGGLE 16
#define RES_CELERITY 32
#define WILL_ANIMALISM 1
#define WILL_AUSPEX 2
#define WILL_DOMINATE 3
#define WILL_PRESENCE 4
#define CLAN_FIRST 0
#define CLAN_SECOND 1
#define CLAN_THIRD 2
#define DISC_ANIMALISM 0
#define DISC_AUSPEX 1
#define DISC_CELERITY 2
#define DISC_CHIMERSTRY 3
#define DISC_DAIMOINON 4
#define DISC_DOMINATE 5
#define DISC_FORTITUDE 6
#define DISC_MELPOMINEE 7
#define DISC_NECROMANCY 8
#define DISC_OBEAH 9
#define DISC_OBFUSCATE 10
#define DISC_OBTENEBRATION 11
#define DISC_POTENCE 12
#define DISC_PRESENCE 13
#define DISC_PROTEAN 14
#define DISC_QUIETUS 15
#define DISC_SERPENTIS 16
#define DISC_THANATOSIS 17
#define DISC_THAUMATURGY 18
#define DISC_VICISSITUDE 19
#define DISC_MAX 19
#define POW_NONE 0
#define POW_ANIMALISM 1
#define POW_AUSPEX 2
#define POW_CELERITY 4
#define POW_CHIMERSTRY 8
#define POW_DAIMOINON 16
#define POW_DOMINATE 32
#define POW_FORTITUDE 64
#define POW_MELPOMINEE 128
#define POW_NECROMANCY 256
#define POW_OBEAH 512
#define POW_OBFUSCATE 1024
#define POW_OBTENEBRATION 2048
#define POW_POTENCE 4096
#define POW_PRESENCE 8192
#define POW_PROTEAN 16384
#define POW_QUIETUS 32768
#define POW_SERPENTIS 65536
#define POW_THANATOSIS 131072
#define POW_THAUMATURGY 262144
#define POW_VICISSITUDE 524288
#define COT_BANNED 0 /* Min hp required */
#define COT_BASIC 1 /* Disciplines at level 1+ */
#define COT_INTERMEDIATE 2 /* Disciplines at level 3+ */
#define COT_ADVANCED 3 /* Disciplines at level 5+ */
#define COT_EXPERT 4 /* Disciplines at level 6+ */
#define COT_HP 5 /* Min hp required */
#define COT_GENERATION 6 /* Highest generation allowed */
#define COT_SKILL 7 /* Min skill required */
#define COT_STANCE 8 /* Min stance required */
#define COT_EXTRA 9 /* Extra requirements */
#define COT_MAX 11 /* Variable limit */
#define COT_ADV_STANCE 1 /* Min stance must be advanced */
#define COT_GOLCONDA 2 /* Must have attained Golconda */
#define COT_NO_DIABLERIE 4 /* Must not commit diablerie */
#define COT_NO_KILL_SECT 8 /* Must not kill member of same sect */
#define COT_NO_KILL_COTERIE 16 /* Must not kill member of coterie */
#define BREED_HOMID 0
#define BREED_LUPUS 1
#define BREED_METIS 2
#define BREED_MAX 2
#define AUSPICE_RAGABASH 0
#define AUSPICE_THEURGE 1
#define AUSPICE_PHILODOX 2
#define AUSPICE_GALLIARD 3
#define AUSPICE_AHROUN 4
#define AUSPICE_MAX 4
#define TRIBE_BLACK_FURIES 0
#define TRIBE_BONE_GNAWERS 1
#define TRIBE_CHILDREN_OF_GAIA 2
#define TRIBE_FIANNA 3
#define TRIBE_GET_OF_FENRIS 4
#define TRIBE_GLASS_WALKERS 5
#define TRIBE_RED_TALONS 6
#define TRIBE_SHADOW_LORDS 7
#define TRIBE_SILENT_STRIDERS 8
#define TRIBE_SILVER_FANGS 9
#define TRIBE_STARGAZERS 10
#define TRIBE_UKTENA 11
#define TRIBE_WENDIGOS 12
#define TRIBE_MAX 12
/*
* Vampiric Rituals.
*/
#define R1 0 /* Rituals level 1 */
#define R2 1 /* Rituals level 2 */
#define R3 2 /* Rituals level 3 */
#define R4 3 /* Rituals level 4 */
#define R5 4 /* Rituals level 5 */
#define R6 5 /* Rituals level 6 */
#define R7 6 /* Rituals level 7 */
#define R8 7 /* Rituals level 8 */
#define R9 8 /* Rituals level 9 */
#define R10 9 /* Rituals level 10 */
#define R1_DEFENCE_HAVEN 1 /* Defence of Sacred Haven */
#define R1_WAKE_FRESHNESS 2 /* Wake with Morning's Freshness */
#define R1_DEFLECTION_DOOM 4 /* Deflection of Wooden Doom */
#define R1_DEVILS_TOUCH 8 /* Devil's Touch */
#define R1_ENGAGING_VESSEL 16 /* Engaging Vessel of Transferance */
#define R1_BLOOD_RUSH 32 /* Blood Rush */
#define R2_WARD_GHOULS 1 /* Ward vs Ghouls */
#define R3_WARD_LUPINES 1 /* Ward vs Lupines */
#define R4_WARD_KINDRED 1 /* Ward vs Kindred */
#define R5_WARD_SPIRITS 1 /* Ward vs Spirits */
#define R6_RAISE_DEAD 1 /* Raise the Dead */
/*
* World affect bits.
*/
#define WORLD_FOG 1
#define WORLD_RAIN 2
#define WORLD_ECLIPSE 4
#define WORLD_NICE 8 /* No swearing while frenzied */
/*
* Bits for blood.
* Used for player vampires.
*/
#define BLOOD_CURRENT 0
#define BLOOD_POOL 1
#define BLOOD_POTENCY 2
/*
* Bits for werewolf forms.
*/
#define FORM_HOMID 1
#define FORM_GLABRO 2
#define FORM_CRINOS 3
#define FORM_HISPO 4
#define FORM_LUPUS 5
/*
* Bits for 'polymorph'.
* Used for players.
*/
#define POLY_BAT 1
#define POLY_WOLF 2
#define POLY_MIST 4
#define POLY_SERPENT 8
#define POLY_RAVEN 16
#define POLY_FISH 32
#define POLY_FROG 64
#define POLY_ZULO 128
#define POLY_SHADOW 256
#define POLY_SPIRIT 512
#define POLY_MASK 1024 /* Vicissitude 3 */
#define POLY_TRUE 2048 /* Chimerstry 6 */
#define POLY_HAGS 4096 /* Thanatosis 1 */
#define POLY_CHANGELING 8192 /* Vicissitude 1 */
#define POLY_FLESHCRAFT 16384 /* Vicissitude 2 */
#define POLY_BONECRAFT 32768 /* Vicissitude 3 */
/*
* Languages.
*/
#define LANG_COMMON 0
#define DIA_OLDE 1
#define DIA_BAD 2
#define LANG_DARK 4
/*
* Score.
*/
#define SCORE_TOTAL_XP 0
#define SCORE_HIGH_XP 1
#define SCORE_TOTAL_LEVEL 2
#define SCORE_HIGH_LEVEL 3
#define SCORE_QUEST 4
#define SCORE_NUM_QUEST 5
/*
* Zombie Lord.
*/
#define ZOMBIE_NOTHING 0
#define ZOMBIE_TRACKING 1
#define ZOMBIE_ANIMATE 2
#define ZOMBIE_CAST 3
#define ZOMBIE_REST 4
/*
* Damcap values.
*/
#define DAM_CAP 0
#define DAM_CHANGE 1
/*
* Bits for Demonic Champions.
*/
#define POWER_CURRENT 0
#define POWER_TOTAL 1
#define C_POWERS 1
#define C_CURRENT 2
#define C_HEAD 3
#define C_TAIL 4
#define O_POWERS 5
#define N_POWERS 6
#define DEM_UNFOLDED 1
#define DEM_FANGS (BIN_0)
#define DEM_CLAWS (BIN_1)
#define DEM_DEMONFORM (BIN_2)
#define DEM_HOOVES (BIN_3)
#define DEM_EYES (BIN_4)
#define DEM_WINGS (BIN_5)
#define DEM_MIGHT (BIN_6)
#define DEM_TOUGH (BIN_7)
#define DEM_SPEED (BIN_8)
#define DEM_TRAVEL (BIN_9)
#define DEM_SCRY (BIN_10)
#define DEM_SHADOWSIGHT (BIN_11)
#define DEM_INFERNO (BIN_12)
#define DEM_EYESPY (BIN_13)
#define DEM_FIREWALL (BIN_14)
#define DEM_IMP (BIN_15)
#define DEM_JAIL (BIN_16)
#define HEAD_NORMAL 0
#define HEAD_WOLF 1
#define HEAD_EAGLE 2
#define HEAD_LION 4
#define HEAD_SNAKE 8
#define TAIL_NONE 0
#define TAIL_POISONOUS 1
#define TAIL_SCORPION 2
#define DEM_MOVE 1 /* Can roll as an object */
#define DEM_LEAP 2 /* Can leap out of someone's hands */
#define DEM_MAGIC 4 /* Can cast spells as an object */
#define DEM_LIFESPAN 8 /* Can change lifespan */
#define DEM_GATE 16 // Angel Gate
/*
* Bits for Demonic Armour.
*/
#define ARM_BLACK 0
#define ARM_GREY 1
#define ARM_PURPLE 2
#define ARM_RED 3
#define ARM_BRASS 4
/*
* Bits for Angelic Armour.
*/
#define ARM_WHITE 0
#define ARM_YELLOW 1
#define ARM_BLUE 2
#define ARM_SILVER 3
#define ARM_GOLD 4
/*
* Mounts
*/
#define IS_ON_FOOT 0
#define IS_MOUNT 1
#define IS_RIDING 2
#define IS_CARRIED 4
#define IS_CARRYING 8
/*
* Embrace positions.
*/
#define ARE_NONE 0
#define ARE_EMBRACING 1
#define ARE_EMBRACED 2
/*
* Stat caps
*/
#define CAP_HP 30000
#define CAP_MANA 30000
#define CAP_MOVE 30000
/*
* 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_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_BLOOD_SPRING 23
#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
/* For KaVir's stuff */
#define OBJ_VNUM_SOULBLADE 30000
#define OBJ_VNUM_PORTAL 30001
#define OBJ_VNUM_EGG 30002
#define OBJ_VNUM_EMPTY_EGG 30003
#define OBJ_VNUM_SPILLED_ENTRAILS 30004
#define OBJ_VNUM_QUIVERING_BRAIN 30005
#define OBJ_VNUM_SQUIDGY_EYEBALL 30006
#define OBJ_VNUM_SPILT_BLOOD 30007
#define OBJ_VNUM_VOODOO_DOLL 30010
#define OBJ_VNUM_RIPPED_FACE 30012
#define OBJ_VNUM_TORN_WINDPIPE 30013
#define OBJ_VNUM_CRACKED_HEAD 30014
#define OBJ_VNUM_SLICED_EAR 30025
#define OBJ_VNUM_SLICED_NOSE 30026
#define OBJ_VNUM_KNOCKED_TOOTH 30027
#define OBJ_VNUM_TORN_TONGUE 30028
#define OBJ_VNUM_SEVERED_HAND 30029
#define OBJ_VNUM_SEVERED_FOOT 30030
#define OBJ_VNUM_SEVERED_THUMB 30031
#define OBJ_VNUM_SEVERED_INDEX 30032
#define OBJ_VNUM_SEVERED_MIDDLE 30033
#define OBJ_VNUM_SEVERED_RING 30034
#define OBJ_VNUM_SEVERED_LITTLE 30035
#define OBJ_VNUM_SEVERED_TOE 30036
#define OBJ_VNUM_PROTOPLASM 30037
#define OBJ_VNUM_QUESTCARD 30039
#define OBJ_VNUM_QUESTMACHINE 30040
#define OBJ_VNUM_ASHES 30042
#define MOB_VNUM_HOUND 30000
#define MOB_VNUM_GUARDIAN 30001
#define MOB_VNUM_MOUNT 30006
#define MOB_VNUM_FROG 30007
#define MOB_VNUM_RAVEN 30008
#define MOB_VNUM_CAT 30009
#define MOB_VNUM_DOG 30010
#define MOB_VNUM_EYE 30012
#define MOB_VNUM_MOLERAT 30013
#define MOB_VNUM_YAK 30014
#define MOB_VNUM_ASTRAL 30015
#define MOB_VNUM_CLONE 30016
/*
* 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 27
#define ITEM_EGG 28
#define ITEM_VOODOO 29
#define ITEM_STAKE 30
#define ITEM_MISSILE 31 /* Ammo vnum, cur, max, type */
#define ITEM_AMMO 32 /* ???, dam min, dam max, type */
#define ITEM_QUEST 33
#define ITEM_QUESTCARD 34
#define ITEM_QUESTMACHINE 35
#define ITEM_SYMBOL 36
#define ITEM_BOOK 37
#define ITEM_PAGE 38
#define ITEM_TOOL 39
#define ITEM_WALL 40 /* For wall of water */
#define ITEM_WARD 41 /* For ritual wards */
#define ITEM_ETOKEN 42 /* For Energy Points Token */
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW 1
#define ITEM_HUM 2
#define ITEM_THROWN 4
#define ITEM_KEEP 8
#define ITEM_VANISH 16 /* Illusion created by Chimerstry */
#define ITEM_INVIS 32
#define ITEM_MAGIC 64
#define ITEM_NODROP 128
#define ITEM_BLESS 256
#define ITEM_ANTI_GOOD 512
#define ITEM_ANTI_EVIL 1024
#define ITEM_ANTI_NEUTRAL 2048
#define ITEM_NOREMOVE 4096
#define ITEM_INVENTORY 8192
#define ITEM_LOYAL 16384
#define ITEM_SHADOWPLANE 32768
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE 1
#define ITEM_WEAR_FINGER 2
#define ITEM_WEAR_NECK 4
#define ITEM_WEAR_BODY 8
#define ITEM_WEAR_HEAD 16
#define ITEM_WEAR_LEGS 32
#define ITEM_WEAR_FEET 64
#define ITEM_WEAR_HANDS 128
#define ITEM_WEAR_ARMS 256
#define ITEM_WEAR_SHIELD 512
#define ITEM_WEAR_ABOUT 1024
#define ITEM_WEAR_WAIST 2048
#define ITEM_WEAR_WRIST 4096
#define ITEM_WIELD 8192
#define ITEM_HOLD 16384
#define ITEM_WEAR_FACE 32768
/*
* Special types.
