/***************************************************************************
* 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. *
***************************************************************************/
#include <stdlib.h>
#include <limits.h>
#include <sys/cdefs.h>
#include <sys/time.h>
#include "monk.h"
#include "garou.h"
/*
* 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
#include "player.h"
#include "old.h"
/*
* 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 config_data CONFIG_DATA;
typedef struct editor_data EDITOR_DATA;
typedef struct balance_data BALANCE_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 kingdom_data KINGDOM_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 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;
struct form_type
{
char * lookname;
char * name;
int hit;
int dam;
int ac;
int hit_mod;
bool squishable;
sh_int size;
bool can_cast;
bool can_fly;
bool can_wear;
int carry_max;
int max_items;
char * say_word;
char * move_word;
int xp_bonus;
int polymorph_level;
char * in_room_desc;
char * short_desc;
bool can_use_claws;
};
struct clanrank_type
{
char * rank; /* rank name */
int min_level; /* minimum level to gain that rank */
char * male_name; /* rank name for males */
char * female_name; /* use some imagination */
};
struct race_type
{
char * name; /* call name of the race */
char * ishname; /* elvish, gnomish etc... */
bool pc_race; /* can be chosen by pcs */
long act; /* act bits for the race */
long aff; /* aff bits for the race */
long off; /* off bits for the race */
long imm; /* imm bits for the race */
long res; /* res bits for the race */
long vuln; /* vuln bits for the race */
long form; /* default form flag for the race */
long parts; /* default parts for the race */
};
/*
* 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 ) );
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 8192
#define MAX_INPUT_LENGTH 400
/*
* Rotains 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, int 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) );
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) );
void one_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, \
int handtype) );
void make_part args( (CHAR_DATA *ch, char *argument) );
void home_write args( ( ) );
void behead args( (CHAR_DATA *victim) );
void paradox args( (CHAR_DATA *ch) );
void load_bans args( (void) );
void save_bans args( (void) );
void load_kingdoms args( (void) );
void save_kingdoms args( (void) );
/*
* Godwars Game Parameters
* By Rotain
*/
#define SKILL_ADEPT 100
#define SKILL_THAC0_32 18
#define SKILL_THAC0_00 6
#define VERSION_NUMBER 1
#define DONATION_ROOM_WEAPON 3207
#define DONATION_ROOM_ARMOR 3207
#define DONATION_ROOM_REST 3207
#define MAX_VAMPIRE_POWER 3
#define MAX_CLAN 11
#define MAX_DISCIPLINES 44
#define MAX_ART 12
#define MAX_FORGET 10
#define MAX_KINGDOM 4
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define PARADOX_TICK 30
#define MAX_SKILL 173
#define MAX_SPELL 70
#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_NINJA (MAX_LEVEL - 6)
#define LEVEL_MONK (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_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define OLOAD_30333 1
/* Save the database - OLC 1.1b */
#define PULSE_DB_DUMP (1800* PULSE_PER_SECOND ) /* 30 minutes */
/* Status levels, change here to modify - Vic */
/*
#define STAT_AVATAR 1
#define STAT_IMMORTAL 20
#define STAT_GODLING 40
#define STAT_DEMIGOD 60
#define STAT_LESSER 80
#define STAT_GREATER 100
#define STAT_SUPREME 100
*/
#define PULSE_EMBRACE ( 4 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_TICK (30 * PULSE_PER_SECOND)
#define PULSE_AREA (60 * PULSE_PER_SECOND)
#define PULSE_WW ( 4 * PULSE_PER_SECOND)
struct artifact_type
{
char * player_name;
int object_vnum;
};
#include "board.h"
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA * next;
char * name;
};
/*
* 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;
};
/*
* Directions.
* Used in #ROOMS.
*/
typedef enum
{
DIR_NORTH, DIR_EAST, DIR_SOUTH, DIR_WEST, DIR_UP, DIR_DOWN,
DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST,
DIR_SOMEWHERE
} dir_types;
#define SUB_NORTH DIR_NORTH
#define SUB_EAST DIR_EAST
#define SUB_SOUTH DIR_SOUTH
#define SUB_WEST DIR_WEST
#define SUB_UP DIR_UP
#define SUB_DOWN DIR_DOWN
#define SUB_NE DIR_NORTHEAST
#define SUB_NW DIR_NORTHWEST
#define SUB_SE DIR_SOUTHEAST
#define SUB_SW DIR_SOUTHWEST
/*
* Connected state for a channel.
*/
#define CON_PLAYING 0
#define CON_GET_NAME 1
#define CON_GET_OLD_PASSWORD 2
#define CON_CONFIRM_NEW_NAME 3
#define CON_GET_NEW_PASSWORD 4
#define CON_CONFIRM_NEW_PASSWORD 5
#define CON_GET_NEW_SEX 6
#define CON_GET_NEW_CLASS 7
#define CON_GET_NEW_VT102 8
#define CON_GET_NEW_ANSI 9
#define CON_READ_MOTD 10
#define CON_NOT_PLAYING 11
#define CON_EDITING 12
/*
* Character substates
*/
typedef enum
{
SUB_NONE, SUB_PAUSE, SUB_PERSONAL_DESC, SUB_OBJ_SHORT, SUB_OBJ_LONG,
SUB_OBJ_EXTRA, SUB_MOB_LONG, SUB_MOB_DESC, SUB_ROOM_DESC, SUB_ROOM_EXTRA,
SUB_ROOM_EXIT_DESC, SUB_WRITING_NOTE, SUB_MPROG_EDIT, SUB_HELP_EDIT,
SUB_WRITING_MAP, SUB_PERSONAL_BIO, SUB_REPEATCMD, SUB_RESTRICTED,
SUB_DEITYDESC,
/* timer types ONLY below this point */
SUB_TIMER_DO_ABORT = 128, SUB_TIMER_CANT_ABORT
} char_substates;
/*
* Timer macros.
*/
#define TIMER(ch, tmr) ((ch)->tick_timer[(tmr)])
#define SET_TIMER(ch, tmr, tm) ((ch)->tick_timer[(tmr)] = (tm))
#define ADD_TIMER(ch, tmr, tm) ((ch)->tick_timer[(tmr)] += (tm))
#define SUB_TIMER(ch, tmr, tm) ((ch)->tick_timer[(tmr)] -= (tm))
#define TIME_UP(ch, tmr) ((ch)->tick_timer[(tmr)] == 0 ? TRUE : FALSE)
#define RTIMER(room, rtmr) ((room)->tick_timer[(rtmr)])
#define SET_RTIMER(room, rtmr, rtm) ((room)->tick_timer[(rtmr)] = (rtm))
#define ADD_RTIMER(room, rtmr, rtm) ((room)->tick_timer[(rtmr)] += (rtm))
#define SUB_RTIMER(room, rtmr, rtm) ((room)->tick_timer[(rtmr)] -= (rtm))
#define RTIME_UP(room, rtmr) ((room)->tick_timer[(rtmr)] == 0 ? TRUE : FALSE)
#define TIMER_LAYONHANDS 0
#define TIMER_WRENCH 1
#define TIMER_WRENCHED 2
#define TIMER_VAMPCALL 3
#define TIMER_UNCONCIOUS 4
#define TIMER_VAMP_INHABIT 5
#define TIMER_DAEMONIC_TRANSFORM 6
#define TIMER_MESMERISE 7
#define TIMER_MESMERISED 8
#define TIMER_FORAGE 9
#define TIMER_NO_ARBOREA 11
#define TIMER_TREE_WALK 12
#define TIMER_CAN_PRAC 13
#define TIMER_CAN_EAT_ARMS 14
#define TIMER_THIRD_ARM_GROWING 15
#define TIMER_FOURTH_ARM_GROWING 16
#define TIMER_THIRD_ARM_GOING 17
#define TIMER_FOURTH_ARM_GOING 18
#define TIMER_SCALPED 19
#define TIMER_CAN_CALL_ROCKS 20
#define TIMER_CANT_BE_TURNED 21
#define TIMER_CANT_TURN 22
#define TIMER_FIGHT_LAG 23
#define TIMER_CAN_CHANGE_HAWK 24
#define TIMER_CAN_CREATE_SHARD 25
#define TIMER_CAN_GUST 26
#define TIMER_CAN_ENTER_STASIS 27
#define TIMER_MAKE_SNOWMAN 28
#define TIMER_ENTOMB 29
#define TIMER_CAN_BREATHE_FROST 30
#define TIMER_HELLFIRE_SUMMON 31
#define TIMER_ON_SPEED 32
#define TIMER_ON_LSD 33
#define TIMER_ON_HASH 34
#define TIMER_CAN_CALL_WAR_HORSE 35
#define TIMER_WAR_HORSE_GO 36
#define TIMER_CAN_SPIT_VENOM 37
#define TIMER_CAN_GAIN_VOODOO 38
#define TIMER_CAN_FEATHER 39
#define TIMER_CAN_SHRIEK 40
#define TIMER_CAN_POLYMORPH 41
#define TIMER_DRAGON_GROW 42
#define TIMER_VAMPIRE_GROW 43
#define TIMER_SKILL_LEV1 44
#define TIMER_SKILL_LEV2 45
#define TIMER_CANT_SWARM 46
#define TIMER_CANT_BORROWLIFE 47
#define TIMER_TREE 48
#define TIMER_NEXUS_STUNNED 49
#define TIMER_GOLEM 50
#define TIMER_TAINT 51
#define TIMER_NEWBIE_IMM 52
#define TIMER_CAN_DO_NEXUS 53
#define TIMER_CAN_USE_HEALER 54
#define TIMER_DISCORD 55
#define TIMER_SPHINX_ROAR 56
#define TIMER_INFERNO 57
#define TIMER_CHAOSPORT 58
#define TIMER_CANMAJESTY 59
#define TIMER_MAJESTY 60
#define MAX_TIMER 61
#define RTIMER_STINKING_CLOUD 0
#define RTIMER_LIFE_VORTEX 1
#define RTIMER_DEATH_VORTEX 2
#define RTIMER_GLYPH_PROTECTION 3
#define RTIMER_HIDE_ROOM 4
#define RTIMER_SWARM_BEES 5
#define RTIMER_SWARM_RATS 6
#define RTIMER_SWARM_BATS 7
#define RTIMER_GHOST_LIGHT 8
#define RTIMER_NEXUS_FLAME 9
#define RTIMER_NEXUS_WATER 10
#define RTIMER_NEXUS_AIR 11
#define RTIMER_NEXUS_EARTH 12
#define RTIMER_NEXUS_ENTROPY 13
#define RTIMER_WALL_NORTH 14
#define RTIMER_WALL_EAST 15
#define RTIMER_WALL_SOUTH 16
#define RTIMER_WALL_WEST 17
#define RTIMER_WALL_UP 18
#define RTIMER_WALL_DOWN 19
#define RTIMER_DISCORD 20
#define RTIMER_DARK_ROOM 21
#define RTIMER_SILENCE 22
#define MAX_RTIMER 30
/*
* 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;
bool vt102;
char inbuf [4 * MAX_INPUT_LENGTH];
char incomm [MAX_INPUT_LENGTH];
char inlast [MAX_INPUT_LENGTH];
int repeat;
char * showstr_head; /* From ENVY code to compile */
char * showstr_point; /* From ENVY code to compile */
char * outbuf;
int outsize;
int outtop;
void * pEdit; /* OLC */
char ** pString; /* OLC */
int editor; /* OLC */
};
/*
* 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
#define TO_ALL 4
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
HELP_DATA * prev;
AREA_DATA * area;
sh_int level;
char * keyword;
char * text;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
int keeper; /* Vnum of shop keeper mob */
sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */
sh_int profit_buy; /* Cost multiplier for buying */
sh_int profit_sell; /* Cost multiplier for selling */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA * next;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
time_t date_stamp;
time_t expire;
};
/*
* 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) *
* *
***************************************************************************/
/* ASCII conversions -- used so we can have letters in this file */
#define A 1
#define B 2
#define C 4
#define D 8
#define E 16
#define F 32
#define G 64
#define H 128
#define I 256
#define J 512
#define K 1024
#define L 2048
#define M 4096
#define N 8192
#define O 16384
#define P 32768
#define Q 65536
#define R 131072
#define S 262144
#define T 524288
#define U 1048576
#define V 2097152
#define W 4194304
#define X 8388608
#define Y 16777216
#define Z 33554432
#define aa 67108864 /* doubled due to
conflicts */
#define bb 134217728
#define cc 268435456
#define ddd 536870912
#define ee 1073741824
#define ff 2147483648
#define gg 4294967256
/* These are the good old dragon/werewolf types - same variable */
#define WERE_WOLF 1
#define WERE_RAT 2
#define WERE_TIGER 3
#define WERE_BEAR 4
#define WERE_SHARK 5
#define DRAGON_RED 1
#define DRAGON_WHITE 2
#define DRAGON_BLACK 3
#define DRAGON_GREEN 4
#define DRAGON_BLUE 5
#define DRAGON_SILVER 6
#define DRAGON_GOLD 7
#define DRAGON_SHADOW 8
/* size */
#define SIZE_TINY 0
#define SIZE_SMALL 1
#define SIZE_MEDIUM 2
#define SIZE_LARGE 3
#define SIZE_HUGE 4
#define SIZE_GIANT 5
/*
#define FRM_WOLF 1
#define FRM_BAT 2
#define FRM_MIST 3
#define FRM_DOLPHIN 4
#define FRM_FLAME 5
#define FRM_SPIDER 6
#define FRM_LIGHT 7
#define FRM_COCKROACH 8
#define FRM_RABBIT 9
#define FRM_BLOB 10
#define FRM_FROG 11
#define FRM_IDIOT 12
#define FRM_WHIRLWIND 13
#define FRM_CRIMSON 14
#define FRM_HAWK 15
#define FRM_WEREWOLF 16
#define FRM_FOX 17
#define FRM_WYVERN 18
#define FRM_GARGANTUA 19
#define FRM_PEASANT 20
#define FRM_WARRIOR 21
#define FRM_BARBARIAN 22
#define FRM_GIRL 23
*/
/* The demonic forms */
#define FRM_LEMURE 1
#define FRM_NUPPERIBO 2
#define FRM_SPINAGON 3
#define FRM_BARBAZU 4
#define FRM_ABISHAI 5
#define FRM_OSYLUTH 6
#define FRM_HAMATULA 7
#define FRM_ERINYES 8
#define FRM_AMNIZU 9
#define FRM_CORNUGON 10
#define FRM_GELUGON 11
#define FRM_PIT_FIEND 12
#define FRM_PIT_LORD 13
#define FRM_DROWSPIDER 14
/*
#define FRM_TREE 37
#define FRM_DRAGON_1 38
#define FRM_DRAGON_13 50
*/
#define FRM_WERE_RAT 1
#define FRM_WERE_BEAR 1
#define FRM_WERE_TIGER 1
#define FRM_WERE_SHARK 1
#define FRM_GOLEM 1
#define FRM_PIXIE 1
#define MAX_FORMS 15
/*
* Bits for 'affected_by'.
