/*************************************************************************** * 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_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) /* * 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 /* * 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 /*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 /* * 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 /* 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 [11]; 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 */ }; /* * 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; /* * 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), "Dunkirk" )) #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; /* * Command functions. * Defined in act_*.c (mostly). */ DECLARE_DO_FUN( do_showquest ); // 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_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_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_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_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_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/backupInfo/" /*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[];