* Used in #OBJECTS for special items - KaVir.
*/
#define SITEM_ACTIVATE (BIN_0)
#define SITEM_TWIST (BIN_1)
#define SITEM_PRESS (BIN_2)
#define SITEM_PULL (BIN_3)
#define SITEM_TARGET (BIN_4)
#define SITEM_SPELL (BIN_5)
#define SITEM_TRANSPORTER (BIN_6)
#define SITEM_TELEPORTER (BIN_7)
#define SITEM_DELAY1 (BIN_8)
#define SITEM_DELAY2 (BIN_9)
#define SITEM_OBJECT (BIN_10)
#define SITEM_MOBILE (BIN_11)
#define SITEM_ACTION (BIN_12)
#define SITEM_MORPH (BIN_13)
#define SITEM_SILVER (BIN_14)
#define SITEM_WOLFWEAPON (BIN_15)
#define SITEM_CHAMPWEAPON (BIN_16)
#define SITEM_DEMONIC (BIN_17)
#define SITEM_HIGHLANDER (BIN_18)
#define SITEM_MESSAGE (BIN_19)
#define SITEM_MAGE (BIN_20)
/*
* Apply types (for quest affects).
* Used in #OBJECTS.
*/
#define QUEST_STR 1
#define QUEST_DEX 2
#define QUEST_INT 4
#define QUEST_WIS 8
#define QUEST_CON 16
#define QUEST_HITROLL 32
#define QUEST_DAMROLL 64
#define QUEST_HIT 128
#define QUEST_MANA 256
#define QUEST_MOVE 512
#define QUEST_AC 1024
#define QUEST_NAME 2048
#define QUEST_SHORT 4096
#define QUEST_LONG 8192
#define QUEST_FREENAME 16384
#define QUEST_ENCHANTED 32768
#define QUEST_SPELLPROOF 65536
#define QUEST_ARTIFACT 131072
#define QUEST_IMPROVED 262144
#define QUEST_MASTER_RUNE 524288
#define QUEST_RELIC 1048576
#define QUEST_VANISH 2097152 /* Object that doesn't save */
#define QUEST_BLOODAGONY 4194304 /* Quietus level 4 */
#define QUEST_SONG 8388608 /* Object contains a song */
#define QUEST_CONJURED 16777216 /* Object was conjured */
#define QUEST_FOLLOWING 33554432 /* Object follows owner */
#define QUEST_NOGIFT 67108864
/*
* Qstats.
*/
#define QS_TOTAL 0
#define QS_HIT 1
#define QS_DAM 2
#define QS_AC 3
#define QS_11 0
#define QS_12 1
#define QS_13 2
#define QS_14 3
#define QS_15 4
#define QS_DONE 1 /* Stance is usable */
#define QS_HIT_LESSER 2
#define QS_HIT_GREATER 4
#define QS_HIT_SUPREME 8
#define QS_DAM_LESSER 16
#define QS_DAM_GREATER 32
#define QS_DAM_SUPREME 64
#define QS_ARM_LESSER 128
#define QS_ARM_GREATER 256
#define QS_ARM_SUPREME 512
#define QS_POW_LESSER 1024
#define QS_POW_GREATER 2048
#define QS_POW_SUPREME 4096
#define QS_RES_LESSER 8192
#define QS_RES_GREATER 16384
#define QS_RES_SUPREME 32768
#define QS_SUPER_PARRY 65536
#define QS_SUPER_DODGE 131072
#define QS_SUPER_SPEED 262144
#define QS_SUPER_BYPASS 524288
/*
* Tool types.
*/
#define TOOL_PEN 1
#define TOOL_PLIERS 2
#define TOOL_SCALPEL 4
/*
* 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_POLY 25
#define APPLY_GENERATION 26
#define APPLY_POTENCE 27
#define APPLY_CELERITY 28
#define APPLY_FORTITUDE 29
#define APPLY_BLOOD_MAX 30
#define APPLY_BLOOD_POT 31
#define APPLY_ANIMALISM 32
#define APPLY_AUSPEX 33
#define APPLY_CHIMERSTRY 34
#define APPLY_DAIMOINON 35
#define APPLY_DOMINATE 36
#define APPLY_MELPOMINEE 37
#define APPLY_NECROMANCY 38
#define APPLY_OBEAH 39
#define APPLY_OBFUSCATE 40
#define APPLY_OBTENEBRATION 41
#define APPLY_PRESENCE 42
#define APPLY_PROTEAN 43
#define APPLY_QUIETUS 44
#define APPLY_SERPENTIS 45
#define APPLY_THANATOSIS 46
#define APPLY_THAUMATURGY 47
#define APPLY_VICISSITUDE 48
#define APPLY_SET_ANIMALISM 49 /* SET_ are set rather than added */
#define APPLY_SET_AUSPEX 50
#define APPLY_SET_CELERITY 51
#define APPLY_SET_CHIMERSTRY 52
#define APPLY_SET_DAIMOINON 53
#define APPLY_SET_DOMINATE 54
#define APPLY_SET_FORTITUDE 55
#define APPLY_SET_MELPOMINEE 56
#define APPLY_SET_NECROMANCY 57
#define APPLY_SET_OBEAH 58
#define APPLY_SET_OBFUSCATE 59
#define APPLY_SET_OBTENEBRATION 60
#define APPLY_SET_POTENCE 61
#define APPLY_SET_PRESENCE 62
#define APPLY_SET_PROTEAN 63
#define APPLY_SET_QUIETUS 64
#define APPLY_SET_SERPENTIS 65
#define APPLY_SET_THANATOSIS 66
#define APPLY_SET_THAUMATURGY 67
#define APPLY_SET_VICISSITUDE 68
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 3001
#define ROOM_VNUM_ALTAR 3054
#define ROOM_VNUM_SCHOOL 3700
#define ROOM_VNUM_HELL 30000
#define ROOM_VNUM_CRYPT 30001
#define ROOM_VNUM_DISCONNECTION 30002
#define ROOM_VNUM_IN_OBJECT 30008
#define ROOM_VNUM_HEAVEN 30050
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK 1
#define ROOM_NO_MOB 4
#define ROOM_INDOORS 8
#define ROOM_PRIVATE 512
#define ROOM_SAFE 1024
#define ROOM_SOLITARY 2048
#define ROOM_PET_SHOP 4096
#define ROOM_NO_RECALL 8192
#define ROOM_NO_TELEPORT 16384
#define ROOM_TOTAL_DARKNESS 32768
#define ROOM2_SILENCE 1
#define ROOM2_TIMESLOW 2 /* Temporis */
/*
* Room text flags (KaVir).
* Used in #ROOMS.
*/
#define RT_LIGHTS 1 /* Toggles lights on/off */
#define RT_SAY 2 /* Use this if no others powers */
#define RT_ENTER 4
#define RT_CAST 8
#define RT_THROWOUT 16 /* Erm...can't remember ;) */
#define RT_OBJECT 32 /* Creates an object */
#define RT_MOBILE 64 /* Creates a mobile */
#define RT_LIGHT 128 /* Lights on ONLY */
#define RT_DARK 256 /* Lights off ONLY */
#define RT_OPEN_LIFT 512 /* Open lift */
#define RT_CLOSE_LIFT 1024 /* Close lift */
#define RT_MOVE_LIFT 2048 /* Move lift */
#define RT_SPELL 4096 /* Cast a spell */
#define RT_PORTAL 8192 /* Creates a one-way portal */
#define RT_TELEPORT 16384 /* Teleport player to room */
#define RT_ACTION 32768
#define RT_BLANK_1 65536
#define RT_BLANK_2 131072
#define RT_RETURN 1048576 /* Perform once */
#define RT_PERSONAL 2097152 /* Only shows message to char */
#define RT_TIMER 4194304 /* Sets object timer to 1 tick */
/*
* 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
#define MAX_DIR 6 /* OLC */
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR 1
#define EX_CLOSED 2
#define EX_LOCKED 4
#define EX_BASHPROOF 8 /* KaVir */
#define EX_BASHED 16 /* KaVir */
#define EX_PICKPROOF 32
#define EX_PASSPROOF 64 /* KaVir */
#define EX_WALL_WATER 128 /* KaVir - Path of Water power 4 */
#define EX_WARD_GHOULS 256 /* KaVir - Ward vs Ghouls */
#define EX_WARD_LUPINES 512 /* KaVir - Ward vs Lupines */
#define EX_WARD_KINDRED 1024 /* KaVir - Ward vs Kindred */
#define EX_WARD_SPIRITS 2048 /* KaVir - Ward vs Spirits */
#define EX_WALL_FLAME 4096 /* KaVir - Path of Flame power 4 */
#define EX_WALL_GRANITE 8192 /* KaVir - Philodox power 5 */
/*
* 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_MAX 11
/*
* Equipment 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_FACE 18
#define WEAR_SCABBARD_L 19
#define WEAR_SCABBARD_R 20
#define WEAR_STAKE 21
#define MAX_WEAR 22
/*
* Locations for damage.
*/
#define LOC_HEAD 0
#define LOC_BODY 1
#define LOC_ARM_L 2
#define LOC_ARM_R 3
#define LOC_LEG_L 4
#define LOC_LEG_R 5
/*
* For Head
*/
#define LOST_EYE_L 1
#define LOST_EYE_R 2
#define LOST_EAR_L 4
#define LOST_EAR_R 8
#define LOST_NOSE 16
#define BROKEN_NOSE 32
#define BROKEN_JAW 64
#define BROKEN_SKULL 128
#define LOST_HEAD 256
#define LOST_TOOTH_1 512 /* These should be added..... */
#define LOST_TOOTH_2 1024 /* ...together to caculate... */
#define LOST_TOOTH_4 2048 /* ...the total number of.... */
#define LOST_TOOTH_8 4096 /* ...teeth lost. Total..... */
#define LOST_TOOTH_16 8192 /* ...possible is 31 teeth. */
#define LOST_TONGUE 16384
/*
* For Body
*/
#define BROKEN_RIBS_1 1 /* Remember there are a total */
#define BROKEN_RIBS_2 2 /* of 12 pairs of ribs in the */
#define BROKEN_RIBS_4 4 /* human body, so not all of */
#define BROKEN_RIBS_8 8 /* these bits should be set */
#define BROKEN_RIBS_16 16 /* at the same time. */
#define BROKEN_SPINE 32
#define BROKEN_NECK 64
#define CUT_THROAT 128
#define CUT_STOMACH 256
#define CUT_CHEST 512
#define LOST_ENTRAILS 1024
/*
* For Arms
*/
#define BROKEN_ARM 1
#define LOST_ARM 2
#define LOST_HAND 4
#define LOST_FINGER_I 8 /* Index finger */
#define LOST_FINGER_M 16 /* Middle finger */
#define LOST_FINGER_R 32 /* Ring finger */
#define LOST_FINGER_L 64 /* Little finger */
#define LOST_THUMB 128
#define BROKEN_FINGER_I 256 /* Index finger */
#define BROKEN_FINGER_M 512 /* Middle finger */
#define BROKEN_FINGER_R 1024 /* Ring finger */
#define BROKEN_FINGER_L 2048 /* Little finger */
#define BROKEN_THUMB 4096
#define SLIT_WRIST 8192
/*
* For Legs
*/
#define BROKEN_LEG 1
#define LOST_LEG 2
#define LOST_FOOT 4
#define LOST_TOE_A 8
#define LOST_TOE_B 16
#define LOST_TOE_C 32
#define LOST_TOE_D 64 /* Smallest toe */
#define LOST_TOE_BIG 128
#define BROKEN_TOE_A 256
#define BROKEN_TOE_B 512
#define BROKEN_TOE_C 1024
#define BROKEN_TOE_D 2048 /* Smallest toe */
#define BROKEN_TOE_BIG 4096
/*
* For Bleeding
*/
#define BLEEDING_HEAD 1
#define BLEEDING_THROAT 2
#define BLEEDING_ARM_L 4
#define BLEEDING_ARM_R 8
#define BLEEDING_HAND_L 16
#define BLEEDING_HAND_R 32
#define BLEEDING_LEG_L 64
#define BLEEDING_LEG_R 128
#define BLEEDING_FOOT_L 256
#define BLEEDING_FOOT_R 512
#define BLEEDING_WRIST_L 1024
#define BLEEDING_WRIST_R 2048
#define BLEEDING_STOMACH 4096
#define BLEEDING_CHEST 8192
/*
* For Spec powers on players
*/
#define EYE_SPELL 1 /* Spell when they look at you */
#define EYE_SELFACTION 2 /* You do action when they look */
#define EYE_ACTION 4 /* Others do action when they look */
/***************************************************************************
* *
* 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
/*
* Stats - KaVir.