* Used in #MOBILES. flags2
*/
#define VAMP_ASHES (A)
#define VAMP_CLONE (B)
#define VAMP_OBJMASK (C)
#define AFF_TOTALBLIND (D)
#define AFF_SPIRITGUARD (E)
#define AFF_CDONE (F)
#define AFF_ALLOW_VAMP (P)
#define AFF_ALLOW_WERE (Q)
#define AFF_ALLOW_ELAD (R)
#define AFF_ALLOW_DEMON (S)
#define AFF_ALLOW_WARLOCK (T)
#define AFF_CLAW (L)
#define AFF_BITE (M)
#define AFF_TAIL (N)
#define AFF_WING (O)
// flag3
#define AFF3_BLINK_1ST_RD (A)
#define AFF3_BLINK_2ND_RD (B)
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAMPIRE 3404
/*
* 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. */
#define IMM_TRAVEL 33554432
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC (A) /* Auto set for mobs */
#define ACT_SENTINEL (B) /* Stays in one room */
#define ACT_SCAVENGER (C) /* Picks up objects */
#define ACT_AGGRESSIVE (D) /* Attacks PC's */
#define ACT_STAY_AREA (E) /* Won't leave area */
#define ACT_WIMPY (F) /* Flees when hurt */
#define ACT_PET (G) /* Auto set for pets */
#define ACT_TRAIN (H) /* Can train PC's */
#define ACT_PRACTICE (I) /* Can practice PC's */
#define ACT_MOUNT (J) /* Can be mounted */
#define ACT_NOPARTS (K) /* Dead = no body parts */
#define ACT_NOEXP (L) /* No exp for killing */
#define ACT_PROTOTYPE (M)
#define ACT_NOAUTOKILL (N)
/*
* Thingers for Demon Warps
*/
#define WARP_CBODY 1
#define WARP_SBODY 2
#define WARP_STRONGARMS 4
#define WARP_STRONGLEGS 8
#define WARP_VENOMTONG 16
#define WARP_SPIKETAIL 32
#define WARP_BADBREATH 64
#define WARP_QUICKNESS 128
#define WARP_STAMINA 256
#define WARP_HUNT 512
#define WARP_DEVOUR 1024
#define WARP_TERROR 2048
#define WARP_REGENERATE 4096
#define WARP_STEED 8192
#define WARP_WEAPON 16384
#define WARP_INFIRMITY 32768
#define WARP_GBODY 65536
#define WARP_SCARED 131072
#define WARP_MAGMA 262144
#define WARP_WEAK 524288
#define WARP_SLOW 1048576
#define WARP_VULNER 2097152
#define WARP_SHARDS 4194304
#define WARP_WINGS 8388608
#define WARP_CLUMSY 16777216
#define WARP_STUPID 33554432
#define WARP_SPOON 67108864
#define WARP_FORK 134217728
#define WARP_KNIFE 268435456
#define WARP_SALADBOWL 536870912
/* Bits for the Discie thing Numbers.. really.. not bits */
#define DISC_VAMP_CELE 2
#define DISC_VAMP_FORT 3
#define DISC_VAMP_OBTE 4
#define DISC_VAMP_PRES 5
#define DISC_VAMP_QUIE 6
#define DISC_VAMP_THAU 7
#define DISC_VAMP_AUSP 8
#define DISC_VAMP_DOMI 9
#define DISC_VAMP_OBFU 10
#define DISC_VAMP_POTE 11
#define DISC_VAMP_PROT 12
#define DISC_VAMP_SERP 13
#define DISC_VAMP_VICI 14
#define DISC_VAMP_DAIM 15
#define DISC_VAMP_ANIM 16
#define DISC_WERE_BEAR 18
#define DISC_WERE_LYNX 19
#define DISC_WERE_BOAR 20
#define DISC_WERE_OWL 21
#define DISC_WERE_SPID 22
#define DISC_WERE_WOLF 23
#define DISC_WERE_HAWK 24
#define DISC_WERE_MANT 25
#define DISC_WERE_RAPT 26
#define DISC_WERE_LUNA 27
#define DISC_WERE_PAIN 28
#define DISC_WERE_CONG 29
#define DISC_DAEM_HELL 30
#define DISC_DAEM_ATTA 31
#define DISC_DAEM_TEMP 32
#define DISC_DAEM_MORP 33
#define DISC_DAEM_CORR 34
#define DISC_DAEM_GELU 35
#define DISC_DAEM_DISC 36
#define DISC_DAEM_NETH 37
#define DISC_DAEM_IMMU 38
#define DISC_VAMP_CHIM 39
#define DISC_VAMP_THAN 40
#define DISC_VAMP_OBEA 41
#define DISC_VAMP_NECR 42
#define DISC_VAMP_MELP 43
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND 1
#define AFF_INVISIBLE 2
#define AFF_DETECT_EVIL 4
#define AFF_DETECT_INVIS 8
#define AFF_DETECT_MAGIC 16
#define AFF_DETECT_HIDDEN 32
#define AFF_SHADOWPLANE 64 /* Creatures in shadow plane - KaVir */
#define AFF_SANCTUARY 128
#define AFF_FAERIE_FIRE 256
#define AFF_INFRARED 512
#define AFF_CURSE 1024
#define AFF_FLAMING 2048 /* For burning creatures - KaVir */
#define AFF_POISON 4096
#define AFF_PROTECT 8192
#define AFF_ETHEREAL 16384 /* For ethereal creatures - KaVir */
#define AFF_SNEAK 32768
#define AFF_HIDE 65536
#define AFF_SLEEP 131072
#define AFF_CHARM 262144
#define AFF_FLYING 524288
#define AFF_PASS_DOOR 1048576
#define AFF_POLYMORPH 2097152 /* For polymorphed creatures -
KaVir */
#define AFF_SHADOWSIGHT 4194304 /* Can see between planes - KaVir */
#define AFF_WEBBED 8388608 /* Cannot move - KaVir */
#define AFF_TENDRILS 16777216 /* Cannot get pregnant - KaVir */
#define AFF_DROWFIRE 33554432 /* Drow Darkness - Rotain */
#define AFF_ZULOFORM 67108864
#define AFF_SHIFT 134217728
#define AFF_PEACE 268435456
#define AFF_INFIRMITY 536870912
#define AFF_GODBLESS 1073741824 /* Monk and Paladin Bless */
#define AFF_STEELSHIELD 4294967296 /* Monk Peace */
#define MONKFLAMING 8589934592
/*
* 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
/*
* Newbie Pack Crap
*/
#define ITEM_NP_BREASTPLATE 30333
#define ITEM_NP_HELMET 30334
#define ITEM_NP_SLEEVES 30335
#define ITEM_NP_LEGGINGS 30336
#define ITEM_NP_GAUNTLETS 30337
#define ITEM_NP_BOOTS 30338
#define ITEM_NP_LONGSWORD 30340
#define ITEM_NP_BUCKLER 30341
#define ITEM_NP_RING 30342
#define ITEM_NP_COLLAR 30343
#define ITEM_NP_LANTERN 30344
/*
* 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
/*
* 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
/*
* 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) {char swh_temp[255]; \
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];
/*
* Bits for 'vampire'.
* Used for player vampires.
*/
#define VAM_FANGS 1
#define VAM_CLAWS 2
#define VAM_NIGHTSIGHT 4
#define VAM_FLYING 8 /* For flying creatures */
#define VAM_SONIC 16 /* For creatures with full detect */
#define VAM_CHANGED 32 /* Changed using a vampire power */
#define VAM_PROTEAN 64 /* Claws, nightsight, and change */
#define VAM_CELERITY 128 /* 66%/33% chance 1/2 extra attacks */
#define VAM_FORTITUDE 256 /* 5 hp less per hit taken */
#define VAM_POTENCE 512 /* Deal out 1.5 times normal damage */
#define VAM_OBFUSCATE 1024 /* Disguise and invis */
#define VAM_AUSPEX 2048 /* Truesight, etc */
#define VAM_OBTENEBRATION 4096 /* Shadowplane/sight and shadowbody */
#define VAM_SERPENTIS 8192 /* Eyes/serpent, heart/darkness, etc */
#define VAM_DISGUISED 16384 /* For the Obfuscate disguise ability */
#define VAM_MORTAL 32768 /* For Obfuscate mortal ability. */
#define VAM_DOMINATE 65536 /* Evileye, command */
#define VAM_EVILEYE 131072 /* Evileye, command */
#define VAM_PRESENCE 262144 /* Presence discipline */
#define VAM_VICISSITUDE 524288 /* Vicissitude discipline */
#define VAM_THAU 1048576 /* Thaumaturgy discipline */
#define VAM_ANIMAL 2097152 /* Animalism discipline */
#define VAM_SHIFTED 4194304 /* Non-poly shift */
#define VAM_QUIETUS 8388608 /* Quietus discipline */
#define VAM_HEAD 16777216
#define VAM_TAIL 33554432
#define VAM_EXOSKELETON 67108864
#define VAM_HORNS 134217728
#define VAM_WINGS 268435456
/*
* 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_ZULOFORM 128
#define POLY_SHIFT 256
#define POLY_SPIDER 512
/*
* 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
/* return values for check_imm */
#define IS_NORMAL 0
#define IS_DIMMUNE 1
#define IS_RESISTANT 2
#define IS_VULNERABLE 3
/* damage classes */
#define DAM_NONE 0
#define DAM_BASH 1
#define DAM_PIERCE 2
#define DAM_SLASH 3
#define DAM_FIRE 4
#define DAM_COLD 5
#define DAM_LIGHTNING 6
#define DAM_ACID 7
#define DAM_POISON 8
#define DAM_NEGATIVE 9
#define DAM_HOLY 10
#define DAM_ENERGY 11
#define DAM_MENTAL 12
#define DAM_DISEASE 13
#define DAM_DROWNING 14
#define DAM_LIGHT 15
#define DAM_OTHER 16
#define DAM_HARM 17
#define DAM_CHARM 18
#define DAM_SOUND 19
/* IMM bits for mobs */
#define DIMM_SUMMON (A)
#define DIMM_CHARM (B)
#define DIMM_MAGIC (C)
#define DIMM_WEAPON (D)
#define DIMM_BASH (E)
#define DIMM_PIERCE (F)
#define DIMM_SLASH (G)
#define DIMM_FIRE (H)
#define DIMM_COLD (I)
#define DIMM_LIGHTNING (J)
#define DIMM_ACID (K)
#define DIMM_POISON (L)
#define DIMM_NEGATIVE (M)
#define DIMM_HOLY (N)
#define DIMM_ENERGY (O)
#define DIMM_MENTAL (P)
#define DIMM_DISEASE (Q)
#define DIMM_DROWNING (R)
#define DIMM_LIGHT (S)
#define DIMM_SOUND (T)
#define DIMM_WOOD (X)
#define DIMM_SILVER (Y)
#define DIMM_IRON (Z)
/* RES bits for mobs */
#define RES_SUMMON (A)
#define RES_CHARM (B)
#define RES_MAGIC (C)
#define RES_WEAPON (D)
#define RES_BASH (E)
#define RES_PIERCE (F)
#define RES_SLASH (G)
#define RES_FIRE (H)
#define RES_COLD (I)
#define RES_LIGHTNING (J)
#define RES_ACID (K)
#define RES_POISON (L)
#define RES_NEGATIVE (M)
#define RES_HOLY (N)
#define RES_ENERGY (O)
#define RES_MENTAL (P)
#define RES_DISEASE (Q)
#define RES_DROWNING (R)
#define RES_LIGHT (S)
#define RES_SOUND (T)
#define RES_WOOD (X)
#define RES_SILVER (Y)
#define RES_IRON (Z)
/* VULN bits for mobs */
#define VULN_SUMMON (A)
#define VULN_CHARM (B)
#define VULN_MAGIC (C)
#define VULN_WEAPON (D)
#define VULN_BASH (E)
#define VULN_PIERCE (F)
#define VULN_SLASH (G)
#define VULN_FIRE (H)
#define VULN_COLD (I)
#define VULN_LIGHTNING (J)
#define VULN_ACID (K)
#define VULN_POISON (L)
#define VULN_NEGATIVE (M)
#define VULN_HOLY (N)
#define VULN_ENERGY (O)
#define VULN_MENTAL (P)
#define VULN_DISEASE (Q)
#define VULN_DROWNING (R)
#define VULN_LIGHT (S)
#define VULN_SOUND (T)
#define VULN_WOOD (X)
#define VULN_SILVER (Y)
#define VULN_IRON (Z)
/*
* Bits for Demonic Champions.
