/**************************************************************************
* 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. *
***************************************************************************/
#ifndef MERC_H
#define MERC_H
#include <mysql/mysql.h>
#include <stdlib.h>
#include <limits.h>
#include <sys/cdefs.h>
#include <sys/time.h>
#include <dlfcn.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
#define MAX_MEM_LIST 13
void pwipe();
/*
* 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 int sh_int;
typedef unsigned char bool;
#endif
#include "player.h"
#include "old.h"
#include "buffer.h"
#include "libs.h"
struct ansi_type
{
char * name;
char * value; /* escape sequence, or whatever */
int index;
char letter;
int stlen;
};
#define MAX_ANSI 28
extern const struct ansi_type ansi_table [MAX_ANSI];
void log_f (char * fmt, ...) __attribute__ ((format(printf,1,2)));
extern bool mem_log;
#define STR(x) #x
#define SX(x) STR(x)
#define getmem(size) _getmem(size,_caller,1)
#define qgetmem(size) _getmem(size,_caller,0)
#define _caller __FILE__ ":" SX(__LINE__)
#define _dispose(mem,size,log) \
do { \
if ( ! (mem) ) \
{ \
bug("Disposing NULL memory",0); \
return; \
} \
if (log&&mem_log) log_f("dispose(%p) from %s:%d", (mem), __FILE__, __LINE__); \
free((mem)); \
(mem) = NULL; \
} while(0)
#define dispose(mem,size) _dispose(mem,size,1)
#define qdispose(mem,size) _dispose(mem,size,0)
/*
* 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 board_data BOARD_DATA;
typedef struct class_data CLASS_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 mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
typedef struct disabled_data DISABLED_DATA;
typedef struct race_data RACE_DATA;
typedef struct clan_data CLAN_DATA;
typedef struct fortress_data FORTRESS_DATA;
typedef struct wiz_data WIZ_DATA;
extern AREA_DATA *area_first;
extern CLASS_DATA *alie;
extern CLASS_DATA *apoc;
extern CLASS_DATA *drag;
extern CLASS_DATA *drow;
extern CLASS_DATA *jedi;
extern CLASS_DATA *monk;
extern CLASS_DATA *vamp;
extern CLASS_DATA *were;
/* 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 race_data
{
RACE_DATA *next;
char *name;
int group1;
int group2;
bool complete;
};
/*
* 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 ) );
/* sound defines for MSP */
#define SOUND_SWORD1 "vortexmsp/sword.wav"
#define SOUND_BITE "vortexmsp/bite.wav"
#define SOUND_SCREAM "vortexmsp/diescream.wav"
#define SOUND_GUN "vortexmsp/goldengun.wav"
#define SOUND_WOO "vortexmsp/gyscream.wav" /*dont use*/
#include "globals.h"
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4096
#define MAX_INPUT_LENGTH 400
#define ALIGN_NONE 0
#define ALIGN_LEFT 1
#define ALIGN_RIGHT 2
#define ALIGN_CENTER 3
#define CURRENT_PFILE_VERSION 6
int jedi_eq_counter( CHAR_DATA *ch, bool exempt );
int blood_max( CHAR_DATA *ch );
int count_mobs( CHAR_DATA *ch);
bool wearing_one_ring(CHAR_DATA *ch);
bool is_naked(CHAR_DATA *ch);
bool is_ds_range( CHAR_DATA *ch );
bool is_vorpal( CHAR_DATA *ch );
void play_sound( CHAR_DATA *ch, char *sound, int type);
void *_getmem( int size, const char *caller, int log);
void send_to_room args(( char *message, ROOM_INDEX_DATA *room ));
void conceal_count args((CHAR_DATA *ch));
void strip_class_bits args((CHAR_DATA *ch));
bool has_metal args((CHAR_DATA *ch, int count, int type));
void remove_bars(CHAR_DATA *ch, int count, int type);
bool in_arena(CHAR_DATA *ch);
bool has_power_level(CHAR_DATA *ch, int power, int level);
bool has_power(CHAR_DATA *ch, int power);
bool standard_calls(CHAR_DATA *ch, int power, int level);
int random_block(CHAR_DATA *ch);
int get_warp(CHAR_DATA *ch);
bool is_valid_warp(CHAR_DATA *ch, int warp);
void update_players_logged(void);
void set_stun( CHAR_DATA * victim, int stuntime );
void display_class_stats( CHAR_DATA *ch);
void improve_class(CHAR_DATA *ch, int field);
int class_parry(CHAR_DATA *ch);
int class_dodge(CHAR_DATA *ch);
int class_num_attack(CHAR_DATA *ch);
int class_mod_damage(CHAR_DATA *ch, CHAR_DATA *victim, int dam);
void get_points(CHAR_DATA *ch, CHAR_DATA *victim);
void class_attributes(CHAR_DATA *ch);
int class_hitroll(CHAR_DATA *ch);
int class_damroll(CHAR_DATA *ch);
int class_ac(CHAR_DATA *ch);
void class_regen(CHAR_DATA *ch);
bool has_weapons(CHAR_DATA *ch);
WIZ_DATA *get_immortal( char *argument);
/*