*/
#define STAT_STR 0 /* Strength */
#define STAT_INT 1 /* Intelligence */
#define STAT_WIS 2 /* Wisdom */
#define STAT_DEX 3 /* Dexterity */
#define STAT_CON 4 /* Constitution */
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_MEDITATING 5
#define POS_SITTING 6
#define POS_RESTING 7
#define POS_FIGHTING 8
#define POS_STANDING 9
/*
* ACT bits for players.
*/
#define PLR_IS_NPC 1 /* Don't EVER set. */
#define PLR_DEMON 2
#define PLR_CHAMPION 4
#define PLR_AUTOEXIT 8
#define PLR_AUTOLOOT 16
#define PLR_AUTOSAC 32
#define PLR_BLANK 64
#define PLR_BRIEF 128
#define PLR_COMBINE 512
#define PLR_PROMPT 1024
#define PLR_TELNET_GA 2048
#define PLR_HOLYLIGHT 4096
#define PLR_WIZINVIS 8192
#define PLR_ANSI 16384
#define PLR_SILENCE 32768
#define PLR_NO_EMOTE 65536
#define PLR_NO_TELL 262144
#define PLR_LOG 524288
#define PLR_RETIRE 1048576
#define PLR_FREEZE 2097152
#define PLR_WOLFMAN 4194304
#define PLR_WEREWOLF 8388608
#define PLR_GODLESS 16777216
#define PLR_WATCHER 33554432
#define PLR_LAST_AGG 67108864
// NEWBITS for players by Morglum
#define NEWBIT_SWETALK (BIN_0)
/*
* EXTRA bits for players. (KaVir)
*/
#define EXTRA_SIRE (BIN_0)
#define EXTRA_PRINCE (BIN_1)
#define EXTRA_TRUSTED (BIN_2)
#define EXTRA_NEWPASS (BIN_3)
#define EXTRA_OSWITCH (BIN_4)
#define EXTRA_SWITCH (BIN_5)
#define EXTRA_FAKE_CON (BIN_6)
#define TIED_UP (BIN_7)
#define GAGGED (BIN_8)
#define BLINDFOLDED (BIN_9)
#define EXTRA_PSAY (BIN_10)
#define EXTRA_DONE (BIN_11)
#define EXTRA_EXP (BIN_12)
#define EXTRA_PREGNANT (BIN_13)
#define EXTRA_LABOUR (BIN_14)
#define EXTRA_BORN (BIN_15)
#define EXTRA_PROMPT (BIN_16)
#define EXTRA_MARRIED (BIN_17)
#define EXTRA_DYING (BIN_18) /* You are about to die! */
#define EXTRA_NON_NEWBIE (BIN_19)
#define EXTRA_CALL_ALL (BIN_20)
#define EXTRA_CAN_SEE (BIN_21) /* You can't see, but familiar can */
#define EXTRA_CLEARED_EQ (BIN_22) /* Eq has been removed from player */
#define EXTRA_AWE (BIN_23) /* Everyone is in awe of you */
#define EXTRA_NO_ACTION (BIN_24) /* You can't do anything */
#define EXTRA_ILLUSION (BIN_25) /* Mob is really just an illusion */
#define EXTRA_VICISSITUDE (BIN_26) /* Cannot see through disguise */
#define EXTRA_INVIS_EMAIL (BIN_27) /* Cannot see email via finger */
#define EXTRA_AUTHORISED (BIN_28) /* Player is authorised */
#define EXTRA_AFK (BIN_29)
#define EXTRA_NEWBIEPACK (BIN_30)
/*
* MORE bits for players. (KaVir)
*/
#define MORE_NPC (BIN_0) /* NPC - ie cannot improve */
#define MORE_ANTITRIBU (BIN_1) /* Antitribu vampire */
#define MORE_MUMMIFIED (BIN_2) /* Serpentis 3 */
#define MORE_DARKNESS (BIN_3) /* Obtenebration 1 */
#define MORE_SILENCE (BIN_4) /* Quietus 1 */
#define MORE_PLASMA (BIN_5) /* Vicissitude 5 */
#define MORE_ASHES (BIN_6) /* Thanatosis 3 */
#define MORE_GUARDIAN (BIN_7) /* Necromancy 4 */
#define MORE_LOYAL (BIN_8) /* Dominate 6 */
#define MORE_SINGING (BIN_9) /* Singing atm */
#define MORE_LEADER (BIN_10) /* Coterie leader */
#define MORE_HAND_FLAME (BIN_11) /* Hand of Flame */
#define MORE_SPIRIT (BIN_12) /* You become a true spirit */
#define MORE_STAKED (BIN_13) /* You have been staked */
#define MORE_DEFLECTION (BIN_14) /* Deflection ritual in effect */
#define MORE_PROJECTION (BIN_15) /* Using astral projection */
#define MORE_CHAMPION (BIN_16) /* Coterie champion */
#define MORE_REINA (BIN_17) /* Song of Reina - Melpominee 2 */
#define MORE_EVILEYE (BIN_18) /* Evil Eye ON */
#define MORE_FLAMES (BIN_19) /* Flames of the nether world */
#define MORE_COURAGE (BIN_20) /* Courage - Presence 7 */
#define MORE_ANGER (BIN_21) /* Anger - Presence 8 */
#define MORE_ANIMAL_MASTER (BIN_22) /* Animals obey and dont attack you */
#define MORE_INFORM (BIN_23) /* Inform when say */
#define MORE_CALM (BIN_24) /* Cancel's Anger, cannot attack */
#define MORE_BRISTLES (BIN_25) /* Metis power level 5 */
#define MORE_OBEAH (BIN_26) /* Obeah third eye is open */
#define MORE_NOPAIN (BIN_27) /* Obeah 2, no pain penalties */
#define MORE_NEUTRAL (BIN_28) /* Obeah 3, makes room safe room */
#define MORE_FTALK (BIN_29) /* Ftalk channel */
#define MORE_OUTCAST (BIN_30) /* Caitiff or Orphan */
#define CRIME_C_OUTLAW 1 /* Camarilla Outlaw */
#define CRIME_A_OUTLAW 2 /* Anarch Outlaw */
#define CRIME_S_OUTLAW 4 /* Sabbat Outlaw */
#define CRIME_I_OUTLAW 8 /* Inconnu Outlaw */
#define CRIME_BLOODHUNT 16 /* Camarilla Bloodhunted */
#define CRIME_DIABLERIE 32 /* Committed Diablerie */
#define CRIME_MASQUERADE 64 /* Breached the Masquerade */
#define CRIME_DOMAIN 128 /* Disobeyed Prince */
#define CRIME_PROGENY 256 /* Sired childe without permission */
#define CRIME_ACCOUNTING 512 /* Childe broke tradition */
#define CRIME_HOSPITALITY 1024 /* Not yet presented self to prince */
#define CRIME_DESTRUCTION 2048 /* Killed a vampire in same sect */
#define DIAB_TIME 0 /* Duration of diablerie aura */
#define DIAB_EVER 1 /* Number of diableries committed */
#define LIE_TRUE 0
#define LIE_FALSE 1
/*
* AGE Bits.
*/
#define AGE_CHILDE 0
#define AGE_NEONATE 1
#define AGE_ANCILLA 2
#define AGE_ELDER 3
#define AGE_METHUSELAH 4
#define AGE_ANTEDILUVIAN 5
#define AGE_PUP 0
#define AGE_YOUTH 1
#define AGE_ADULT 2
#define AGE_ELDER 3
#define AGE_ANCIENT 4
/*
* Status.
*/
#define STATUS_FEAR 0
#define STATUS_PRESTIGE 1
#define STATUS_NATURAL 2
/*
* Stances for combat
*/
#define STANCE_NONE -1
#define STANCE_NORMAL 0
#define STANCE_VIPER 1
#define STANCE_CRANE 2
#define STANCE_CRAB 3
#define STANCE_MONGOOSE 4
#define STANCE_BULL 5
#define STANCE_MANTIS 6
#define STANCE_DRAGON 7
#define STANCE_TIGER 8
#define STANCE_MONKEY 9
#define STANCE_SWALLOW 10
#define STANCE_SUPER1 11
#define STANCE_SUPER2 12
#define STANCE_SUPER3 13
#define STANCE_SUPER4 14
#define STANCE_SUPER5 15
// Bits for Highlanders powers. - Morglum
#define HIGH_POWERS 1 // Highlander powers
#define HIGH_WEAPONSKILL 1 // for 1000 weaponskill
#define HIGH_TRUESIGHT 2 // truesight
#define HIGH_FAST_HEALING 4 // for highlander regn
#define HIGH_SWORD 8 // for sword gain
#define HIGH_REGENERATE 16 // for Fast Healing
#define HIGH_FADE 32 // portal like power
#define HIGH_BLOCK 64 // makes it harder to flee/recall
#define HIGH_SELFEMPOWER 128 // selfempower bonus hps/mana/move
/*
* Obsolete bits.
*/
#if 0
#define PLR_AUCTION 4 /* Obsolete */
#define PLR_CHAT 256 /* Obsolete */
#define PLR_NO_SHOUT 131072 /* Obsolete */
#endif
/*
* Channel bits.
*/
#define CHANNEL_AUCTION (BIN_0)
#define CHANNEL_CHAT (BIN_1)
#define CHANNEL_HACKER (BIN_2)
#define CHANNEL_IMMTALK (BIN_3)
#define CHANNEL_MUSIC (BIN_4)
#define CHANNEL_QUESTION (BIN_5)
#define CHANNEL_SHOUT (BIN_6)
#define CHANNEL_YELL (BIN_7)
#define CHANNEL_VAMPTALK (BIN_8)
#define CHANNEL_HOWL (BIN_9)
#define CHANNEL_LOG (BIN_10)
#define CHANNEL_PRAY (BIN_11)
#define CHANNEL_INFO (BIN_12)
#define CHANNEL_NEWBIE (BIN_13)
#define CHANNEL_TELL (BIN_14)
#define CHANNEL_BUILD (BIN_15)
#define CHANNEL_MAGETALK (BIN_16)
#define CHANNEL_FTALK (BIN_17)
#define CHANNEL_CTALK (BIN_18)
#define CHANNEL_PINFO (BIN_19)
#define CHANNEL_SWETALK (BIN_20)
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA * next;
SPEC_FUN * spec_fun;
char * spec_name; /* OLC */
SHOP_DATA * pShop;
AREA_DATA * area; /* OLC */
CHAR_DATA * mount;
CHAR_DATA * wizard;
CHAR_DATA * embrace;
CHAR_DATA * next_fight;
CHAR_DATA * prev_fight;
OBJ_DATA * sat;
char * hunting;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
char * lord;
char * clan;
char * side;
char * morph;
char * createtime;
char * lasttime;
char * lasthost;
char * powertype;
char * poweraction;
char * pload;
char * prompt;
char * cprompt;
sh_int spectype;
sh_int specpower;
int loc_hp [7];
sh_int vnum;
sh_int count;
sh_int killed;
sh_int sex;
sh_int mounted;
sh_int embraced;
sh_int home;
sh_int init;
int level;
int immune;
int polyaff;
int vampaff;
int itemaffect;
int vamppass;
int form;
int body;
int act;
int extra;
int more;
int affected_by;
sh_int alignment;
sh_int hitroll; /* Unused */
sh_int ac; /* Unused */
sh_int hitnodice; /* Unused */
sh_int hitsizedice; /* Unused */
sh_int hitplus; /* Unused */
sh_int damnodice; /* Unused */
sh_int damsizedice; /* Unused */
sh_int damplus; /* Unused */
int gold; /* Unused */
};
/*
* One character (PC or NPC).