*
* new demon fields in player.h and old ones in old.h
*/
/*
* Mounts
*/
#define IS_ON_FOOT 0
#define IS_MOUNT 1
#define IS_RIDING 2
#define IS_CARRIED 4
#define IS_CARRYING 8
/*
* 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
/* Demonic Transformation */
#define OBJ_VNUM_DHELM 27924
#define OBJ_VNUM_DGREAVES 27925
#define OBJ_VNUM_DCLOAK 27926
#define OBJ_VNUM_DARMOR 27927
#define OBJ_VNUM_DRING 27928
#define OBJ_VNUM_DSWORD 27929
#define OBJ_VNUM_DSHIELD 27930
#define OBJ_VNUM_BROD 30073
#define OBJ_VNUM_LKLAIVE 29696
#define OBJ_VNUM_STAKE 30011
#define OBJ_VNUM_MEDAL 29521
#define OBJ_VNUM_KHORNE 29664
#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_GATE 30042
#define OBJ_VNUM_GATE2 30072
#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_COPPER 30049
#define OBJ_VNUM_IRON 30050
#define OBJ_VNUM_STEEL 30051
#define OBJ_VNUM_ADAMANTITE 30052
#define MOB_VNUM_GUARDIAN 30001
#define MOB_VNUM_SERVANT 30002
#define MOB_VNUM_MOUNT 6
#define MOB_VNUM_FROG 7
#define MOB_VNUM_RAVEN 8
#define MOB_VNUM_CAT 9
#define MOB_VNUM_DOG 10
#define MOB_VNUM_EYE 12
#define MOB_VNUM_WRAITH 13
#define MOB_VNUM_SATAN 30003
#define MOB_VNUM_DEMON 30005
#define MOB_VNUM_SERPENT 30006
#define MOB_VNUM_ILLUSION 30007
/*
* 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
#define ITEM_COPPER 41
#define ITEM_IRON 42
#define ITEM_STEEL 43
#define ITEM_ADAMANTITE 44
#define ITEM_GEMSTONE 45
#define ITEM_HILT 46
#define ITEM_DTOKEN 47
#define ITEM_HEAD 48
#define ITEM_KINGDOM_POWER 50
/*
* Weapon Stats
*/
#define WEAPON_FLAMING (A)
#define WEAPON_FROST (B)
#define WEAPON_VAMPIRIC (C)
#define WEAPON_SHARP (D)
#define WEAPON_VORPAL (E)
#define WEAPON_TWO_HANDS (F)
#define WEAPON_SHOCKING (G)
#define WEAPON_POISON (H)
#define WEAPON_SUNBLADE (I)
#define WEAPON_DRAGONLANCE (J)
#define WEAPON_SILVER (K)
#define WEAPON_RUNE_FORCE_BOLT (L)
#define WEAPON_RUNE_SMITE_EVIL (M)
#define WEAPON_RUNE_BLAZE (N)
#define WEAPON_RUNE_LIGHTNING (O)
#define WEAPON_RUNE_DANCING (P)
#define WEAPON_ELE_FLAME (Q)
#define WEAPON_ELE_WATER (R)
#define WEAPON_ELE_EARTH (S)
#define WEAPON_ELE_AIR (T)
/*
* 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
#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
#define ITEM_PROTOTYPE (L)
/* Item extra flags II, the return of the item flags! */
#define ITEM_ARM (A)
#define ITEM_NYSTUL (B)
#define ITEM_NO_INTERRUPT (C)
#define ITEM_DAEMONSEED (D)
#define ITEM_JUJU_BAG (F)
#define ITEM_VOO_HEAD (G)
#define ITEM_VOO_DEAD (H)
#define ITEM_VOO_BODY (I)
#define ITEM_VOO_THREAD (J)
#define ITEM_INGRED_GLOIN (K)
#define ITEM_INGRED_FROGBREATH (L)
#define ITEM_INGRED_PAPACOCO (M)
#define ITEM_INGRED_MULDALEAF (N)
#define ITEM_INGRED_SCULLYWEED (O)
#define ITEM_INGRED_WORMWART (P)
#define ITEM_INGRED_TILLIFREEN (Q)
#define ITEM_INGRED_BAJUJU (R)
#define ITEM_ATTACK_GOOD (S)
#define ITEM_ITEMHIDE (T)
#define ITEM_ICE (U)
/* artifact and relic flags */
#define ITEM_TELEPORTS (W) /* teleports upon owner death */
#define ITEM_DESTROYED (X) /* destroyed upon owner death */
#define ITEM_UNIQUE (Y) /* only 1 in game ever */
#define ITEM_DESIRED (Z) /* you can't let go of it ever */
#define ITEM_INDESTRUCTABLE (aa) /* guess */
#define ITEM_TELEPORT_PROTECTION (bb) /* teleports when attempts to destroy it */
#define ITEM_KNOW_OWNER (cc) /* owner displayed on artifact command */
#define ITEM_FLYING (dd)
#define ITEM_FORM_MELDED (ee)
/*
* 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 1
#define SITEM_TWIST 2
#define SITEM_PRESS 4
#define SITEM_PULL 8
#define SITEM_TARGET 16
#define SITEM_SPELL 32
#define SITEM_TRANSPORTER 64
#define SITEM_TELEPORTER 128
#define SITEM_DELAY1 256
#define SITEM_DELAY2 512
#define SITEM_OBJECT 1024
#define SITEM_MOBILE 2048
#define SITEM_ACTION 4096
#define SITEM_MORPH 8192
#define SITEM_SILVER 16384
#define SITEM_WOLFWEAPON 32768
#define SITEM_DROW 65536
#define SITEM_CHAMPWEAPON 131072
#define SITEM_DEMONIC 262144
#define SITEM_HIGHLANDER 524288
#define SITEM_COPPER 1048576
#define SITEM_IRON 2097152
#define SITEM_STEEL 4194304
#define SITEM_ADAMANTITE 8388608
#define SITEM_GEMSTONE 16777216
#define SITEM_HILT 33554432
#define SITEM_PDEMONIC 67108864
#define SITEM_MONK 134217728
/*
* 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_BLOODA 2097152
#define QUEST_CLONED 4194304
#define QUEST_ZOMBIE 8388608
#define QUEST_FORGE 16777216
/*
* 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
/*
* 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 3
#define ROOM_VNUM_IN_OBJECT 30008
#define ROOM_VNUM_AWINNER 70
#define ROOM_VNUM_ALOSER 69
#define ROOM_VNUM_CAINE 27000
#define ROOM_VNUM_DEVOUR 30006
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK 1
#define ROOM_NO_OTRANS 2
#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 ROOM_BLADE_BARRIER 65536
#define ROOM_ARENA 131072
#define ROOM_FLAMING 262144
#define ROOM_SILENCE 524288
#define ROOM_PROTOTYPE (P)
#define ROOM_WRESTLING (Q)
/*
* 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
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR 1
#define EX_CLOSED 2
#define EX_LOCKED 4
#define EX_PICKPROOF 32
#define EX_NOPASS (G)
#define EX_EASY (H)
#define EX_HARD (I)
#define EX_INFURIATING (J)
#define EX_NOCLOSE (K)
#define EX_NOLOCK (L)
#define EX_ICE_WALL (M)
#define EX_FIRE_WALL (N)
#define EX_SWORD_WALL (O)
#define EX_PRISMATIC_WALL (P)
#define EX_IRON_WALL (Q)
#define EX_MUSHROOM_WALL (R)
#define EX_CALTROP_WALL (S)
#define EX_ASH_WALL (T)
#define EX_WARDING (U)
#define MAX_EXFLAG 20
#define MAX_WALL 8
/*
* Sector types.
* Used in #ROOMS.
*/
#define SECT_INSIDE 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SWIM 6
#define SECT_WATER_NOSWIM 7
#define SECT_UNUSED 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_MAX 11
/*
* 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_THIRD 18
#define WEAR_FOURTH 19
#define WEAR_FACE 20
#define WEAR_SCABBARD_L 21
#define WEAR_SCABBARD_R 22
#define MAX_WEAR 23
/*
* 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
/*
* 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
/*
* 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
/*
* 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
#define STAT_END 1
#define STAT_REF 2
#define STAT_FLE 2
/*
* 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
/* Status of Arena */
#define FIGHT_OPEN 0
#define FIGHT_START 1
#define FIGHT_BUSY 2
#define FIGHT_LOCK 3
/* Wrestling, by Zaphonite
* Very similar to arena,
* some arena code used,
* not much though
*/
#define WRESTLE_OPEN 0
#define WRESTLE_START 1
#define WRESTLE_BUSY 2
#define WRESTLE_LOCK 3
#define WRESTLE_TOURNAMENT 4
#define WRESTLE_TOURNMATCH 5
/*
* ACT bits for players.
*/
/*
#define PLR_EMBRACING 4
#define PLR_EMBRACED 256
Seriosly bugged bits for some reason dont enable them they arent used*/
#define PLR_IS_NPC 1 /* Don't EVER set. */
#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_VT102 65536
#define PLR_INCOG 131072
#define PLR_NO_TELL 262144
#define PLR_LOG 524288
#define PLR_DENY 1048576
#define PLR_FREEZE 2097152
#define PLR_GODLESS 16777216
#define PLR_WATCHER 33554432
#define PLR_ACID 67108864
#define PLR_CHALLENGER 134217728
#define PLR_CHALLENGED 268435456
#define PLR_TAG 536870912
#define PLR_NOTAG 1073741824
/*New bits for playrs (Infidel)*/
#define NEW_SLAM 1
#define NEW_QUILLS 2
#define NEW_JAWLOCK 4
#define NEW_PERCEPTION 8
#define NEW_SKIN 16
#define NEW_TIDE 32
#define NEW_COIL 64
#define NEW_REND 128
#define NEW_MONKFLAME 256
#define NEW_SCLAWS 512
#define NEW_LWRATH 1024
#define NEW_MONKCLOAK 2048
#define NEW_MONKADAM 4096
#define NEW_MONKSKIN 8192
#define NEW_MONKFAVOR 16384
#define NEW_CLOAK 32768
#define NEW_DROWHATE 65536
#define NEW_DARKNESS 131072
#define THIRD_HAND 262144
#define FOURTH_HAND 524288
#define NEW_CLANNABLE 1048576
#define NEWBIE_PACK 2097152 // Sigh Sage you make things hard :)
#define NEW_NATURAL 4194304
#define NEW_POWER 8388608
#define NEW_CLASSTRUST 16777216
/*
* EXTRA bits for players. (KaVir)
*/
/* 1 */
/* 2 */
#define EXTRA_TRUSTED 4
#define EXTRA_NEWPASS 8
#define EXTRA_OSWITCH 16
#define EXTRA_SWITCH 32
#define EXTRA_FAKE_CON 64
#define TIED_UP 128
#define GAGGED 256
#define BLINDFOLDED 512
#define EXTRA_STANCE 1024
#define EXTRA_DONE 2048
#define EXTRA_EXP 4096
#define EXTRA_PREGNANT 8192
#define EXTRA_LABOUR 16384
#define EXTRA_BORN 32768
#define EXTRA_PROMPT 65536
#define EXTRA_MARRIED 131072
#define EXTRA_AFK 262144
#define EXTRA_DRAGON 524288
#define EXTRA_CALL_ALL 1048576
#define EXTRA_ANTI_GODLESS 2097152
#define EXTRA_BSD 4194304
#define EXTRA_EARTHMELD 8388608
#define EXTRA_PLASMA 16777216
#define EXTRA_POTENCY 33554432
#define EXTRA_AWE 67108864
#define EXTRA_ROT 134217728
#define EXTRA_ZOMBIE 268435456
#define EXTRA_BAAL 536870912
#define EXTRA_FLASH 1073741824
/*
SAGE YOU STUPID IDIOT. STOP USING EXTRA_BITS DAMNIT
YER MAKIN THE NUMBERS TOO DAMN BIG. I'M GOING TO KILL YOU
#define EXTRA_BSD 2147483648
*/
/*
* AGE Bits.