* Rotains Gobal Procedures
*/
void put_wall args( (ROOM_INDEX_DATA *room, int dir, int wall));
void make_wall args( (ROOM_INDEX_DATA *room, int dir, int wall));
void shootdirection args( (CHAR_DATA *ch, CHAR_DATA *victim,int range,char arg[MAX_STRING_LENGTH]));
void snipedirection args( (CHAR_DATA *ch, CHAR_DATA *victim,int range,char arg[MAX_STRING_LENGTH]));
bool safe_room args( (CHAR_DATA *ch));
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 newbie_trans args( (OBJ_DATA *obj) );
void do_damn args( (CHAR_DATA *ch, char *argument) );
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 do_reward args( (CHAR_DATA *ch, char *argument) );
void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void behead args( (CHAR_DATA *victim) );
void paradox args( (CHAR_DATA *ch) );
void load_bans args( (void) );
void save_bans args( (void) );
void load_class_stats args( (void) );
void save_class_stats args( (void) );
void save_commands args( (void) );
void config_who_exp args( (void) );
int count_techniques(CHAR_DATA *ch);
int get_hours_played args( (CHAR_DATA *ch) );
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define SKILL_ADEPT 100
#define MAX_FORGET 10
#define DONATION_ROOM_WEAPON 3207
#define DONATION_ROOM_ARMOR 3207
#define DONATION_ROOM_REST 3207
#define PARADOX_TICK 30
#define MAX_SKILL 250
#define MAX_SPELL 120
#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
#define PULSE_EMBRACE ( 5 * 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 wiz_data
{
WIZ_DATA *next;
WIZ_DATA *prev;
char *name;
char *message;
int level;
};
struct clan_data
{
CLAN_DATA *next;
CLAN_DATA *prev;
FORTRESS_DATA *fort;
char *name;
char *leader;
char *coleader;
int fight_timer;
int kills;
int deaths;
int points;
int id_num;
char *channel;
char *rank_name[10];
};
struct fortress_data
{
char *name;
int level;
int max_tanks;
int max_turrets;
int tanks;
int turrets;
int spies;
int wall_str[4];
int wall_cond[4];
int upper_vnum;
int lower_vnum;
int recall_vnum;
};
/*
* 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 MAX_DIR DIR_SOUTHWEST /* max for normal walking */
#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
#define CON_COPYOVER_RECOVER 13
#define CON_ANSI 14
/*
* 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_FIGHT_LAG 23
#define TIMER_CAN_GUST 26
#define TIMER_STASIS 29
#define TIMER_SHADOWPLANE 58
#define TIMER_DROW_DARK 59
#define TIMER_TASER 60
#define TIMER_CAN_SUMMON 61
#define MAX_TIMER 62
#define PULSE_HEALTOUCH 0
#define PULSE_DEATHTOUCH 1
#define PULSE_STASIS 2
#define PULSE_SHADOWPLANE 3
#define PULSE_HEATMETAL 4
#define PULSE_BEAR 5
#define PULSE_GRAB 6
#define PULSE_DARKNESS 7
#define MAX_PULSE_TIMER 8
#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_DARK_ROOM 21
#define RTIMER_SILENCE 22
#define MAX_RTIMER 30
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
DESCRIPTOR_DATA * infect;
CHAR_DATA * character;
CHAR_DATA * original;
char * host;
char * mac;
sh_int descriptor;
sh_int connected;
bool fcommand;
bool vt102;
bool ansi;
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;
long outsize;
long 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
#define GOCIAL 5
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
HELP_DATA * prev;
sh_int level;
char * keyword;
char * text;
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA * next;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
sh_int type;
sh_int duration;
sh_int location;
sh_int modifier;
int bitvector;
int level;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/* ASCII conversions -- used so we can have letters in this file */
#define BIT_1 1
#define BIT_2 2
#define BIT_3 4
#define BIT_4 8
#define BIT_5 16
#define BIT_6 32
#define BIT_7 64
#define BIT_8 128
#define BIT_9 256
#define BIT_10 512
#define BIT_11 1024
#define BIT_12 2048
#define BIT_13 4096
#define BIT_14 8192
#define BIT_15 16384
#define BIT_16 32768
#define BIT_17 65536
#define BIT_18 131072
#define BIT_19 262144
#define BIT_20 524288
#define BIT_21 1048576
#define BIT_22 2097152
#define BIT_23 4194304
#define BIT_24 8388608
#define BIT_25 16777216
#define BIT_26 33554432
#define BIT_27 67108864
#define BIT_28 134217728
#define BIT_29 268435456
#define BIT_30 536870912
#define BIT_31 1073741824
#define BIT_32 2147483648
#define BIT_33 4294967256
/*
* Bits for 'affected_by'.