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * next_in_room;
CHAR_DATA * next_fight;
CHAR_DATA * prev_fight;
CHAR_DATA * master;
CHAR_DATA * leader;
CHAR_DATA * fighting;
CHAR_DATA * reply;
CHAR_DATA * mount;
CHAR_DATA * wizard;
CHAR_DATA * embrace;
OBJ_DATA * sat;
SPEC_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
NOTE_DATA * pnote;
OBJ_DATA * carrying;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
PC_DATA * pcdata;
char * hunting;
char * name;
char * short_descr;
char * long_descr;
char * description;
char * lord;
char * clan;
char * side;
char * morph;
char * createtime;
char * lasttime;
char * lasthost;
char * poweraction;
char * powertype;
char * pload;
char * prompt;
char * cprompt;
sh_int sex;
sh_int race;
sh_int class;
int immune;
int polyaff;
int vampaff;
int itemaffect;
int vamppass;
int form;
int body;
sh_int vampgen;
sh_int spectype;
sh_int specpower;
sh_int loc_hp [7];
sh_int wpn [13];
sh_int spl [5];
sh_int cmbt [8];
sh_int stance [16];
sh_int blood[3];
sh_int beast;
sh_int truebeast;
sh_int mounted;
sh_int embraced;
sh_int home;
sh_int init;
sh_int level;
sh_int trust;
int played;
time_t logon;
time_t save_time;
sh_int timer;
sh_int wait;
int pkill;
int pdeath;
int mkill;
int mdeath;
sh_int agg;
int hit;
int max_hit;
int mana;
int max_mana;
int move;
int max_move;
int gold;
int exp;
int act;
int extra;
int more;
int affected_by;
sh_int position;
sh_int practice;
sh_int carry_weight;
sh_int carry_number;
sh_int saving_throw;
sh_int alignment;
sh_int hitroll;
sh_int damroll;
sh_int armor;
sh_int wimpy;
long deaf;
sh_int paradox [3];
sh_int damcap [2];
int fight_timer;
int newbits;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
CHAR_DATA * familiar;
CHAR_DATA * partner;
CHAR_DATA * propose;
OBJ_DATA * chobj;
OBJ_DATA * memorised;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
char * conception;
char * parents;
char * cparents;
char * marriage;
char * email;
char * conding;
char * love;
char * coterie;
char * cot_time;
char * cot_clans;
char * cot_sides;
char * leader;
char * stancename;
char * stancelist;
char * stancework;
int stancemove[5];
sh_int perm_str;
sh_int perm_int;
sh_int perm_wis;
sh_int perm_dex;
sh_int perm_con;
sh_int mod_str;
sh_int mod_int;
sh_int mod_wis;
sh_int mod_dex;
sh_int mod_con;
int denydate;
int quest;
sh_int wolf;
sh_int rank;
sh_int regenerate;
sh_int demonic;
sh_int atm;
sh_int song;
int necromancy;
int obeah;
int darkness;
int temporis;
int reina;
int silence;
int bodymods;
int bpoints;
int dpoints;
int gpoints;
int rpoints;
int wpoints;
int spirit;
int conjure;
int celerity;
int firstaid;
int repair;
int teach;
int learn;
int evileye;
sh_int notes;
sh_int followers;
int gnosis[2];
int absorb[6];
int qstats[5];
int language[2];
sh_int stage[3];
sh_int status[3];
sh_int wolfform[2];
int score[6];
sh_int runes[4];
sh_int disc[11];
int rituals[10];
sh_int cland[3];
int diableries[2];
sh_int resist[5];
sh_int breed[3];
sh_int auspice[5];
sh_int tribes[20];
sh_int powers[20];
sh_int powers_mod[20];
sh_int powers_set[20];
int powers_set_wear;
int power[2];
int genes[10];
int cot_min[12];
sh_int willpower[2];
sh_int fake_skill;
sh_int fake_stance;
sh_int fake_hit;
sh_int fake_dam;
int fake_hp;
int fake_mana;
int fake_move;
int fake_max_hp;
int fake_max_mana;
int fake_max_move;
int fake_ac;
int fake_stats [5];
sh_int obj_vnum;
sh_int majesty;
sh_int condition [3];
sh_int learned [MAX_SKILL];
char * ice_listen;
sh_int exhaustion;
sh_int exercise [4];
sh_int lie;
sh_int class;
int security; /* OLC */
int bounty;
sh_int heart_twister;
sh_int umbra;
sh_int umbra_timer;
sh_int minor_create;
sh_int earthquake;
sh_int circleattack;
sh_int autostance;
bool rage;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 16
struct liq_type
{
char * liq_name;
char * liq_color;
sh_int liq_affect[3];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
OBJ_INDEX_DATA * next;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
AREA_DATA * area; /* OLC */
char * name;
char * short_descr;
char * description;
char * chpoweron;
char * chpoweroff;
char * chpoweruse;
char * victpoweron;
char * victpoweroff;
char * victpoweruse;
char * actcommands;
char * questmaker;
char * questowner;
sh_int vnum;
sh_int item_type;
sh_int extra_flags;
sh_int wear_flags;
sh_int count;
sh_int weight;
int spectype;
int specpower;
sh_int condition;
sh_int toughness;
sh_int resistance;
int quest;
sh_int points;
int cost; /* Unused */
int value [4];
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * next_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
CHAR_DATA * carried_by;
CHAR_DATA * chobj;
CHAR_DATA * sat;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * to_room;
char * name;
char * short_descr;
char * description;
char * chpoweron;
char * chpoweroff;
char * chpoweruse;
char * victpoweron;
char * victpoweroff;
char * victpoweruse;
char * actcommands;
char * questmaker;
char * questowner;
sh_int item_type;
sh_int extra_flags;
sh_int wear_flags;
sh_int wear_loc;
sh_int weight;
int spectype;
int specpower;
sh_int condition;
sh_int toughness;
sh_int resistance;
int quest;
sh_int points;
int cost;
sh_int level;
sh_int timer;
int value [4];
};
/*
* Exit data.
*/
struct exit_data
{
ROOM_INDEX_DATA * to_room;
EXIT_DATA * next; /* OLC */
sh_int vnum;
sh_int exit_info;
sh_int key;
char * keyword;
char * description;
int rs_flags; /* OLC */
};
/*
* Room text checking data.
*/
typedef struct roomtext_data
{
int type;
int power;
int mob;
char * input;
char * output;
char * choutput;
char * name;
struct roomtext_data *next;
} ROOMTEXT_DATA;
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA * next;
char command;
sh_int arg1;
sh_int arg2;
sh_int arg3;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
RESET_DATA * reset_first;
RESET_DATA * reset_last;
char * name;
sh_int age;
sh_int nplayer;
char * filename; /* OLC */
char * builders; /* OLC */ /* Listing of */
int security; /* OLC */ /* Value 1-9 */
int lvnum; /* OLC */ /* Lower vnum */
int uvnum; /* OLC */ /* Upper vnum */
int vnum; /* OLC */ /* Area vnum */
int area_flags; /* OLC */
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
CHAR_DATA * people;
OBJ_DATA * contents;
OBJ_DATA * to_obj;
EXTRA_DESCR_DATA * extra_descr;
AREA_DATA * area;
EXIT_DATA * exit [6];
ROOMTEXT_DATA * roomtext;
char * track [5];
char * name;
char * description;
sh_int vnum;
sh_int room_flags;
int added_flags;
sh_int light;
sh_int blood;
sh_int passed;
sh_int track_dir [5];
sh_int sector_type;
};
/*
* 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
#define TYPE_ADD_AGG 3000
#define TYPE_AGG 3000
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
#define PURPLE_MAGIC 0
#define RED_MAGIC 1
#define BLUE_MAGIC 2
#define GREEN_MAGIC 3
#define YELLOW_MAGIC 4
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
sh_int skill_level; /* Level needed by class */
SPELL_FUN * spell_fun; /* Spell pointer (for spells) */
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int * pgsn; /* Pointer to associated gsn */
sh_int slot; /* Slot for #OBJECT loading */
sh_int min_mana; /* Minimum mana used */
sh_int beats; /* Waiting time after use */
char * noun_damage; /* Damage message */
char * msg_off; /* Wear off message */
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern sh_int gsn_backstab;
extern sh_int gsn_hide;
extern sh_int gsn_peek;
extern sh_int gsn_pick_lock;
extern sh_int gsn_sneak;
extern sh_int gsn_steal;
extern sh_int gsn_fastdraw;
extern sh_int gsn_berserk;
extern sh_int gsn_punch;
extern sh_int gsn_elbow;
extern sh_int gsn_headbutt;
extern sh_int gsn_sweep;
extern sh_int gsn_knee;
extern sh_int gsn_tongue;
extern sh_int gsn_tail;
extern sh_int gsn_spines;
extern sh_int gsn_disarm;
extern sh_int gsn_hurl;
extern sh_int gsn_kick;
extern sh_int gsn_rescue;
extern sh_int gsn_track;
extern sh_int gsn_polymorph;
extern sh_int gsn_web;
extern sh_int gsn_potency;
extern sh_int gsn_demon;
extern sh_int gsn_firstaid;
extern sh_int gsn_repair;
extern sh_int gsn_spit;
extern sh_int gsn_tendrils;
extern sh_int gsn_rot;
extern sh_int gsn_jail;
extern sh_int gsn_blindness;
extern sh_int gsn_charm_person;
extern sh_int gsn_curse;
extern sh_int gsn_invis;
extern sh_int gsn_mass_invis;
extern sh_int gsn_poison;
extern sh_int gsn_sleep;
extern sh_int gsn_fear;
extern sh_int gsn_dark_poison;
extern sh_int gsn_paradox;
extern sh_int gsn_darkness;
/*
* Utility macros.
*/
#define UMIN(a, b) ((a) < (b) ? (a) : (b))
#define UMAX(a, b) ((a) > (b) ? (a) : (b))
#define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
#define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c))
#define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c))
#define IS_SET(flag, bit) ((flag) & (bit))
#define SET_BIT(var, bit) ((var) |= (bit))
#define REMOVE_BIT(var, bit) ((var) &= ~(bit))
#define TOGGLE_BIT(var, bit) ((var) ^= (bit)) /* OLC */
#define STR(dat, field) (( (dat)->field != NULL \
? (dat)->field \
: (dat)->pIndexData->field )) /* OLC */
/*
* Character macros.
*/
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_JUDGE(ch) (get_trust(ch) >= LEVEL_JUDGE)
#define IS_HIGHJUDGE(ch) (get_trust(ch) >= LEVEL_HIGHJUDGE)
#define IS_IMPLEMENTOR(ch) (get_trust(ch) >= LEVEL_IMPLEMENTOR)
#define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_CREATOR(ch) (!str_cmp(ch->name,"Morglum"))
#define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO)
#define CAN_SIT(ch) ((ch)->position >= 4 && (ch)->position <= 7)
#define IS_MAGE(ch) ((ch)->level >= 4 && (ch)->level <= 6)
#define CAN_PK(ch) (get_trust(ch) >= 3 && get_trust(ch) <= 6)
#define IS_NEWBIE(ch) ((ch)->level <= 2)
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define IS_SPEAKING(ch, sn) (IS_SET((ch)->pcdata->language[0], (sn)))
#define CAN_SPEAK(ch, sn) (IS_SET((ch)->pcdata->language[1], (sn)))
#define IS_ITEMAFF(ch, sn) (IS_SET((ch)->itemaffect, (sn)))
#define IS_IMMUNE(ch, sn) (IS_SET((ch)->immune, (sn)))
#define IS_WILLPOWER(ch, sn) (IS_SET((ch)->pcdata->resist[0], (sn)))
#define IS_VAMPAFF(ch, sn) (IS_SET((ch)->vampaff, (sn)))
#define IS_VAMPPASS(ch, sn) (IS_SET((ch)->vamppass, (sn)))
#define IS_FORM(ch, sn) (IS_SET((ch)->body, (sn)))
#define IS_POLYAFF(ch, sn) (IS_SET((ch)->polyaff, (sn)))
#define IS_EXTRA(ch, sn) (IS_SET((ch)->extra, (sn)))
#define IS_MORE(ch, sn) (IS_SET((ch)->more, (sn)))
#define IS_NEWBIT(ch, sn) (IS_SET((ch)->newbits, (sn)))
#define IS_MOD(ch, sn) (IS_SET((ch)->pcdata->bodymods, (sn)))
#define IS_STANCE(ch, sn) (ch->stance[0] == sn)
#define IS_DEMPOWER(ch, sn) (IS_SET((ch)->pcdata->disc[C_POWERS], (sn)))
#define IS_DEMAFF(ch, sn) (IS_SET((ch)->pcdata->disc[C_CURRENT], (sn)))
#define IS_NDEMPOWER(ch,sn) (IS_SET((ch)->pcdata->disc[N_POWERS], (sn)))
#define IS_VAMPIRE(ch) (IS_SET((ch)->class, CLASS_VAMPIRE))
#define IS_GHOUL(ch) ((ch)->class == CLASS_GHOUL)
#define IS_WEREWOLF(ch) (IS_SET((ch)->class, CLASS_WEREWOLF))
#define IS_DEMON(ch) (IS_SET((ch)->class, CLASS_DEMON))
#define IS_ANGEL(ch) ((ch)->class == CLASS_ANGEL)
#define IS_HIGHLANDER(ch) ((ch)->class == CLASS_HIGHLANDER)
#define IS_SPIRIT(ch) (IS_SET((ch)->more, MORE_SPIRIT))
#define IS_ABOMINATION(ch) ((ch)->class == CLASS_ABOMINATION)
#define IS_LICH(ch) ((ch)->class == CLASS_LICH)
#define IS_SKINDANCER(ch) ((ch)->class == CLASS_SKINDANCER)
#define IS_BAALI(ch) ((ch)->class == CLASS_BAALI)
#define IS_BLACK_SPIRAL_DANCER(ch) ((ch)->class == CLASS_BLACK_SPIRAL_DANCER)
#define IS_BSD(ch) ((ch)->class == CLASS_BLACK_SPIRAL_DANCER)
#define IS_NEPHANDI(ch) ((ch)->class == CLASS_NEPHANDI)
#define IS_HEAD(ch, sn) (IS_SET((ch)->loc_hp[0], (sn)))
#define IS_BODY(ch, sn) (IS_SET((ch)->loc_hp[1], (sn)))
#define IS_ARM_L(ch, sn) (IS_SET((ch)->loc_hp[2], (sn)))
#define IS_ARM_R(ch, sn) (IS_SET((ch)->loc_hp[3], (sn)))
#define IS_LEG_L(ch, sn) (IS_SET((ch)->loc_hp[4], (sn)))
#define IS_LEG_R(ch, sn) (IS_SET((ch)->loc_hp[5], (sn)))
#define IS_BLEEDING(ch, sn) (IS_SET((ch)->loc_hp[6], (sn)))
#define IN_CLAN( ch ) (IS_NPC(ch)?0:ch->clan)
#define IS_PLAYING( d ) (d->connected==CON_PLAYING)
#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 PC(ch,field) ((ch)->pcdata->field) /* OLC */
#define GET_PC(ch,field,nopc) ((ch->pcdata != NULL ? ch->pcdata->field \
: (nopc)) ) /* OLC */
#define GET_AC(ch) ((ch)->armor \
+ ( IS_AWAKE(ch) \
? dex_app[get_curr_dex(ch)].defensive \
: 0 ))
#define GET_HITROLL(ch) ((ch)->hitroll+str_app[get_curr_str(ch)].tohit)
#define GET_DAMROLL(ch) ((ch)->damroll+str_app[get_curr_str(ch)].todam)
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
/*
* Object Macros.