*/
#define AGE_CHILDE 0
#define AGE_NEONATE 1
#define AGE_ANCILLA 2
#define AGE_ELDER 3
#define AGE_METHUSELAH 4
/*
* 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_WOLF 11
#define STANCE_KOZUDO 12
#define STANCE_LYNX 13
#define STANCE_PHEONIX 14
#define STANCE_WYVERN 15
/* other shit */
#define COMM_NOARENA 0
#define COMM_AFK 1
#define COMM_NORESTORE 2
#define SHL_INVISIBLE 3
/*
* Obsolete bits.
*/
#if 0
#define PLR_NO_SHOUT 131072 /* Obsolete */
#endif
/*
* Channel bits.
*/
#define CHANNEL_AUCTION 1
#define CHANNEL_CHAT 2
#define CHANNEL_HACKER 4
#define CHANNEL_IMMTALK 8
#define CHANNEL_MUSIC 16
#define CHANNEL_QUESTION 32
#define CHANNEL_SHOUT 64
#define CHANNEL_YELL 128
#define CHANNEL_VAMPTALK 256
#define CHANNEL_HOWL 512
#define CHANNEL_LOG 1024
#define CHANNEL_PRAY 2048
#define CHANNEL_INFO 4096
#define CHANNEL_SPARE 8192
#define CHANNEL_TELL 16384
#define CHANNEL_MAGETALK 32768
#define CHANNEL_HIGHTALK 65536
#define CHANNEL_KTALK 131072
#define CHANNEL_SIGN 262144
#define CHANNEL_MONK 524288
#define CHANNEL_MIKTALK 1048576
struct kingdom_data
{
OBJ_DATA *object;
int num;
char *name;
char *who_name;
char *leader_name;
int pk;
int pd;
int recall;
int altar;
};
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA * next;
SPEC_FUN * spec_fun;
SHOP_DATA * pShop;
CHAR_DATA * mount;
CHAR_DATA * wizard;
AREA_DATA * area; /* OLC */
char * hunting;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
char * lord;
char * morph;
char * createtime;
char * pload;
char * lasttime;
char * lasthost;
char * powertype;
char * poweraction;
char * prompt;
char * cprompt;
sh_int spectype;
sh_int specpower;
int loc_hp [7];
int vnum;
sh_int count;
sh_int killed;
sh_int sex;
sh_int mounted;
sh_int home;
int level;
int immune;
int polyaff;
int vampaff;
int itemaffect;
int vamppass;
int form;
int act;
int extra;
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 */
/*int special;
int class; */
};
struct balance_data
{
int pkills;
int pkilled;
int members;
int total_score;
int position;
int total_gen;
int num_tertiary;
int total_alignment;
};
struct editor_data
{
sh_int numlines;
sh_int on_line;
sh_int size;
char line[49][81];
};
struct config_data
{
int demons;
int mages;
int vampires;
int werewolves;
int drow;
int monks;
int ninjas;
};
/*
* One character (PC or NPC).
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * prev_in_room;
CHAR_DATA * next_in_room;
CHAR_DATA * master;
CHAR_DATA * leader;
CHAR_DATA * fighting;
CHAR_DATA * embracing;
CHAR_DATA * embraced;
CHAR_DATA * blinkykill;
CHAR_DATA * reply;
CHAR_DATA * mount;
CHAR_DATA * wizard;
CHAR_DATA * challenger; /* person who challenged you */
CHAR_DATA * challenged; /* person who you challenged */
CHAR_DATA * gladiator; /* ARENA player wagered on */
SPEC_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
OBJ_DATA * carrying;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
PC_DATA * pcdata;
DO_FUN * last_cmd;
DO_FUN * prev_cmd; /* mapping */
char * hunting;
char * name;
char * pload;
char * short_descr;
char * long_descr;
char * description;
char * lord;
char * morph;
char * createtime;
char * lasttime;
char * lasthost;
char * poweraction;
char * powertype;
char * prompt;
char * cprompt;
char * prefix;
sh_int sex;
sh_int race;
sh_int class;
int immune;
int polyaff;
int vampaff_a;
int fight_timer;
int itemaffect;
int vamppass_a;
int form;
int warp;
int explevel;
int expgained;
int levelexp;
int power[MAX_DISCIPLINES];
int xhitroll;
int xdamroll;
/* SMAUUUUUUUUUUUG */
void * dest_buf;
void * spare_ptr;
int tempnum;
EDITOR_DATA * editor;
sh_int substate;
int pagelen; /* BUILD INTERFACE */
sh_int inter_page; /* BUILD INTERFACE */
sh_int inter_type; /* BUILD INTERFACE */
char *inter_editing; /* BUILD INTERFACE */
int inter_editing_vnum; /* BUILD INTERFACE */
sh_int inter_substate; /* BUILD INTERFACE */
/* End O' Smaug */
/* Dh Flags */
int cclan;
int flag2;
int flag3;
int flag4;
sh_int generation;
sh_int primary;
sh_int proper_size;
sh_int size;
sh_int cur_form;
sh_int dragtype;
sh_int rage;
sh_int siltol;
/* end */
sh_int tick_timer[MAX_TIMER];
sh_int warpcount;
sh_int vampgen_a;
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 [15];
sh_int beast;
sh_int mounted;
sh_int home;
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;
int hit;
int max_hit;
sh_int mana;
sh_int max_mana;
sh_int move;
sh_int max_move;
int gold;
int exp;
int act;
int extra;
int newbits;
int special;
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;
sh_int deaf;
sh_int paradox [3];
sh_int damcap [2];
int monkstuff;
int monkcrap;
int monkab [4];
sh_int chi [2];
char * clan;
int gifts[21];
int garou1;
int garou2;
sh_int gnosis[2];
CHAR_DATA * unveil;
char * objdesc;
sh_int monkblock;
sh_int focus[2];
};
/*
* 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;
BOARD_DATA * board; /* The current board */
time_t last_note[MAX_BOARD]; /* last note for the boards */
NOTE_DATA * in_progress;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
char * conception;
char * parents;
char * cparents;
char * marriage;
char * email;
char * forget[MAX_FORGET];
char * switchname;
char * custom_enter_room;
char * enter_room;
char * subprompt; /* Substate prompt */
sh_int souls;
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 quest;
int kingdom;
int pagelen;
int gentick;
int powers[20];
int stats[12];
int disc_points;
int disc_research;
bool lwrgen;
sh_int wolf;
sh_int rank;
sh_int demonic_a;
int language[2];
sh_int stage[3];
sh_int wolfform[2];
int score[6];
sh_int runes[4];
sh_int disc_a[11];
int genes[10];
sh_int fake_skill;
sh_int fake_stance;
sh_int fake_hit;
sh_int fake_dam;
sh_int fake_hp;
sh_int fake_mana;
sh_int fake_move;
int fake_ac;
int obj_vnum;
sh_int condition [3];
sh_int learned [MAX_SKILL];
sh_int stat_ability [4];
sh_int stat_amount [4];
sh_int stat_duration [4];
sh_int exhaustion;
sh_int followers;
int plr_wager; /* ARENA amount wagered */
int awins; /* ARENA number of wins */
int alosses; /* ARENA number of losses */
int comm;
int security; /* OLC - Builder security */
int bounty;
int ww_researching [1];
int ww_completed [1];
int wwins; /* Wrestling wins */
int wlosses; /* Wrestling Losses */
};
/*
* 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 */
EXTRA_DESCR_DATA *prev; /* Previous */
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;
EXTRA_DESCR_DATA * first_extradesc;
EXTRA_DESCR_DATA * last_extradesc;
AFFECT_DATA * first_affect;
AFFECT_DATA * last_affect;
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 * questmaker;
char * questowner;
int vnum;
sh_int item_type;
sh_int extra_flags;
sh_int extra_flags2;
sh_int wear_flags;
sh_int count;
sh_int weight;
sh_int weapflags;
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;
EXTRA_DESCR_DATA * extra_descr;
EXTRA_DESCR_DATA * first_extradesc;
EXTRA_DESCR_DATA * last_extradesc;
AFFECT_DATA * first_affect;
AFFECT_DATA * last_affect;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
char * name;
char * short_descr;
char * description;
char * chpoweron;
char * chpoweroff;
char * chpoweruse;
char * victpoweron;
char * victpoweroff;
char * victpoweruse;
char * questmaker;
char * questowner;
sh_int item_type;
sh_int extra_flags;
sh_int extra_flags2;
sh_int wear_flags;
sh_int wear_loc;
sh_int weight;
sh_int weapflags;
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
{
EXIT_DATA * prev; /* previous exit in linked list */
EXIT_DATA * next; /* next exit in linked list */
EXIT_DATA * rexit; /* Reverse exit pointer */
ROOM_INDEX_DATA * to_room; /* Pointer to destination room */
char * keyword; /* Keywords for exit or door */
char * description; /* Description of exit */
int vnum; /* Vnum of room exit leads to */
int rvnum; /* Vnum of room in opposite dir */
int exit_info; /* door states & other flags */
int key; /* Key vnum */
sh_int vdir; /* 0,5 N\E\S\W\U\D shit */
int rs_flags; /* OLC */
int orig_door; /* 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;
int arg1;
int arg2;
int arg3;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
char * name;
int recall;
int age;
int nplayer;
char * filename; /* OLC */
char * builders; /* OLC - Listing of builders */
int security; /* OLC - Value 0-infinity */
int lvnum; /* OLC - Lower vnum */
int uvnum; /* OLC - Upper vnum */
int vnum; /* OLC - Area vnum */
int area_flags; /* OLC */
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
ROOM_INDEX_DATA * next_room;
CHAR_DATA * people;
CHAR_DATA * first_person;
CHAR_DATA * last_person;
OBJ_DATA * contents;
OBJ_DATA * first_content;
OBJ_DATA * last_content;
EXTRA_DESCR_DATA * extra_descr;
EXTRA_DESCR_DATA * first_extradesc;
EXTRA_DESCR_DATA * last_extradesc;
AREA_DATA * area;
EXIT_DATA * exit [6];
EXIT_DATA * first_exit;
EXIT_DATA * last_exit;
ROOMTEXT_DATA * roomtext;
RESET_DATA * reset_first; /* OLC */
RESET_DATA * reset_last; /* OLC */
char * track [5];
char * name;
char * description;
int vnum;
int room_flags;
sh_int light;
sh_int blood;
sh_int track_dir [5];
sh_int sector_type;
sh_int tick_timer[MAX_RTIMER];
};
/*
* Types of attacks.