* Used in #MOBILES. flags2
*/
#define AFF_REDONE BIT_26
#define AFF_HOLD BIT_1
#define AFF_ALLOW_VAMP BIT_16
#define AFF_ALLOW_WERE BIT_17
#define AFF_ALLOW_ELAD BIT_18
#define AFF_ALLOW_DEMON BIT_19
#define AFF_ALLOW_WARLOCK BIT_20
#define AFF_DDONE BIT_8
#define AFF_DEMONDONE BIT_9
#define AFF_FUCK BIT_10
#define AFF_BOUNTY BIT_5
#define AFF_IMPROVED_INVIS BIT_11
#define AFF_CLAW BIT_12
#define AFF_BITE BIT_13
#define AFF_TAIL BIT_14
#define AFF_WING BIT_15
#define AFF_MAGIC_DEAF BIT_21
#define AFF_SHIELD BIT_22
#define AFF_SHADOW_PLANE BIT_23
#define AFF_WRENCHED BIT_24
#define AFF_SHADOW_SIGHT BIT_25
#define AFF_LAUGHTER BIT_26
#define AFF_WATER_SHIELD BIT_27
#define AFF_MASKED BIT_28
#define AFF_SHAPE_SHIFTED BIT_29
#define AFF_FAMILIAR BIT_30
#define AFF3_BLINK_1ST_RD BIT_1
#define AFF3_BLINK_2ND_RD BIT_2
/*
* 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 BIT_1 /* Auto set for mobs */
#define ACT_SENTINEL BIT_2 /* Stays in one room */
#define ACT_SCAVENGER BIT_3 /* Picks up objects */
#define ACT_AGGRESSIVE BIT_4 /* Attacks PC's */
#define ACT_STAY_AREA BIT_5 /* Won't leave area */
#define ACT_WIMPY BIT_6 /* Flees when hurt */
#define ACT_PET BIT_7 /* Auto set for pets */
#define ACT_TRAIN BIT_8 /* Can train PC's */
#define ACT_PRACTICE BIT_9 /* Can practice PC's */
#define ACT_MOUNT BIT_10 /* Can be mounted */
#define ACT_NOPARTS BIT_11 /* Dead = no body parts */
#define ACT_NOEXP BIT_12 /* No exp for killing */
#define ACT_PROTOTYPE BIT_13
#define POWER_LIFE 1
/* Warps */
#define MAX_WARP 26
#define WARP_CRYSTAL 1 /*crystaline body*/
#define WARP_STEEL 2 /*steel body*/
#define WARP_VENOM 4 /*coated in venom */
#define WARP_SPIKE 8 /*covered in spikes */
#define WARP_QUICK 16 /* extra quick */
#define WARP_SLOW 32 /* extra slow */
#define WARP_TERROR 64 /* opponents randomly flee */
#define WARP_REGEN 128 /* double healing rate */
#define WARP_WEAPON 256 /* weapon master */
#define WARP_INEPT 512 /* lower weapon levels */
#define WARP_WEAK 1024 /* do lower damage */
#define WARP_VULN 2048 /* take extra damage */
#define WARP_SHARDS 4096 /* throw glass shards */
#define WARP_CLUMSY 8192 /* lower dodge/parry */
#define WARP_TENT 16384 /* tentacles */
#define WARP_SLOWHEAL 32768 /* half regen rate */
#define WARP_ARCANE 65536 /* higher magic levels */
#define WARP_NOMAGE 131072 /* low magic level */
#define WARP_STRONG 262144 /* do extra damage */
#define WARP_SMELLY 524288 /* does nothing */
#define WARP_WART 1048576 /* nothing */
#define WARP_FEATHER 2097152 /* nothing */
#define WARP_HAIRY 4194304 /* nothing */
#define WARP_BIGFEET 8388608 /*nohting again */
#define WARP_BALD 16777216 /* nothing */
#define WARP_TAIL 33554432 /*nothing */
/*
* 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_HASTE 268435456
#define AFF_INFIRMITY 536870912
#define AFF_GODBLESS 1073741824 /* Monk and Paladin Bless */
#define AFF_DARKNESS 2147483648 /* Total Blind, nothing can penerate */
#define AFF_STEEL_SHIELD 4294967296
#define MONKFLAMING 8589934592
#define MONK_HASTE 1
#define MONK_SLOW 2
#define MONK_BLIND 4
#define MONK_DIAMONDSKIN 8
#define MONK_IRONSKIN 16
/*
* 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
/* 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];
/*
* Zombie Lord.
*/
#define ZOMBIE_NOTHING 0
#define ZOMBIE_TRACKING 1
#define ZOMBIE_ANIMATE 2
#define ZOMBIE_CAST 3
#define ZOMBIE_REST 4
/* 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 BIT_1
#define DIMM_CHARM BIT_2
#define DIMM_MAGIC BIT_3
#define DIMM_WEAPON BIT_4
#define DIMM_BASH BIT_5
#define DIMM_PIERCE BIT_6
#define DIMM_SLASH BIT_7
#define DIMM_FIRE BIT_8
#define DIMM_COLD BIT_9
#define DIMM_LIGHTNING BIT_10
#define DIMM_ACID BIT_11
#define DIMM_POISON BIT_12
#define DIMM_NEGATIVE BIT_13
#define DIMM_HOLY BIT_14
#define DIMM_ENERGY BIT_15
#define DIMM_MENTAL BIT_16
#define DIMM_DISEASE BIT_17
#define DIMM_DROWNING BIT_18
#define DIMM_LIGHT BIT_19
#define DIMM_SOUND BIT_20
#define DIMM_WOOD BIT_24
#define DIMM_SILVER BIT_25
#define DIMM_IRON BIT_26
/* RES bits for mobs */
#define RES_SUMMON BIT_1
#define RES_CHARM BIT_2
#define RES_MAGIC BIT_3
#define RES_WEAPON BIT_4
#define RES_BASH BIT_5
#define RES_PIERCE BIT_6
#define RES_SLASH BIT_7
#define RES_FIRE BIT_8
#define RES_COLD BIT_9
#define RES_LIGHTNING BIT_10
#define RES_ACID BIT_11
#define RES_POISON BIT_12
#define RES_NEGATIVE BIT_13
#define RES_HOLY BIT_14
#define RES_ENERGY BIT_15
#define RES_MENTAL BIT_16
#define RES_DISEASE BIT_17
#define RES_DROWNING BIT_18
#define RES_LIGHT BIT_19
#define RES_SOUND BIT_20
#define RES_WOOD BIT_24
#define RES_SILVER BIT_25
#define RES_IRON BIT_26
/* VULN bits for mobs */
#define VULN_SUMMON BIT_1
#define VULN_CHARM BIT_2
#define VULN_MAGIC BIT_3
#define VULN_WEAPON BIT_4
#define VULN_BASH BIT_5
#define VULN_PIERCE BIT_6
#define VULN_SLASH BIT_7
#define VULN_FIRE BIT_8
#define VULN_COLD BIT_9
#define VULN_LIGHTNING BIT_10
#define VULN_ACID BIT_11
#define VULN_POISON BIT_12
#define VULN_NEGATIVE BIT_13
#define VULN_HOLY BIT_14
#define VULN_ENERGY BIT_15
#define VULN_MENTAL BIT_16
#define VULN_DISEASE BIT_17
#define VULN_DROWNING BIT_18
#define VULN_LIGHT BIT_19
#define VULN_SOUND BIT_20
#define VULN_WOOD BIT_24
#define VULN_SILVER BIT_25
#define VULN_IRON BIT_26
/*
* 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
#define OBJ_VNUM_BROD 30073
#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 OBJ_VNUM_BOMB 4
#define OBJ_VNUM_MINE 5
#define OBJ_VNUM_MISSLE 6
#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_SATAN 30003
#define MOB_VNUM_DEMON 30005
#define MOB_VNUM_SERPENT 30006
/*
* 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_ARTIFACT 47
#define ITEM_BOMB 48
#define ITEM_GEM 49
#define ITEM_ORE 50
#define ITEM_METAL 51
/*
* Weapon Stats
*/
#define WEAPON_FLAMING BIT_1
#define WEAPON_FROST BIT_2
#define WEAPON_VAMPIRIC BIT_3
#define WEAPON_SHARP BIT_4
#define WEAPON_VORPAL BIT_5
#define WEAPON_TWO_HANDS BIT_6
#define WEAPON_SHOCKING BIT_7
#define WEAPON_POISON BIT_8
#define WEAPON_SUNBLADE BIT_9
#define WEAPON_DRAGONLANCE BIT_10
#define WEAPON_SILVER BIT_11
#define WEAPON_RUNE_FORCE_BOLT BIT_12
#define WEAPON_RUNE_SMITE_EVIL BIT_13
#define WEAPON_RUNE_BLAZE BIT_14
#define WEAPON_RUNE_LIGHTNING BIT_15
#define WEAPON_RUNE_DANCING BIT_16
#define WEAPON_ELE_FLAME BIT_17
#define WEAPON_ELE_WATER BIT_18
#define WEAPON_ELE_EARTH BIT_19
#define WEAPON_ELE_AIR BIT_20
/*
* 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_FORGED 65536
#define ITEM_PREPARED 131072
#define FORGE_COPPER 262144
#define FORGE_BRONZE 524288
#define FORGE_IRON 1048576
#define FORGE_STEEL 2097152
#define ITEM_ONE_RING 4194304
#define ITEM_LIGHT_SABER 8388608
#define ITEM_PROTOTYPE BIT_12
#define ITEM_FIXED_DUR BIT_25
/* artifact and relic flags */
#define ITEM_TELEPORTS BIT_23 /* teleports upon owner death */
#define ITEM_DESTROYED BIT_24 /* destroyed upon owner death */
#define ITEM_UNIQUE BIT_25 /* only 1 in game ever */
#define ITEM_DESIRED BIT_26 /* you can't let go of it ever */
#define ITEM_INDESTRUCTABLE BIT_27 /* guess */
#define ITEM_TELEPORT_PROTECTION BIT_28 /* teleports when attempts to destroy it */
#define ITEM_KNOW_OWNER BIT_29 /* owner displayed on artifact command */
#define ITEM_FLYING BIT_30
#define ITEM_FORM_MELDED BIT_31
/*
* 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
#define SITEM_NINJA 268435456
/*
* 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
/*
* 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 6
#define ROOM_VNUM_CRYPT 30001
#define ROOM_VNUM_DISCONNECTION 2
#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_EXPLODED 1048576
#define ROOM_PROTOTYPE BIT_16
/*
* 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 */
/* area flags */
#define UNDER_WATER 1
/*
* Directions.
* Used in #ROOMS.
*/
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR BIT_1
#define EX_CLOSED BIT_2
#define EX_LOCKED BIT_3
#define EX_PICKPROOF BIT_6
#define EX_NOPASS BIT_7
#define EX_EASY BIT_8
#define EX_HARD BIT_9
#define EX_INFURIATING BIT_10
#define EX_NOCLOSE BIT_11
#define EX_NOLOCK BIT_12
#define EX_ICE_WALL BIT_13
#define EX_FIRE_WALL BIT_14
#define EX_SWORD_WALL BIT_15
#define EX_PRISMATIC_WALL BIT_16
#define EX_IRON_WALL BIT_17
#define EX_MUSHROOM_WALL BIT_18
#define EX_CALTROP_WALL BIT_19
#define EX_ASH_WALL BIT_20
#define EX_WARDING BIT_21
#define EX_ENERGYNET_WALL BIT_22
#define MAX_EXFLAG 20
#define MAX_WALL 10
/*
* 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
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
#define COND_DRUNK 0
#define COND_FULL 1
#define COND_THIRST 2
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_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
#define ARENA_NORMAL 0
#define ARENA_CLAN 1
#define ARENA_STATUS 2
/*
* 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_MXP 2
#define PLR_NEW_HELP 4
#define PLR_AUTOEXIT 8
#define PLR_AUTOLOOT 16
#define PLR_AUTOSAC 32
#define PLR_BLANK 64
#define PLR_BRIEF 128
#define PLR_COL_SCALE 256
#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_SHADOWSIGHT 4194304
#define PLR_MSP 8388608
#define PLR_WATCHER 33554432
#define PLR_NO_GROUP 67108864
#define PLR_CHALLENGER 134217728
#define PLR_CHALLENGED 268435456
#define PLR_SACREDINVIS 536870912
#define PLR_WAS_AVATAR 1073741824
/*New bits for playrs (Infidel)*/
#define NEW_CLOAK 32768
#define NEW_DARKNESS 131072
#define THIRD_HAND 262144
#define FOURTH_HAND 524288
#define NEW_SETLOG 2097152
#define NEW_SETEXIT 4194304
#define NEW_SETDECAP 8388608
#define HAS_HADES 16777216
/* Clan bits */
#define CLAN_LDR 1
#define CLAN_CO 2
#define CLAN_TRUSTED 4
/*
* EXTRA bits for players. (KaVir)
*/
#define EXTRA_ZOMBIE 2
#define EXTRA_TRUSTED 4
#define EXTRA_NEWPASS 8
#define EXTRA_OSWITCH 16
#define EXTRA_SWITCH 32
#define TIED_UP 128
#define GAGGED 256
#define BLINDFOLDED 512
#define EXTRA_PROMPT 65536
#define EXTRA_CALL_ALL 1048576
#define EXTRA_NOTE_TRUST 4194304
#define EXTRA_ROT BIT_28
/*
* 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
/*
* Channel bits.
*/
#define CHANNEL_CLAN3 1
#define CHANNEL_CHAT 2
#define CHANNEL_CLAN1 4
#define CHANNEL_IMMTALK 8
#define CHANNEL_MUSIC 16
#define CHANNEL_QUESTION 32
#define CHANNEL_SHOUT 64
#define CHANNEL_YELL 128
#define CHANNEL_CLAN2 256
#define CHANNEL_CLAN5 512
#define CHANNEL_LOG 1024
#define CHANNEL_PRAY 2048
#define CHANNEL_INFO 4096
#define CHANNEL_NEWTALK 8192
#define CHANNEL_TELL 16384
#define CHANNEL_MAGETALK 32768
#define CHANNEL_HIGHTALK 65536
#define CHANNEL_CLAN 131072
#define CHANNEL_SIGN 262144
#define CHANNEL_MONKTALK 524288
#define CHANNEL_FORCETALK 1048576
#define CHANNEL_BELLOW BIT_22
#define CHANNEL_GODTALK BIT_23
#define CHANNEL_CLAN4 BIT_24
#define CHANNEL_CLAN6 BIT_25
#define CHANNEL_CLAN7 BIT_26
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA * next;
SPEC_FUN * spec_fun;
CHAR_DATA * mount;
CHAR_DATA * wizard;
char * hunting;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
char * lord;
char * clan;
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;
sh_int recall2;
int level;
int immune;
int polyaff;
int vampaff;
int itemaffect;
int vamppass;
int form;
int act;
int extra;
unsigned long affected_by;
unsigned long aff2;
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 class_data
{
int armo;
int atta;
int damr;
int dodg;
int hitr;
int parr;
float powe;
float rege;
float toug;
};
struct config_data
{
float ap_exp_mult;
int ap_exp_points;
int mob_hp_mult;
int mob_hp_div;
int mob_level_mult;
int mob_level_div;
int mob_dam_mult;
int mob_dam_div;
int mob_ac_mult;
int mob_ac_div;
int prac_exp_mult;
int prac_exp_div;
int research_exp_mult;
int research_exp_div;
int research_time_mult;
int research_time_div;
int train_exp_mult;
int train_exp_div;
int max_players;
char *autohelp;
char *title_none;
char *title00;
char *title05;
char *title10;
char *title15;
char *title20;
char *title25;
char *title30;
char *title35;
char *title40;
char *title45;
char *title50;
char *imm07;
char *imm08;
char *imm09;
char *imm10;
char *imm11;
char *imm12;
};
/*
* 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;
NOTE_DATA * pnote;
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 */
int clan_rank;
sh_int ABlock[3];
sh_int BBlock[3];
sh_int CBlock[3];
bool stasis;
char * hunting;
char * name;
char * pload;
char * short_descr;
char * long_descr;
char * description;
char * clan;
char * createtime;
char * setlog;
char * setexit;
char * lasttime;
char * lasthost;
char * prompt;
char * cprompt;
sh_int sex;
sh_int race;
sh_int class;
int immune;
int fight_timer;
int login_timer;
int itemaffect;
int warp;
int explevel;
int expgained;
int levelexp;
int paintball[3];
int smelt[4];
int stuntimer;
/* 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 */
sh_int generation;
sh_int rage;
sh_int tick_timer[MAX_TIMER];
sh_int warpcount;
sh_int loc_hp [7];
sh_int wpn [13];
sh_int spl [5];
sh_int cmbt [8];
sh_int stance [11];
sh_int mounted;
sh_int home;
sh_int recall2;
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;
int mana;
int max_mana;
int move;
int max_move;
int exp;
int act;
int extra;
int newbits;
int clanbits;
int special;
int affected_by;
int aff2;
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];
char *morph;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
OBJ_DATA * familiar;
OBJ_DATA * chobj;
RACE_DATA * race;
int radio;
int version;
char * held;
char * held_by;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
char * who;
char * setlog;
char * setexit;
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;
sh_int remort;
int quest;
int gentick;
int powers[35];
int askills[20];
int stats[12];
int pulse_timer[MAX_PULSE_TIMER];
bool lwrgen;
sh_int wolf;
sh_int rank;
int obj_vnum;
sh_int condition [3];
sh_int learned [MAX_SKILL];
sh_int followers;
int plr_wager; /* ARENA amount wagered */
int awins; /* ARENA number of wins */
int alosses; /* ARENA number of losses */
int comm;
int exp_multiplyer; /* for newbie exp multiplyer */
sh_int bounty[2];
char * decap_mess;
int c_chal;
int apoints;
char * target;
};
/*
* 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;
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];
int durability;
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * next_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
CHAR_DATA * carried_by;
CHAR_DATA * chobj;
CHAR_DATA * armed_by;
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;
sh_int gem_count;
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;
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];
int durability;
};
#define BOMB_MINE 1
/*
* 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 */
};
/*
* Room text checking data.
*/
typedef struct roomtext_data
{
int type;
int power;
int mob;
char * input;
char * output;
char * choutput;
char * name;
struct roomtext_data *next;
} ROOMTEXT_DATA;
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA * next;
char command;
sh_int arg1;
sh_int arg2;
sh_int arg3;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
RESET_DATA * reset_first;
RESET_DATA * reset_last;
int hi_vnum;
int lo_vnum;
char * name;
sh_int age;
sh_int nplayer;
int flags;
char * filename;
AFFECT_DATA * affected;
int affected_by;
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
ROOM_INDEX_DATA * next_room;
char * trapped_by;
char * rune_by;
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;
AFFECT_DATA * affected;
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];
int affected_by;
};
/*
* 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 */
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 */
};
struct skill_data
{
char *name;
sh_int level;
sh_int pos;
sh_int beats;
sh_int min_move;
sh_int min_mana;
char *noun;
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern sh_int gsn_firebolt;
extern sh_int gsn_strike;
extern sh_int gsn_quills;
extern sh_int gsn_cheapshot;
extern sh_int gsn_shred;
extern sh_int gsn_swordstrike;
extern sh_int gsn_fwave;
extern sh_int gsn_cattack;
extern sh_int gsn_venom;
extern sh_int gsn_tentacle;
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_hakun;
extern sh_int gsn_garotte;
extern sh_int gsn_backstab;
/* drow circle */
extern sh_int gsn_circle;
extern sh_int gsn_shiroken;
extern sh_int gsn_claws;
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_elbow;
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_disarm;
extern sh_int gsn_hurl;
extern sh_int gsn_kick;
extern sh_int gsn_rescue;
extern sh_int gsn_track;
extern sh_int gsn_polymorph;
extern sh_int gsn_web;
extern sh_int gsn_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_circle;
extern sh_int gsn_horns;
extern sh_int gsn_manashield;
/*
* 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_NEWFLAG(ch, sn) (IS_SET((ch)->flag2, (sn)))
#define IS_CREATOR(ch) (!str_cmp(GET_PC_NAME(ch), "SaTaN" ))
#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_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_HEAD(ch, sn) (IS_SET((ch)->loc_hp[0], (sn)))
#define IS_BODY(ch, sn) (IS_SET((ch)->loc_hp[1], (sn)))
#define IS_ARM_L(ch, sn) (IS_SET((ch)->loc_hp[2], (sn)))
#define IS_ARM_R(ch, sn) (IS_SET((ch)->loc_hp[3], (sn)))
#define IS_LEG_L(ch, sn) (IS_SET((ch)->loc_hp[4], (sn)))
#define IS_LEG_R(ch, sn) (IS_SET((ch)->loc_hp[5], (sn)))
#define IS_BLEEDING(ch, sn) (IS_SET((ch)->loc_hp[6], (sn)))
#define IN_CLAN( ch ) (IS_NPC(ch)?0:ch->clan)
#define IS_PLAYING( d ) (d->connected==CON_PLAYING)
#define IS_GOOD(ch) (ch->alignment >= 350)
#define IS_EVIL(ch) (ch->alignment <= -350)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define IS_AWAKE(ch) (ch->position > POS_SLEEPING)
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
/*
* Object Macros.
*/
#define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part)))
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat)))
#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 : \
( strlen((ch)->morph) > 0 ? (ch)->morph : (ch)->name)) : "someone" )
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
char * const name;
DO_FUN * do_fun;
//char * code;
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 */
};
/*
* 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 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 sh_int rev_dir [];
/*
* Global variables.
*/
extern WIZ_DATA * wiz_first;
extern WIZ_DATA * wiz_last;
extern CLAN_DATA * clan_list;
extern CLAN_DATA * last_clan;
extern HELP_DATA * help_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 RACE_DATA * racedata_free;
extern char bug_buf [];
extern time_t current_time;
extern bool fLogAll;
extern FILE * fpReserve;
extern char log_buf [];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern char last_command[MAX_STRING_LENGTH];
extern int arena;
extern int arena_type;
extern int global_exp_mult;
extern int new_players;
extern int old_players;
extern float exp_who;
extern bool PWipe;
extern bool deathmatch;
extern bool nogroup;
extern bool db_connect; /* tells us if we have an open connection to the DB */
extern sh_int db_last_action; /* How long since we last accessed the DB */
extern MYSQL *db; /* the database object */
extern int top_social;
typedef struct social_data SOCIAL_DATA;
extern SOCIAL_DATA **social_table;
void init_social_table args((void));
void resize_social_table args((int amt));
enum { SOC_COL_NAME, SOC_COL_CNA, SOC_COL_CF, SOC_COL_CA, SOC_COL_ONA, SOC_COL_VF, SOC_COL_OF, SOC_COL_OA };
struct social_data
{
char *name;
char *char_no_arg;
char *others_no_arg;
char *char_found;
char *others_found;
char *vict_found;
char *char_auto;
char *others_auto;
bool changed;
int times_used;
};
/*
* 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 COMMAND_FILE "commands.dat"
#define PLAYER_DIR "../player/" /* Player files */
#define BACKUP_DIR "../player/store/" /*reimb shit*/
#define BACK2_DIR "../player/backup/" /* need to delete this dir...*/
#define LAST_COMMAND "../last_command.txt" /*For the signal handler.*/
#define NULL_FILE "/dev/null" /* To reserve one stream */
#endif
#define CLAN_FILE "clans.dat"
#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 COPYOVER_FILE "copyover"
#define EXE_FILE "../src/merc"
#define IMM_FILE "wizl.dat" /* For relevel/dynamic wizlist */
#define CONFIG_FILE "config.dat" /* Various configuration things */
#define FIGHT_LOG "fight_log.log" /* Fight logging for debugging */
#define CLASS_FILE "class.dat" /* Class configuration --Kline */
/*
* 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
/* who.c */
char* get_status_name( CHAR_DATA *ch);
char* get_class_name( CHAR_DATA *ch);
char* get_class_rank( CHAR_DATA *ch);
char* get_player_name( CHAR_DATA *ch);
char* get_title( CHAR_DATA *ch);
char* get_clan_rank( CHAR_DATA *ch);
char* act_who( CHAR_DATA *ch, const char *format);
CLAN_DATA *find_clan_name(char *argument);
/* act_comm.c */
bool write_to_descriptor args( ( int desc, char *txt, int length ) );
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 ) );
void set_switchname args( ( CHAR_DATA *ch, char *title ) );
void set_pc_name args( ( CHAR_DATA *ch, char *title ) );
ROOM_INDEX_DATA * find_location args( ( CHAR_DATA *ch, char *arg ) );
/* 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 ) );
void check_trap 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 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 send_to_desc args( ( const char *txt, DESCRIPTOR_DATA *d) );
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, int dam ) );
void kavitem args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void ch_output args( ( CHAR_DATA *ch, char *txt, ...) );
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 ) );
int new_strlen args( ( char *str) );
#define str_len new_strlen
#define DISABLED_FILE "disabled.txt" /* disabled commands */
/* prototypes from db.c */
void load_disabled args( ( void ) );
void save_disabled args( ( void ) );
/* db.c */
void init_descriptor (DESCRIPTOR_DATA *dnew, int desc);
void copyover_recover();
void boot_db args( ( bool fCopyOver) );
void area_update args( ( void ) );
CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) );
OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
void clear_char args( ( CHAR_DATA *ch ) );
void free_char args( ( CHAR_DATA *ch ) );
char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) );
char * get_roomtext args( ( const char *name, ROOMTEXT_DATA *rt ) );
MID * get_mob_index args( ( int vnum ) );
OID * get_obj_index args( ( int vnum ) );
RID * get_room_index args( ( int vnum ) );
char fread_letter args( ( FILE *fp ) );
int fread_number args( ( FILE *fp ) );
char * fread_string args( ( FILE *fp ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp ) );
void * alloc_mem args( ( int sMem ) );
void * alloc_perm args( ( int sMem ) );
void free_mem args( ( void *pMem, int sMem ) );
char * str_dup args( ( const char *str ) );
void free_string args( ( char *pstr ) );
int number_fuzzy args( ( int number ) );
int number_range args( ( int from, int to ) );
int number_percent args( ( void ) );
int number_door args( ( void ) );
int number_bits args( ( int width ) );
int number_mm args( ( void ) );
int dice args( ( int number, int size ) );
int interpolate args( ( int level, int value_00, int value_32 ) );
void smash_tilde args( ( char *str ) );
void smash_color 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 fight_log args( ( const char *str ) );
void log_string args( ( const char *str ) );
void tail_chain args( ( void ) );
void add_help args( ( HELP_DATA *pHelp ) );
char * up_case args( ( const char *str ) );
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( ( sh_int vnum, sh_int cvnum, char *name ) );
ED * make_exit args( ( ROOM_INDEX_DATA *pRoomIndex, ROOM_INDEX_DATA *to_room, sh_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( ( CD *ch, int dam ) );
void bounty_reward args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
bool has_bounty args( ( CHAR_DATA *ch) );
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 MAGIC_CAN_AFFECT args(( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool can_stun args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool can_heal 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 ) );
bool IS_DAMNED args( ( CHAR_DATA *ch ) );
bool is_clan_leader args( ( CHAR_DATA *ch ) );
bool is_clan_coleader 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( ( const char *str, char *namelist ) );
// void assign_class_name args( ( CHAR_DATA *ch ) );
void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf) );
void total_affects args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf) );
void affect_to_char2 args( ( CHAR_DATA *ch, AFFECT_DATA *paf, int level));
void affect_remove2 args( ( CHAR_DATA *ch, AFFECT_DATA *paf, int level));
void affect_modify2 args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd, int level));
void affect_strip2 args( ( CHAR_DATA *ch, int sn, int level));
void room_affect_remove args(( ROOM_INDEX_DATA *room, AFFECT_DATA *paf));
void area_affect_remove args(( AREA_DATA *area, AFFECT_DATA *paf));
void affect_to_room args( ( ROOM_INDEX_DATA *room, AFFECT_DATA *paf) );
void affect_to_area args( ( AREA_DATA *area, 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_area 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 * affect_bit_name2 args( (int vector) );
char * extra_bit_name args( ( int extra_flags ) );
void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd) );
void room_affect_modify args(( ROOM_INDEX_DATA *room, AFFECT_DATA *paf,
bool fAdd));
void area_affect_modify args(( AREA_DATA *area, AFFECT_DATA *paf, bool fAdd));
void set_learnable_disciplines args( ( CHAR_DATA *ch ) );
void update_disc args( ( CHAR_DATA *ch) );
void make_gem args( ( OBJ_DATA *obj) );
void make_ore args( ( OBJ_DATA *obj) );
void set_gem_name args( (OBJ_DATA *obj) );
bool standard_calls args( (CHAR_DATA *ch, int power, int level) );
/* 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 ) );
char *format_string args( ( char *oldstring ) );
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 ) );
void do_summon_wear_loc args( (CHAR_DATA *ch, char *argument ) );
/* stat_sav.c */
void initialise_config args( ( void ) );
/* class_config.c */
void init_class 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) );
void mob_oset_affect ( CHAR_DATA *ch, OBJ_DATA *obj, int value, int affect, bool is_quest );
/* clan.c */
void werewolf_regen args( ( CHAR_DATA *ch ) );
void mortal_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) );
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef ED
#endif
/*
* sql_handler.c
*/
MYSQL_RES *query_db(char *query);