*/
#define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part)))
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat)))
/*
* Description macros.
*/
#define PERS(ch, looker) ( can_see( looker, (ch) ) ? \
( IS_NPC(ch) ? (ch)->short_descr \
: ( IS_AFFECTED( (ch), AFF_POLYMORPH) ? \
(ch)->morph : (ch)->name ) ) \
: "someone" )
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
char * const name;
DO_FUN * do_fun;
sh_int position;
sh_int level;
sh_int log;
};
/*
* Structure for a social in the socials table.
*/
struct social_type
{
char * const name;
char * const char_no_arg;
char * const others_no_arg;
char * const char_found;
char * const others_found;
char * const vict_found;
char * const char_auto;
char * const others_auto;
};
/*
* Structure for an N-social in the nsocials table.
*/
struct nsocial_type
{
char * const name;
char * const char_no_arg;
char * const others_no_arg;
char * const char_found;
char * const others_found;
char * const vict_found;
char * const char_auto;
char * const others_auto;
};
/*
* Structure for an X-social in the xsocials table.
*/
struct xsocial_type
{
char * const name;
char * const char_no_arg;
char * const others_no_arg;
char * const char_found;
char * const others_found;
char * const vict_found;
char * const char_auto;
char * const others_auto;
sh_int gender;
sh_int stage;
sh_int position;
sh_int self;
sh_int other;
bool chance;
};
/*
* Global constants.
*/
extern const struct str_app_type str_app [26];
extern const struct int_app_type int_app [26];
extern const struct wis_app_type wis_app [26];
extern const struct dex_app_type dex_app [26];
extern const struct con_app_type con_app [26];
extern const struct cmd_type cmd_table [];
extern const struct liq_type liq_table [LIQ_MAX];
extern const struct skill_type skill_table [MAX_SKILL];
extern struct clan_table_type clan_table [MAX_CLAN];
extern struct artifact_type artifact_table [MAX_ART];
extern const struct social_type social_table [];
extern const struct nsocial_type nsocial_table [];
extern const struct xsocial_type xsocial_table [];
extern char * const dir_name []; /* OLC */
extern const int rev_dir []; /* OLC */
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern SHOP_DATA * shop_first;
extern BAN_DATA * ban_list;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern NOTE_DATA * note_list;
extern OBJ_DATA * object_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 ROOMTEXT_DATA * roomtext_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 KILL_DATA kill_table [];
extern char log_buf [];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
/*
* Extra global's by KaVir.
*/
extern CHAR_DATA * first_fight;
extern CHAR_DATA * last_fight;
extern char first_place [];
extern char second_place [];
extern char third_place [];
extern int score_1;
extern int score_2;
extern int score_3;
extern int world_affects;
/*
* online creation externals OLC
*/
extern AREA_DATA * area_first;
extern AREA_DATA * area_last;
extern SHOP_DATA * shop_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_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];
/*
* Command functions.
* Defined in act_*.c (mostly).
*/
DECLARE_DO_FUN( do_about );
DECLARE_DO_FUN( do_copyover );
DECLARE_DO_FUN( do_accept );
DECLARE_DO_FUN( do_activate );
DECLARE_DO_FUN( do_aeolus );
DECLARE_DO_FUN( do_affects );
DECLARE_DO_FUN( do_alignment );
DECLARE_DO_FUN( do_allow );
DECLARE_DO_FUN( do_anesthetic );
DECLARE_DO_FUN( do_angelarmour );
DECLARE_DO_FUN( do_angelform );
DECLARE_DO_FUN( do_anger );
DECLARE_DO_FUN( do_animal );
DECLARE_DO_FUN( do_ansi );
DECLARE_DO_FUN( do_answer );
DECLARE_DO_FUN( do_areas );
DECLARE_DO_FUN( do_arms );
DECLARE_DO_FUN( do_artifact );
DECLARE_DO_FUN( do_ashes );
DECLARE_DO_FUN( do_at );
DECLARE_DO_FUN( do_auction );
DECLARE_DO_FUN( do_autoexit );
DECLARE_DO_FUN( do_autoloot );
DECLARE_DO_FUN( do_autosac );
DECLARE_DO_FUN( do_autosave );
DECLARE_DO_FUN( do_awe );
DECLARE_DO_FUN( do_baal );
DECLARE_DO_FUN( do_backstab );
DECLARE_DO_FUN( do_bamfin );
DECLARE_DO_FUN( do_bamfout );
// Extra commands
DECLARE_DO_FUN( do_giftset );
DECLARE_DO_FUN( do_discset );
DECLARE_DO_FUN( do_cset );
DECLARE_DO_FUN( do_resetarea );
DECLARE_DO_FUN( do_dset );
DECLARE_DO_FUN( do_advance );
DECLARE_DO_FUN( do_cshow );
DECLARE_DO_FUN( do_recolour );
DECLARE_DO_FUN( do_waitplayer );
DECLARE_DO_FUN( do_pshow );
DECLARE_DO_FUN( do_undeny );
DECLARE_DO_FUN( do_color );
DECLARE_DO_FUN( do_addlag );
DECLARE_DO_FUN( do_apply );
DECLARE_DO_FUN( do_selfrestore );
DECLARE_DO_FUN( do_disable );
DECLARE_DO_FUN( do_learn );
DECLARE_DO_FUN( do_mageupkeep );
DECLARE_DO_FUN( do_favourmage );
DECLARE_DO_FUN( do_teachmastery );
DECLARE_DO_FUN( do_makepreg );
DECLARE_DO_FUN( do_magetalk );
DECLARE_DO_FUN( do_etoken );
DECLARE_DO_FUN( do_renamep );
DECLARE_DO_FUN( do_mageq );
DECLARE_DO_FUN( do_ftalk );
DECLARE_DO_FUN( do_swetalk ); // Swedish talk channel
DECLARE_DO_FUN( do_delete );
DECLARE_DO_FUN( do_unlevel );
DECLARE_DO_FUN( do_pstat );
DECLARE_DO_FUN( do_leave );
DECLARE_DO_FUN( do_pmort );
DECLARE_DO_FUN( do_kindness );
DECLARE_DO_FUN( do_ronin );
DECLARE_DO_FUN( do_anarch );
DECLARE_DO_FUN( do_logscan );
DECLARE_DO_FUN( do_pfilescan );
DECLARE_DO_FUN( do_bounty );
DECLARE_DO_FUN( do_paradox );
DECLARE_DO_FUN( do_afk );
DECLARE_DO_FUN( do_resetpassword );
DECLARE_DO_FUN( do_newbiepack );
DECLARE_DO_FUN( do_autostance);
DECLARE_DO_FUN( do_magecommands);
DECLARE_DO_FUN( do_rolldirt);
DECLARE_DO_FUN( do_pinfo);
DECLARE_DO_FUN( do_image);
DECLARE_DO_FUN( do_idemon);
DECLARE_DO_FUN( do_ivamp);
DECLARE_DO_FUN( do_itribe);
DECLARE_DO_FUN( do_clearpks);
DECLARE_DO_FUN( do_compress);
// Extra Demon/Angel Commands
DECLARE_DO_FUN( do_angelgate );
DECLARE_DO_FUN( do_demonpowers );
DECLARE_DO_FUN( do_dinduct );
DECLARE_DO_FUN( do_doutcast );
DECLARE_DO_FUN( do_angelweapon );
DECLARE_DO_FUN( do_demonweapon );
// Highlander Commands
DECLARE_DO_FUN( do_fade);
DECLARE_DO_FUN( do_weaponskill);
DECLARE_DO_FUN( do_fast_healing);
DECLARE_DO_FUN( do_sword);
DECLARE_DO_FUN( do_block);
// Extra WereWolf Gifts and Commands
DECLARE_DO_FUN( do_chill );
DECLARE_DO_FUN( do_moonbridge );
DECLARE_DO_FUN( do_gate );
DECLARE_DO_FUN( do_brew );
DECLARE_DO_FUN( do_klaive );
DECLARE_DO_FUN( do_hearttwister );
DECLARE_DO_FUN( do_phase );
DECLARE_DO_FUN( do_circleattack );
DECLARE_DO_FUN( do_minorcreate );
DECLARE_DO_FUN( do_grab );
DECLARE_DO_FUN( do_earthquake );
// END Extra WereWolf Gifts
// Cont. normal commands
DECLARE_DO_FUN( do_ban );
DECLARE_DO_FUN( do_beastlike );
DECLARE_DO_FUN( do_beastwithin );
DECLARE_DO_FUN( do_beckon );
DECLARE_DO_FUN( do_berserk );
DECLARE_DO_FUN( do_bind );
DECLARE_DO_FUN( do_birth );
DECLARE_DO_FUN( do_bite );
DECLARE_DO_FUN( do_blank );
DECLARE_DO_FUN( do_blindfold );
DECLARE_DO_FUN( do_bloodagony );
DECLARE_DO_FUN( do_bloodline );
DECLARE_DO_FUN( do_bloodrage );
DECLARE_DO_FUN( do_blur );
DECLARE_DO_FUN( do_bodywrack );
DECLARE_DO_FUN( do_bonecraft );
DECLARE_DO_FUN( do_brandish );
DECLARE_DO_FUN( do_breakup );
DECLARE_DO_FUN( do_breath );
DECLARE_DO_FUN( do_brief );
DECLARE_DO_FUN( do_bug );
DECLARE_DO_FUN( do_buildtalk );
DECLARE_DO_FUN( do_burrow );
DECLARE_DO_FUN( do_buy );
DECLARE_DO_FUN( do_call );
DECLARE_DO_FUN( do_calm );
DECLARE_DO_FUN( do_camouflage );
DECLARE_DO_FUN( do_cast );
DECLARE_DO_FUN( do_cauldronblood);
DECLARE_DO_FUN( do_celerity );
DECLARE_DO_FUN( do_champions );
DECLARE_DO_FUN( do_change );
DECLARE_DO_FUN( do_changelight );
DECLARE_DO_FUN( do_changeling );
DECLARE_DO_FUN( do_channels );
DECLARE_DO_FUN( do_chant );
DECLARE_DO_FUN( do_chat );
DECLARE_DO_FUN( do_cherub );
DECLARE_DO_FUN( do_claim );
DECLARE_DO_FUN( do_clandisc );
DECLARE_DO_FUN( do_clanname );
DECLARE_DO_FUN( do_clap );
DECLARE_DO_FUN( do_claw );
DECLARE_DO_FUN( do_claws );
DECLARE_DO_FUN( do_clearclass );
DECLARE_DO_FUN( do_clearstats );
DECLARE_DO_FUN( do_clist );
DECLARE_DO_FUN( do_cloneobject );
DECLARE_DO_FUN( do_close );
DECLARE_DO_FUN( do_command );
DECLARE_DO_FUN( do_commands );
DECLARE_DO_FUN( do_compare );
DECLARE_DO_FUN( do_complete );
DECLARE_DO_FUN( do_conditioning );
DECLARE_DO_FUN( do_config );
DECLARE_DO_FUN( do_consent );
DECLARE_DO_FUN( do_consider );
DECLARE_DO_FUN( do_control );
DECLARE_DO_FUN( do_controlbeast );
DECLARE_DO_FUN( do_coterie );
DECLARE_DO_FUN( do_courage );
DECLARE_DO_FUN( do_cprompt );
DECLARE_DO_FUN( do_crack );
DECLARE_DO_FUN( do_create );
DECLARE_DO_FUN( do_credits );
DECLARE_DO_FUN( do_ctalk );