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_HIT 1000
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
#define TAR_OBJ_CHAR_DEF 5
#define TAR_OBJ_CHAR_OFF 6
#define TAR_OBJ_ROOM 7
#define TAR_EXIT 8
#define TAR_CHAR_WORLD 9
#define TARGET_CHAR 0
#define TARGET_OBJ 1
#define TARGET_ROOM 2
#define TARGET_NONE 3
#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_quills;
extern sh_int gsn_cheapshot;
extern sh_int gsn_shred;
extern sh_int gsn_venomtong;
extern sh_int gsn_spiketail;
extern sh_int gsn_badbreath;
extern sh_int gsn_magma;
extern sh_int gsn_shards;
extern sh_int gsn_spiderform;
extern sh_int gsn_garotte;
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_godbless; /* Vic - Monks */
extern sh_int gsn_totalblind; /* Vic - Monks */
extern sh_int gsn_tendrils;
extern sh_int gsn_berserk;
extern sh_int gsn_punch;
extern sh_int gsn_headbutt;
extern sh_int gsn_shiroken;
extern sh_int gsn_blinky;
extern sh_int gsn_inferno;
extern sh_int gsn_fangs;
extern sh_int gsn_buffet;
extern sh_int gsn_rfangs;
extern sh_int gsn_sweep;
extern sh_int gsn_knee;
extern sh_int gsn_spinkick;
extern sh_int gsn_backfist;
extern sh_int gsn_jumpkick;
extern sh_int gsn_monksweep;
extern sh_int gsn_thrustkick;
extern sh_int gsn_spinkick;
extern sh_int gsn_elbow;
extern sh_int gsn_palmstrike;
extern sh_int gsn_shinkick;
extern sh_int gsn_lightningkick;
extern sh_int gsn_tornadokick;
extern sh_int gsn_disarm;
extern sh_int gsn_hurl;
extern sh_int gsn_kick;
extern sh_int gsn_circle;
extern sh_int gsn_rescue;
extern sh_int gsn_track;
extern sh_int gsn_polymorph;
extern sh_int gsn_web;
extern sh_int gsn_infirmity;
extern sh_int gsn_drowfire;
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_paradox;
extern sh_int gsn_spew;
extern sh_int gsn_darkness;
extern sh_int gsn_laser;
extern sh_int gsn_stuntubes;
/*
* 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))
#define COLOUR(ch,color,bit) (ADD_COLOUR((ch),(bit),(color));)
/*
* Memory allocation macros.
*/
#define CREATE(result, type, number) \
do \
{ \
if (!((result) = (type *) calloc ((number), sizeof(type)))) \
{ perror("malloc failure"); abort(); } \
} while(0)
#define RECREATE(result,type,number) \
do \
{ \
if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\
{ perror("realloc failure"); abort(); } \
} while(0)
#define DISPOSE(point) \
do \
{ \
if (!(point)) \
{ \
bug( "Freeing null pointer",0 ); \
fprintf( stderr, "DISPOSEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \
} \
else free(point); \
point = NULL; \
} while(0)
#ifdef HASHSTR
#define STRALLOC(point) str_dup((point))
#define QUICKLINK(point) quick_link((point))
#define QUICKMATCH(p1, p2) (int) (p1) == (int) (p2)
#define STRFREE(point) \
do \
{ \
if (!(point)) \
{ \
bug( "Freeing null pointer",0 ); \
} \
else if (str_free((point))==-1) \
fprintf( stderr, "STRFREEing bad pointer in %s, line %d\n", __FILE__, __LINE__ ); \
} while(0)
#else
#define STRALLOC(point) str_dup((point))
#define QUICKLINK(point) str_dup((point))
#define QUICKMATCH(p1, p2) strcmp((p1), (p2)) == 0
#define STRFREE(point) \
do \
{ \
if (point == NULL) \
{ \
bug( "Freeing null pointer",0 ); \
} \
else free_string((point)); \
} while(0)
#endif
/* double-linked list handling macros -Thoric */
#define LINK(link, first, last, next, prev) \
do \
{ \
if ( !(first) ) \
(first) = (link); \
else \
(last)->next = (link); \
(link)->next = NULL; \
(link)->prev = (last); \
(last) = (link); \
} while(0)
#define INSERT(link, insert, first, next, prev) \
do \
{ \
(link)->prev = (insert)->prev; \
if ( !(insert)->prev ) \
(first) = (link); \
else \
(insert)->prev->next = (link); \
(insert)->prev = (link); \
(link)->next = (insert); \
} while(0)
#define UNLINK(link, first, last, next, prev) \
do \
{ \
if ( !(link)->prev ) \
(first) = (link)->next; \
else \
(link)->prev->next = (link)->next; \
if ( !(link)->next ) \
(last) = (link)->prev; \
else \
(link)->next->prev = (link)->prev; \
} while(0)
#define CHECK_LINKS(first, last, next, prev, type) \
do { \
type *ptr, *pptr = NULL; \
if ( !(first) && !(last) ) \
break; \
if ( !(first) ) \
{ \
bug( "CHECK_LINKS: last with NULL first! %s.", \
__STRING(first) ); \
for ( ptr = (last); ptr->prev; ptr = ptr->prev ); \
(first) = ptr; \
} \
else if ( !(last) ) \
{ \
bug( "CHECK_LINKS: first with NULL last! %s.", \
__STRING(first) ); \
for ( ptr = (first); ptr->next; ptr = ptr->next ); \
(last) = ptr; \
} \
if ( (first) ) \
{ \
for ( ptr = (first); ptr; ptr = ptr->next ) \
{ \
if ( ptr->prev != pptr ) \
{ \
bug( "CHECK_LINKS(%s): %p:->prev != %p. Fixing.", \
__STRING(first), ptr, pptr ); \
ptr->prev = pptr; \
} \
if ( ptr->prev && ptr->prev->next != ptr ) \
{ \
bug( "CHECK_LINKS(%s): %p:->prev->next != %p. Fixing.",\
__STRING(first), ptr, ptr ); \
ptr->prev->next = ptr; \
} \
pptr = ptr; \
} \
pptr = NULL; \
} \
if ( (last) ) \
{ \
for ( ptr = (last); ptr; ptr = ptr->prev ) \
{ \
if ( ptr->next != pptr ) \
{ \
bug( "CHECK_LINKS (%s): %p:->next != %p. Fixing.", \
__STRING(first), ptr, pptr ); \
ptr->next = pptr; \
} \
if ( ptr->next && ptr->next->prev != ptr ) \
{ \
bug( "CHECK_LINKS(%s): %p:->next->prev != %p. Fixing.",\
__STRING(first), ptr, ptr ); \
ptr->next->prev = ptr; \
} \
pptr = ptr; \
} \
} \
} while(0)
#define ASSIGN_GSN(gsn, skill) \
do \
{ \
if ( ((gsn) = skill_lookup((skill))) == -1 ) \
fprintf( stderr, "ASSIGN_GSN: Skill %s not found.\n", \
(skill) ); \
} while(0)
#define CHECK_SUBRESTRICTED(ch) \
do \
{ \
if ( (ch)->substate == SUB_RESTRICTED ) \
{ \
send_to_char( "You cannot use this command from within another command.\n\r", ch ); \
return; \
} \
} while(0)
/*
* Character macros.
*/
#define IS_COMB(ch, sn) (IS_SET((ch)->monkcrap, (sn)))
#define IS_FS(ch, sn) (IS_SET((ch)->monkstuff, (sn)))
#define IS_NEWFLAG(ch, sn) (IS_SET((ch)->flag2, (sn)))
#define IS_CREATOR(ch) (!str_cmp(GET_PC_NAME(ch), "Trace" ))
#define IS_BASE_FORM(ch) (((ch)->cur_form >= 38 && (ch)->cur_form <= 50) || ((ch)->cur_form >=23 && (ch)->cur_form <= 36) || ((ch)->cur_form >= FRM_WERE_RAT && (ch)->cur_form <= FRM_WERE_SHARK) || (ch)->cur_form == FRM_PIXIE)
#define GET_FORM(ch) ((form_data[(ch)->cur_form].short_desc == NULL || form_data[(ch)->cur_form].short_desc[0] == '\0') ? form_data[(ch)->cur_form].name : "")
#define GET_PROPER_NAME(ch) (IS_NPC((ch)) ? (ch)->short_descr : (ch)->pcdata->switchname)
#define GET_PC_NAME(ch) (IS_NPC((ch)) ? "<npc>" : (ch)->pcdata->switchname)
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_JUDGE(ch) (get_trust(ch) >= LEVEL_JUDGE)
#define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO)
#define IS_DAY() ((weather_info.sunlight == SUN_RISE || weather_info.sunlight == SUN_LIGHT))
#define IS_NIGHT() ((!IS_DAY()))
#define CAN_PK(ch) (get_trust(ch)>= 3 && get_trust(ch)<= 12)
#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_VAMPAFF(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_AFF], (sn)))
#define IS_VAMPPASS(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_CURRENT], (sn)))
#define IS_FORM(ch, sn) (IS_SET((ch)->form, (sn)))
#define IS_POLYAFF(ch, sn) (IS_SET((ch)->polyaff, (sn)))
#define IS_EXTRA(ch, sn) (IS_SET((ch)->extra, (sn)))
#define IS_STANCE(ch, sn) (ch->stance[0] == sn)
#define IS_DEMPOWER(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_FLAGS], (sn)))
#define IS_DEMAFF(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_CURRENT], (sn)))
#define IS_CLASS(ch, CLASS) (IS_SET((ch)->class, CLASS))
#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_ARM_T(ch, sn) (IS_SET((ch)->loc_hp[7], (sn)))
//#define IS_ARM_F(ch, sn) (IS_SET((ch)->loc_hp[8], (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 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 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) \
if (!IS_CREATOR((ch))) \
((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)))
#define IS_OBJ_STAT2(obj, stat) (IS_SET((obj)->extra_flags2,(stat)))
#define IS_WEAP(obj, stat) (IS_SET((obj)->weapflags, (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;
sh_int race; /* 0 = all, other = specific race */
sh_int discipline; /* USE THE DISC_VAMP_???? etc.... */
sh_int disclevel; /* level in disc the command is granted */
};
/*
* 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 X-social in the socials 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;
sh_int extra;
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 artifact_type artifact_table [MAX_ART];
extern const char * discipline [MAX_DISCIPLINES];
extern const char * wwgift [MAX_GIFTS];
extern const struct social_type social_table [];
extern const struct xsocial_type xsocial_table [];
extern const struct race_type race_table [];
extern const char * colour_name [8];
extern const char * circlesymbol [7];
extern const struct clanrank_type clanrank [9][14];
extern const struct form_type form_data [MAX_FORMS];
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern SHOP_DATA * shop_first;
extern HELP_DATA * first_help;
extern HELP_DATA * last_help;
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 BALANCE_DATA balance_info[7];
extern CONFIG_DATA * config_info;
extern ROOM_INDEX_DATA * room_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;
extern int arena;
extern int wrestle;
/*
* Command functions.
* Defined in act_*.c (mostly).
*/
DECLARE_DO_FUN( do_showquest );
/* Tag */
DECLARE_DO_FUN( do_notag );
DECLARE_DO_FUN( do_tag );
// Vampies
// Daimoinon
DECLARE_DO_FUN( do_guardian );
DECLARE_DO_FUN( do_fear );
DECLARE_DO_FUN( do_portal );
DECLARE_DO_FUN( do_curse );
DECLARE_DO_FUN( do_twist );
// Melpominee
DECLARE_DO_FUN( do_scream );
// Chimerstry
DECLARE_DO_FUN( do_mirror );
DECLARE_DO_FUN( do_formillusion );
DECLARE_DO_FUN( do_clone );
DECLARE_DO_FUN( do_control );
DECLARE_DO_FUN( do_objmask );
// Necromancy
DECLARE_DO_FUN( do_thanatosis );
DECLARE_DO_FUN( do_preserve );
DECLARE_DO_FUN( do_spiritgate );
DECLARE_DO_FUN( do_spiritguard );
DECLARE_DO_FUN( do_zombie );
// Thanatosis
DECLARE_DO_FUN( do_hagswrinkles );
DECLARE_DO_FUN( do_rot );
DECLARE_DO_FUN( do_ashes );
DECLARE_DO_FUN( do_withering );
DECLARE_DO_FUN( do_drain );
// Auspex
DECLARE_DO_FUN( do_truesight );
DECLARE_DO_FUN( do_readaura );
DECLARE_DO_FUN( do_scry );
DECLARE_DO_FUN( do_astralwalk );
DECLARE_DO_FUN( do_unveil );
// Obfuscate
DECLARE_DO_FUN( do_vanish );
DECLARE_DO_FUN( do_mask );
DECLARE_DO_FUN( do_shield );
DECLARE_DO_FUN( do_mortal );
DECLARE_DO_FUN( do_objectmask );
/* Garou */
// Persuasion
DECLARE_DO_FUN( do_staredown );
DECLARE_DO_FUN( do_disquiet );
DECLARE_DO_FUN( do_reshape );
DECLARE_DO_FUN( do_cocoon );
DECLARE_DO_FUN( do_quills );
DECLARE_DO_FUN( do_burrow );
DECLARE_DO_FUN( do_nightsight );
DECLARE_DO_FUN( do_wither );
DECLARE_DO_FUN( do_totemgift );
DECLARE_DO_FUN( do_razorclaws );
/* End of Garou */
DECLARE_DO_FUN( do_research );
DECLARE_DO_FUN( do_disciplines );
DECLARE_DO_FUN( do_knee );
DECLARE_DO_FUN( do_elbow );
DECLARE_DO_FUN( do_sweep );
DECLARE_DO_FUN( do_reverse );
DECLARE_DO_FUN( do_palmstrike );
DECLARE_DO_FUN( do_shinkick );
DECLARE_DO_FUN( do_chi );
DECLARE_DO_FUN( do_thrustkick );
DECLARE_DO_FUN( do_spinkick );
DECLARE_DO_FUN( do_backfist );
DECLARE_DO_FUN( do_spiritpower );
DECLARE_DO_FUN( do_healingtouch );
DECLARE_DO_FUN( do_deathtouch );
DECLARE_DO_FUN( do_relax );
DECLARE_DO_FUN( do_blinding );
DECLARE_DO_FUN( do_learn );
DECLARE_DO_FUN( do_dtoken );
DECLARE_DO_FUN( do_noarm );
DECLARE_DO_FUN( do_testarm );
DECLARE_DO_FUN( do_arms );
DECLARE_DO_FUN( do_mitsukeru );
DECLARE_DO_FUN( do_koryou );
DECLARE_DO_FUN( do_udc );
DECLARE_DO_FUN( do_labour );
DECLARE_DO_FUN( do_abortion );
DECLARE_DO_FUN( do_god_fight );
DECLARE_DO_FUN( do_damn );
DECLARE_DO_FUN( do_darkness );
DECLARE_DO_FUN( do_refresh );
DECLARE_DO_FUN( do_vt102 );
DECLARE_DO_FUN( do_retrn );
DECLARE_DO_FUN( do_far );
DECLARE_DO_FUN( do_dragon );
DECLARE_DO_FUN( do_rot );
DECLARE_DO_FUN( do_forget );
DECLARE_DO_FUN( do_forge );
DECLARE_DO_FUN( do_spew );
DECLARE_DO_FUN( do_spiderform );
DECLARE_DO_FUN( do_flash );
DECLARE_DO_FUN( do_infirmity );
DECLARE_DO_FUN( do_coil );
DECLARE_DO_FUN( do_tide );
DECLARE_DO_FUN( do_death );
DECLARE_DO_FUN( do_acid );
DECLARE_DO_FUN( do_potency );
DECLARE_DO_FUN( do_awe );
DECLARE_DO_FUN( do_satan );
/*ninjas*/
DECLARE_DO_FUN( do_hara_kiri );
DECLARE_DO_FUN( do_dagger );
DECLARE_DO_FUN( do_sword );
DECLARE_DO_FUN( do_miktalk );
DECLARE_DO_FUN( do_principles );
DECLARE_DO_FUN( do_michi );
DECLARE_DO_FUN( do_discipline );
DECLARE_DO_FUN( do_kakusu );
DECLARE_DO_FUN( do_kanzuite );
DECLARE_DO_FUN( do_mienaku );
DECLARE_DO_FUN( do_flashbomb );
DECLARE_DO_FUN( do_belt );
DECLARE_DO_FUN( do_target );
DECLARE_DO_FUN( do_bomuzite );
DECLARE_DO_FUN( do_tsume );
DECLARE_DO_FUN( do_circle );
DECLARE_DO_FUN( do_ignore );
DECLARE_DO_FUN( do_unignore );
DECLARE_DO_FUN( do_omni );
DECLARE_DO_FUN( do_testform );
DECLARE_DO_FUN( do_promote );
DECLARE_DO_FUN( do_devoursoul );
DECLARE_DO_FUN( do_frostbreath );
DECLARE_DO_FUN( do_dgate );
DECLARE_DO_FUN( do_tick );
DECLARE_DO_FUN( do_form );
DECLARE_DO_FUN( do_resetarea );
DECLARE_DO_FUN( do_shadowdemon );
DECLARE_DO_FUN( do_graft );
DECLARE_DO_FUN( do_vampallow );
DECLARE_DO_FUN( do_wereallow );
DECLARE_DO_FUN( do_demonallow );
DECLARE_DO_FUN( do_warlockallow );
DECLARE_DO_FUN( do_racestats );
DECLARE_DO_FUN( do_blink );
DECLARE_DO_FUN( do_dinferno );
DECLARE_DO_FUN( do_destroy );
DECLARE_DO_FUN( do_immolate );
DECLARE_DO_FUN( do_seed );
DECLARE_DO_FUN( do_hellfire );
DECLARE_DO_FUN( do_polymorph );
DECLARE_DO_FUN( do_transform );
DECLARE_DO_FUN( do_newbiepack );
DECLARE_DO_FUN( do_afk );
DECLARE_DO_FUN( do_unnerve );
DECLARE_DO_FUN( do_wfreeze );
DECLARE_DO_FUN( do_bane );
DECLARE_DO_FUN( do_chaosport );
DECLARE_DO_FUN( do_caust );
DECLARE_DO_FUN( do_gust );
DECLARE_DO_FUN( do_entomb );
DECLARE_DO_FUN( do_leech );
DECLARE_DO_FUN( do_configure );
DECLARE_DO_FUN( do_stealsoul );
DECLARE_DO_FUN( do_deathsense );
DECLARE_DO_FUN( do_glamour );
DECLARE_DO_FUN( do_prefix );
/* OLC Stuff Ooo */
DECLARE_DO_FUN( do_hlist );
DECLARE_DO_FUN( do_hedit );
DECLARE_DO_FUN( do_hset );
DECLARE_DO_FUN( do_ocreate );
DECLARE_DO_FUN( do_mcreate );
DECLARE_DO_FUN( do_redit );
/* Dunkirk's shit SuckDick */
DECLARE_DO_FUN( do_bloodwall );
DECLARE_DO_FUN( do_bloodrod );
DECLARE_DO_FUN( do_sclaws );
/* Protean */
DECLARE_DO_FUN( do_healing );
/* Obtene */
DECLARE_DO_FUN( do_grab );
DECLARE_DO_FUN( do_shadowgaze );
/* Luna Powers */
DECLARE_DO_FUN( do_flameclaws );
DECLARE_DO_FUN( do_moonarmour );
DECLARE_DO_FUN( do_motherstouch );
DECLARE_DO_FUN( do_gmotherstouch);
DECLARE_DO_FUN( do_moongate );
DECLARE_DO_FUN( do_moonbeam );
/* No more Luna Powers */
DECLARE_DO_FUN( do_skin );
DECLARE_DO_FUN( do_bonemod );
DECLARE_DO_FUN( do_vset );
DECLARE_DO_FUN( do_cauldron );
DECLARE_DO_FUN( do_flamehands );
DECLARE_DO_FUN( do_conceal );
DECLARE_DO_FUN( do_drain );
DECLARE_DO_FUN( do_shroud );
DECLARE_DO_FUN( do_share );
DECLARE_DO_FUN( do_frenzy );
DECLARE_DO_FUN( do_astat );
DECLARE_DO_FUN( do_alock );
DECLARE_DO_FUN( do_aclear );
DECLARE_DO_FUN( do_abusy );
DECLARE_DO_FUN( do_agree );
DECLARE_DO_FUN( do_bet );
DECLARE_DO_FUN( do_challenge );
DECLARE_DO_FUN( do_chaosblast );
DECLARE_DO_FUN( do_decline );
DECLARE_DO_FUN( do_accept );
DECLARE_DO_FUN( do_obtain );
DECLARE_DO_FUN( do_redeem );
DECLARE_DO_FUN( do_warps );
DECLARE_DO_FUN( do_setdisciplines);
/* End of Dunkirk's Shit */
DECLARE_DO_FUN( do_activate );
DECLARE_DO_FUN( do_alignment );
DECLARE_DO_FUN( do_allow );
DECLARE_DO_FUN( do_secset );
DECLARE_DO_FUN( do_addlag );
DECLARE_DO_FUN( do_bounty );
DECLARE_DO_FUN( do_ansi );
DECLARE_DO_FUN( do_answer );
DECLARE_DO_FUN( do_areas );
DECLARE_DO_FUN( do_artifact );
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_autostance );
DECLARE_DO_FUN( do_backstab );
DECLARE_DO_FUN( do_bamfin );
DECLARE_DO_FUN( do_bamfout );
DECLARE_DO_FUN( do_ban );
DECLARE_DO_FUN( do_beastlike );
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_bloodline );
DECLARE_DO_FUN( do_brandish );
DECLARE_DO_FUN( do_breakup );
DECLARE_DO_FUN( do_brief );
DECLARE_DO_FUN( do_bug );
DECLARE_DO_FUN( do_buy );
DECLARE_DO_FUN( do_call );
DECLARE_DO_FUN( do_calm );
DECLARE_DO_FUN( do_cast );
DECLARE_DO_FUN( do_change );
DECLARE_DO_FUN( do_changelight );
DECLARE_DO_FUN( do_channels );
DECLARE_DO_FUN( do_chant );
DECLARE_DO_FUN( do_mlearn );
DECLARE_DO_FUN( do_chaosblast );
DECLARE_DO_FUN( do_chat );
DECLARE_DO_FUN( do_claim );
DECLARE_DO_FUN( do_wyrm );
DECLARE_DO_FUN( do_clan );
DECLARE_DO_FUN( do_clanlist );
DECLARE_DO_FUN( do_kingdom );
DECLARE_DO_FUN( do_krecall );
DECLARE_DO_FUN( do_ktalk );
DECLARE_DO_FUN( do_clandisc );
DECLARE_DO_FUN( do_introduce );
DECLARE_DO_FUN( do_clannum );
DECLARE_DO_FUN( do_clanset );
DECLARE_DO_FUN( do_show_clan_info );
DECLARE_DO_FUN( do_clanname );
DECLARE_DO_FUN( do_clantalk );
DECLARE_DO_FUN( do_induct );
DECLARE_DO_FUN( do_clannable );
DECLARE_DO_FUN( do_prince );
DECLARE_DO_FUN( do_outcast );
DECLARE_DO_FUN( do_darkside );
DECLARE_DO_FUN( do_claw );
DECLARE_DO_FUN( do_claws );
DECLARE_DO_FUN( do_class );
DECLARE_DO_FUN( do_clearstats );
DECLARE_DO_FUN( do_clearvam );
DECLARE_DO_FUN( do_clearvamp );
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_config );
DECLARE_DO_FUN( do_consent );
DECLARE_DO_FUN( do_consider );
DECLARE_DO_FUN( do_cprompt );
DECLARE_DO_FUN( do_crack );
DECLARE_DO_FUN( do_create );
DECLARE_DO_FUN( do_credits );
DECLARE_DO_FUN( do_darkheart );
DECLARE_DO_FUN( do_vampdarkness );
DECLARE_DO_FUN( do_decapitate );
DECLARE_DO_FUN( do_gifts );
DECLARE_DO_FUN( do_trueform );
DECLARE_DO_FUN( do_cone );
DECLARE_DO_FUN( do_dstake );
DECLARE_DO_FUN( do_demonarmour );
DECLARE_DO_FUN( do_deny );
DECLARE_DO_FUN( do_description );
DECLARE_DO_FUN( do_diagnose );
DECLARE_DO_FUN( do_dismount );
DECLARE_DO_FUN(do_disable);
DECLARE_DO_FUN( do_disarm );
DECLARE_DO_FUN( do_disconnect );
DECLARE_DO_FUN( do_divorce );
DECLARE_DO_FUN( do_donate );
DECLARE_DO_FUN( do_down );
DECLARE_DO_FUN( do_draw );
DECLARE_DO_FUN( do_drink );
DECLARE_DO_FUN( do_drop );
DECLARE_DO_FUN( do_drowcreate );
DECLARE_DO_FUN( do_heal );
DECLARE_DO_FUN( do_drowfire );
DECLARE_DO_FUN( do_drowhate );
DECLARE_DO_FUN( do_drowpowers );
DECLARE_DO_FUN( do_drowshield );
DECLARE_DO_FUN( do_drowsight );
DECLARE_DO_FUN( do_ntrust );
DECLARE_DO_FUN( do_offer );
DECLARE_DO_FUN( do_offersoul );
DECLARE_DO_FUN( do_grant );
DECLARE_DO_FUN( do_burrow );
DECLARE_DO_FUN( do_earthmeld );