DECLARE_DO_FUN( do_curse );
DECLARE_DO_FUN( do_darkheart );
DECLARE_DO_FUN( do_dazzle );
DECLARE_DO_FUN( do_decapitate );
DECLARE_DO_FUN( do_demonarmour );
DECLARE_DO_FUN( do_demonform );
DECLARE_DO_FUN( do_deny );
DECLARE_DO_FUN( do_description );
DECLARE_DO_FUN( do_destroy );
DECLARE_DO_FUN( do_diagnose );
DECLARE_DO_FUN( do_disarm );
DECLARE_DO_FUN( do_discipline );
DECLARE_DO_FUN( do_disconnect );
DECLARE_DO_FUN( do_dismount );
DECLARE_DO_FUN( do_disquiet );
DECLARE_DO_FUN( do_divorce );
DECLARE_DO_FUN( do_donate );
DECLARE_DO_FUN( do_down );
DECLARE_DO_FUN( do_drainlife );
DECLARE_DO_FUN( do_draw );
DECLARE_DO_FUN( do_dreadgaze );
DECLARE_DO_FUN( do_drink );
DECLARE_DO_FUN( do_drop );
DECLARE_DO_FUN( do_guardian );
DECLARE_DO_FUN( do_earthmeld );
DECLARE_DO_FUN( do_east );
DECLARE_DO_FUN( do_eat );
DECLARE_DO_FUN( do_echo );
DECLARE_DO_FUN( do_eclipse );
DECLARE_DO_FUN( do_empty );
DECLARE_DO_FUN( do_email );
DECLARE_DO_FUN( do_emote );
DECLARE_DO_FUN( do_engulf );
DECLARE_DO_FUN( do_enter );
DECLARE_DO_FUN( do_embrace );
DECLARE_DO_FUN( do_entrancement );
DECLARE_DO_FUN( do_equipment );
DECLARE_DO_FUN( do_escape );
DECLARE_DO_FUN( do_evileye );
DECLARE_DO_FUN( do_eyespy );
DECLARE_DO_FUN( do_examine );
DECLARE_DO_FUN( do_exits );
DECLARE_DO_FUN( do_exp );
DECLARE_DO_FUN( do_familiar );
DECLARE_DO_FUN( do_fangs );
DECLARE_DO_FUN( do_fatality );
DECLARE_DO_FUN( do_favour );
DECLARE_DO_FUN( do_fcommand );
DECLARE_DO_FUN( do_fear );
DECLARE_DO_FUN( do_feed );
DECLARE_DO_FUN( do_fetishdoll );
DECLARE_DO_FUN( do_fightstyle );
DECLARE_DO_FUN( do_fileupdate );
DECLARE_DO_FUN( do_fill );
DECLARE_DO_FUN( do_finger );
DECLARE_DO_FUN( do_firstaid );
DECLARE_DO_FUN( do_flamebolt );
DECLARE_DO_FUN( do_flames );
DECLARE_DO_FUN( do_flee );
DECLARE_DO_FUN( do_fleshbond );
DECLARE_DO_FUN( do_fleshcraft );
DECLARE_DO_FUN( do_flex );
DECLARE_DO_FUN( do_follow );
DECLARE_DO_FUN( do_force );
DECLARE_DO_FUN( do_forceauto );
DECLARE_DO_FUN( do_formillusion );
DECLARE_DO_FUN( do_freeze );
DECLARE_DO_FUN( do_frenzy );
DECLARE_DO_FUN( do_gag );
DECLARE_DO_FUN( do_get );
DECLARE_DO_FUN( do_gift );
DECLARE_DO_FUN( do_gifts );
DECLARE_DO_FUN( do_give );
DECLARE_DO_FUN( do_godless );
DECLARE_DO_FUN( do_goto );
DECLARE_DO_FUN( do_group );
DECLARE_DO_FUN( do_gtell );
DECLARE_DO_FUN( do_hagswrinkles );
DECLARE_DO_FUN( do_hand );
DECLARE_DO_FUN( do_help );
DECLARE_DO_FUN( do_hide );
DECLARE_DO_FUN( do_halosun );
DECLARE_DO_FUN( do_holylight );
DECLARE_DO_FUN( do_home );
DECLARE_DO_FUN( do_hooves );
DECLARE_DO_FUN( do_horns );
DECLARE_DO_FUN( do_howl );
DECLARE_DO_FUN( do_huh );
DECLARE_DO_FUN( do_humanform );
DECLARE_DO_FUN( do_humanity );
DECLARE_DO_FUN( do_hunt );
DECLARE_DO_FUN( do_hurl );
DECLARE_DO_FUN( do_icy );
DECLARE_DO_FUN( do_idea );
DECLARE_DO_FUN( do_immune );
DECLARE_DO_FUN( do_immtalk );
DECLARE_DO_FUN( do_imp );
DECLARE_DO_FUN( do_improve );
DECLARE_DO_FUN( do_inferno );
DECLARE_DO_FUN( do_infirmity );
DECLARE_DO_FUN( do_info );
DECLARE_DO_FUN( do_inform );
DECLARE_DO_FUN( do_inpart );
DECLARE_DO_FUN( do_introduce );
DECLARE_DO_FUN( do_inventory );
DECLARE_DO_FUN( do_invis );
DECLARE_DO_FUN( do_invisibility );
DECLARE_DO_FUN( do_jail );
DECLARE_DO_FUN( do_kick );
DECLARE_DO_FUN( do_kill );
DECLARE_DO_FUN( do_lamprey );
DECLARE_DO_FUN( do_leap );
DECLARE_DO_FUN( do_lick );
DECLARE_DO_FUN( do_lifespan );
DECLARE_DO_FUN( do_lightning );
DECLARE_DO_FUN( do_list );
DECLARE_DO_FUN( do_locate );
DECLARE_DO_FUN( do_lock );
DECLARE_DO_FUN( do_log );
DECLARE_DO_FUN( do_login );
DECLARE_DO_FUN( do_look );
DECLARE_DO_FUN( do_love );
DECLARE_DO_FUN( do_loyalty );
DECLARE_DO_FUN( do_majesty );
DECLARE_DO_FUN( do_marry );
DECLARE_DO_FUN( do_mask );
DECLARE_DO_FUN( do_masssummons );
DECLARE_DO_FUN( do_mclear );
DECLARE_DO_FUN( do_meditate );
DECLARE_DO_FUN( do_memory );
DECLARE_DO_FUN( do_mfind );
DECLARE_DO_FUN( do_mindblast );
DECLARE_DO_FUN( do_mirrorimage );
DECLARE_DO_FUN( do_mload );
DECLARE_DO_FUN( do_mount );
DECLARE_DO_FUN( do_morph );
DECLARE_DO_FUN( do_mortalvamp );
DECLARE_DO_FUN( do_mother );
DECLARE_DO_FUN( do_move );
DECLARE_DO_FUN( do_mset );
DECLARE_DO_FUN( do_mstat );
DECLARE_DO_FUN( do_mwhere );
DECLARE_DO_FUN( do_mummify );
DECLARE_DO_FUN( do_music );
DECLARE_DO_FUN( do_neutral );
DECLARE_DO_FUN( do_newbie );
DECLARE_DO_FUN( do_nice );
DECLARE_DO_FUN( do_nightsight );
DECLARE_DO_FUN( do_noemote );
DECLARE_DO_FUN( do_north );
DECLARE_DO_FUN( do_note );
DECLARE_DO_FUN( do_notell );
DECLARE_DO_FUN( do_nsocials );
DECLARE_DO_FUN( do_obeah );
DECLARE_DO_FUN( do_obedience );
DECLARE_DO_FUN( do_oclone );
DECLARE_DO_FUN( do_offersoul );
DECLARE_DO_FUN( do_ofind );
DECLARE_DO_FUN( do_oload );
DECLARE_DO_FUN( do_omnipotence );
DECLARE_DO_FUN( do_open );
DECLARE_DO_FUN( do_order );
DECLARE_DO_FUN( do_oreturn );
DECLARE_DO_FUN( do_oset );
DECLARE_DO_FUN( do_ostat );
DECLARE_DO_FUN( do_oswitch );
DECLARE_DO_FUN( do_otransfer );
DECLARE_DO_FUN( do_pact );
DECLARE_DO_FUN( do_panacea );
DECLARE_DO_FUN( do_paralyzing );
DECLARE_DO_FUN( do_password );
DECLARE_DO_FUN( do_pchat );
DECLARE_DO_FUN( do_peace );
DECLARE_DO_FUN( do_peek );
DECLARE_DO_FUN( do_persuasion );
DECLARE_DO_FUN( do_pick );
DECLARE_DO_FUN( do_pigeon );
DECLARE_DO_FUN( do_plasmaform );
DECLARE_DO_FUN( do_pload );
DECLARE_DO_FUN( do_porcupine );
DECLARE_DO_FUN( do_portal );
DECLARE_DO_FUN( do_possession );
DECLARE_DO_FUN( do_potency );
DECLARE_DO_FUN( do_pour );
DECLARE_DO_FUN( do_powers );
DECLARE_DO_FUN( do_practice );
DECLARE_DO_FUN( do_pray );
DECLARE_DO_FUN( do_preservation );
DECLARE_DO_FUN( do_preturn );
DECLARE_DO_FUN( do_projection );
DECLARE_DO_FUN( do_prompt );
DECLARE_DO_FUN( do_propose );
DECLARE_DO_FUN( do_psay );
DECLARE_DO_FUN( do_pset );
DECLARE_DO_FUN( do_ptalk );
DECLARE_DO_FUN( do_punch );
DECLARE_DO_FUN( do_purge );
DECLARE_DO_FUN( do_put );
DECLARE_DO_FUN( do_putrefaction );
DECLARE_DO_FUN( do_qmake );
DECLARE_DO_FUN( do_quaff );
DECLARE_DO_FUN( do_qset );
DECLARE_DO_FUN( do_qstat );
DECLARE_DO_FUN( do_qtrust );
DECLARE_DO_FUN( do_quest );
DECLARE_DO_FUN( do_question );
DECLARE_DO_FUN( do_qui );
DECLARE_DO_FUN( do_quit );
DECLARE_DO_FUN( do_rage );
DECLARE_DO_FUN( do_rageme );
DECLARE_DO_FUN( do_rain );
DECLARE_DO_FUN( do_read );
DECLARE_DO_FUN( do_readaura );
DECLARE_DO_FUN( do_reboot );
DECLARE_DO_FUN( do_recall );
DECLARE_DO_FUN( do_recharge );
DECLARE_DO_FUN( do_recho );
DECLARE_DO_FUN( do_recite );
DECLARE_DO_FUN( do_regenerate );
DECLARE_DO_FUN( do_reina );
DECLARE_DO_FUN( do_release );
DECLARE_DO_FUN( do_relevel );
DECLARE_DO_FUN( do_reload );
DECLARE_DO_FUN( do_remove );
DECLARE_DO_FUN( do_rename );
DECLARE_DO_FUN( do_renew );
DECLARE_DO_FUN( do_rent );
DECLARE_DO_FUN( do_repair );
DECLARE_DO_FUN( do_reply );
DECLARE_DO_FUN( do_report );
DECLARE_DO_FUN( do_rescue );
DECLARE_DO_FUN( do_reshape );
DECLARE_DO_FUN( do_rest );
DECLARE_DO_FUN( do_restore );
DECLARE_DO_FUN( do_return );
DECLARE_DO_FUN( do_roll );
DECLARE_DO_FUN( do_rset );
DECLARE_DO_FUN( do_rstat );
DECLARE_DO_FUN( do_sacrifice );
DECLARE_DO_FUN( do_safe );
DECLARE_DO_FUN( do_save );
DECLARE_DO_FUN( do_say );
DECLARE_DO_FUN( do_scan );
DECLARE_DO_FUN( do_score );
DECLARE_DO_FUN( do_scream );
DECLARE_DO_FUN( do_scry );
DECLARE_DO_FUN( do_sell );
DECLARE_DO_FUN( do_serenity );
DECLARE_DO_FUN( do_serpent );
DECLARE_DO_FUN( do_servant );
DECLARE_DO_FUN( do_setstance );
DECLARE_DO_FUN( do_shadowbody );
DECLARE_DO_FUN( do_shadowplane );
DECLARE_DO_FUN( do_shadowsight );
DECLARE_DO_FUN( do_shadowstep );
DECLARE_DO_FUN( do_sharespirit );
DECLARE_DO_FUN( do_sheath );
DECLARE_DO_FUN( do_shell );
DECLARE_DO_FUN( do_shield );
DECLARE_DO_FUN( do_shift );
DECLARE_DO_FUN( do_shoot );
DECLARE_DO_FUN( do_shout );
DECLARE_DO_FUN( do_show_clan_info);
DECLARE_DO_FUN( do_shroudnight );
DECLARE_DO_FUN( do_shutdown );
DECLARE_DO_FUN( do_show_artifacts);
DECLARE_DO_FUN( do_side );
DECLARE_DO_FUN( do_scentbeyond );
DECLARE_DO_FUN( do_silence );
DECLARE_DO_FUN( do_silencedeath );
DECLARE_DO_FUN( do_sing );
DECLARE_DO_FUN( do_sit );
DECLARE_DO_FUN( do_skill );
DECLARE_DO_FUN( do_slay );
DECLARE_DO_FUN( do_sleep );
DECLARE_DO_FUN( do_slit );
DECLARE_DO_FUN( do_slookup );
DECLARE_DO_FUN( do_soulmask );
DECLARE_DO_FUN( do_soultwist );
DECLARE_DO_FUN( do_speak );
DECLARE_DO_FUN( do_special );
DECLARE_DO_FUN( do_spell );
DECLARE_DO_FUN( do_spiriteyes );
DECLARE_DO_FUN( do_spiritform );
DECLARE_DO_FUN( do_spiritgate );
DECLARE_DO_FUN( do_spiritguardian);
DECLARE_DO_FUN( do_spit );
DECLARE_DO_FUN( do_stake );