DECLARE_DO_FUN( do_east );
DECLARE_DO_FUN( do_eat );
DECLARE_DO_FUN( do_echo );
DECLARE_DO_FUN( do_empty );
DECLARE_DO_FUN( do_escape );
DECLARE_DO_FUN( do_email );
DECLARE_DO_FUN( do_emote );
DECLARE_DO_FUN( do_enter );
DECLARE_DO_FUN( do_equipment );
DECLARE_DO_FUN( do_evileye );
DECLARE_DO_FUN( do_examine );
DECLARE_DO_FUN( do_exits );
DECLARE_DO_FUN( do_exlist );
DECLARE_DO_FUN( do_eyespy );
DECLARE_DO_FUN( do_familiar );
DECLARE_DO_FUN( do_fangs );
DECLARE_DO_FUN( do_favor );
DECLARE_DO_FUN( do_favour );
DECLARE_DO_FUN( do_fcommand );
DECLARE_DO_FUN( do_feed );
DECLARE_DO_FUN( do_fightstyle );
DECLARE_DO_FUN( do_fileupdate );
DECLARE_DO_FUN( do_fill );
DECLARE_DO_FUN( do_finger );
DECLARE_DO_FUN( do_flee );
DECLARE_DO_FUN( do_flex );
DECLARE_DO_FUN( do_follow );
DECLARE_DO_FUN(do_for);
DECLARE_DO_FUN( do_force );
DECLARE_DO_FUN( do_forceauto );
DECLARE_DO_FUN( do_freeze );
DECLARE_DO_FUN( do_earthshatter );
DECLARE_DO_FUN( do_confuse );
DECLARE_DO_FUN( do_gag );
DECLARE_DO_FUN( do_garotte );
DECLARE_DO_FUN( do_dark_garotte );
DECLARE_DO_FUN( do_get );
DECLARE_DO_FUN( do_generation );
DECLARE_DO_FUN( do_gift );
DECLARE_DO_FUN( do_give );
DECLARE_DO_FUN( do_godless );
DECLARE_DO_FUN( do_goto );
DECLARE_DO_FUN( do_grant );
DECLARE_DO_FUN( do_group );
DECLARE_DO_FUN( do_gtell );/*
DECLARE_DO_FUN(do_heal );*/
DECLARE_DO_FUN( do_help );
DECLARE_DO_FUN( do_hide );
DECLARE_DO_FUN( do_hightalk );
DECLARE_DO_FUN( do_monktalk );
DECLARE_DO_FUN( do_holylight );
DECLARE_DO_FUN( do_home );
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_idea );
DECLARE_DO_FUN( do_immune );
DECLARE_DO_FUN( do_immtalk );
DECLARE_DO_FUN( do_incog );
DECLARE_DO_FUN( do_inconnu );
DECLARE_DO_FUN( do_info );
DECLARE_DO_FUN( do_inpart );
DECLARE_DO_FUN( do_demonarmour );
DECLARE_DO_FUN( do_inventory );
DECLARE_DO_FUN( do_invis );
DECLARE_DO_FUN( do_kick );
DECLARE_DO_FUN( do_godsfavor );
/* Monk */
DECLARE_DO_FUN( do_reseteq );
DECLARE_DO_FUN( do_mantra );
DECLARE_DO_FUN( do_guide );
DECLARE_DO_FUN( do_monk );
DECLARE_DO_FUN( do_celestial );
DECLARE_DO_FUN( do_godseye );
DECLARE_DO_FUN( do_godsbless );
DECLARE_DO_FUN( do_flaminghands );
DECLARE_DO_FUN( do_cloak );
DECLARE_DO_FUN( do_prayofages );
DECLARE_DO_FUN( do_adamantium );
DECLARE_DO_FUN( do_steelskin );
DECLARE_DO_FUN( do_godsheal );
DECLARE_DO_FUN( do_ghold );
DECLARE_DO_FUN( do_callgod );
DECLARE_DO_FUN( do_holytrain );
DECLARE_DO_FUN( do_holyvision );
DECLARE_DO_FUN( do_prayer );
DECLARE_DO_FUN( do_palmthrust );
DECLARE_DO_FUN( do_sacredinvis );
DECLARE_DO_FUN( do_kill );
DECLARE_DO_FUN( do_killperson );
DECLARE_DO_FUN( do_leap );
DECLARE_DO_FUN( do_lifespan );
DECLARE_DO_FUN( do_list );
DECLARE_DO_FUN( do_locate );
DECLARE_DO_FUN( do_lock );
DECLARE_DO_FUN( do_log );
DECLARE_DO_FUN( do_look );
DECLARE_DO_FUN( do_majesty );
DECLARE_DO_FUN( do_makepreg );
DECLARE_DO_FUN( do_marry );
DECLARE_DO_FUN( do_mask );
DECLARE_DO_FUN( do_mclear );
DECLARE_DO_FUN( do_meditate );
DECLARE_DO_FUN( do_memory );
DECLARE_DO_FUN( do_mfind );
DECLARE_DO_FUN( do_mload );
DECLARE_DO_FUN( do_mount );
DECLARE_DO_FUN( do_morph );
DECLARE_DO_FUN( do_mortal );
DECLARE_DO_FUN( do_mortalvamp );
DECLARE_DO_FUN( do_mset );
DECLARE_DO_FUN( do_undeny );
DECLARE_DO_FUN( do_mstat );
DECLARE_DO_FUN( do_mwhere );
DECLARE_DO_FUN( do_music );
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_oclone );
DECLARE_DO_FUN( do_ofind );
DECLARE_DO_FUN( do_oload );
DECLARE_DO_FUN( do_open );
DECLARE_DO_FUN( do_order );
DECLARE_DO_FUN( do_oreturn );
DECLARE_DO_FUN( do_outcast );
DECLARE_DO_FUN( do_reimburse );
DECLARE_DO_FUN( do_pack );
DECLARE_DO_FUN( do_setgentick );
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_champions );
DECLARE_DO_FUN( do_paradox );
DECLARE_DO_FUN( do_password );
DECLARE_DO_FUN( do_peace );
DECLARE_DO_FUN( do_pick );
DECLARE_DO_FUN( do_plasma );
DECLARE_DO_FUN( do_playerlist );
DECLARE_DO_FUN( do_pload );
DECLARE_DO_FUN( do_poison );
DECLARE_DO_FUN( do_possession );
DECLARE_DO_FUN( do_practice );
DECLARE_DO_FUN( do_pray );
DECLARE_DO_FUN( do_press );
DECLARE_DO_FUN( do_preturn );
DECLARE_DO_FUN( do_prompt );
DECLARE_DO_FUN( do_propose );
DECLARE_DO_FUN( do_pset );
DECLARE_DO_FUN( do_pull );
DECLARE_DO_FUN( do_punch );
DECLARE_DO_FUN( do_purge );
DECLARE_DO_FUN( do_put );
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_read );
DECLARE_DO_FUN( do_readaura );
DECLARE_DO_FUN( do_reboo );
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_release );
DECLARE_DO_FUN( do_relevel );
DECLARE_DO_FUN( do_nike );
DECLARE_DO_FUN( do_reload );
DECLARE_DO_FUN( do_remove );
DECLARE_DO_FUN( do_rent );
DECLARE_DO_FUN( do_reply );
DECLARE_DO_FUN( do_report );
DECLARE_DO_FUN( do_rescue );
DECLARE_DO_FUN( do_rest );
DECLARE_DO_FUN( do_restore );
DECLARE_DO_FUN( do_return );
DECLARE_DO_FUN( do_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_stat );
DECLARE_DO_FUN( do_spit );
DECLARE_DO_FUN( do_tongue );
DECLARE_DO_FUN( do_mindblast );
DECLARE_DO_FUN( do_powers );
DECLARE_DO_FUN( do_score );
DECLARE_DO_FUN( do_weaplist );
DECLARE_DO_FUN( do_level );
DECLARE_DO_FUN( do_scry );
DECLARE_DO_FUN( do_sell );
DECLARE_DO_FUN( do_serenity );
DECLARE_DO_FUN( do_serpent );
DECLARE_DO_FUN( do_shadowplane );
DECLARE_DO_FUN( do_shadowsight );
DECLARE_DO_FUN( do_shadowstep );
DECLARE_DO_FUN( do_shadowwalk );
DECLARE_DO_FUN( do_sheath );
DECLARE_DO_FUN( do_shield );
DECLARE_DO_FUN( do_shoot );
DECLARE_DO_FUN( do_shout );
DECLARE_DO_FUN( do_shutdow );
DECLARE_DO_FUN( do_shutdown );
DECLARE_DO_FUN( do_show_artifacts);
DECLARE_DO_FUN( do_side );
DECLARE_DO_FUN( do_learn );
DECLARE_DO_FUN( do_message );
DECLARE_DO_FUN( do_cerebralblast );
DECLARE_DO_FUN( do_levitate );
DECLARE_DO_FUN( do_sign );
DECLARE_DO_FUN( do_silence );
DECLARE_DO_FUN( do_sit );
DECLARE_DO_FUN( do_skill );
DECLARE_DO_FUN( do_sla );
DECLARE_DO_FUN( do_slay );
DECLARE_DO_FUN( do_sleep );
DECLARE_DO_FUN( do_slookup );
DECLARE_DO_FUN( do_speak );
DECLARE_DO_FUN( do_special );
DECLARE_DO_FUN( do_spell );
DECLARE_DO_FUN( do_tendrils );
DECLARE_DO_FUN( do_lamprey );
DECLARE_DO_FUN( do_stake );
DECLARE_DO_FUN( do_stance );
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_summon );
DECLARE_DO_FUN( do_nosummon );
DECLARE_DO_FUN( do_notravel );
DECLARE_DO_FUN( do_switch );
DECLARE_DO_FUN( do_embrace );
DECLARE_DO_FUN( do_diablerise );
DECLARE_DO_FUN( do_entrance );
DECLARE_DO_FUN( do_fleshcraft );
DECLARE_DO_FUN( do_zombie );
DECLARE_DO_FUN( do_quills);
DECLARE_DO_FUN(do_perception);
DECLARE_DO_FUN(do_jawlock);
DECLARE_DO_FUN(do_rend);
DECLARE_DO_FUN(do_hardskin);
DECLARE_DO_FUN(do_slam);
DECLARE_DO_FUN(do_roar);
DECLARE_DO_FUN( do_shred);
DECLARE_DO_FUN( do_congregation);
DECLARE_DO_FUN( do_run );
DECLARE_DO_FUN( do_talons );
DECLARE_DO_FUN( do_devour );
DECLARE_DO_FUN( do_inferno );
DECLARE_DO_FUN( do_wall );
DECLARE_DO_FUN( do_facade );
DECLARE_DO_FUN( do_baal );
DECLARE_DO_FUN( do_obj );
DECLARE_DO_FUN( do_dragonform );
DECLARE_DO_FUN( do_bloodwater );
DECLARE_DO_FUN( do_gourge );
DECLARE_DO_FUN( do_sharpen);
DECLARE_DO_FUN(do_dub);
DECLARE_DO_FUN(do_shroud);
DECLARE_DO_FUN( do_taste );
DECLARE_DO_FUN( do_clone );
DECLARE_DO_FUN( do_assassinate );
DECLARE_DO_FUN( do_offer );
DECLARE_DO_FUN( do_gate );
DECLARE_DO_FUN( do_pigeon );
DECLARE_DO_FUN( do_bloodagony );
DECLARE_DO_FUN( do_decay );
DECLARE_DO_FUN( do_weaponteach );
DECLARE_DO_FUN( do_teach );
DECLARE_DO_FUN( do_tear );
DECLARE_DO_FUN( do_tell );
DECLARE_DO_FUN( do_theft );
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_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_ztravel );
DECLARE_DO_FUN( do_truesight );
DECLARE_DO_FUN( do_trust );
DECLARE_DO_FUN( do_turn );
DECLARE_DO_FUN( do_twist );
DECLARE_DO_FUN( do_typo );
DECLARE_DO_FUN( do_unload );
DECLARE_DO_FUN( do_unlock );
DECLARE_DO_FUN( do_unpolymorph );
DECLARE_DO_FUN( do_untie );
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_tail );
DECLARE_DO_FUN( do_hooves );
DECLARE_DO_FUN( do_magetalk );
DECLARE_DO_FUN( do_vanish );
DECLARE_DO_FUN( do_version );
DECLARE_DO_FUN( do_visible );
DECLARE_DO_FUN( do_vlist );
DECLARE_DO_FUN( do_voodoo );
DECLARE_DO_FUN( do_web );
DECLARE_DO_FUN( do_wake );
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_wrestle );
DECLARE_DO_FUN( do_wagree );
DECLARE_DO_FUN( do_wdecline );
DECLARE_DO_FUN( do_wimpy );
DECLARE_DO_FUN( do_wings );
DECLARE_DO_FUN( do_wizhelp );
DECLARE_DO_FUN( do_wizlist );
DECLARE_DO_FUN( do_closemud );
DECLARE_DO_FUN( do_wizlock );
DECLARE_DO_FUN( do_write );
DECLARE_DO_FUN( do_xemote );
DECLARE_DO_FUN( do_xsocials );
DECLARE_DO_FUN( do_yell );
DECLARE_DO_FUN( do_zap );
DECLARE_DO_FUN( do_zuloform );
DECLARE_DO_FUN( do_demonform );
DECLARE_DO_FUN( do_beckon );
DECLARE_DO_FUN( do_illusion );
DECLARE_DO_FUN( do_cserpent );
DECLARE_DO_FUN( do_scales );
DECLARE_DO_FUN( do_guardian );
DECLARE_DO_FUN( do_servant );
DECLARE_DO_FUN( do_implant );
DECLARE_DO_FUN( do_assimilate );
DECLARE_DO_FUN( do_cybercloak );
DECLARE_DO_FUN( do_infravision );
DECLARE_DO_FUN( do_stuntubes );
DECLARE_DO_FUN( do_collective );
DECLARE_DO_FUN( do_linkregenerate );
/*
DECLARE_DO_FUN( do_weapmod );
*/
/*
* Spell functions.
* Defined in magic.c.
*/
DECLARE_SPELL_FUN( spell_spew );
DECLARE_SPELL_FUN( spell_infirmity );
DECLARE_SPELL_FUN( spell_null );
DECLARE_SPELL_FUN( spell_make_bag );
DECLARE_SPELL_FUN( spell_acid_blast );
DECLARE_SPELL_FUN( spell_tendrils );
DECLARE_SPELL_FUN( spell_armor );
DECLARE_SPELL_FUN( spell_godbless );
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_darkness );
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_drowfire );
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_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_godbless );
DECLARE_SPELL_FUN( spell_lightning_breath );
DECLARE_SPELL_FUN( spell_cone );
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_repair );
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 );
/*
* 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 */
#define BACKUP_DIR "" /*reimburse shit -Infidel*/
#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 BACKUP_DIR "../player/backup/" /*reimb shit*/
#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 BAN_LIST "../area/ban.txt" /* baaan. */
#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 QUEST_TXT "quest.txt" /* Show quests hehe whee */
/*
* Our function prototypes.
* One big lump ... this is every function in Merc.
*/
#define CD CHAR_DATA
#define MID MOB_INDEX_DATA
#define OD OBJ_DATA
#define OID OBJ_INDEX_DATA
#define RID ROOM_INDEX_DATA
#define SF SPEC_FUN
#define ED EXIT_DATA
/* 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 ) );
void room_message args( ( ROOM_INDEX_DATA *room, char *message ) );
/* 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 ) );
/* darkheart.c */
MID * get_random_mob args( ( ) );
bool is_demonic_form args( ( int form ) );
int souls_needed args( ( CHAR_DATA *ch ) );
char * dragon_colour args( (sh_int dragtype) );
char * dragon_colour2 args( (sh_int dragtype) );
int get_size args( (CHAR_DATA *ch) );
void set_enter_room_text args( ( CHAR_DATA *ch, char *argument ) );
void set_form args( ( CHAR_DATA *ch , sh_int form ) );
void look_name args( ( CHAR_DATA *ch ) );
void set_pc_name args( ( CHAR_DATA *ch, char *title ) );
void set_switchname args( ( CHAR_DATA *ch, char *title ) );
char * get_who_race args( ( CHAR_DATA *ch, CHAR_DATA *wch) );
bool is_clan args( ( CHAR_DATA *ch ) );
void form_in_room_desc args( ( CHAR_DATA *ch, char *buf ) );
bool is_vowel args( ( char arg ) );
int get_normal_form args( (CHAR_DATA *ch) );
/* 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 ) );
int disc_points_needed args( (CHAR_DATA *ch) );
void gain_disc_points args( (CHAR_DATA *ch, int points ) );
RID *get_random_room args ( (CHAR_DATA *ch) );
RID *get_rand_room args ( ( ) );
RID *get_treemeld_room args ( ( ) );
RID *get_rand_room_by_sect args ( (int sect ) );
/* 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 ) );
/* act_wiz.c */
void get_reboot_string args( ( void ) );
void bind_char args( ( CHAR_DATA *ch ) );
void logchan args( ( char *argument ) );
/* build.c */
ED * get_exit args( ( ROOM_INDEX_DATA *room, sh_int dir ) );
ED * get_exit_to args( ( ROOM_INDEX_DATA *room, sh_int dir,int vnum ) );
ED * get_exit_num args( ( ROOM_INDEX_DATA *room, sh_int count ) );
char * copy_buffer args( ( CHAR_DATA *ch ) );
void edit_buffer args( ( CHAR_DATA *ch, char *argument ) );
char * strip_cr args( ( char *str ) );
void start_editing args( ( CHAR_DATA *ch, char *data ) );
void stop_editing args( ( CHAR_DATA *ch ) );
/* comm.c */
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
void close_socket2 args( ( DESCRIPTOR_DATA *dclose, bool kickoff ) );
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 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 banner_to_char args( ( char *txt, CHAR_DATA *ch ) );
void banner2_to_char args( ( char *txt, CHAR_DATA *ch ) );
void divide_to_char args( ( CHAR_DATA *ch ) );
void divide2_to_char args( ( CHAR_DATA *ch ) );
void divide3_to_char args( ( CHAR_DATA *ch ) );
void divide4_to_char args( ( CHAR_DATA *ch ) );
void divide5_to_char args( ( CHAR_DATA *ch ) );
void divide6_to_char args( ( CHAR_DATA *ch ) );
void stc args( ( const char *txt, CHAR_DATA *ch ) );
void cent_to_char args( ( char *txt, CHAR_DATA *ch ) );
#define DISABLED_FILE "disabled.txt" /* disabled commands */
/* prototypes from db.c */
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( ( 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 ) );
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 add_help args( ( HELP_DATA *pHelp ) );
char * strupper args( ( const char *str ) );
/*
RID * make_room args( ( int vnum ) );
OID * make_object args( ( int vnum, int cvnum, char *name ) );
MID * make_mobile args( ( int vnum, int cvnum, char *name ) );
ED * make_exit args( ( ROOM_INDEX_DATA *pRoomIndex, ROOM_INDEX_DATA *to_room, int door ) );
*/
/* daemon.c */
ROOM_INDEX_DATA * locate_obj args ( ( OBJ_DATA *obj ) );
void shock_effect args( ( void *vo,int level, int dam, int target ) );
void cold_effect args( ( void *vo,int level, int dam, int target ) );
void acid_effect args( ( void *vo,int level, int dam, int target ) );
void fire_effect args( ( void *vo,int level, int dam, int target ) );
void make_wall args( ( ROOM_INDEX_DATA *room, int dir, int wall ) );
/* fight.c */
int cap_dam args( ( CD *ch, CD *victim, int dam));
int randomize_damage args( ( CHAR_DATA *ch, int dam, int am ) );
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 ) );
bool damage_old args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show ) );
void adv_damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) );
void update_pos args( ( CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
void stop_embrace args( ( CHAR_DATA *ch, CHAR_DATA *victim));
bool no_attack args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void hurt_person args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim));
bool has_timer args( ( CHAR_DATA *ch ) );
/* handler.c */
void extract_exit args( ( ROOM_INDEX_DATA *room, EXIT_DATA *pexit ) );
int get_trust args( ( CHAR_DATA *ch ) );
int get_age args( ( CHAR_DATA *ch ) );
int get_curr_str args( ( CHAR_DATA *ch ) );
int get_curr_int args( ( CHAR_DATA *ch ) );
int get_curr_wis args( ( CHAR_DATA *ch ) );
int get_curr_dex args( ( CHAR_DATA *ch ) );
int get_curr_con args( ( CHAR_DATA *ch ) );
int can_carry_n args( ( CHAR_DATA *ch ) );
int can_carry_w args( ( CHAR_DATA *ch ) );
bool is_name args( ( char *str, char *namelist ) );
bool is_full_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_room 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 ) );
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 * item_type_name args( ( OBJ_DATA *obj ) );
char * affect_loc_name args( ( int location ) );
char * affect_bit_name args( ( int vector ) );
char * extra_bit_name args( ( int extra_flags ) );
void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );
void set_learnable_disciplines args( ( CHAR_DATA *ch ) );
void update_disc args( ( CHAR_DATA *ch) );
/* interp.c */
void interpret args( ( CHAR_DATA *ch, char *argument ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
char * one_argument args( ( char *argument, char *arg_first ) );
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 ) );
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 ) );
/* stat_sav.c */
void initialise_config args( ( void ) );
/* 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 ) );
void mobile_update args( ( void ) );
void weather_update args( ( void ) );
void char_update args( ( void ) );
void obj_update args( ( void ) );
void aggr_update args( ( void ) );
void ww_update args( ( void ) );
void room_update args( ( void ) );
/* kav_fight.c */
void special_move args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
/* 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 ) );
/* 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 reg_mend args( ( CHAR_DATA *ch ) );
void vamp_rage args( ( CHAR_DATA *ch ) );
bool char_exists args( ( bool backup, char *argument ) );
OD * get_page args( ( OBJ_DATA *book, int page_num ) );
/* vic.c */
DECLARE_DO_FUN( do_relevel2 );
void reset_weapon args( (CHAR_DATA *ch, int dtype) );
void reset_spell args( (CHAR_DATA *ch, int dtype) );
/* kingdom.c */
bool lost_kpower args(( CHAR_DATA *ch));
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef ED
/*****************************************************************************
* OLC *
*****************************************************************************/
/*
* This structure is used in special.c to lookup spec funcs and
* also in olc_act.c to display listings of spec funcs.
*/
struct spec_type
{
char * spec_name;
SPEC_FUN * spec_fun;
};
/*
* This structure is used in bit.c to lookup flags and stats.
*/
struct flag_type
{
char * name;
int bit;
bool settable;
};
/*
* Object defined in limbo.are
* Used in save.c to load objects that don't exist.
*/
#define OBJ_VNUM_DUMMY 1
/*
* Area flags.
*/
#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_VERBOSE 8
#define MAX_DIR 6
#define NO_FLAG -99 /* Must not be used in flags or stats. */
/*
* Interp.c
*/
DECLARE_DO_FUN( do_aedit ); /* OLC 1.1b */
DECLARE_DO_FUN( do_redit ); /* OLC 1.1b */
DECLARE_DO_FUN( do_oedit ); /* OLC 1.1b */
DECLARE_DO_FUN( do_medit ); /* OLC 1.1b */
DECLARE_DO_FUN( do_asave );
DECLARE_DO_FUN( do_alist );
DECLARE_DO_FUN( do_resets );
/*
* Global Constants
*/
extern char * const dir_name [];
extern const sh_int rev_dir [];
extern const struct spec_type spec_table [];
/*
* Global variables
*/
extern int nAllocPerm;
extern int nAllocString;
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];
/* db.c */
void reset_area args( ( AREA_DATA * pArea ) );
void reset_room args( ( ROOM_INDEX_DATA *pRoom ) );
KINGDOM_DATA king_table[MAX_KINGDOM];
/* string.c */
void string_edit args( ( CHAR_DATA *ch, char **pString ) );
void string_append args( ( CHAR_DATA *ch, char **pString ) );
char * string_replace args( ( char * orig, char * old, char * new ) );
void string_add args( ( CHAR_DATA *ch, char *argument ) );
char * format_string args( ( char *oldstring /*, bool fSpace */ ) );
char * first_arg args( ( char *argument, char *arg_first, bool fCase ) );
char * string_unpad args( ( char * argument ) );
char * string_proper args( ( char * argument ) );
char * all_capitalize args( ( const char *str) );
/* olc.c */
bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) );
char *olc_ed_name args( ( CHAR_DATA *ch ) );
char *olc_ed_vnum args( ( CHAR_DATA *ch ) );
/* special.c */
char * spec_string args( ( SPEC_FUN *fun ) ); /* OLC */
/* bit.c */
extern const struct flag_type area_flags[];
extern const struct flag_type sex_flags[];
extern const struct flag_type exit_flags[];
extern const struct flag_type door_resets[];
extern const struct flag_type room_flags[];
extern const struct flag_type sector_flags[];
extern const struct flag_type type_flags[];
extern const struct flag_type extra_flags[];
extern const struct flag_type wear_flags[];
extern const struct flag_type act_flags[];
extern const struct flag_type affect_flags[];
extern const struct flag_type apply_flags[];
extern const struct flag_type wear_loc_strings[];
extern const struct flag_type wear_loc_flags[];
extern const struct flag_type weapon_flags[];
extern const struct flag_type container_flags[];
extern const struct flag_type liquid_flags[];