DECLARE_DO_FUN( do_stance );
DECLARE_DO_FUN( do_staredown );
DECLARE_DO_FUN( do_status );
DECLARE_DO_FUN( do_smother );
DECLARE_DO_FUN( do_sneak );
DECLARE_DO_FUN( do_snoop );
DECLARE_DO_FUN( do_socials );
DECLARE_DO_FUN( do_south );
DECLARE_DO_FUN( do_split );
DECLARE_DO_FUN( do_spy );
DECLARE_DO_FUN( do_spydirection );
DECLARE_DO_FUN( do_sset );
DECLARE_DO_FUN( do_stand );
DECLARE_DO_FUN( do_steal );
DECLARE_DO_FUN( do_succulence );
DECLARE_DO_FUN( do_summon );
DECLARE_DO_FUN( do_summoning );
DECLARE_DO_FUN( do_switch );
DECLARE_DO_FUN( do_tail );
DECLARE_DO_FUN( do_tasteblood );
DECLARE_DO_FUN( do_teach );
DECLARE_DO_FUN( do_teachdisc );
DECLARE_DO_FUN( do_teachgift );
DECLARE_DO_FUN( do_tear );
DECLARE_DO_FUN( do_tell );
DECLARE_DO_FUN( do_thanatopsis );
DECLARE_DO_FUN( do_theftvitae );
DECLARE_DO_FUN( do_throw );
DECLARE_DO_FUN( do_tie );
DECLARE_DO_FUN( do_time );
DECLARE_DO_FUN( do_title );
DECLARE_DO_FUN( do_token );
DECLARE_DO_FUN( do_tongue );
DECLARE_DO_FUN( do_totalscore );
DECLARE_DO_FUN( do_totems );
DECLARE_DO_FUN( do_track );
DECLARE_DO_FUN( do_tradition );
DECLARE_DO_FUN( do_train );
DECLARE_DO_FUN( do_transfer );
DECLARE_DO_FUN( do_transport );
DECLARE_DO_FUN( do_travel );
DECLARE_DO_FUN( do_tribe );
DECLARE_DO_FUN( do_tribegifts );
DECLARE_DO_FUN( do_truedisguise );
DECLARE_DO_FUN( do_truefear );
DECLARE_DO_FUN( do_truesight );
DECLARE_DO_FUN( do_turn );
DECLARE_DO_FUN( do_typo );
DECLARE_DO_FUN( do_unburden );
DECLARE_DO_FUN( do_unload );
DECLARE_DO_FUN( do_unlock );
DECLARE_DO_FUN( do_unpolymorph );
DECLARE_DO_FUN( do_untie );
DECLARE_DO_FUN( do_unveil );
DECLARE_DO_FUN( do_unwerewolf );
DECLARE_DO_FUN( do_up );
DECLARE_DO_FUN( do_upkeep );
DECLARE_DO_FUN( do_users );
DECLARE_DO_FUN( do_value );
DECLARE_DO_FUN( do_vampire );
DECLARE_DO_FUN( do_vamptalk );
DECLARE_DO_FUN( do_vanish );
DECLARE_DO_FUN( do_vclan );
DECLARE_DO_FUN( do_version );
DECLARE_DO_FUN( do_visible );
DECLARE_DO_FUN( do_voodoo );
DECLARE_DO_FUN( do_weakness );
DECLARE_DO_FUN( do_web );
DECLARE_DO_FUN( do_wake );
DECLARE_DO_FUN( do_wall );
DECLARE_DO_FUN( do_wallflames );
DECLARE_DO_FUN( do_wallgranite );
DECLARE_DO_FUN( do_watcher );
DECLARE_DO_FUN( do_watching );
DECLARE_DO_FUN( do_weaponform );
DECLARE_DO_FUN( do_wear );
DECLARE_DO_FUN( do_wearaffect );
DECLARE_DO_FUN( do_weather );
DECLARE_DO_FUN( do_werewolf );
DECLARE_DO_FUN( do_west );
DECLARE_DO_FUN( do_where );
DECLARE_DO_FUN( do_whisper );
DECLARE_DO_FUN( do_who );
DECLARE_DO_FUN( do_willpower );
DECLARE_DO_FUN( do_wimpy );
DECLARE_DO_FUN( do_wings );
DECLARE_DO_FUN( do_withering );
DECLARE_DO_FUN( do_witherlimb );
DECLARE_DO_FUN( do_wizhelp );
DECLARE_DO_FUN( do_wizlist );
DECLARE_DO_FUN( do_wizlock );
DECLARE_DO_FUN( do_write );
DECLARE_DO_FUN( do_wwpowers );
DECLARE_DO_FUN( do_wyld );
DECLARE_DO_FUN( do_xemote );
DECLARE_DO_FUN( do_xsocials );
DECLARE_DO_FUN( do_yell );
DECLARE_DO_FUN( do_zap );
DECLARE_DO_FUN( do_zombie );
DECLARE_DO_FUN( do_zuloform );
/*
* Online creation commands OLC
*/
DECLARE_DO_FUN( do_ashow );
DECLARE_DO_FUN( do_rshow );
DECLARE_DO_FUN( do_oshow );
DECLARE_DO_FUN( do_mshow );
DECLARE_DO_FUN( do_aedit );
DECLARE_DO_FUN( do_redit );
DECLARE_DO_FUN( do_oedit );
DECLARE_DO_FUN( do_medit );
DECLARE_DO_FUN( do_resets );
DECLARE_DO_FUN( do_asave );
DECLARE_DO_FUN( do_arealist );
/*
* 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_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_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_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 );
DECLARE_SPELL_FUN( spell_earthquake );
DECLARE_SPELL_FUN( spell_enchant_weapon );
DECLARE_SPELL_FUN( spell_energy_drain );
DECLARE_SPELL_FUN( spell_faerie_fire );
DECLARE_SPELL_FUN( spell_faerie_fog );
DECLARE_SPELL_FUN( spell_fear );
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_invis );
DECLARE_SPELL_FUN( spell_pass_door );
DECLARE_SPELL_FUN( spell_poison );
DECLARE_SPELL_FUN( spell_protection );
DECLARE_SPELL_FUN( spell_refresh );
DECLARE_SPELL_FUN( spell_remove_curse );
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_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_guardian );
DECLARE_SPELL_FUN( spell_soulblade );
DECLARE_SPELL_FUN( spell_mana );
DECLARE_SPELL_FUN( spell_frenzy );
DECLARE_SPELL_FUN( spell_darkblessing );
DECLARE_SPELL_FUN( spell_portal );
DECLARE_SPELL_FUN( spell_energyflux );
DECLARE_SPELL_FUN( spell_voodoo );
DECLARE_SPELL_FUN( spell_transport );
DECLARE_SPELL_FUN( spell_regenerate );
DECLARE_SPELL_FUN( spell_clot );
DECLARE_SPELL_FUN( spell_mend );
DECLARE_SPELL_FUN( spell_quest );
DECLARE_SPELL_FUN( spell_minor_creation );
DECLARE_SPELL_FUN( spell_brew );
DECLARE_SPELL_FUN( spell_scribe );
DECLARE_SPELL_FUN( spell_carve );
DECLARE_SPELL_FUN( spell_engrave );
DECLARE_SPELL_FUN( spell_bake );
DECLARE_SPELL_FUN( spell_mount );
DECLARE_SPELL_FUN( spell_scan );
DECLARE_SPELL_FUN( spell_fix );
DECLARE_SPELL_FUN( spell_spellproof );
DECLARE_SPELL_FUN( spell_preserve );
DECLARE_SPELL_FUN( spell_major_creation );
DECLARE_SPELL_FUN( spell_copy );
DECLARE_SPELL_FUN( spell_insert_page );
DECLARE_SPELL_FUN( spell_chaos_blast );
DECLARE_SPELL_FUN( spell_resistance );
DECLARE_SPELL_FUN( spell_web );
DECLARE_SPELL_FUN( spell_polymorph );
DECLARE_SPELL_FUN( spell_contraception );
DECLARE_SPELL_FUN( spell_remove_page );
DECLARE_SPELL_FUN( spell_find_familiar );
DECLARE_SPELL_FUN( spell_improve );
DECLARE_SPELL_FUN( spell_tendrils );
DECLARE_SPELL_FUN( spell_jail );
DECLARE_SPELL_FUN( spell_true_sight );
DECLARE_SPELL_FUN( spell_aura_no_magic );
DECLARE_SPELL_FUN( spell_read_aura );
DECLARE_SPELL_FUN( spell_enchant_armour );
DECLARE_SPELL_FUN( spell_move_to_hp );
DECLARE_SPELL_FUN( spell_mana_to_hp );
DECLARE_SPELL_FUN( spell_scry );
/*
* OS-dependent declarations.
* These are all very standard library functions,
* but some systems have incomplete or non-ansi header files.
*/
#if defined(_AIX)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(apollo)
int atoi args( ( const char *string ) );
void * calloc args( ( unsigned nelem, size_t size ) );
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(hpux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(interactive)
#endif
#if defined(linux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(macintosh)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(MIPS_OS)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(MSDOS)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(NeXT)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(sequent)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(sun)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
#if defined(SYSV)
size_t fread args( ( void *ptr, size_t size, size_t n,
FILE *stream ) );
#else
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
#endif
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(ultrix)
char * crypt args( ( const char *key, const char *salt ) );
#endif
/*
* The crypt(3) function is not available on some operating systems.
* In particular, the U.S. Government prohibits its export from the
* United States to foreign countries.
* Turn on NOCRYPT to keep passwords in plain text.
*/
#if defined(NOCRYPT)
#define crypt(s1, s2) (s1)
#endif
/*
* Data files used by the server.
*
* AREA_LIST contains a list of areas to boot.
* All files are read in completely at bootup.
* Most output files (bug, idea, typo, shutdown) are append-only.
*
* The NULL_FILE is held open so that we have a stream handle in reserve,
* so players can go ahead and telnet to all the other descriptors.
* Then we close it whenever we need to open a file (e.g. a save file).
*/
#if defined(macintosh)
#define PLAYER_DIR "" /* Player files */
#define NULL_FILE "proto.are" /* To reserve one stream */
#endif
#if defined(MSDOS)
#define PLAYER_DIR "" /* Player files */
#define NULL_FILE "nul" /* To reserve one stream */
#endif
#if defined(unix)
#define PLAYER_DIR "../player/" /* Player files */
#define NULL_FILE "/dev/null" /* To reserve one stream */
#endif
#define AREA_LIST "area.lst" /* List of areas */
#define CLAN_LIST "clan1.txt" /* List of clans */
#define ART_LIST "art1.txt" /* List of artifacts */
#define HOME_AREA "../area/homes.are" /* Mages towers, etc */
#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 SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */
#define BAN_LIST "../area/ban.txt" /* ban. */
/*
* Our function prototypes.
* One big lump ... this is every function in Merc.
*/
#define CD CHAR_DATA
#define MID MOB_INDEX_DATA
#define OD OBJ_DATA
#define OID OBJ_INDEX_DATA
#define RID ROOM_INDEX_DATA
#define SF SPEC_FUN
/* mccp.c */
bool compressStart(DESCRIPTOR_DATA *desc);
bool compressEnd(DESCRIPTOR_DATA *desc);
bool processCompressed(DESCRIPTOR_DATA *desc);
bool writeCompressed(DESCRIPTOR_DATA *desc, char *txt, int length);
/* 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 ) );
bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
void room_text args( ( CHAR_DATA *ch, char *argument ) );
char *strlower args( ( char * ip ) );
void excessive_cpu args( ( int blx ) );
bool check_parse_name args( ( char *name ) );
bool is_in args( (char *, char *) );
bool all_in args( (char *, char *) );
/* act_info.c */
void set_title args( ( CHAR_DATA *ch, char *title ) );
void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch,
bool fShort, bool fShowNothing ) );
int char_hitroll args( ( CHAR_DATA *ch ) );
int char_damroll args( ( CHAR_DATA *ch ) );
int char_ac args( ( CHAR_DATA *ch ) );
int char_str args( ( CHAR_DATA *ch ) );
int char_dex args( ( CHAR_DATA *ch ) );
int char_sta args( ( CHAR_DATA *ch ) );
int char_cha args( ( CHAR_DATA *ch ) );
int char_int args( ( CHAR_DATA *ch ) );
int char_per args( ( CHAR_DATA *ch ) );
int stat_cost args( ( CHAR_DATA *ch, int whichstat ) );
int get_celerity args( ( CHAR_DATA *ch ) );
int get_disc args( ( CHAR_DATA *ch, int disc ) );
int get_truedisc args( ( CHAR_DATA *ch, int disc ) );
int get_breed args( ( CHAR_DATA *ch, int disc ) );
int get_auspice args( ( CHAR_DATA *ch, int disc ) );
int get_tribe args( ( CHAR_DATA *ch, int disc ) );
/* act_move.c */
void move_char args( ( CHAR_DATA *ch, int door ) );
void open_lift args( ( CHAR_DATA *ch ) );
void close_lift args( ( CHAR_DATA *ch ) );
void move_lift args( ( CHAR_DATA *ch, int to_room ) );
void move_door args( ( CHAR_DATA *ch ) );
void thru_door args( ( CHAR_DATA *ch, int doorexit ) );
void open_door args( ( CHAR_DATA *ch, bool be_open ) );
bool is_open args( ( CHAR_DATA *ch ) );
bool same_floor args( ( CHAR_DATA *ch, int cmp_room ) );
void check_hunt args( ( CHAR_DATA *ch ) );
/* act_obj.c */
bool is_ok_to_wear args( ( CHAR_DATA *ch, bool wolf_ok, char *argument ) );
void quest_object args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
bool fifty_objects args( ( CHAR_DATA *ch ) );
bool hundred_objects args( ( CHAR_DATA *ch, OBJ_DATA *container ) );
void set_disc args( ( CHAR_DATA *ch ) );
void strip_disc args( ( CHAR_DATA *ch ) );
void mortal_vamp args( ( CHAR_DATA *ch ) );
/* act_wiz.c */
void bind_char args( ( CHAR_DATA *ch ) );
void logchan args( ( char *argument ) );
void sysmes args( ( char *argument ) );
void copyover_recover args( ( void ) );
ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg ); /* OLC */
/* comm.c */
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
void close_socket2 args( ( DESCRIPTOR_DATA *dclose ) );
void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt,
int length ) );
void send_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void send_to_all_char args( ( const char *text ) );
void act args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void act2 args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void kavitem args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void logf args( (char *fmt, ...) );
#define DISABLED_FILE "disabled.txt" /* disabled commands */
bool write_to_descriptor_2 args( ( int desc, char *txt, int length ) );
void retell_mccp args( (DESCRIPTOR_DATA *d) );
void init_descriptor args( ( DESCRIPTOR_DATA *dnew, int desc ) );
void load_disabled args( ( void ) );
void save_disabled args( ( void ) );
/* db.c */
void boot_db args( ( void ) );
void area_update 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 ) );
char * get_roomtext args( ( const char *name, ROOMTEXT_DATA *rt ) );
MID * get_mob_index args( ( int vnum ) );
OID * get_obj_index args( ( int vnum ) );
RID * get_room_index args( ( int vnum ) );
char fread_letter args( ( FILE *fp ) );
int fread_number args( ( FILE *fp ) );
char * fread_string args( ( FILE *fp ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp ) );
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 * upper_cap 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 reset_area args( ( AREA_DATA * pArea ) ); /* OLC */
/* 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 ) );
void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void adv_damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) );
void update_pos args( ( CHAR_DATA *victim ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
bool no_attack args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool auto_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void hurt_person args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
bool agg_dam) );
void killperson args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void death_message args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int dambonus args( ( CHAR_DATA *ch, CHAR_DATA *victim,
int dam, int stance) );
void demon_gain 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_hours 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 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_abbr args( ( const char *str, char *namelist ) );
int loc_name 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 args( ( CHAR_DATA *ch ) );
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 ) );
CD * get_char_world2 args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_finger 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_in_obj args( ( CHAR_DATA *ch, char *argument ) );
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_room args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_world2 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 * affect_loc_name args( ( int location ) );
char * affect_bit_name args( ( int vector ) );
void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );
int str_close args( ( char *a, char *b ) );
void mage_format args( ( char *arg ) );
/* 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 ) );
void stage_update args( ( CHAR_DATA *ch, CHAR_DATA *victim, int stage ) );
void make_preg args( ( CHAR_DATA *mother, CHAR_DATA *father ) );
/* magic.c */
int skill_lookup args( ( const char *name ) );
int slot_lookup args( ( int slot ) );
int sn_lookup args( ( int sn ) );
bool saves_spell args( ( int level, CHAR_DATA *victim ) );
void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, OBJ_DATA *obj ) );
void enhance_stat args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, int apply_bit,
int bonuses, int affect_bit ) );
/* save.c */
void save_char_obj args( ( CHAR_DATA *ch ) );
void save_char_obj_backup args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
bool load_char_short args( ( DESCRIPTOR_DATA *d, char *name ) );
/* special.c */
SF * spec_lookup args( ( const char *name ) );
/* update.c */
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 ) );
/* kav_fight.c */
void special_move args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
int highest_skill args( ( CHAR_DATA *ch ) );
int highest_stance args( ( CHAR_DATA *ch, bool advanced ) );
void beast_rage args( ( CHAR_DATA *ch ) );
bool is_undying args( ( CHAR_DATA *ch ) );
/* kav_info.c */
void birth_date args( ( CHAR_DATA *ch, bool is_self ) );
void other_age args( ( CHAR_DATA *ch, int extra, bool is_preg,
char *argument ) );
int years_old args( ( CHAR_DATA *ch ) );
int get_totalscore args( ( CHAR_DATA *ch ) );
void clear_eq args( ( CHAR_DATA *ch ) );
void sing_song args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool play_yet args( ( CHAR_DATA *ch ) );
int date_to_int args( ( char *argument ) );
/* kav_wiz.c */
void oset_affect args( ( CHAR_DATA *ch, OBJ_DATA *obj, int value, int affect, bool is_quest) );
/* clan.c */
void werewolf_regen args( ( CHAR_DATA *ch ) );
void part_reg args( ( CHAR_DATA *ch ) );
void reg_mend args( ( CHAR_DATA *ch ) );
void vamp_rage args( ( CHAR_DATA *ch ) );
bool char_exists args( ( int file_dir, char *argument ) );
OD * get_page args( ( OBJ_DATA *book, int page_num ) );
void update_gen args( ( CHAR_DATA *ch ) );
int true_generation args( ( CHAR_DATA *ch, char *argument ) );
void mummify_corpse args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
void staked_corpse args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
void power_ghoul args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void poison_weapon args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
void ritual_ward args( ( CHAR_DATA *ch, int direction, int ward ) );
char * disc_name args( ( int disc_no ) );
/* more.c */
void guardian_message args( ( CHAR_DATA *ch ) );
/* string.c */
char * format_string args( ( char *oldstring /*, bool fSpace */ ) ); /* OLC */
void string_edit args( ( CHAR_DATA *ch, char **pString ) ); /* OLC */
void string_add args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */
void string_append args( ( CHAR_DATA *ch, char **pString ) ); /* OLC */
char * first_arg args( ( char *argument, char *arg_first, bool fCase ) ); /* OLC */
char * string_replace args( ( char * orig, char * old, char * new ) ); /* OLC */
char * string_proper args( ( char * argument ) ); /* OLC */
char * string_unpad args( ( char * argument ) ); /* OLC */
int arg_count args( ( char *argument ) ); /* OLC */
/* olc.c */
void aedit args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */
void redit args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */
void medit args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */
void oedit args( ( CHAR_DATA *ch, char *argument ) ); /* OLC */
void add_reset args( ( AREA_DATA *area, RESET_DATA *pReset, int index ) ); /* OLC */
/* core.c */
bool regenerate_part args( ( OBJ_DATA *obj ) );
/* bit.c */
char * room_bit_name args( ( int room_flags ) ); /* OLC */
int room_name_bit args( ( char *buf ) ); /* OLC */
int sector_number args( ( char *argument ) ); /* OLC */
char * sector_name args( ( int sect ) ); /* OLC */
int item_name_type args( ( char *name ) ); /* OLC */
char * item_type_name args( ( int item_type ) ); /* OLC */
int extra_name_bit args( ( char* buf ) ); /* OLC */
char * extra_bit_name args( ( int extra_flags ) ); /* OLC */
int wear_name_bit args( ( char* buf ) ); /* OLC */
char * wear_bit_name args( ( int wear ) ); /* OLC */
int act_name_bit args( ( char* buf ) ); /* OLC */
int affect_name_bit args( ( char* buf ) ); /* OLC */
int affect_name_loc args( ( char* name ) ); /* OLC */
int wear_name_loc args( ( char *buf ) ); /* OLC */
char * wear_loc_name args( ( int wearloc ) ); /* OLC */
char * act_bit_name args( ( int act ) ); /* OLC */
int get_weapon_type args( ( char *arg ) ); /* OLC */
char * get_type_weapon args( ( int arg ) ); /* OLC */
int get_container_flags args( ( char *arg ) ); /* OLC */
char * get_flags_container args( ( int arg ) ); /* OLC */
int get_liquid_type args( ( char *arg ) ); /* OLC */
char * get_type_liquid args( ( int arg ) ); /* OLC */
/*
* Some of MY shit - Morglum.
*/
void bugf args( ( char *fmt, ... ) );
bool can_see_class args( ( CHAR_DATA *ch ) );
bool can_see_name args( ( CHAR_DATA *ch ) );
char * strip_small_args args( ( char *argument ) );
char * mod_bit_name args( ( int arg ) );
char * plr_bit_name args( ( int arg ) );
char * extra_plr_bit_name args( ( int arg ) );
char * more_bit_name args( ( int arg ) );
char * newbits_bit_name args( ( int arg ) );
char * get_position_name args( ( int arg ) );
char * itemaffect_bit_name args( ( int arg ) );
void class_info args( ( char *argument, CHAR_DATA *ch ) );
void clearclass args( ( CHAR_DATA *victim ) );
bool magic_immune args( ( CHAR_DATA *ch, CHAR_DATA *victim, bool global ) );
int check_moveto_mob args((CHAR_DATA *ch, CHAR_DATA *victim));
void status_who args( ( CHAR_DATA *ch ) );
void ftalk_who args( ( CHAR_DATA *ch ) );
void check_mortal args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void display_sire args( ( CHAR_DATA *ch, char *argument ) );
void log_string_sil args( ( const char *str, CHAR_DATA *ch ) );
void act4 args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void stcprintf args( ( CHAR_DATA *ch, char *txt, ... ) );
char * status_name args( ( sh_int status, sh_int class,
bool expand ) );
char * display_demon_body args( ( int c_power, int o_power ) );
char * display_demon_changeling args( ( int c_power, int o_power,
int obj_num ) );
char * display_demon_weapon args( ( int c_power, int o_power ) );
char * display_demon_fight args( ( int c_power, int o_power ) );
char * display_demon_vision args( ( int c_power, int o_power ) );
char * display_demon_misc args( ( int c_power, int o_power ) );
char * short_date args( ( time_t time ) );
/*
* These save you haveing to work out blah * 2 :p
*/
#define BIN_0 1
#define BIN_1 (BIN_0 * 2)
#define BIN_2 (BIN_1 * 2)
#define BIN_3 (BIN_2 * 2)
#define BIN_4 (BIN_3 * 2)
#define BIN_5 (BIN_4 * 2)
#define BIN_6 (BIN_5 * 2)
#define BIN_7 (BIN_6 * 2)
#define BIN_8 (BIN_7 * 2)
#define BIN_9 (BIN_8 * 2)
#define BIN_10 (BIN_9 * 2)
#define BIN_11 (BIN_10 * 2)
#define BIN_12 (BIN_11 * 2)
#define BIN_13 (BIN_12 * 2)
#define BIN_14 (BIN_13 * 2)
#define BIN_15 (BIN_14 * 2)
#define BIN_16 (BIN_15 * 2)
#define BIN_17 (BIN_16 * 2)
#define BIN_18 (BIN_17 * 2)
#define BIN_19 (BIN_18 * 2)
#define BIN_20 (BIN_19 * 2)
#define BIN_21 (BIN_20 * 2)
#define BIN_22 (BIN_21 * 2)
#define BIN_23 (BIN_22 * 2)
#define BIN_24 (BIN_23 * 2)
#define BIN_25 (BIN_24 * 2)
#define BIN_26 (BIN_25 * 2)
#define BIN_27 (BIN_26 * 2)
#define BIN_28 (BIN_27 * 2)
#define BIN_29 (BIN_28 * 2)
#define BIN_30 (BIN_29 * 2)
// END MY shit.
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF