/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997, 1998 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright (c) Lucasfilm Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Main mud header file * ****************************************************************************/ #include <stdlib.h> #include <limits.h> #include <sys/cdefs.h> #include <sys/time.h> #include <math.h> #include <stdarg.h> #include <stdio.h> #ifdef WIN32 #include <winsock.h> #include <sys/types.h> #pragma warning( disable: 4018 4244 4761) #define NOCRYPT #define index strchr #define rindex strrchr #else #include <unistd.h> #ifndef SYSV #include <sys/cdefs.h> #else #include <re_comp.h> #endif #include <sys/time.h> #endif typedef int ch_ret; typedef int obj_ret; /* * 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 ) ch_ret 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(BERR) #define BERR 255 #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 /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct auction_data AUCTION_DATA; /* auction data */ typedef struct watch_data WATCH_DATA; typedef struct ban_data BAN_DATA; typedef struct extracted_char_data EXTRACT_CHAR_DATA; typedef struct char_data CHAR_DATA; typedef struct hunt_hate_fear HHF_DATA; typedef struct fighting_data FIGHT_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct nuisance_data NUISANCE_DATA; typedef struct note_data NOTE_DATA; typedef struct comment_data COMMENT_DATA; typedef struct board_data BOARD_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 race_type RACE_TYPE; typedef struct repairshop_data REPAIR_DATA; typedef struct reserve_data RESERVE_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct hour_min_sec HOUR_MIN_SEC; typedef struct weather_data WEATHER_DATA; typedef struct neighbor_data NEIGHBOR_DATA; /* FB */ typedef struct bounty_data BOUNTY_DATA; typedef struct planet_data PLANET_DATA; typedef struct guard_data GUARD_DATA; typedef struct space_data SPACE_DATA; typedef struct clan_data CLAN_DATA; typedef struct council_data COUNCIL_DATA; typedef struct ship_data SHIP_DATA; typedef struct missile_data MISSILE_DATA; typedef struct mob_prog_data MPROG_DATA; typedef struct mob_prog_act_list MPROG_ACT_LIST; typedef struct editor_data EDITOR_DATA; typedef struct timer_data TIMER; typedef struct godlist_data GOD_DATA; typedef struct system_data SYSTEM_DATA; typedef struct smaug_affect SMAUG_AFF; typedef struct who_data WHO_DATA; typedef struct skill_type SKILLTYPE; typedef struct social_type SOCIALTYPE; typedef struct xsocial_type XSOCIALTYPE; typedef struct cmd_type CMDTYPE; typedef struct killed_data KILLED_DATA; typedef struct wizent WIZENT; typedef struct ignore_data IGNORE_DATA; typedef struct extended_bitvector EXT_BV; typedef struct rank_data RANK_DATA; typedef struct ship_prototype_data SHIP_PROTOTYPE; /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) ); typedef ch_ret SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo ) ); #define DUR_CONV 23.333333333333333333333333 #define HIDDEN_TILDE '*' #define BV00 (1 << 0) #define BV01 (1 << 1) #define BV02 (1 << 2) #define BV03 (1 << 3) #define BV04 (1 << 4) #define BV05 (1 << 5) #define BV06 (1 << 6) #define BV07 (1 << 7) #define BV08 (1 << 8) #define BV09 (1 << 9) #define BV10 (1 << 10) #define BV11 (1 << 11) #define BV12 (1 << 12) #define BV13 (1 << 13) #define BV14 (1 << 14) #define BV15 (1 << 15) #define BV16 (1 << 16) #define BV17 (1 << 17) #define BV18 (1 << 18) #define BV19 (1 << 19) #define BV20 (1 << 20) #define BV21 (1 << 21) #define BV22 (1 << 22) #define BV23 (1 << 23) #define BV24 (1 << 24) #define BV25 (1 << 25) #define BV26 (1 << 26) #define BV27 (1 << 27) #define BV28 (1 << 28) #define BV29 (1 << 29) #define BV30 (1 << 30) #define BV31 (1 << 31) /* 32 USED! DO NOT ADD MORE! SB */ /* * String and memory management parameters. */ #define MAX_KEY_HASH 2048 #define MAX_STRING_LENGTH 4096 /* buf */ #define MAX_INPUT_LENGTH 1024 /* arg */ #define MAX_INBUF_SIZE 1024 #define HASHSTR /* use string hashing */ #define MAX_LAYERS 8 /* maximum clothing layers */ #define MAX_NEST 100 /* maximum container nesting */ #define MAX_KILLTRACK 20 /* track mob vnums killed */ /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_EXP_WORTH 500000 #define MIN_EXP_WORTH 25 #define MAX_REXITS 20 /* Maximum exits allowed in 1 room */ #define MAX_SKILL 276 #define MAX_ABILITY 8 #define MAX_CLAN 50 #define MAX_PLANET 100 #define MAX_SHIP 300 #define MAX_BOUNTY 255 #define MAX_RANK 9 #define MAX_HERB 20 #define MAX_DISEASE 20 #define MAX_RACE 25 #define MAX_NPC_RACE 91 #define MAX_WHERE_NAME 29 extern int MAX_PC_RACE; #define MAX_LEVEL 200 #define LEVEL_HERO (MAX_LEVEL - 15) #define LEVEL_IMMORTAL (MAX_LEVEL - 15) #define LEVEL_SUPREME (MAX_LEVEL - 15) #define LEVEL_INFINITE (MAX_LEVEL - 15) #define LEVEL_ETERNAL (MAX_LEVEL - 15) #define LEVEL_IMPLEMENTOR (MAX_LEVEL - 15) #define LEVEL_SUB_IMPLEM (MAX_LEVEL - 15) #define LEVEL_ASCENDANT (MAX_LEVEL - 15) #define LEVEL_GREATER (MAX_LEVEL - 15) #define LEVEL_GOD (MAX_LEVEL - 15) #define LEVEL_LESSER (MAX_LEVEL - 15) #define LEVEL_TRUEIMM (MAX_LEVEL - 15) #define LEVEL_DEMI (MAX_LEVEL - 15) #define LEVEL_SAVIOR (MAX_LEVEL - 15) #define LEVEL_CREATOR (MAX_LEVEL - 15) #define LEVEL_ACOLYTE (MAX_LEVEL - 15) #define LEVEL_NEOPHYTE (MAX_LEVEL - 15) #define LEVEL_AVATAR (MAX_LEVEL - 15) #include "restore.h" #include "slay.h" #include "homes.h" #include "defines.h" #define LEVEL_LOG LEVEL_LESSER #define LEVEL_HIGOD LEVEL_GOD /* This is to tell if act uses uppercasestring or not --Shaddai */ bool DONT_UPPER; #define PULSE_PER_SECOND 4 #define PULSE_MINUTE ( 60 * PULSE_PER_SECOND) #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_TICK ( 70 * PULSE_PER_SECOND) #define PULSE_AREA ( 60 * PULSE_PER_SECOND) #define PULSE_AUCTION ( 10 * PULSE_PER_SECOND) #define PULSE_SPACE ( 10 * PULSE_PER_SECOND) #define PULSE_TAXES ( 60 * PULSE_MINUTE) /* * Stuff for area versions --Shaddai */ int area_version; #define HAS_SPELL_INDEX -1 #define AREA_VERSION_WRITE 1 /* * Command logging types. */ typedef enum { LOG_NORMAL, LOG_ALWAYS, LOG_NEVER, LOG_PROGBUG, LOG_BUILD, LOG_HIGH, LOG_COMM, LOG_WARN, LOG_ALL } log_types; /* * Return types for move_char, damage, greet_trigger, etc, etc * Added by Thoric to get rid of bugs */ typedef enum { rNONE, rCHAR_DIED, rVICT_DIED, rBOTH_DIED, rCHAR_QUIT, rVICT_QUIT, rBOTH_QUIT, rSPELL_FAILED, rOBJ_SCRAPPED, rOBJ_EATEN, rOBJ_EXPIRED, rOBJ_TIMER, rOBJ_SACCED, rOBJ_QUAFFED, rOBJ_USED, rOBJ_EXTRACTED, rOBJ_DRUNK, rCHAR_IMMUNE, rVICT_IMMUNE, rCHAR_AND_OBJ_EXTRACTED = 128, rERROR, rSTOP = 255 /*rSTOP added 01/21/01 by Drraagh */ } ret_types; /* Echo types for echo_to_all */ #define ECHOTAR_ALL 0 #define ECHOTAR_PC 1 #define ECHOTAR_IMM 2 /* defines for new do_who */ #define WT_MORTAL 0 #define WT_IMM 2 #define WT_AVATAR 1 #define WT_NEWBIE 3 #define WT_GROUPED 4 #define WT_GROUPWHO 5 /* * Defines for extended bitvectors */ #ifndef INTBITS #define INTBITS 32 #endif #define XBM 31 /* extended bitmask ( INTBITS - 1 ) */ #define RSV 5 /* right-shift value ( sqrt(XBM+1) ) */ #define XBI 4 /* integers in an extended bitvector */ #define MAX_BITS XBI * INTBITS /* * Structure for extended bitvectors -- Thoric */ struct extended_bitvector { int bits[XBI]; }; #include "copyover.h" /* short cut crash bug fix provided by gfinello@mail.karmanet.it*/ typedef enum { relMSET_ON, relOSET_ON } relation_type; typedef struct rel_data REL_DATA; struct rel_data { void *Actor; void *Subject; REL_DATA *next; REL_DATA *prev; relation_type Type; }; /* * do_who output structure -- Narn */ struct who_data { WHO_DATA *prev; WHO_DATA *next; char *text; int type; }; /* * Player watch data structure --Gorog */ struct watch_data { WATCH_DATA * next; WATCH_DATA * prev; sh_int imm_level; char * imm_name; /* imm doing the watching */ char * target_name; /* player or command being watched */ char * player_site; /* site being watched */ }; /* * Nuisance structure */ #define MAX_NUISANCE_STAGE 10 /* How many nuisance stages */ struct nuisance_data { long int time; /* The time nuisance flag was set */ long int max_time; /* Time for max penalties */ int flags; /* Stage of nuisance */ int power; /* Power of nuisance */ }; /* * Ban Types --- Shaddai */ #define BAN_SITE 1 #define BAN_CLASS 2 #define BAN_RACE 3 #define BAN_WARN -1 /* * Site ban structure. */ struct ban_data { BAN_DATA *next; BAN_DATA *prev; char *name; /* Name of site/class/race banned */ char *user; /* Name of user from site */ char *note; /* Why it was banned */ char *ban_by; /* Who banned this site */ char *ban_time; /* Time it was banned */ int flag; /* Class or Race number */ int unban_date;/* When ban expires */ sh_int duration; /* How long it is banned for */ sh_int level; /* Level that is banned */ bool warn; /* Echo on warn channel */ bool prefix; /* Use of *site */ bool suffix; /* Use of site* */ }; /* * Yeesh.. remind us of the old MERC ban structure? :) */ struct reserve_data { RESERVE_DATA *next; RESERVE_DATA *prev; char *name; }; /* * Time and weather stuff. */ typedef enum { SUN_DARK, SUN_RISE, SUN_LIGHT, SUN_SET } sun_positions; typedef enum { SKY_CLOUDLESS, SKY_CLOUDY, SKY_RAINING, SKY_LIGHTNING } sky_conditions; struct time_info_data { int hour; int day; int month; int year; int sunlight; }; struct hour_min_sec { int hour; int min; int sec; int manual; }; /* Define maximum number of climate settings - FB */ #define MAX_CLIMATE 5 struct weather_data { int temp; /* temperature */ int precip; /* precipitation */ int wind; /* umm... wind */ int temp_vector; /* vectors controlling */ int precip_vector; /* rate of change */ int wind_vector; int climate_temp; /* climate of the area */ int climate_precip; int climate_wind; NEIGHBOR_DATA * first_neighbor; /* areas which affect weather sys */ NEIGHBOR_DATA * last_neighbor; char * echo; /* echo string */ int echo_color; /* color for the echo */ }; struct neighbor_data { NEIGHBOR_DATA *next; NEIGHBOR_DATA *prev; char *name; AREA_DATA *address; }; /* * Structure used to build wizlist */ struct wizent { WIZENT * next; WIZENT * last; char * name; sh_int level; }; typedef enum { CON_PLAYING, CON_GET_NAME, CON_GET_OLD_PASSWORD, CON_CONFIRM_NEW_NAME, CON_GET_NEW_PASSWORD, CON_CONFIRM_NEW_PASSWORD, CON_GET_WANT_RIPANSI, CON_GET_NEW_SEX, CON_READ_MOTD, CON_GET_NEW_RACE, CON_GET_EMULATION, CON_EDITING, CON_TITLE, CON_PRESS_ENTER, CON_WAIT_1, CON_WAIT_2, CON_WAIT_3, CON_ACCEPTED, CON_READ_IMOTD, CON_GET_MSP, CON_GET_NEW_CLASS, CON_GET_NEW_HAIR, CON_GET_NEW_EYE, CON_GET_NEW_BUILD, CON_GET_NEW_COMPLEX, CON_GET_CHILD_BOOL, CON_COPYOVER_RECOVER } connection_types; /* * 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_BAN_DESC, SUB_ROOM_DESC, SUB_ROOM_EXTRA, SUB_ROOM_EXIT_DESC, SUB_WRITING_NOTE, SUB_MPROG_EDIT, SUB_HELP_EDIT, SUB_PERSONAL_BIO, SUB_REPEATCMD, SUB_RESTRICTED, SUB_SLAYCMSG, SUB_SLAYVMSG, SUB_SLAYRMSG,SUB_SHIPDESC, /* timer types ONLY below this point */ SUB_TIMER_DO_ABORT = 128, SUB_TIMER_CANT_ABORT } char_substates; struct rank_data { char * name; int place; int wage; }; /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * prev; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; char * host; char * hostip; int port; int descriptor; sh_int connected; sh_int idle; sh_int lines; sh_int scrlen; bool fcommand; char inbuf [MAX_INBUF_SIZE]; char incomm [MAX_INPUT_LENGTH]; char inlast [MAX_INPUT_LENGTH]; int repeat; char * outbuf; unsigned long outsize; int outtop; char * pagebuf; unsigned long pagesize; int pagetop; char * pagepoint; char pagecmd; char pagecolor; int auth_inc; int auth_state; char abuf[ 256 ]; int auth_fd; char * user; int atimes; int newstate; unsigned char prevcolor; }; /* * 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; }; struct cha_app_type { sh_int charm; }; struct lck_app_type { sh_int luck; }; /* ability classes */ #define FORCE_ABILITY -2 #define ABILITY_NONE -1 #define COMBAT_ABILITY 0 #define PILOTING_ABILITY 1 #define ENGINEERING_ABILITY 2 #define HUNTING_ABILITY 3 #define SMUGGLING_ABILITY 4 #define DIPLOMACY_ABILITY 5 #define PIRACY_ABILITY 6 #define MEDIC_ABILITY 7 /* the races */ typedef enum { RACE_HUMAN, RACE_WOOKIEE, RACE_TWI_LEK, RACE_RODIAN, RACE_HUTT, RACE_MON_CALAMARI, RACE_NOGHRI, RACE_GAMORREAN, RACE_JAWA, RACE_ADARIAN, RACE_EWOK, RACE_VERPINE, RACE_DEFEL, RACE_TRANDOSHAN, RACE_CHADRA_FAN, RACE_QUARREN, RACE_DUINUOGWUIN, RACE_GOTAL, RACE_DEVARONIAN, RACE_ITHORIAN, RACE_R20, RACE_R21, RACE_R22, RACE_R23, RACE_R24, RACE_R25, RACE_R26, RACE_R27, RACE_R28, RACE_R29, RACE_R30 } race_types; /* npc races */ #define RACE_DRAGON 31 /* * Languages -- Altrag */ #define SCRAMBLE #define LANG_UNKNOWN 0 /* Anything that doesnt fit a category */ #define LANG_COMMON BV00 /* Human base language */ #define LANG_WOOKIEE BV01 #define LANG_TWI_LEK BV02 #define LANG_RODIAN BV03 #define LANG_HUTT BV04 #define LANG_MON_CALAMARI BV05 #define LANG_NOGHRI BV06 #define LANG_GAMORREAN BV07 #define LANG_JAWA BV08 #define LANG_ADARIAN BV09 #define LANG_EWOK BV10 #define LANG_VERPINE BV11 #define LANG_DEFEL BV12 #define LANG_TRANDOSHAN BV13 #define LANG_CHADRA_FAN BV14 #define LANG_QUARREN BV15 #define LANG_DUINUOGWUIN BV16 #define LANG_GOTAL BV17 #define LANG_DEVARONIAN BV18 #define LANG_ITHORIAN BV19 #define LANG_BOTHAN BV20 #define LANG_ASKANI BV21 #define LANG_R22 BV22 #define LANG_R23 BV23 #define LANG_R24 BV24 #define LANG_R25 BV25 #define LANG_DROID BV26 #define LANG_SPIRITUAL BV27 #define LANG_MAGICAL BV28 #define LANG_GOD BV29 #define LANG_ANCIENT BV30 #define LANG_CLAN BV31 #define VALID_LANGS ( LANG_COMMON | LANG_WOOKIEE | LANG_TWI_LEK | LANG_RODIAN | \ LANG_HUTT | LANG_MON_CALAMARI | LANG_NOGHRI | LANG_GAMORREAN | \ LANG_JAWA | LANG_ADARIAN | LANG_EWOK | LANG_VERPINE | \ LANG_DEFEL | LANG_TRANDOSHAN | LANG_CHADRA_FAN | LANG_QUARREN | \ LANG_DUINUOGWUIN | LANG_GOTAL | LANG_DEVARONIAN | LANG_ITHORIAN | \ LANG_BOTHAN | LANG_ASKANI ) /* 26 Languages */ /* * TO types for act. */ typedef enum { TO_ROOM, TO_NOTVICT, TO_VICT, TO_CHAR, TO_CANSEE } to_types; /* * Real action "TYPES" for act. */ #define AT_BLACK 0 #define AT_BLOOD 1 #define AT_DGREEN 2 #define AT_ORANGE 3 #define AT_DBLUE 4 #define AT_PURPLE 5 #define AT_CYAN 6 #define AT_GREY 7 #define AT_DGREY 8 #define AT_RED 9 #define AT_GREEN 10 #define AT_YELLOW 11 #define AT_BLUE 12 #define AT_PINK 13 #define AT_LBLUE 14 #define AT_WHITE 15 #define AT_BLINK 16 #define AT_PLAIN AT_GREY #define AT_ACTION AT_GREY #define AT_SAY AT_LBLUE #define AT_GOSSIP AT_LBLUE #define AT_YELL AT_WHITE #define AT_TELL AT_BLUE #define AT_WHISPER AT_WHITE #define AT_HIT AT_WHITE #define AT_HITME AT_YELLOW #define AT_OOC AT_YELLOW #define AT_IMMORT AT_WHITE #define AT_AVATAR AT_BLUE #define AT_HURT AT_RED #define AT_FALLING AT_WHITE + AT_BLINK #define AT_DANGER AT_RED + AT_BLINK #define AT_MAGIC AT_BLUE #define AT_CONSIDER AT_GREY #define AT_REPORT AT_GREY #define AT_POISON AT_GREEN #define AT_SOCIAL AT_CYAN #define AT_DYING AT_YELLOW #define AT_DEAD AT_RED #define AT_SKILL AT_GREEN #define AT_CARNAGE AT_BLOOD #define AT_DAMAGE AT_WHITE #define AT_FLEE AT_YELLOW #define AT_RMNAME AT_WHITE #define AT_RMDESC AT_GREY #define AT_OBJECT AT_GREEN #define AT_PERSON AT_PINK #define AT_LIST AT_BLUE #define AT_BYE AT_GREEN #define AT_GOLD AT_YELLOW #define AT_GTELL AT_BLUE #define AT_NOTE AT_GREEN #define AT_HUNGRY AT_ORANGE #define AT_THIRSTY AT_BLUE #define AT_FIRE AT_RED #define AT_SOBER AT_WHITE #define AT_WEAROFF AT_YELLOW #define AT_EXITS AT_WHITE #define AT_SCORE AT_LBLUE #define AT_RESET AT_DGREEN #define AT_LOG AT_PURPLE #define AT_DIEMSG AT_WHITE #define AT_WARTALK AT_RED #define AT_SHIP AT_PINK #define AT_CLAN AT_PINK #define AT_DIVIDER AT_PLAIN #define AT_IGNORE AT_GREEN #define AT_INFO AT_RED #define AT_XSOCIAL AT_CYAN #define INIT_WEAPON_CONDITION 12 #define MAX_ITEM_IMPACT 30 /* * Help table types. */ struct help_data { HELP_DATA * next; HELP_DATA * prev; sh_int level; char * keyword; char * text; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA * next; /* Next shop in list */ SHOP_DATA * prev; /* Previous 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 */ }; #define MAX_FIX 3 #define SHOP_FIX 1 #define SHOP_RECHARGE 2 struct repairshop_data { REPAIR_DATA * next; /* Next shop in list */ REPAIR_DATA * prev; /* Previous shop in list */ int keeper; /* Vnum of shop keeper mob */ sh_int fix_type [MAX_FIX]; /* Item types shop will fix */ sh_int profit_fix; /* Cost multiplier for fixing */ sh_int shop_type; /* Repair shop type */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* Mob program structures */ struct act_prog_data { struct act_prog_data *next; void *vo; }; struct mob_prog_act_list { MPROG_ACT_LIST * next; char * buf; CHAR_DATA * ch; OBJ_DATA * obj; void * vo; }; struct mob_prog_data { MPROG_DATA * next; int type; bool triggered; int resetdelay; char * arglist; char * comlist; }; bool MOBtrigger; /* race dedicated stuff */ struct race_type { char race_name [16]; /* Race name */ int affected; /* Default affect bitvectors */ sh_int str_plus; /* Str bonus/penalty */ sh_int dex_plus; /* Dex " */ sh_int wis_plus; /* Wis " */ sh_int int_plus; /* Int " */ sh_int con_plus; /* Con " */ sh_int cha_plus; /* Cha " */ sh_int lck_plus; /* Lck " */ sh_int ability[MAX_ABILITY]; /* Ability bonus/penalty */ sh_int resist; sh_int suscept; int class_restriction; /* Flags for illegal classes */ int language; /* Default racial language */ int nospeak; /* Flags for illegal Speaking Languages */ sh_int ac_plus; sh_int height; sh_int weight; sh_int hunger_mod; sh_int thirst_mod; int death_age; sh_int consent; }; typedef enum { CLAN_PLAIN, CLAN_CRIME, CLAN_GUILD } clan_types; typedef enum {SHIP_DOCKED, SHIP_READY, SHIP_BUSY, SHIP_BUSY_2, SHIP_BUSY_3, SHIP_REFUEL, SHIP_LAUNCH, SHIP_LAUNCH_2, SHIP_LAND, SHIP_LAND_2, SHIP_HYPERSPACE, SHIP_DISABLED, SHIP_FLYING, SHIP_SHIP2SHIP, SHIP_SHIP2SHIP_2} ship_states; typedef enum {MISSILE_READY, MISSILE_FIRED, MISSILE_RELOAD, MISSILE_RELOAD_2, MISSILE_DAMAGED} missile_states; typedef enum {CONCUSSION_MISSILE, PROTON_TORPEDO, HEAVY_ROCKET, HEAVY_BOMB} missile_types; typedef enum {FIGHTER_SHIP, MIDSIZE_SHIP, CAPITAL_SHIP, SHIP_PLATFORM } ship_classes; #define LASER_DAMAGED -1 #define LASER_READY 0 struct space_data { SPACE_DATA * next; SPACE_DATA * prev; SHIP_DATA * first_ship; SHIP_DATA * last_ship; MISSILE_DATA * first_missile; MISSILE_DATA * last_missile; PLANET_DATA * first_planet; PLANET_DATA * last_planet; char * filename; char * name; char * star1; char * star2; char * planet1; char * planet2; char * planet3; char * location1a; char * location2a; char * location3a; char * location1b; char * location2b; char * location3b; char * location1c; char * location2c; char * location3c; int xpos; int ypos; int s1x; int s1y; int s1z; int s2x; int s2y; int s2z; int doc1a; int doc2a; int doc3a; int doc1b; int doc2b; int doc3b; int doc1c; int doc2c; int doc3c; int p1x; int p1y; int p1z; int p2x; int p2y; int p2z; int p3x; int p3y; int p3z; int flags; int fcz; CLAN_DATA * governed_by; int controls; int soldiers; int alertstatus; sh_int code; }; #define SYSTEM_SECRET BV00 struct bounty_data { BOUNTY_DATA * next; BOUNTY_DATA * prev; char * target; long int amount; }; struct guard_data { GUARD_DATA * next; GUARD_DATA * prev; GUARD_DATA * next_on_planet; GUARD_DATA * prev_on_planet; PLANET_DATA * planet; }; struct planet_data { PLANET_DATA * next; PLANET_DATA * prev; PLANET_DATA * next_in_system; PLANET_DATA * prev_in_system; GUARD_DATA * first_guard; GUARD_DATA * last_guard; SPACE_DATA * starsystem; AREA_DATA * first_area; AREA_DATA * last_area; char * name; char * filename; long base_value; CLAN_DATA * governed_by; int population; bool flags; float pop_support; int x; int y; int z; int controls; int shields; int barracks; int code; }; #define PLANET_NOCAPTURE BV00 #define PLANET_NEUTRAL BV01 #define PLANET_UNINHABITED BV02 #define PLANET_PSHIELD BV03 struct clan_data { CLAN_DATA * next; /* next clan in list */ CLAN_DATA * prev; /* previous clan in list */ RANK_DATA ranks[MAX_RANK]; char * filename; /* Clan filename */ char * name; /* Clan name */ char * leader; /* Head clan leader */ char * number1; /* First officer */ char * number2; /* Second officer */ char * memberslist; /* Self Explanitory, Members list of the clan */ char * atwar; /* Clan name */ sh_int clan_type; /* See clan type defines */ sh_int members; /* Number of clan members */ int storeroom; /* Vnum of clan's store room */ long int funds; int spacecraft; int vehicles; int jail; int enlistroom; char * description; /* A brief description of the clan */ }; struct council_data { COUNCIL_DATA * next; /* next council in list */ COUNCIL_DATA * prev; /* previous council in list */ char * filename; /* Council filename */ char * name; /* Council name */ char * description; /* A brief description of the council */ char * head; /* Council head */ char * head2; /* Council co-head */ char * powers; /* Council powers */ sh_int members; /* Number of council members */ }; #define SHIP_CANFLYINDOORS BV00 #define SHIP_BAYOPEN BV01 #define SHIP_AUTOPILOT BV02 #define SHIP_MASKED BV03 #define SHIP_MOB BV04 #define SHIP_SIMULATOR BV05 struct ship_prototype_data { SHIP_PROTOTYPE * next; SHIP_PROTOTYPE * prev; char * filename; char * name; /* Must be unique, maybe should be int id. As its how the ship stats get set. */ char * description; sh_int class; sh_int hyperspeed; sh_int realspeed; sh_int maxmissiles; sh_int lasers; sh_int tractorbeam; sh_int manuever; int maxenergy; int maxshield; int maxhull; sh_int maxchaff; /* Unknown Regions Additions - Gavin - Mar 28 2001 */ sh_int maxbombs; sh_int comm; sh_int sensor; sh_int astro_array; sh_int ion; sh_int count; }; struct ship_data { SHIP_DATA * next; SHIP_DATA * prev; SHIP_DATA * next_in_starsystem; SHIP_DATA * prev_in_starsystem; SHIP_DATA * next_in_room; SHIP_DATA * prev_in_room; ROOM_INDEX_DATA *in_room; SPACE_DATA * starsystem; SHIP_PROTOTYPE * prototype; char * filename; char * name; char * origname; char * home; char * description; char * owner; char * pilot; char * copilot; char * dest; sh_int class; int sim_vnum; int hyperdistance; sh_int currspeed; sh_int shipstate; sh_int statet0; sh_int statet1; sh_int statet2; sh_int statet3; sh_int missiletype; sh_int missilestate; sh_int missiles; bool bayopen; bool hatchopen; bool autorecharge; bool autotrack; bool autospeed; float vx, vy, vz; float hx, hy, hz; float jx, jy, jz; int energy; int shield; int hull; int cockpit; int turret1; int turret2; int location; int lastdoc; int docked2; int shipyard; int entrance; int hanger; int engineroom; int firstroom; int lastroom; int navseat; int pilotseat; int coseat; int gunseat; long collision; SHIP_DATA *target0; SHIP_DATA *target1; SHIP_DATA *target2; SPACE_DATA *currjump; sh_int chaff; bool chaff_released; bool autopilot; sh_int repulsor; char * color; int flags; char * allowdock; int code; sh_int model; sh_int comm; sh_int sensor; sh_int astro_array; sh_int hyperspeed; sh_int realspeed; sh_int lasers; sh_int laserdamage; sh_int tractorbeam; sh_int manuever; sh_int ion; sh_int alarm; sh_int bombs; sh_int maxmissiles; int maxenergy; int maxshield; int maxhull; sh_int maxchaff; sh_int maxbombs; }; struct missile_data { MISSILE_DATA * next; MISSILE_DATA * prev; MISSILE_DATA * next_in_starsystem; MISSILE_DATA * prev_in_starsystem; SPACE_DATA * starsystem; SHIP_DATA * target; SHIP_DATA * fired_from; char * fired_by; sh_int missiletype; sh_int age; int speed; int mx, my, mz; }; /* * Data structure for notes. */ struct note_data { NOTE_DATA * next; NOTE_DATA * prev; char * sender; char * date; char * to_list; char * subject; int voting; char * yesvotes; char * novotes; char * abstentions; char * text; }; struct board_data { BOARD_DATA * next; /* Next board in list */ BOARD_DATA * prev; /* Previous board in list */ NOTE_DATA * first_note; /* First note on board */ NOTE_DATA * last_note; /* Last note on board */ char * note_file; /* Filename to save notes to */ char * read_group; /* Can restrict a board to a */ char * post_group; /* council, clan, guild etc */ char * extra_readers; /* Can give read rights to players */ char * extra_removers; /* Can give remove rights to players */ int board_obj; /* Vnum of board object */ sh_int num_posts; /* Number of notes on this board */ sh_int min_read_level; /* Minimum level to read a note */ sh_int min_post_level; /* Minimum level to post a note */ sh_int min_remove_level; /* Minimum level to remove a note */ sh_int max_posts; /* Maximum amount of notes allowed */ int type; /* Normal board or mail board? */ }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; AFFECT_DATA * prev; sh_int type; sh_int duration; sh_int location; int modifier; int bitvector; }; /* * A SMAUG spell */ struct smaug_affect { SMAUG_AFF * next; char * duration; sh_int location; char * modifier; int bitvector; }; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_GUARD 21 #define MOB_VNUM_PATROL 23 #define MOB_VNUM_MERCINARY 24 #define MOB_VNUM_DROID 25 /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC BV00 /* Auto set for mobs */ #define ACT_SENTINEL BV01 /* Stays in one room */ #define ACT_SCAVENGER BV02 /* Picks up objects */ #define ACT_IS_SURGEON BV03 /* Installs Cybernetics */ #define ACT_DEALER BV04 /* Dealer */ #define ACT_AGGRESSIVE BV05 /* Attacks PC's */ #define ACT_STAY_AREA BV06 /* Won't leave area */ #define ACT_WIMPY BV07 /* Flees when hurt */ #define ACT_PET BV08 /* Auto set for pets */ #define ACT_TRAIN BV09 /* Can train PC's */ #define ACT_PRACTICE BV10 /* Can practice PC's */ #define ACT_IMMORTAL BV11 /* Cannot be killed */ #define ACT_DEADLY BV12 /* Has a deadly poison */ #define ACT_META_AGGR BV14 /* Extremely aggressive */ #define ACT_GUARDIAN BV15 /* Protects master */ #define ACT_RUNNING BV16 /* Hunts quickly */ #define ACT_NOWANDER BV17 /* Doesn't wander */ #define ACT_MOUNTABLE BV18 /* Can be mounted */ #define ACT_MOUNTED BV19 /* Is mounted */ #define ACT_SCHOLAR BV20 /* Can teach languages */ #define ACT_SECRETIVE BV21 /* actions aren't seen */ #define ACT_RES13 BV13 /* FREE ACT FLAG */ #define ACT_RES22 BV22 /* FREE ACT FLAG */ #define ACT_MOBINVIS BV23 /* Like wizinvis */ #define ACT_NOASSIST BV24 /* Doesn't assist mobs */ #define ACT_NOKILL BV25 /* Mob can't die */ #define ACT_DROID BV26 /* mob is a droid */ #define ACT_NOCORPSE BV27 #define ACT_CITIZEN BV28 /* mob is a citizen */ #define ACT_NOQUEST BV29 /* mob won't be called upon for a quest */ #define ACT_PROTOTYPE BV30 /* A prototype mob */ #define ACT_VENDOR BV31 /* 32 acts */ typedef enum { ACT_STATSHIELD, ACT_DISGUISE, MAX_ACT_FLAG } new_act_flags; /* bits for vip flags */ #define VIP_R00 BV00 #define VIP_R01 BV01 #define VIP_R02 BV02 #define VIP_R03 BV03 #define VIP_R04 BV04 #define VIP_R05 BV05 #define VIP_R06 BV06 #define VIP_R07 BV07 #define VIP_R08 BV08 #define VIP_R09 BV09 #define VIP_R10 BV10 #define VIP_R11 BV11 #define VIP_R12 BV12 #define VIP_R13 BV13 #define VIP_R14 BV14 #define VIP_R15 BV15 #define VIP_R16 BV16 #define VIP_R17 BV17 #define VIP_R18 BV18 #define VIP_R19 BV19 #define VIP_R20 BV20 #define VIP_R21 BV21 #define VIP_R22 BV22 #define VIP_R23 BV23 #define VIP_R24 BV24 #define VIP_R25 BV25 #define VIP_R26 BV26 #define VIP_R27 BV27 #define VIP_R28 BV28 #define VIP_R29 BV29 #define VIP_R30 BV30 #define VIP_R31 BV31 /* player wanted bits */ #define WANTED_MON_CALAMARI VIP_MON_CALAMARI #define WANTED_CORUSCANT VIP_CORUSCANT #define WANTED_ADARI VIP_ADARI #define WANTED_RODIA VIP_RODIA #define WANTED_RYLOTH VIP_RYLOTH #define WANTED_GAMORR VIP_GAMORR #define WANTED_TATOOINE VIP_TATOOINE #define WANTED_BYSS VIP_BYSS #define WANTED_NAL_HUTTA VIP_NAL_HUTTA #define WANTED_KASHYYYK VIP_KASHYYYK #define WANTED_HONOGHR VIP_HONOGHR #define WANTED_ENDOR BV11 #define WANTED_ROCHE BV12 #define WANTED_AF_EL BV13 #define WANTED_TRANDOSH BV14 #define WANTED_CHAD BV15 #define WANTED_R16 BV16 #define WANTED_R17 BV17 #define WANTED_R18 BV18 #define WANTED_R19 BV19 #define WANTED_R20 BV20 #define WANTED_R21 BV21 #define WANTED_R22 BV22 #define WANTED_R23 BV23 #define WANTED_R24 BV24 #define WANTED_R25 BV25 #define WANTED_R26 BV26 #define WANTED_R27 BV27 #define WANTED_R28 BV28 #define WANTED_R29 BV29 #define WANTED_R30 BV30 #define WANTED_R31 BV31 /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_NONE 0 #define AFF_BLIND BV00 #define AFF_INVISIBLE BV01 #define AFF_DETECT_EVIL BV02 #define AFF_DETECT_INVIS BV03 #define AFF_DETECT_MAGIC BV04 #define AFF_DETECT_HIDDEN BV05 #define AFF_WEAKEN BV06 #define AFF_SANCTUARY BV07 #define AFF_FAERIE_FIRE BV08 #define AFF_INFRARED BV09 #define AFF_CURSE BV10 #define AFF_FLAMING BV11 /* Unused */ #define AFF_POISON BV12 #define AFF_PROTECT BV13 #define AFF_PARALYSIS BV14 #define AFF_SNEAK BV15 #define AFF_HIDE BV16 #define AFF_SLEEP BV17 #define AFF_CHARM BV18 #define AFF_FLYING BV19 #define AFF_PASS_DOOR BV20 #define AFF_FLOATING BV21 #define AFF_TRUESIGHT BV22 #define AFF_DETECTTRAPS BV23 #define AFF_SCRYING BV24 #define AFF_FIRESHIELD BV25 #define AFF_SHOCKSHIELD BV26 #define AFF_CONTRACEPTION BV27 /* Cannot get pregnant - KaVir */ #define AFF_ICESHIELD BV28 #define AFF_POSSESS BV29 #define AFF_BERSERK BV30 #define AFF_AQUA_BREATH BV31 /* 31 aff's (1 left.. :P) */ /* make that none - ugh - time for another field? :P */ /* * Resistant Immune Susceptible flags */ #define RIS_FIRE BV00 #define RIS_COLD BV01 #define RIS_ELECTRICITY BV02 #define RIS_ENERGY BV03 #define RIS_BLUNT BV04 #define RIS_PIERCE BV05 #define RIS_SLASH BV06 #define RIS_ACID BV07 #define RIS_POISON BV08 #define RIS_DRAIN BV09 #define RIS_SLEEP BV10 #define RIS_CHARM BV11 #define RIS_HOLD BV12 #define RIS_NONMAGIC BV13 #define RIS_PLUS1 BV14 #define RIS_PLUS2 BV15 #define RIS_PLUS3 BV16 #define RIS_PLUS4 BV17 #define RIS_PLUS5 BV18 #define RIS_PLUS6 BV19 #define RIS_MAGIC BV20 #define RIS_PARALYSIS BV21 /* 21 RIS's*/ /* * Attack types */ #define ATCK_BITE BV00 #define ATCK_CLAWS BV01 #define ATCK_TAIL BV02 #define ATCK_STING BV03 #define ATCK_PUNCH BV04 #define ATCK_KICK BV05 #define ATCK_TRIP BV06 #define ATCK_BASH BV07 #define ATCK_STUN BV08 #define ATCK_GOUGE BV09 #define ATCK_BACKSTAB BV10 #define ATCK_FEED BV11 #define ATCK_DRAIN BV12 #define ATCK_FIREBREATH BV13 #define ATCK_FROSTBREATH BV14 #define ATCK_ACIDBREATH BV15 #define ATCK_LIGHTNBREATH BV16 #define ATCK_GASBREATH BV17 #define ATCK_POISON BV18 #define ATCK_NASTYPOISON BV19 #define ATCK_GAZE BV20 #define ATCK_BLINDNESS BV21 #define ATCK_CAUSESERIOUS BV22 #define ATCK_EARTHQUAKE BV23 #define ATCK_CAUSECRITICAL BV24 #define ATCK_CURSE BV25 #define ATCK_FLAMESTRIKE BV26 #define ATCK_HARM BV27 #define ATCK_FIREBALL BV28 #define ATCK_COLORSPRAY BV29 #define ATCK_WEAKEN BV30 #define ATCK_SPIRALBLAST BV31 /* 32 USED! DO NOT ADD MORE! SB */ /* * Defense types */ #define DFND_PARRY BV00 #define DFND_DODGE BV01 #define DFND_HEAL BV02 #define DFND_CURELIGHT BV03 #define DFND_CURESERIOUS BV04 #define DFND_CURECRITICAL BV05 #define DFND_DISPELMAGIC BV06 #define DFND_DISPELEVIL BV07 #define DFND_SANCTUARY BV08 #define DFND_FIRESHIELD BV09 #define DFND_SHOCKSHIELD BV10 #define DFND_SHIELD BV11 #define DFND_BLESS BV12 #define DFND_STONESKIN BV13 #define DFND_TELEPORT BV14 #define DFND_MONSUM1 BV15 #define DFND_MONSUM2 BV16 #define DFND_MONSUM3 BV17 #define DFND_MONSUM4 BV18 #define DFND_DISARM BV19 #define DFND_ICESHIELD BV20 #define DFND_GRIP BV21 /* 21 def's */ /* defines the cybernetic parts */ #define CYBER_COMM BV01 #define CYBER_EYES BV02 #define CYBER_LEGS BV03 #define CYBER_CHEST BV04 #define CYBER_REFLEXES BV05 #define CYBER_MIND BV06 #define CYBER_STRENGTH BV07 #define CYBER_REACTOR BV08 #define CYBER_STERILE BV09 /* * Body parts */ #define PART_HEAD BV00 #define PART_ARMS BV01 #define PART_LEGS BV02 #define PART_HEART BV03 #define PART_BRAINS BV04 #define PART_GUTS BV05 #define PART_HANDS BV06 #define PART_FEET BV07 #define PART_FINGERS BV08 #define PART_EAR BV09 #define PART_EYE BV10 #define PART_LONG_TONGUE BV11 #define PART_EYESTALKS BV12 #define PART_TENTACLES BV13 #define PART_FINS BV14 #define PART_WINGS BV15 #define PART_TAIL BV16 #define PART_SCALES BV17 /* for combat */ #define PART_CLAWS BV18 #define PART_FANGS BV19 #define PART_HORNS BV20 #define PART_TUSKS BV21 #define PART_TAILATTACK BV22 #define PART_SHARPSCALES BV23 #define PART_BEAK BV24 #define PART_HAUNCH BV25 #define PART_HOOVES BV26 #define PART_PAWS BV27 #define PART_FORELEGS BV28 #define PART_FEATHERS BV29 /* * Autosave flags */ #define SV_DEATH BV00 #define SV_KILL BV01 #define SV_PASSCHG BV02 #define SV_DROP BV03 #define SV_PUT BV04 #define SV_GIVE BV05 #define SV_AUTO BV06 #define SV_ZAPDROP BV07 #define SV_AUCTION BV08 #define SV_GET BV09 #define SV_RECEIVE BV10 #define SV_IDLE BV11 #define SV_BACKUP BV12 /* * Pipe flags */ #define PIPE_TAMPED BV01 #define PIPE_LIT BV02 #define PIPE_HOT BV03 #define PIPE_DIRTY BV04 #define PIPE_FILTHY BV05 #define PIPE_GOINGOUT BV06 #define PIPE_BURNT BV07 #define PIPE_FULLOFASH BV08 /* * Flags for act_string -- Shaddai */ #define STRING_NONE 0 #define STRING_IMM BV01 /* * Skill/Spell flags The minimum BV *MUST* be 11! */ #define SF_WATER BV11 #define SF_EARTH BV12 #define SF_AIR BV13 #define SF_ASTRAL BV14 #define SF_AREA BV15 /* is an area spell */ #define SF_DISTANT BV16 /* affects something far away */ #define SF_REVERSE BV17 #define SF_SAVE_HALF_DAMAGE BV18 /* save for half damage */ #define SF_SAVE_NEGATES BV19 /* save negates affect */ #define SF_ACCUMULATIVE BV20 /* is accumulative */ #define SF_RECASTABLE BV21 /* can be refreshed */ #define SF_NOSCRIBE BV22 /* cannot be scribed */ #define SF_NOBREW BV23 /* cannot be brewed */ #define SF_GROUPSPELL BV24 /* only affects group members */ #define SF_OBJECT BV25 /* directed at an object */ #define SF_CHARACTER BV26 /* directed at a character */ #define SF_SECRETSKILL BV27 /* hidden unless learned */ #define SF_PKSENSITIVE BV28 /* much harder for plr vs. plr */ #define SF_STOPONFAIL BV29 /* stops spell on first failure */ typedef enum { SS_NONE, SS_POISON_DEATH, SS_ROD_WANDS, SS_PARA_PETRI, SS_BREATH, SS_SPELL_STAFF } save_types; #define ALL_BITS INT_MAX #define SDAM_MASK ALL_BITS & ~(BV00 | BV01 | BV02) #define SACT_MASK ALL_BITS & ~(BV03 | BV04 | BV05) #define SCLA_MASK ALL_BITS & ~(BV06 | BV07 | BV08) #define SPOW_MASK ALL_BITS & ~(BV09 | BV10) typedef enum { SD_NONE, SD_FIRE, SD_COLD, SD_ELECTRICITY, SD_ENERGY, SD_ACID, SD_POISON, SD_DRAIN } spell_dam_types; typedef enum { SA_NONE, SA_CREATE, SA_DESTROY, SA_RESIST, SA_SUSCEPT, SA_DIVINATE, SA_OBSCURE, SA_CHANGE } spell_act_types; typedef enum { SP_NONE, SP_MINOR, SP_GREATER, SP_MAJOR } spell_power_types; typedef enum { SC_NONE, SC_LUNAR, SC_SOLAR, SC_TRAVEL, SC_SUMMON, SC_LIFE, SC_DEATH, SC_ILLUSION } spell_class_types; typedef enum { MOB_PATROL = 0, MOB_DESTROYER = 6, MOB_CRUISER = 8, MOB_BATTLESHIP = 10 } mob_ship_models; typedef enum { SYSTEM_ALLY = 0, SYSTEM_ENEMY = 1, SYSTEM_NEUTRAL =2 } system_status_types; /* * Sex. * Used in #MOBILES. */ typedef enum { SEX_NEUTRAL, SEX_MALE, SEX_FEMALE } sex_types; /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_MONEY_ONE 2 #define OBJ_VNUM_MONEY_SOME 3 #define OBJ_VNUM_DROID_CORPSE 9 #define OBJ_VNUM_CORPSE_NPC 10 #define OBJ_VNUM_CORPSE_PC 11 #define OBJ_VNUM_SCRAPS 19 #define OBJ_VNUM_SHOPPING_BAG 25 #define OBJ_VNUM_FIRE 30 #define OBJ_VNUM_BLACK_POWDER 33 #define OBJ_VNUM_NOTE 36 #define OBJ_VNUM_BLASTECH_E11 50 #define OBJ_VNUM_STEAK 75 /* Academy eq */ #define OBJ_VNUM_SCHOOL_DAGGER 10312 /* Vibro-Blade */ #define OBJ_VNUM_SCHOOL_SWORD 10313 /* Ration */ #define OBJ_VNUM_SCHOOL_SHIELD 10310 /* Shield */ #define OBJ_VNUM_SCHOOL_BANNER 10311 /* Light */ /* * Item types. * Used in #OBJECTS. */ typedef enum { ITEM_NONE, ITEM_LIGHT, ITEM_WEAPON, ITEM_TREASURE, ITEM_ARMOR, ITEM_POTION, ITEM_FURNITURE, ITEM_TRASH, ITEM_CONTAINER, ITEM_NOTE, ITEM_DRINK_CON, ITEM_KEY, ITEM_FOOD, ITEM_MONEY, ITEM_CORPSE_NPC, ITEM_CORPSE_PC, ITEM_FOUNTAIN, ITEM_PILL, ITEM_SCRAPS, ITEM_PIPE, ITEM_HERB_CON, ITEM_HERB, ITEM_FIRE, ITEM_SOAP, ITEM_SYRINGE, ITEM_AMMO, ITEM_BOLT, ITEM_BUTTON, ITEM_PAPER, ITEM_SHOVEL, ITEM_SALVE, ITEM_RAWSPICE, ITEM_LENS, ITEM_CRYSTAL, ITEM_DURAPLAST,/*34*/ ITEM_BATTERY, ITEM_TOOLKIT, ITEM_DURASTEEL, ITEM_OVEN, ITEM_MIRROR, ITEM_CIRCUIT, ITEM_SUPERCONDUCTOR, ITEM_COMLINK, ITEM_MEDPAC, ITEM_FABRIC, ITEM_RARE_METAL, ITEM_THREAD, ITEM_SPICE, ITEM_SMUT, ITEM_DEVICE, ITEM_GRENADE,/*50*/ ITEM_LANDMINE, ITEM_DROID_CORPSE, ITEM_CHEMICAL, ITEM_TIMBER, ITEM_CONTRACEPTIVE, ITEM_KEYRING } item_types; #define MAX_ITEM_TYPE ITEM_KEYRING /* * Syringe Types */ #define SYRINGE_INFECT_CURE 0 /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW BV00 #define ITEM_HUM BV01 #define ITEM_DARK BV02 #define ITEM_HUTT_SIZE BV03 #define ITEM_CONTRABAND BV04 #define ITEM_INVIS BV05 #define ITEM_MAGIC BV06 #define ITEM_NODROP BV07 #define ITEM_BLESS BV08 #define ITEM_ANTI_GOOD BV09 #define ITEM_ANTI_EVIL BV10 #define ITEM_ANTI_NEUTRAL BV11 #define ITEM_NOREMOVE BV12 #define ITEM_INVENTORY BV13 #define ITEM_ANTI_SOLDIER BV14 #define ITEM_ANTI_THIEF BV15 #define ITEM_ANTI_HUNTER BV16 #define ITEM_ANTI_JEDI BV17 #define ITEM_SMALL_SIZE BV18 #define ITEM_LARGE_SIZE BV19 #define ITEM_DONATION BV20 #define ITEM_CLANOBJECT BV21 #define ITEM_ANTI_CITIZEN BV22 #define ITEM_ANTI_SITH BV23 #define ITEM_ANTI_PILOT BV24 #define ITEM_HIDDEN BV25 #define ITEM_POISONED BV26 #define ITEM_COVERING BV27 #define ITEM_DEATHROT BV28 #define ITEM_BURRIED BV29 /* item is underground */ #define ITEM_PROTOTYPE BV30 #define ITEM_HUMAN_SIZE BV31 /* Magic flags - extra extra_flags for objects that are used in spells */ #define ITEM_RETURNING BV00 #define ITEM_BACKSTABBER BV01 #define ITEM_BANE BV02 #define ITEM_LOYAL BV03 #define ITEM_HASTE BV04 #define ITEM_DRAIN BV05 #define ITEM_LIGHTNING_BLADE BV06 /* Blaster settings - only saves on characters */ #define BLASTER_NORMAL 0 #define BLASTER_HALF 2 #define BLASTER_FULL 5 #define BLASTER_LOW 1 #define BLASTER_STUN 3 #define BLASTER_HIGH 4 /* Weapon Types */ #define WEAPON_NONE 0 #define WEAPON_VIBRO_AXE 1 #define WEAPON_VIBRO_BLADE 2 #define WEAPON_LIGHTSABER 3 #define WEAPON_WHIP 4 #define WEAPON_CLAW 5 #define WEAPON_BLASTER 6 #define WEAPON_BLUDGEON 8 #define WEAPON_BOWCASTER 9 #define WEAPON_FORCE_PIKE 11 /* Lever/dial/switch/button/pullchain flags */ #define TRIG_UP BV00 #define TRIG_UNLOCK BV01 #define TRIG_LOCK BV02 #define TRIG_D_NORTH BV03 #define TRIG_D_SOUTH BV04 #define TRIG_D_EAST BV05 #define TRIG_D_WEST BV06 #define TRIG_D_UP BV07 #define TRIG_D_DOWN BV08 #define TRIG_DOOR BV09 #define TRIG_CONTAINER BV10 #define TRIG_OPEN BV11 #define TRIG_CLOSE BV12 #define TRIG_PASSAGE BV13 #define TRIG_OLOAD BV14 #define TRIG_MLOAD BV15 #define TRIG_TELEPORT BV16 #define TRIG_TELEPORTALL BV17 #define TRIG_TELEPORTPLUS BV18 #define TRIG_DEATH BV19 #define TRIG_CAST BV20 #define TRIG_FAKEBLADE BV21 #define TRIG_RAND4 BV22 #define TRIG_RAND6 BV23 #define TRIG_TRAPDOOR BV24 #define TRIG_ANOTHEROOM BV25 #define TRIG_USEDIAL BV26 #define TRIG_ABSOLUTEVNUM BV27 #define TRIG_SHOWROOMDESC BV28 #define TRIG_AUTORETURN BV29 #define TELE_SHOWDESC BV00 #define TELE_TRANSALL BV01 #define TELE_TRANSALLPLUS BV02 /* drug types */ #define SPICE_GLITTERSTIM 0 #define SPICE_CARSANUM 1 #define SPICE_RYLL 2 #define SPICE_ANDRIS 3 /* crystal types */ #define GEM_NON_ADEGEN 0 #define GEM_KATHRACITE 1 #define GEM_RELACITE 2 #define GEM_DANITE 3 #define GEM_MEPHITE 4 #define GEM_PONITE 5 #define GEM_ILLUM 6 #define GEM_CORUSCA 7 /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE BV00 #define ITEM_WEAR_FINGER BV01 #define ITEM_WEAR_NECK BV02 #define ITEM_WEAR_BODY BV03 #define ITEM_WEAR_HEAD BV04 #define ITEM_WEAR_LEGS BV05 #define ITEM_WEAR_FEET BV06 #define ITEM_WEAR_HANDS BV07 #define ITEM_WEAR_ARMS BV08 #define ITEM_WEAR_SHIELD BV09 #define ITEM_WEAR_ABOUT BV10 #define ITEM_WEAR_WAIST BV11 #define ITEM_WEAR_WRIST BV12 #define ITEM_WIELD BV13 #define ITEM_HOLD BV14 #define ITEM_DUAL_WIELD BV15 #define ITEM_WEAR_EARS BV16 #define ITEM_WEAR_EYES BV17 #define ITEM_MISSILE_WIELD BV18 #define ITEM_WEAR_BACK BV19 #define ITEM_WEAR_FACE BV20 #define ITEM_WEAR_ANKLE BV21 /* * Apply types (for affects). * Used in #OBJECTS. */ typedef enum { APPLY_NONE, APPLY_STR, APPLY_DEX, APPLY_INT, APPLY_WIS, APPLY_CON, APPLY_CHA, APPLY_LCK, APPLY_SEX, APPLY_LEVEL, APPLY_AGE, APPLY_HEIGHT, APPLY_WEIGHT, APPLY_HIT, APPLY_MOVE, APPLY_GOLD, APPLY_EXP, APPLY_AC, APPLY_HITROLL, APPLY_DAMROLL, APPLY_AFFECT, APPLY_RESISTANT, APPLY_IMMUNE, APPLY_SUSCEPTIBLE, APPLY_WEAPONSPELL, APPLY_WEARSPELL, APPLY_REMOVESPELL, APPLY_EMOTION, APPLY_MENTALSTATE, APPLY_STRIPSN, APPLY_REMOVE, APPLY_DRUNK, APPLY_CONTRACEPTIVE, MAX_APPLY_TYPE } apply_types; #define REVERSE_APPLY 1000 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE BV00 #define CONT_PICKPROOF BV01 #define CONT_CLOSED BV02 #define CONT_LOCKED BV03 #define CONT_EATKEY BV04 /* * Sitting/Standing/Sleeping/Sitting on/in/at Objects - Xerves * Used for furniture (value[2]) in the #OBJECTS Section */ #define SIT_ON BV00 #define SIT_IN BV01 #define SIT_AT BV02 #define STAND_ON BV03 #define STAND_IN BV04 #define STAND_AT BV05 #define SLEEP_ON BV06 #define SLEEP_IN BV07 #define SLEEP_AT BV08 #define REST_ON BV09 #define REST_IN BV10 #define REST_AT BV11 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_NURSERY 92079 #define ROOM_VNUM_TEMPLE 32144 #define ROOM_VNUM_ALTAR 32144 #define ROOM_VNUM_SCHOOL 10300 #define ROOM_AUTH_LAND 300 #define ROOM_START_IMMORTAL 100 #define ROOM_LIMBO_SHIPYARD 45 /* * New bit values for sector types. Code by Mystaric */ #define BVSECT_INSIDE BV00 #define BVSECT_CITY BV01 #define BVSECT_FIELD BV02 #define BVSECT_FOREST BV03 #define BVSECT_HILLS BV04 #define BVSECT_MOUNTAIN BV05 #define BVSECT_WATER_SWIM BV06 #define BVSECT_WATER_NOSWIM BV07 #define BVSECT_UNDERWATER BV08 #define BVSECT_AIR BV09 #define BVSECT_DESERT BV10 #define BVSECT_DUNNO BV11 #define BVSECT_OCEANFLOOR BV12 #define BVSECT_UNDERGROUND BV13 #define BVSECT_LAVA BV14 #define BVSECT_SWAMP BV15 #define MAX_SECFLAG 15 /* * Room flags. Holy cow! Talked about stripped away.. * Used in #ROOMS. Those merc guys know how to strip code down. * Lets put it all back... ;) */ /* BFS_MARK is for track and hunt */ typedef enum { ROOM_NONE, ROOM_DARK, BFS_MARK, ROOM_NO_MOB, ROOM_INDOORS, ROOM_NO_DRIVING, ROOM_NO_MAGIC, ROOM_BANK, ROOM_PRIVATE, ROOM_SAFE, ROOM_EMPTYSHOP, ROOM_PET_SHOP, ROOM_NODROPALL, ROOM_SILENCE, ROOM_LOGSPEECH, ROOM_NODROP, ROOM_CLANSTOREROOM, ROOM_PLR_HOME, ROOM_EMPTY_HOME, ROOM_HOTEL, ROOM_NOFLOOR, ROOM_REFINERY, ROOM_FACTORY, ROOM_RECRUIT, ROOM_BOUNTY, ROOM_SPACECRAFT, ROOM_PROTOTYPE, ROOM_HOUSE, ROOM_BARRACKS, ROOM_DND, ROOM_NODEATH, ROOM_CRASH, ROOM_ARENA, ROOM_SANITARY, ROOM_DIRTY, MAX_ROOM_FLAG } more_room_flags; /* * Directions. * Used in #ROOMS. */ typedef enum { DIR_NORTH, DIR_EAST, DIR_SOUTH, DIR_WEST, DIR_UP, DIR_DOWN, DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST, DIR_SOMEWHERE } dir_types; #define MAX_DIR DIR_SOUTHWEST /* max for normal walking */ #define DIR_PORTAL DIR_SOMEWHERE /* portal direction */ /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR BV00 #define EX_CLOSED BV01 #define EX_LOCKED BV02 #define EX_SECRET BV03 #define EX_SWIM BV04 #define EX_PICKPROOF BV05 #define EX_FLY BV06 #define EX_CLIMB BV07 #define EX_DIG BV08 #define EX_EATKEY BV09 #define EX_NOPASSDOOR BV10 #define EX_HIDDEN BV11 #define EX_PASSAGE BV12 #define EX_PORTAL BV13 #define EX_RES1 BV14 #define EX_RES2 BV15 #define EX_xCLIMB BV16 #define EX_xENTER BV17 #define EX_xLEAVE BV18 #define EX_xAUTO BV19 #define EX_RES4 BV20 #define EX_xSEARCHABLE BV21 #define EX_BASHED BV22 #define EX_BASHPROOF BV23 #define EX_NOMOB BV24 #define EX_WINDOW BV25 #define EX_xLOOK BV26 #define MAX_EXFLAG 26 /* * Sector types. * Used in #ROOMS. */ typedef enum { SECT_INSIDE, SECT_CITY, SECT_FIELD, SECT_FOREST, SECT_HILLS, SECT_MOUNTAIN, SECT_WATER_SWIM, SECT_WATER_NOSWIM, SECT_UNDERWATER, SECT_AIR, SECT_DESERT, SECT_DUNNO, SECT_OCEANFLOOR, SECT_UNDERGROUND, SECT_LAVA, SECT_SWAMP, SECT_SHIP, SECT_MAX } sector_types; /* * Equpiment wear locations. * Used in #RESETS. */ typedef enum { WEAR_NONE = -1, WEAR_LIGHT = 0, WEAR_FINGER_L, WEAR_FINGER_R, WEAR_NECK_1, WEAR_NECK_2, WEAR_BODY, WEAR_HEAD, WEAR_LEGS, WEAR_FEET, WEAR_HANDS, WEAR_ARMS, WEAR_SHIELD, WEAR_ABOUT, WEAR_WAIST, WEAR_WRIST_L, WEAR_WRIST_R, WEAR_WIELD, WEAR_HOLD, WEAR_DUAL_WIELD, WEAR_EARS, WEAR_EYES, WEAR_MISSILE_WIELD, WEAR_BACK, WEAR_FACE, WEAR_ANKLE_L, WEAR_ANKLE_R, MAX_WEAR } wear_locations; /* Board Types */ typedef enum { BOARD_NOTE, BOARD_MAIL, BOARD_CLAN } board_types; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ typedef enum { COND_DRUNK, COND_FULL, COND_THIRST, MAX_CONDS } conditions; /* * Positions. */ typedef enum { POS_DEAD, POS_MORTAL, POS_INCAP, POS_STUNNED, POS_SLEEPING, POS_RESTING, POS_SITTING, POS_FIGHTING, POS_STANDING, POS_MOUNTED, POS_SHOVE, POS_DRAG, POS_CARRIED, POS_CARRYING } positions; /* * ACT bits for players. */ #define PLR_IS_NPC BV00 /* Don't EVER set. */ #define PLR_BOUGHT_PET BV01 #define PLR_RES02 BV02 /* FREE */ #define PLR_AUTOEXIT BV03 #define PLR_AUTOLOOT BV04 #define PLR_AUTOSAC BV05 #define PLR_BLANK BV06 #define PLR_RES07 BV07 /* FREE */ #define PLR_BRIEF BV08 #define PLR_COMBINE BV09 #define PLR_PROMPT BV10 #define PLR_TELNET_GA BV11 #define PLR_HOLYLIGHT BV12 #define PLR_WIZINVIS BV13 #define PLR_RES14 BV14 /* FREE */ #define PLR_SILENCE BV15 #define PLR_NO_EMOTE BV16 #define PLR_RES17 BV17 /* FREE */ #define PLR_NO_TELL BV18 #define PLR_LOG BV19 #define PLR_DENY BV20 #define PLR_FREEZE BV21 #define PLR_RES22 BV22 /* FREE */ #define PLR_QUESTOR BV23 #define PLR_LITTERBUG BV24 #define PLR_ANSI BV25 #define PLR_SOUND BV26 #define PLR_NICE BV27 #define PLR_FLEE BV28 #define PLR_AUTOGOLD BV29 #define PLR_GAMBLER BV30 #define PLR_AFK BV31 /* Bits for pc_data->flags. */ #define PCFLAG_R1 BV00 #define PCFLAG_HELPSTART BV01 #define PCFLAG_UNAUTHED BV02 #define PCFLAG_RES03 BV03 /* FREE */ #define PCFLAG_RES04 BV04 /* FREE */ #define PCFLAG_GAG BV05 #define PCFLAG_RETIRED BV06 #define PCFLAG_GUEST BV07 #define PCFLAG_RES08 BV08 /* FREE */ #define PCFLAG_PAGERON BV09 #define PCFLAG_NOTITLE BV10 #define PCFLAG_ROOM BV11 #define PCFLAG_ROOMVNUM BV12 #define PCFLAG_RES13 BV13 /* FREE */ #define PCFLAG_QUESTING BV14 #define PCFLAG_RES15 BV15 /* FREE */ #define PCFLAG_RES16 BV16 /* FREE */ #define PCFLAG_RES17 BV17 /* FREE */ #define PCFLAG_GROUPWHO BV18 #define PCFLAG_RES19 BV19 /* FREE */ #define PCFLAG_RES20 BV20 /* FREE */ #define PCFLAG_WATCH BV21 /* see function "do_watch" */ #define PCFLAG_DND BV22 /* Do Not Disturb flag */ #define PCFLAG_RES23 BV23 /* FREE */ #define PCFLAG_MXP BV24 #define PCFLAG_RES25 BV25 /* FREE */ typedef enum { TIMER_NONE, TIMER_RECENTFIGHT, TIMER_SHOVEDRAG, TIMER_DO_FUN, TIMER_APPLIED, TIMER_PKILLED, TIMER_ASUPRESSED, TIMER_NUISANCE } timer_types; struct timer_data { TIMER * prev; TIMER * next; DO_FUN * do_fun; int value; sh_int type; sh_int count; }; /* * Channel bits. BV4,5,15,27,13 */ #define CHANNEL_AUCTION BV00 #define CHANNEL_CHAT BV01 #define CHANNEL_QUEST BV02 #define CHANNEL_IMMTALK BV03 #define CHANNEL_AUTH BV04 #define CHANNEL_WHISPER BV05 /* Added June 3 / 2000 By Gavin */ #define CHANNEL_R29 BV29 #define CHANNEL_R30 BV30 #define CHANNEL_R31 BV31 #define CHANNEL_SHOUT BV06 #define CHANNEL_YELL BV07 #define CHANNEL_MONITOR BV08 #define CHANNEL_LOG BV09 #define CHANNEL_MUSIC BV10 #define CHANNEL_CLAN BV11 #define CHANNEL_BUILD BV12 #define CHANNEL_AVTALK BV14 #define CHANNEL_COUNCIL BV16 #define CHANNEL_EMOTE BV15 /* Added By Gavin - July 08 2000 */ #define CHANNEL_GUILD BV17 #define CHANNEL_COMM BV18 #define CHANNEL_TELLS BV19 #define CHANNEL_ORDER BV20 #define CHANNEL_NEWBIE BV21 #define CHANNEL_WARTALK BV22 #define CHANNEL_OOC BV23 #define CHANNEL_SHIP BV24 #define CHANNEL_SYSTEM BV25 #define CHANNEL_SPACE BV26 #define CHANNEL_ANNOUNCE BV28 #define CHANNEL_PROGBUG BV27 /* Added Oct 28 2000 by Gavin */ #define CHANNEL_CLANTALK CHANNEL_CLAN /* Area defines - Scryn 8/11 * */ #define AREA_DELETED BV00 #define AREA_LOADED BV01 /* Area flags - Narn Mar/96 */ #define AFLAG_NOPKILL BV00 #define AFLAG_NOQUEST BV01 #define AFLAG_ARENA BV02 /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; MOB_INDEX_DATA * next_sort; SPEC_FUN * spec_fun; SPEC_FUN * spec_2; SHOP_DATA * pShop; REPAIR_DATA * rShop; MPROG_DATA * mudprogs; int progtypes; char * player_name; char * short_descr; char * long_descr; char * description; int vnum; sh_int count; sh_int killed; sh_int sex; sh_int level; int act; int affected_by; sh_int alignment; sh_int mobthac0; /* Unused */ sh_int ac; sh_int hitnodice; sh_int hitsizedice; sh_int hitplus; sh_int damnodice; sh_int damsizedice; sh_int damplus; sh_int numattacks; int gold; int exp; int xflags; int resistant; int immune; int susceptible; int attacks; int defenses; int speaks; int speaking; sh_int position; sh_int defposition; sh_int style; sh_int height; sh_int weight; sh_int race; sh_int hitroll; sh_int damroll; sh_int perm_str; sh_int perm_int; sh_int perm_wis; sh_int perm_dex; sh_int perm_con; sh_int perm_cha; sh_int perm_lck; sh_int saving_poison_death; sh_int saving_wand; sh_int saving_para_petri; sh_int saving_breath; sh_int saving_spell_staff; int vip_flags; CLAN_DATA * mob_clan; /* for spec_clan_guard.. set by postguard */ }; struct hunt_hate_fear { char * name; CHAR_DATA * who; }; struct fighting_data { CHAR_DATA * who; int xp; sh_int align; sh_int duration; sh_int timeskilled; }; struct editor_data { sh_int numlines; sh_int on_line; sh_int size; char line[49][81]; }; struct extracted_char_data { EXTRACT_CHAR_DATA * next; CHAR_DATA * ch; ROOM_INDEX_DATA * room; ch_ret retcode; bool extract; }; /* * One character (PC or NPC). * (Shouldn't most of that build interface stuff use substate, dest_buf, * spare_ptr and tempnum? Seems a little redundant) */ struct char_data { char * full_name; EXT_BV bodyparts; CHAR_DATA * char_carriedby; CHAR_DATA * char_carrying; CHAR_DATA * next; CHAR_DATA * prev; CHAR_DATA * next_in_room; CHAR_DATA * prev_in_room; CHAR_DATA * master; CHAR_DATA * leader; CHAR_DATA * retell; FIGHT_DATA * fighting; CHAR_DATA * reply; CHAR_DATA * switched; CHAR_DATA * mount; HHF_DATA * hunting; HHF_DATA * fearing; HHF_DATA * hating; SPEC_FUN * spec_fun; SPEC_FUN * spec_2; MPROG_ACT_LIST * mpact; int mpactnum; sh_int mpscriptpos; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * first_affect; AFFECT_DATA * last_affect; NOTE_DATA * pnote; NOTE_DATA * comments; OBJ_DATA * first_carrying; OBJ_DATA * last_carrying; OBJ_DATA * on; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; ROOM_INDEX_DATA * was_sentinel; PC_DATA * pcdata; DO_FUN * last_cmd; DO_FUN * prev_cmd; /* mapping */ void * dest_buf; void * dest_buf_2; void * spare_ptr; int tempnum; EDITOR_DATA * editor; TIMER * first_timer; TIMER * last_timer; char * name; char * short_descr; char * long_descr; char * description; sh_int num_fighting; sh_int substate; sh_int sex; sh_int race; sh_int top_level; sh_int skill_level[MAX_ABILITY]; sh_int trust; int played; time_t logon; time_t save_time; sh_int timer; sh_int wait; sh_int hit; sh_int max_hit; sh_int mana; sh_int max_mana; sh_int move; sh_int max_move; sh_int numattacks; int gold; long experience[MAX_ABILITY]; int act; int act2; EXT_BV new_act; int affected_by; int carry_weight; int carry_number; int xflags; int resistant; int immune; int susceptible; int attacks; int defenses; int speaks; int speaking; sh_int saving_poison_death; sh_int saving_wand; sh_int saving_para_petri; sh_int saving_breath; sh_int saving_spell_staff; sh_int alignment; sh_int barenumdie; sh_int baresizedie; sh_int mobthac0; sh_int hitroll; sh_int damroll; sh_int hitplus; sh_int damplus; sh_int position; sh_int defposition; sh_int height; sh_int weight; sh_int armor; sh_int wimpy; int deaf; sh_int perm_str; sh_int perm_int; sh_int perm_wis; sh_int perm_dex; sh_int perm_con; sh_int perm_cha; sh_int perm_lck; sh_int mod_str; sh_int mod_int; sh_int mod_wis; sh_int mod_dex; sh_int mod_con; sh_int mod_cha; sh_int mod_lck; sh_int mental_state; /* simplified */ sh_int emotional_state; /* simplified */ sh_int inter_substate; /* BUILD INTERFACE */ int retran; int regoto; sh_int mobinvis; /* Mobinvis level SB */ int vip_flags; sh_int backup_wait; /* reinforcements */ int backup_mob; /* reinforcements */ sh_int was_stunned; GUARD_DATA * guard_data; sh_int main_ability; CHAR_DATA * questgiver; /* Vassago */ sh_int nextquest; /* Vassago */ sh_int countdown; /* Vassago */ sh_int questobj; /* Vassago */ sh_int questmob; /* Vassago */ CLAN_DATA * mob_clan; /* for spec_clan_guard.. set by postguard */ int buzzed; int buzzedfrom; int exp; char * owner; ROOM_INDEX_DATA *home; }; struct killed_data { int vnum; char count; }; /* * EXTRA bits for players. (KaVir) */ #define EXTRA_PREGNANT BV00 /* 1 */ #define EXTRA_MARRIED BV01 /* 2 */ #define EXTRA_NON_NEWBIE BV02 /* 4 */ #define EXTRA_LABOUR BV03 /* 8 */ #define EXTRA_BORN BV04 /* 16 */ #define EXTRA_EXP BV05 /* 32 */ #define EXTRA_DONE BV06 /* 64 */ #define EXTRA_PURGED BV07 /* 128 */ #define EXTRA_INFECTION BV08 /* 256 */ #define EXTRA_R3 512 #define EXTRA_R4 1024 #define EXTRA_R5 2048 #define EXTRA_R6 4096 #define EXTRA_R7 8192 #define EXTRA_R8 16384 #define EXTRA_R9 32768 #define EXTRA_R10 65536 #define EXTRA_R11 131072 #define EXTRA_R12 262144 #define EXTRA_R13 524288 #define EXTRA_R14 1048576 #define EXTRA_R15 2097152 #define EXTRA_R16 4194304 #define EXTRA_R17 8388608 #define EXTRA_R18 16777216 #define EXTRA_R19 33554432 #define EXTRA_R20 67108864 #define EXTRA_R21 134217728 #define EXTRA_R22 268435456 /* Structure for link list of ignored players */ struct ignore_data { IGNORE_DATA *next; IGNORE_DATA *prev; char *name; }; /* Max number of people you can ignore at once */ #define MAX_IGN 6 /* * Data which only PC's have. */ struct pc_data { sh_int infect_amount[MAX_BODY_PARTS]; /* how much and if its infected */ sh_int clean_amount; /* timer/countdown saying if ch's hands are clean */ TIME_INFO_DATA pregnacy; char * partner; char * x_partner; CHAR_DATA * propose; char * parents; char * cparents; char * marriage; char * pob; sh_int stage[4]; int genes[10]; CHAR_DATA * pet; CLAN_DATA * clan; AREA_DATA * area; COUNCIL_DATA * council; char * council_name; char * pwd; char * bamfin; char * bamfout; char * rank; char * title; char * bestowments; /* Special bestowed commands */ char * filename; /* For the safe mset name -Shaddai */ int flags; /* Whether the player is deadly and whatever else we add. */ NUISANCE_DATA *nuisance; /* New Nuisance structure */ long int restore_time; /* The last time the char did a restore all */ int r_range_lo; /* room range */ int r_range_hi; int m_range_lo; /* mob range */ int m_range_hi; int o_range_lo; /* obj range */ int o_range_hi; sh_int wizinvis; /* wizinvis level */ sh_int min_snoop; /* minimum snoop level */ sh_int condition [MAX_CONDS]; sh_int learned [MAX_SKILL]; KILLED_DATA killed [MAX_KILLTRACK]; int quest_number; /* current *QUEST BEING DONE* DON'T REMOVE! */ int quest_curr; /* current number of quest points */ sh_int auth_state; time_t release_date; /* Auto-helling.. Altrag */ char * helled_by; char * bio; /* Personal Bio */ char * authed_by; /* what crazy imm authed this name ;) */ char * prompt; /* User config prompts */ char * fprompt; /* Fight prompts */ char * subprompt; /* Substate prompt */ sh_int pagerlen; /* For pager (NOT menus) */ sh_int addiction[10]; sh_int drug_level[10]; int wanted_flags; long bank; sh_int clan_rank; /* 0 for unguilded and loner 1-10 otherwise */ sh_int haircolor; /* For Hair Color Type */ sh_int eyes; /* For Eye Color Type */ sh_int build; /* For Build Type */ sh_int complex; /* For Complex Type */ IGNORE_DATA * first_ignored; /* keep track of who to ignore */ IGNORE_DATA * last_ignored; sh_int charmies; /* Number of Charmies */ int pkills; /* Number of pkills on behalf of clan */ int pdeaths; /* Number of times pkilled (legally) */ int mkills; /* Number of mobs killed */ int mdeaths; /* Number of deaths due to mobs */ int illegal_pk; /* Number of illegal pk's committed */ char * clan_name; ROOM_INDEX_DATA * plr_home; MOB_INDEX_DATA * vendor; sh_int birth_wait; /* time it takes to have the child*/ char * birth_name; /* babies name */ TIME_INFO_DATA birthday; int cyber; sh_int oldage; sh_int comchan; sh_int age; }; /* * Liquids. */ #define LIQ_WATER 0 #define LIQ_MAX 20 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 in list */ char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA * next; OBJ_INDEX_DATA * next_sort; EXTRA_DESCR_DATA * first_extradesc; EXTRA_DESCR_DATA * last_extradesc; AFFECT_DATA * first_affect; AFFECT_DATA * last_affect; MPROG_DATA * mudprogs; /* objprogs */ int progtypes; /* objprogs */ char * name; char * short_descr; char * description; char * action_desc; int vnum; sh_int level; sh_int item_type; int extra_flags; int magic_flags; /*Need more bitvectors for spells - Scryn*/ int wear_flags; sh_int count; sh_int weight; int cost; int value [6]; int serial; sh_int layers; int rent; /* Unused */ }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * prev; OBJ_DATA * next_content; OBJ_DATA * prev_content; OBJ_DATA * first_content; OBJ_DATA * last_content; OBJ_DATA * in_obj; CHAR_DATA * carried_by; EXTRA_DESCR_DATA * first_extradesc; EXTRA_DESCR_DATA * last_extradesc; AFFECT_DATA * first_affect; AFFECT_DATA * last_affect; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; char * armed_by; /* who armed for grenades, who killed for corpses */ char * name; char * short_descr; char * description; char * action_desc; sh_int item_type; sh_int mpscriptpos; int extra_flags; int magic_flags; /*Need more bitvectors for spells - Scryn*/ int wear_flags; int blaster_setting; MPROG_ACT_LIST * mpact; /* mudprogs */ int mpactnum; /* mudprogs */ sh_int wear_loc; sh_int weight; int cost; sh_int level; sh_int timer; int value [6]; sh_int count; /* support for object grouping */ int serial; /* serial number */ }; /* * 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; /* Physical "direction" */ sh_int distance; /* how far to the next room */ }; /* * 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 * 'H': hide an object * 'B': set a bitvector * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA * next; RESET_DATA * prev; char command; int extra; int arg1; int arg2; int arg3; }; /* Constants for arg2 of 'B' resets. */ #define BIT_RESET_DOOR 0 #define BIT_RESET_OBJECT 1 #define BIT_RESET_MOBILE 2 #define BIT_RESET_ROOM 3 #define BIT_RESET_TYPE_MASK 0xFF /* 256 should be enough */ #define BIT_RESET_DOOR_THRESHOLD 8 #define BIT_RESET_DOOR_MASK 0xFF00 /* 256 should be enough */ #define BIT_RESET_SET BV30 #define BIT_RESET_TOGGLE BV31 #define BIT_RESET_FREEBITS 0x3FFF0000 /* For reference */ /* * Area definition. */ struct area_data { AREA_DATA * next; AREA_DATA * prev; AREA_DATA * next_sort; AREA_DATA * prev_sort; AREA_DATA * next_sort_name; /* Used for alphanum. sort */ AREA_DATA * prev_sort_name; /* Ditto, Fireblade */ RESET_DATA * first_reset; RESET_DATA * last_reset; PLANET_DATA * planet; AREA_DATA * next_on_planet; AREA_DATA * prev_on_planet; char * name; char * filename; int flags; sh_int status; /* h, 8/11 */ sh_int age; sh_int nplayer; sh_int reset_frequency; int low_r_vnum; int hi_r_vnum; int low_o_vnum; int hi_o_vnum; int low_m_vnum; int hi_m_vnum; int low_soft_range; int hi_soft_range; int low_hard_range; int hi_hard_range; char * author; /* Scryn */ char * resetmsg; /* Rennard */ RESET_DATA * last_mob_reset; RESET_DATA * last_obj_reset; sh_int max_players; int high_economy; int low_economy; int version; WEATHER_DATA * weather; /* FB */ }; /* * Load in the gods building data. -- Altrag */ struct godlist_data { GOD_DATA * next; GOD_DATA * prev; int level; int low_r_vnum; int hi_r_vnum; int low_o_vnum; int hi_o_vnum; int low_m_vnum; int hi_m_vnum; }; /* * Used to keep track of system settings and statistics -Thoric */ struct system_data { int maxplayers; /* Maximum players this boot */ int alltimemax; /* Maximum players ever */ char * time_of_max; /* Time of max ever */ char * mud_name; /* Name of mud */ bool NO_NAME_RESOLVING; /* Hostnames are not resolved */ bool DENY_NEW_PLAYERS; /* New players cannot connect */ bool WAIT_FOR_AUTH; /* New players must be auth'ed */ sh_int read_all_mail; /* Read all player mail(was 54)*/ sh_int read_mail_free; /* Read mail for free (was 51) */ sh_int write_mail_free; /* Write mail for free(was 51) */ sh_int take_others_mail; /* Take others mail (was 54) */ sh_int build_level; /* Level of build channel LEVEL_BUILD*/ sh_int log_level; /* Level of log channel LEVEL LOG*/ sh_int level_modify_proto; /* Level to modify prototype stuff LEVEL_LESSER */ sh_int level_override_private; /* override private flag */ sh_int level_mset_player; /* Level to mset a player */ sh_int stun_plr_vs_plr; /* Stun mod player vs. player */ sh_int stun_regular; /* Stun difficult */ sh_int dam_plr_vs_plr; /* Damage mod player vs. player */ sh_int dam_plr_vs_mob; /* Damage mod player vs. mobile */ sh_int dam_mob_vs_plr; /* Damage mod mobile vs. player */ sh_int dam_mob_vs_mob; /* Damage mod mobile vs. mobile */ sh_int level_getobjnotake; /* Get objects without take flag */ sh_int level_forcepc; /* The level at which you can use force on players. */ int save_flags; /* Toggles for saving conditions */ sh_int save_frequency; /* How old to autosave someone */ sh_int save_pets; /* Do pets save? */ sh_int ban_site_level; /* Level to ban sites */ sh_int ban_class_level; /* Level to ban classes */ sh_int ban_race_level; /* Level to ban races */ sh_int ident_retries; /* Number of times to retry broken pipes. */ }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA * next; ROOM_INDEX_DATA * next_sort; CHAR_DATA * first_person; CHAR_DATA * last_person; OBJ_DATA * first_content; OBJ_DATA * last_content; EXTRA_DESCR_DATA * first_extradesc; EXTRA_DESCR_DATA * last_extradesc; AREA_DATA * area; EXIT_DATA * first_exit; EXIT_DATA * last_exit; SHIP_DATA * first_ship; SHIP_DATA * last_ship; HOME_DATA * first_home; HOME_DATA * last_home; AFFECT_DATA * first_affect; /* effects on the room */ AFFECT_DATA * last_affect; /* .. */ char * name; char * description; int vnum; EXT_BV room_flags; MPROG_ACT_LIST * mpact; /* mudprogs */ int mpactnum; /* mudprogs */ MPROG_DATA * mudprogs; /* mudprogs */ sh_int mpscriptpos; int progtypes; /* mudprogs */ sh_int light; sh_int sector_type; sh_int tunnel; /* max people that will fit */ }; /* * Types of skill numbers. Used to keep separate lists of sn's * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* allows for 1000 skills/spells */ #define TYPE_HERB 2000 /* allows for 1000 attack types */ #define TYPE_PERSONAL 3000 /* allows for 1000 herb types */ #define TYPE_RACIAL 4000 /* allows for 1000 personal types*/ #define TYPE_DISEASE 5000 /* allows for 1000 racial types */ /* * Target types. */ typedef enum { TAR_IGNORE, TAR_CHAR_OFFENSIVE, TAR_CHAR_DEFENSIVE, TAR_CHAR_SELF, TAR_OBJ_INV } target_types; typedef enum { SKILL_UNKNOWN, SKILL_SPELL, SKILL_SKILL, SKILL_WEAPON, SKILL_TONGUE, SKILL_HERB, SKILL_RACIAL, SKILL_DISEASE } skill_types; struct timerset { int num_uses; struct timeval total_time; struct timeval min_time; struct timeval max_time; }; /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ SPELL_FUN * spell_fun; /* Spell pointer (for spells) */ DO_FUN * skill_fun; /* Skill pointer (for skills) */ sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Rounds required to use skill */ char * noun_damage; /* Damage message */ char * msg_off; /* Wear off message */ sh_int guild; /* Which guild the skill belongs to */ sh_int min_level; /* Minimum level to be able to cast */ sh_int type; /* Spell/Skill/Weapon/Tongue */ int flags; /* extra stuff */ char * hit_char; /* Success message to caster */ char * hit_vict; /* Success message to victim */ char * hit_room; /* Success message to room */ char * miss_char; /* Failure message to caster */ char * miss_vict; /* Failure message to victim */ char * miss_room; /* Failure message to room */ char * die_char; /* Victim death msg to caster */ char * die_vict; /* Victim death msg to victim */ char * die_room; /* Victim death msg to room */ char * imm_char; /* Victim immune msg to caster */ char * imm_vict; /* Victim immune msg to victim */ char * imm_room; /* Victim immune msg to room */ char * dice; /* Dice roll */ int value; /* Misc value */ int spell_sector; /* Sector Spell work */ char saves; /* What saving spell applies */ SMAUG_AFF * affects; /* Spell affects, if any */ char * teachers; /* Skill requires a special teacher */ char participants; /* # of required participants */ struct timerset userec; /* Usage record */ int alignment; /* for jedi powers */ char * made_char; /* Made by??? -- Xerves 8/7/99 */ sh_int prototype; /* Check for new spells/skills -- Xerves */ }; /* how many items to track.... prevent repeat auctions */ #define AUCTION_MEM 3 struct auction_data { OBJ_DATA * item; /* a pointer to the item */ CHAR_DATA * seller; /* a pointer to the seller - which may NOT quit */ CHAR_DATA * buyer; /* a pointer to the buyer - which may NOT quit */ int bet; /* last bet - or 0 if noone has bet anything */ sh_int going; /* 1,2, sold */ sh_int pulse; /* how many pulses (.25 sec) until another call-out ? */ int starting; OBJ_INDEX_DATA * history[AUCTION_MEM]; /* store auction history */ sh_int hist_timer; /* clear out history buffer if auction is idle */ }; /* * So we can have different configs for different ports -- Shaddai */ extern int port; /* * These are skill_lookup return values for common skills and spells. */ /* * Engineering Skills */ extern sh_int gsn_shipmaintenance; extern sh_int gsn_makeblade; extern sh_int gsn_makejewelry; extern sh_int gsn_makeblaster; extern sh_int gsn_makelight; extern sh_int gsn_makecomlink; extern sh_int gsn_makegrenade; extern sh_int gsn_makelandmine; extern sh_int gsn_makearmor; extern sh_int gsn_makeshield; extern sh_int gsn_makecontainer; extern sh_int gsn_makedroid; extern sh_int gsn_makefurniture; extern sh_int gsn_makekeyring; extern sh_int gsn_makemedkit; extern sh_int gsn_make_infect_med; /* * Piloting Skills */ extern sh_int gsn_starfighters; extern sh_int gsn_midships; extern sh_int gsn_capitalships; extern sh_int gsn_weaponsystems; extern sh_int gsn_navigation; extern sh_int gsn_shipsystems; extern sh_int gsn_shipdocking; extern sh_int gsn_tractorbeams; extern sh_int gsn_spacecombat; extern sh_int gsn_spacecombat2; extern sh_int gsn_spacecombat3; extern sh_int gsn_bomb; extern sh_int gsn_evasive; /* * Diplomacy Skills */ extern sh_int gsn_reinforcements; extern sh_int gsn_postguard; extern sh_int gsn_addpatrol; extern sh_int gsn_eliteguard; extern sh_int gsn_specialforces; extern sh_int gsn_smalltalk; extern sh_int gsn_propeganda; extern sh_int gsn_masspropeganda; extern sh_int gsn_gather_intelligence; extern sh_int gsn_peek; /* * Combat Skills */ extern sh_int gsn_disarm; extern sh_int gsn_enhanced_damage; extern sh_int gsn_kick; extern sh_int gsn_rescue; extern sh_int gsn_second_attack; extern sh_int gsn_third_attack; extern sh_int gsn_dual_wield; extern sh_int gsn_trip; extern sh_int gsn_butcher; extern sh_int gsn_mine; extern sh_int gsn_grenades; extern sh_int gsn_snipe; extern sh_int gsn_throw; extern sh_int gsn_dodge; extern sh_int gsn_scan; extern sh_int gsn_gouge; extern sh_int gsn_mount; extern sh_int gsn_bashdoor; extern sh_int gsn_berserk; extern sh_int gsn_hitall; /* * Bounty Hunting Skills */ extern sh_int gsn_track; extern sh_int gsn_listen; extern sh_int gsn_torture; extern sh_int gsn_blackjack; extern sh_int gsn_backstab; /* * Smuggling Skills */ extern sh_int gsn_dig; extern sh_int gsn_search; extern sh_int gsn_steal; extern sh_int gsn_sneak; extern sh_int gsn_pick_lock; extern sh_int gsn_hide; extern sh_int gsn_pickshiplock; extern sh_int gsn_hijack; extern sh_int gsn_beg; extern sh_int gsn_jail; extern sh_int gsn_bribe; extern sh_int gsn_seduce; extern sh_int gsn_disguise; /* * Piracy Skills */ extern sh_int gsn_gemcutting; extern sh_int gsn_spice_refining; extern sh_int gsn_stealcode; /* * Medical Skills */ extern sh_int gsn_aid; extern sh_int gsn_first_aid; extern sh_int gsn_splint; extern sh_int gsn_birth; extern sh_int gsn_abort; extern sh_int gsn_cosmetic; extern sh_int gsn_diagnose; extern sh_int gsn_autopsy; extern sh_int gsn_washup; extern sh_int gsn_inject; /* * Force Skills */ extern sh_int gsn_parry; /* undecided */ extern sh_int gsn_ship_masking; /* used to do specific lookups */ extern sh_int gsn_first_spell; extern sh_int gsn_first_skill; extern sh_int gsn_first_weapon; extern sh_int gsn_first_tongue; extern sh_int gsn_top_sn; /* spells */ extern sh_int gsn_blindness; extern sh_int gsn_charm_person; extern sh_int gsn_aqua_breath; 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_possess; extern sh_int gsn_fireball; /* for fireshield */ extern sh_int gsn_lightning_bolt; /* for shockshield */ /* newer attack skills */ extern sh_int gsn_punch; extern sh_int gsn_bash; extern sh_int gsn_stun; extern sh_int gsn_poison_weapon; extern sh_int gsn_climb; extern sh_int gsn_blasters; extern sh_int gsn_force_pikes; extern sh_int gsn_bowcasters; extern sh_int gsn_lightsabers; extern sh_int gsn_vibro_blades; extern sh_int gsn_vandalize; extern sh_int gsn_talonous_arms; extern sh_int gsn_bludgeons; extern sh_int gsn_grip; /* * Languages */ extern sh_int gsn_common; extern sh_int gsn_wookiee; extern sh_int gsn_twilek; extern sh_int gsn_rodian; extern sh_int gsn_hutt; extern sh_int gsn_mon_calamari; extern sh_int gsn_noghri; extern sh_int gsn_gamorrean; extern sh_int gsn_jawa; extern sh_int gsn_adarian; extern sh_int gsn_ewok; extern sh_int gsn_verpine; extern sh_int gsn_defel; extern sh_int gsn_trandoshan; extern sh_int gsn_chadra_fan; extern sh_int gsn_quarren; extern sh_int gsn_duinduogwuin; extern sh_int gsn_ithorian; extern sh_int gsn_gotal; extern sh_int gsn_devaronian; extern sh_int gsn_bothan; extern sh_int gsn_askani; /* * Cmd flag names --Shaddai */ extern char *const cmd_flags[]; /* * 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)) /* * Old-style Bit manipulation macros * * The bit passed is the actual value of the bit (Use the BV## defines) */ #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 CH(d) ((d)->original ? (d)->original : (d)->character) #define CLEAR_BITS(var) ((var) = 0) #define CH(d) ((d)->original ? (d)->original : (d)->character) /* * Macros for accessing virtually unlimited bitvectors. -Thoric * * Note that these macros use the bit number rather than the bit value * itself -- which means that you can only access _one_ bit at a time * * This code uses an array of integers */ /* * The functions for these prototypes can be found in misc.c * They are up here because they are used by the macros below */ bool ext_is_empty args( ( EXT_BV *bits ) ); void ext_clear_bits args( ( EXT_BV *bits ) ); int ext_has_bits args( ( EXT_BV *var, EXT_BV *bits) ); bool ext_same_bits args( ( EXT_BV *var, EXT_BV *bits) ); void ext_set_bits args( ( EXT_BV *var, EXT_BV *bits) ); void ext_remove_bits args( ( EXT_BV *var, EXT_BV *bits) ); void ext_toggle_bits args( ( EXT_BV *var, EXT_BV *bits) ); /* * Here are the extended bitvector macros: */ #define xIS_SET(var, bit) ((var).bits[(bit) >> RSV] & 1 << ((bit) & XBM)) #define xSET_BIT(var, bit) ((var).bits[(bit) >> RSV] |= 1 << ((bit) & XBM)) #define xSET_BITS(var, bit) (ext_set_bits(&(var), &(bit))) #define xREMOVE_BIT(var, bit) ((var).bits[(bit) >> RSV] &= ~(1 << ((bit) & XBM))) #define xREMOVE_BITS(var, bit) (ext_remove_bits(&(var), &(bit))) #define xTOGGLE_BIT(var, bit) ((var).bits[(bit) >> RSV] ^= 1 << ((bit) & XBM)) #define xTOGGLE_BITS(var, bit) (ext_toggle_bits(&(var), &(bit))) #define xCLEAR_BITS(var) (ext_clear_bits(&(var))) #define xIS_EMPTY(var) (ext_is_empty(&(var))) #define xHAS_BITS(var, bit) (ext_has_bits(&(var), &(bit))) #define xSAME_BITS(var, bit) (ext_same_bits(&(var), &(bit))) /* * Memory allocation macros. */ #define CREATE(result, type, number) \ do \ { \ if (!((result) = (type *) calloc ((number), sizeof(type)))) \ { \ perror("malloc failure"); \ fprintf(stderr, "Malloc failure @ %s:%d\n", __FILE__, __LINE__ ); \ abort(); \ } \ } while(0) #define RECREATE(result,type,number) \ do \ { \ if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\ { \ perror("realloc failure"); \ fprintf(stderr, "Realloc failure @ %s:%d\n", __FILE__, __LINE__ ); \ abort(); \ } \ } while(0) #define DISPOSE(point) \ do \ { \ if (!(point)) \ { \ bug( "Freeing null pointer %s:%d", __FILE__, __LINE__ ); \ fprintf( stderr, "DISPOSEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \ } \ else free(point); \ point = NULL; \ } while(0) #ifdef HASHSTR #define STRALLOC(point) str_alloc((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 %s:%d", __FILE__, __LINE__ ); \ fprintf( stderr, "STRFREEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \ } \ else if (str_free((point))==-1) \ fprintf( stderr, "STRFREEing bad pointer in %s, line %d\n", __FILE__, __LINE__ ); \ point = NULL; \ } 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)) \ { \ bug( "Freeing null pointer %s:%d", __FILE__, __LINE__ ); \ fprintf( stderr, "STRFREEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \ } \ else free((point)); \ point = NULL; \ } 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 GET_MAX_STR(CH) ( IS_NPC((ch)) ? 20 : ( 20 + race_table[(ch)->race]->str_plus + \ ( IS_SET((ch)->pcdata->cyber, CYBER_STRENGTH) ? 1 : 0 ) ) ) #define GET_MAX_DEX(CH) ( IS_NPC((ch)) ? 20 : ( 20 + race_table[(ch)->race]->dex_plus + \ ( IS_SET((ch)->pcdata->cyber, CYBER_REFLEXES) ? 1 : 0 ) ) ) #define GET_MAX_INT(CH) ( IS_NPC((ch)) ? 20 : ( 20 + race_table[(ch)->race]->int_plus + \ ( IS_SET((ch)->pcdata->cyber, CYBER_MIND) ? 1 : 0 ) ) ) #define GET_MAX_WIS(CH) ( IS_NPC((ch)) ? 20 : ( 20 + race_table[(ch)->race]->wis_plus ) ) #define GET_MAX_CON(CH) ( IS_NPC((ch)) ? 20 : ( 20 + race_table[(ch)->race]->con_plus ) ) #define GET_MAX_CHA(CH) ( IS_NPC((ch)) ? 20 : ( 20 + race_table[(ch)->race]->cha_plus ) ) #define GET_MAX_LCK(CH) ( IS_NPC((ch)) ? 20 : ( 20 + race_table[(ch)->race]->lck_plus ) ) #define IS_QUESTOR(ch) (IS_SET((ch)->act, PLR_QUESTOR)) #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMMORTAL(ch) (get_trust((ch)) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust((ch)) >= 100) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define HAS_BODYPART(ch, part) ((ch)->xflags == 0 || IS_SET((ch)->xflags, (part))) #define IS_IMMUNE(ch, sn) (IS_SET((ch)->immune, (sn))) #define IS_GOOD(ch) ((ch)->alignment >= 350) #define IS_EVIL(ch) ((ch)->alignment <= -350) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_MALE(ch) ( (ch)->sex == SEX_MALE ? TRUE : FALSE ) #define IS_FEMALE(ch) ( (ch)->sex == SEX_FEMALE ? TRUE : FALSE ) #define IS_S_NEUTRAL(ch) ( (ch)->sex == SEX_NEUTRAL ? TRUE : FALSE ) #define IS_AWAKE(ch) ((ch)->position > POS_SLEEPING) /*#define GET_AC(ch) ( IS_NPC(ch) ? GET_AC_NPC(ch) : GET_AC_CH(ch) )*/ #define GET_AC(ch) ( (ch)->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) \ - ( (ch)->skill_level[COMBAT_ABILITY]/2 ) \ - ( IS_NPC(ch) ? 0 : ( (!IS_SET(ch->pcdata->cyber , CYBER_CHEST) ? 0 : 15) \ + ( race_table[(ch)->race]->ac_plus ) ) ) ) #define GET_AC_CH(ch) ( (ch)->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) \ - ( (ch)->race == RACE_DEFEL ? (ch)->skill_level[COMBAT_ABILITY]*2+5 : (ch)->skill_level[COMBAT_ABILITY]/2 ) \ - ( !IS_SET(ch->pcdata->cyber , CYBER_CHEST) ? 0 : 15 ) ) #define GET_AC_NPC(ch) ( (ch)->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) \ - ( (ch)->race == RACE_DEFEL ? (ch)->skill_level[COMBAT_ABILITY]*2+5 : (ch)->skill_level[COMBAT_ABILITY]/2 ) ) #define GET_HITROLL(ch) ((ch)->hitroll \ +str_app[get_curr_str(ch)].tohit \ +(2-(abs((ch)->mental_state)/10))) #define GET_DAMROLL(ch) ((ch)->damroll \ +str_app[get_curr_str(ch)].todam \ +(((ch)->mental_state > 5 \ &&(ch)->mental_state < 15) ? 1 : 0) ) #define IS_OUTSIDE(ch) (!xIS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS) && !xIS_SET( \ (ch)->in_room->room_flags, \ ROOM_SPACECRAFT) ) #define NO_WEATHER_SECT(sect) ( sect == SECT_INSIDE || \ sect == SECT_UNDERWATER || \ sect == SECT_OCEANFLOOR || \ sect == SECT_UNDERGROUND ) #define IS_DRUNK(ch, drunk) (number_percent() < \ ( (ch)->pcdata->condition[COND_DRUNK] \ * 2 / (drunk) ) ) /* Addition to make people with nuisance flag have more wait */ #define WAIT_STATE(ch, npulse) ((ch)->wait=(!IS_NPC(ch)&&ch->pcdata->nuisance&&\ (ch->pcdata->nuisance->flags>4))?UMAX((ch)->wait,\ (npulse+((ch)->pcdata->nuisance->flags-4)+ \ ch->pcdata->nuisance->power)): \ UMAX((ch)->wait, (npulse))) #define EXIT(ch, door) ( get_exit( (ch)->in_room, door ) ) #define CAN_GO(ch, door) (EXIT((ch),(door)) \ && (EXIT((ch),(door))->to_room != NULL) \ && !IS_SET(EXIT((ch), (door))->exit_info, EX_CLOSED)) #define IS_FLOATING(ch) ( IS_AFFECTED((ch), AFF_FLYING) || IS_AFFECTED((ch), AFF_FLOATING) ) #define IS_VALID_SN(sn) ( (sn) >=0 && (sn) < MAX_SKILL \ && skill_table[(sn)] \ && skill_table[(sn)]->name ) #define IS_VALID_HERB(sn) ( (sn) >=0 && (sn) < MAX_HERB \ && herb_table[(sn)] \ && herb_table[(sn)]->name ) #define IS_VALID_DISEASE(sn) ( (sn) >=0 && (sn) < MAX_DISEASE \ && disease_table[(sn)] \ && disease_table[(sn)]->name ) #define IS_DISGUISE(ch) ( !IS_NPC(ch) && xIS_SET(ch->new_act, ACT_DISGUISE ) ) #define SPELL_FLAG(skill, flag) ( IS_SET((skill)->flags, (flag)) ) #define SPELL_DAMAGE(skill) ( ((skill)->flags ) & 7 ) #define SPELL_ACTION(skill) ( ((skill)->flags >> 3) & 7 ) #define SPELL_CLASS(skill) ( ((skill)->flags >> 6) & 7 ) #define SPELL_POWER(skill) ( ((skill)->flags >> 9) & 3 ) #define SET_SDAM(skill, val) ( (skill)->flags = ((skill)->flags & SDAM_MASK) + ((val) & 7) ) #define SET_SACT(skill, val) ( (skill)->flags = ((skill)->flags & SACT_MASK) + (((val) & 7) << 3) ) #define SET_SCLA(skill, val) ( (skill)->flags = ((skill)->flags & SCLA_MASK) + (((val) & 7) << 6) ) #define SET_SPOW(skill, val) ( (skill)->flags = ((skill)->flags & SPOW_MASK) + (((val) & 3) << 9) ) /* Retired and guest imms. */ #define IS_RETIRED(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_RETIRED)) #define IS_GUEST(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_GUEST)) /* RIS by gsn lookups. -- Altrag. Will need to add some || stuff for spells that need a special GSN. */ #define IS_FIRE(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_FIRE ) #define IS_COLD(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_COLD ) #define IS_ACID(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ACID ) #define IS_ELECTRICITY(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ELECTRICITY ) #define IS_ENERGY(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ENERGY ) #define IS_DRAIN(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_DRAIN ) #define IS_POISON(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_POISON ) #define NEW_AUTH( ch ) IS_WAITING_FOR_AUTH( ch ) #define NOT_AUTHED(ch) (!IS_NPC(ch) && ch->pcdata->auth_state <= 3 \ && IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) ) #define IS_WAITING_FOR_AUTH(ch) (!IS_NPC(ch) && ch->desc \ && ch->pcdata->auth_state == 1 \ && IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) ) /* * Object macros. */ #define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part))) #define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat))) /* * Description macros. */ /*#define PERS(ch, looker) ( can_see( (looker), (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name ) : ( (ch)->sex == SEX_MALE ? "A Male" : (ch)->sex == SEX_FEMALE ? "A Female" : "Someone" ) )*/ #define PERS(ch, looker) ( can_see( (looker), (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->full_name ) : ( (ch)->sex == SEX_MALE ? "A Male" : (ch)->sex == SEX_FEMALE ? "A Female" : "Someone" ) ) #define log_string( txt ) ( log_string_plus( (txt), LOG_NORMAL, LEVEL_LOG ) ) /* * Defines for the command flags. --Shaddai */ #define CMD_FLAG_POSSESS BV00 #define CMD_FLAG_POLYMORPHED BV01 #define CMD_WATCH BV02 /* FB */ /* * Structure for a command in the command lookup table. */ struct cmd_type { CMDTYPE * next; char * name; DO_FUN * do_fun; int flags; /* Added for Checking interpret stuff -Shaddai*/ sh_int position; sh_int level; sh_int log; struct timerset userec; int lag_count; /* count lag flags for this cmd - FB */ }; /* * Structure for a social in the socials table. */ struct social_type { SOCIALTYPE * next; char * name; char * char_no_arg; char * others_no_arg; char * char_found; char * others_found; char * vict_found; char * char_auto; char * others_auto; }; /* * Structure for an X-social in the xsocials table. */ struct xsocial_type { XSOCIALTYPE * next; char * name; char * char_no_arg; char * others_no_arg; char * char_found; char * others_found; char * vict_found; char * char_auto; char * others_auto; sh_int genderto; sh_int gender; sh_int stage; sh_int position; sh_int self; sh_int other; bool chance; }; /* * Global constants. */ extern time_t last_restore_all_time; extern time_t boot_time; /* this should be moved down */ extern HOUR_MIN_SEC * set_boot_time; extern struct tm *new_boot_time; extern time_t new_boot_time_t; extern const struct str_app_type str_app [30]; extern const struct int_app_type int_app [30]; extern const struct wis_app_type wis_app [30]; extern const struct dex_app_type dex_app [30]; extern const struct con_app_type con_app [30]; extern const struct cha_app_type cha_app [30]; extern const struct lck_app_type lck_app [30]; extern const struct race_type _race_table [MAX_RACE]; extern struct race_type * race_table [MAX_RACE]; extern const struct liq_type liq_table [LIQ_MAX]; extern char * const attack_table [13]; extern char * const ability_name [MAX_ABILITY]; extern char * const hair_color [MAX_HAIR]; extern char * const complex_type [MAX_COMPLEX]; extern char * const build_type [MAX_BUILD]; extern char * const eye_color [MAX_EYE]; extern char * const cont_flags []; extern char * const furniture_flags []; extern char * const skill_tname []; extern sh_int const movement_loss [SECT_MAX]; extern char * const dir_name []; extern char * const where_name []; extern const sh_int rev_dir []; extern char * const r_flags []; extern char * const item_w_flags []; extern char * const w_flags []; extern char * const o_flags []; extern char * const a_flags []; extern char * const o_types []; extern char * const a_types []; extern char * const act_flags []; extern char * const planet_flags []; extern char * const weapon_table [13]; extern char * const spice_table []; extern char * const plr_flags []; extern char * const pc_flags []; extern char * const ris_flags []; extern char * const trig_flags []; extern char * const part_flags []; extern char * const npc_race []; extern char * const defense_flags []; extern char * const attack_flags []; extern char * const area_flags []; extern char * const ship_flags []; extern char * const system_flags []; extern int const lang_array []; extern char * const lang_names []; extern char * const temp_settings []; /* FB */ extern char * const precip_settings []; extern char * const wind_settings []; extern char * const preciptemp_msg [6][6]; extern char * const windtemp_msg [6][6]; extern char * const precip_msg []; extern char * const wind_msg []; extern char * const day_name []; extern char * const he_she []; extern char * const him_her []; extern char * const his_her []; /* * Global variables. */ extern char * bigregex; extern char * preg; extern int numobjsloaded; extern int nummobsloaded; extern int physicalobjects; extern int num_descriptors; extern struct system_data sysdata; extern int top_sn; extern int top_vroom; extern int top_herb; extern CMDTYPE * command_hash [126]; extern SKILLTYPE * skill_table [MAX_SKILL]; extern SOCIALTYPE * social_index [27]; extern XSOCIALTYPE * xsocial_index [27]; extern CHAR_DATA * cur_char; extern ROOM_INDEX_DATA * cur_room; extern bool cur_char_died; extern ch_ret global_retcode; extern SKILLTYPE * herb_table [MAX_HERB]; extern SKILLTYPE * disease_table [MAX_DISEASE]; extern int cur_obj; extern int cur_obj_serial; extern bool cur_obj_extracted; extern obj_ret global_objcode; extern HELP_DATA * first_help; extern HELP_DATA * last_help; extern SHOP_DATA * first_shop; extern SHOP_DATA * last_shop; extern REPAIR_DATA * first_repair; extern REPAIR_DATA * last_repair; extern SHIP_PROTOTYPE * first_ship_prototype; extern SHIP_PROTOTYPE * last_ship_prototype; extern WATCH_DATA * first_watch; extern WATCH_DATA * last_watch; extern BAN_DATA * first_ban; extern BAN_DATA * last_ban; extern BAN_DATA * first_ban_class; extern BAN_DATA * last_ban_class; extern BAN_DATA * first_ban_race; extern BAN_DATA * last_ban_race; extern RESERVE_DATA * first_reserved; extern RESERVE_DATA * last_reserved; extern CHAR_DATA * first_char; extern CHAR_DATA * last_char; extern DESCRIPTOR_DATA * first_descriptor; extern DESCRIPTOR_DATA * last_descriptor; extern BOARD_DATA * first_board; extern BOARD_DATA * last_board; extern OBJ_DATA * first_object; extern OBJ_DATA * last_object; extern CLAN_DATA * first_clan; extern CLAN_DATA * last_clan; extern COUNCIL_DATA * first_council; extern COUNCIL_DATA * last_council; extern GUARD_DATA * first_guard; extern GUARD_DATA * last_guard; extern SHIP_DATA * first_ship; extern SHIP_DATA * last_ship; extern SPACE_DATA * first_starsystem; extern SPACE_DATA * last_starsystem; extern PLANET_DATA * first_planet; extern PLANET_DATA * last_planet; extern BOUNTY_DATA * first_bounty; extern BOUNTY_DATA * last_bounty; extern BOUNTY_DATA * first_disintigration; extern BOUNTY_DATA * last_disintigration; extern AREA_DATA * first_area; extern AREA_DATA * last_area; extern AREA_DATA * first_build; extern AREA_DATA * last_build; extern AREA_DATA * first_asort; extern AREA_DATA * last_asort; extern AREA_DATA * first_bsort; extern AREA_DATA * last_bsort; extern AREA_DATA * first_area_name; /*alphanum. sort*/ extern AREA_DATA * last_area_name; /* Fireblade */ extern OBJ_DATA * extracted_obj_queue; extern EXTRACT_CHAR_DATA * extracted_char_queue; extern OBJ_DATA * save_equipment[MAX_WEAR][MAX_LAYERS]; extern CHAR_DATA * quitting_char; extern CHAR_DATA * loading_char; extern CHAR_DATA * saving_char; extern OBJ_DATA * all_obj; extern char bug_buf []; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern FILE * fpLOG; extern char log_buf []; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern int weath_unit; extern int rand_factor; extern int climate_factor; extern int neigh_factor; extern int max_vector; extern AUCTION_DATA * auction; extern struct act_prog_data * mob_act_list; /* * Command functions. * Defined in act_*.c (mostly). */ /* * Sorted Alphabeticly - Gavin * Started June 04 2000 */ DECLARE_DO_FUN( skill_notfound ); DECLARE_DO_FUN( do_aassign ); DECLARE_DO_FUN( do_abort ); DECLARE_DO_FUN( do_accelerate ); DECLARE_DO_FUN( do_accept ); DECLARE_DO_FUN( do_add_imm_host ); DECLARE_DO_FUN( do_add_patrol ); DECLARE_DO_FUN( do_addbounty ); DECLARE_DO_FUN( do_addpilot ); DECLARE_DO_FUN( do_advance ); DECLARE_DO_FUN( do_affected ); DECLARE_DO_FUN( do_afk ); DECLARE_DO_FUN( do_ahelp ); DECLARE_DO_FUN( do_aid ); DECLARE_DO_FUN( do_alertstatus ); DECLARE_DO_FUN( do_allow ); DECLARE_DO_FUN( do_allships ); DECLARE_DO_FUN( do_ammo ); DECLARE_DO_FUN( do_announce ); DECLARE_DO_FUN( do_ansi ); DECLARE_DO_FUN( do_apply ); DECLARE_DO_FUN( do_appoint ); DECLARE_DO_FUN( do_appraise ); DECLARE_DO_FUN( do_aquest ); DECLARE_DO_FUN( do_areas ); DECLARE_DO_FUN( do_arm ); DECLARE_DO_FUN( do_aset ); DECLARE_DO_FUN( do_astat ); DECLARE_DO_FUN( do_at ); DECLARE_DO_FUN( do_atobj ); DECLARE_DO_FUN( do_auction ); DECLARE_DO_FUN( do_authorize ); DECLARE_DO_FUN( do_autopilot ); DECLARE_DO_FUN( do_autopsy ); /* Added by Gavin Oct 3 2000 */ DECLARE_DO_FUN( do_autorecharge ); DECLARE_DO_FUN( do_autotrack ); DECLARE_DO_FUN( do_avtalk ); DECLARE_DO_FUN( do_backstab ); DECLARE_DO_FUN( do_balzhur ); DECLARE_DO_FUN( do_bamfin ); DECLARE_DO_FUN( do_bamfout ); DECLARE_DO_FUN( do_ban ); DECLARE_DO_FUN( do_bank ); DECLARE_DO_FUN( do_bash ); DECLARE_DO_FUN( do_bashdoor ); DECLARE_DO_FUN( do_beep ); DECLARE_DO_FUN( do_beg ); DECLARE_DO_FUN( do_berserk ); DECLARE_DO_FUN( do_bestow ); DECLARE_DO_FUN( do_bestowarea ); DECLARE_DO_FUN( do_bio ); DECLARE_DO_FUN( do_birth ); DECLARE_DO_FUN( do_bite ); DECLARE_DO_FUN( do_blackjack ); DECLARE_DO_FUN( do_board ); DECLARE_DO_FUN( do_boards ); DECLARE_DO_FUN( do_bodybag ); DECLARE_DO_FUN( do_bomb ); DECLARE_DO_FUN( do_bounties ); DECLARE_DO_FUN( do_breakup ); DECLARE_DO_FUN( do_bribe ); DECLARE_DO_FUN( do_bset ); DECLARE_DO_FUN( do_bstat ); DECLARE_DO_FUN( do_bug ); DECLARE_DO_FUN( do_bugs ); DECLARE_DO_FUN( do_bury ); DECLARE_DO_FUN( do_butcher ); DECLARE_DO_FUN( do_buy ); DECLARE_DO_FUN( do_buyhome ); DECLARE_DO_FUN( do_buyship ); DECLARE_DO_FUN( do_buyvendor ); /* Added by Gavin - July 18 2000 */ DECLARE_DO_FUN( do_calculate ); DECLARE_DO_FUN( do_call ); /* Added by Gavin - Mar 11 2001 */ DECLARE_DO_FUN( do_capture ); DECLARE_DO_FUN( do_carry ); /* Added by Gavin - August 24 2000 */ DECLARE_DO_FUN( do_cast ); DECLARE_DO_FUN( do_cedit ); DECLARE_DO_FUN( do_chaff ); DECLARE_DO_FUN( do_channels ); DECLARE_DO_FUN( do_chanuser ); DECLARE_DO_FUN( do_chat ); DECLARE_DO_FUN( do_check_vnums ); DECLARE_DO_FUN( do_clan_donate ); DECLARE_DO_FUN( do_clan_withdraw ); DECLARE_DO_FUN( do_clanbuyship ); DECLARE_DO_FUN( do_clans ); DECLARE_DO_FUN( do_clansellship ); DECLARE_DO_FUN( do_clantalk ); DECLARE_DO_FUN( do_claw ); DECLARE_DO_FUN( do_climate ); DECLARE_DO_FUN( do_climb ); DECLARE_DO_FUN( do_clone ); DECLARE_DO_FUN( do_clones ); DECLARE_DO_FUN( do_close ); DECLARE_DO_FUN( do_closebay ); DECLARE_DO_FUN( do_closehatch ); DECLARE_DO_FUN( do_cmdtable ); DECLARE_DO_FUN( do_collectgold ); /* Added by Gavin - July 18 2000 */ DECLARE_DO_FUN( do_commands ); DECLARE_DO_FUN( do_comment ); DECLARE_DO_FUN( do_compare ); DECLARE_DO_FUN( do_config ); DECLARE_DO_FUN( do_consent ); DECLARE_DO_FUN( do_consider ); DECLARE_DO_FUN( do_cosmetic ); /* Added by Gavin - Oct 1 2000 */ DECLARE_DO_FUN( do_copyship ); DECLARE_DO_FUN( do_council_induct ); DECLARE_DO_FUN( do_council_outcast ); DECLARE_DO_FUN( do_councils ); DECLARE_DO_FUN( do_credits ); DECLARE_DO_FUN( do_cset ); DECLARE_DO_FUN( do_cyber ); DECLARE_DO_FUN( do_delay ); /* June 04 '00 */ DECLARE_DO_FUN( do_demote ); DECLARE_DO_FUN( do_deny ); DECLARE_DO_FUN( do_description ); DECLARE_DO_FUN( do_destro ); DECLARE_DO_FUN( do_destroy ); DECLARE_DO_FUN( do_diagnose ); DECLARE_DO_FUN( do_dig ); DECLARE_DO_FUN( do_disarm ); DECLARE_DO_FUN( do_disconnect ); DECLARE_DO_FUN( do_disguise ); DECLARE_DO_FUN( do_dismount ); DECLARE_DO_FUN( do_divorce ); DECLARE_DO_FUN( do_dmesg ); DECLARE_DO_FUN( do_dnd ); DECLARE_DO_FUN( do_dock ); DECLARE_DO_FUN( do_down ); DECLARE_DO_FUN( do_drag ); DECLARE_DO_FUN( do_drink ); DECLARE_DO_FUN( do_drive ); DECLARE_DO_FUN( do_drop ); DECLARE_DO_FUN( do_east ); DECLARE_DO_FUN( do_eat ); DECLARE_DO_FUN( do_ech ); /* June 04 '00 */ DECLARE_DO_FUN( do_echo ); DECLARE_DO_FUN( do_elite_guard ); DECLARE_DO_FUN( do_emote ); DECLARE_DO_FUN( do_empower ); DECLARE_DO_FUN( do_empty ); DECLARE_DO_FUN( do_enlist ); DECLARE_DO_FUN( do_enter ); DECLARE_DO_FUN( do_equipment ); DECLARE_DO_FUN( do_examine ); DECLARE_DO_FUN( do_exits ); DECLARE_DO_FUN( do_fill ); DECLARE_DO_FUN( do_fire ); DECLARE_DO_FUN( do_first_aid ); DECLARE_DO_FUN( do_fixchar ); DECLARE_DO_FUN( do_flee ); DECLARE_DO_FUN( do_foldarea ); DECLARE_DO_FUN( do_follow ); DECLARE_DO_FUN( do_for ); DECLARE_DO_FUN( do_force ); DECLARE_DO_FUN( do_forceclose ); DECLARE_DO_FUN( do_form_password ); DECLARE_DO_FUN( do_fprompt ); DECLARE_DO_FUN( do_fquit ); DECLARE_DO_FUN( do_free_vnums ); DECLARE_DO_FUN( do_freeships ); DECLARE_DO_FUN( do_freeze ); DECLARE_DO_FUN( do_fullname ); /* Added by Gavin - Sept 09 2000 */ DECLARE_DO_FUN( do_gain ); DECLARE_DO_FUN( do_gather_intelligence ); DECLARE_DO_FUN( do_gemcutting ); DECLARE_DO_FUN( do_gemote ); /* Added By Gavin - June 08 2000 */ DECLARE_DO_FUN( do_get ); DECLARE_DO_FUN( do_getcode ); DECLARE_DO_FUN( do_gfighting ); DECLARE_DO_FUN( do_give ); DECLARE_DO_FUN( do_glance ); DECLARE_DO_FUN( do_gold ); DECLARE_DO_FUN( do_goto ); DECLARE_DO_FUN( do_gouge ); DECLARE_DO_FUN( do_group ); DECLARE_DO_FUN( do_gtell ); DECLARE_DO_FUN( do_gwhere ); DECLARE_DO_FUN( do_hail ); DECLARE_DO_FUN( do_hedit ); DECLARE_DO_FUN( do_hell ); DECLARE_DO_FUN( do_help ); DECLARE_DO_FUN( do_hide ); DECLARE_DO_FUN( do_hijack ); DECLARE_DO_FUN( do_hitall ); DECLARE_DO_FUN( do_hlist ); DECLARE_DO_FUN( do_holylight ); DECLARE_DO_FUN( do_homeid ); DECLARE_DO_FUN( do_hset ); DECLARE_DO_FUN( do_hyperspace ); DECLARE_DO_FUN( do_ide ); DECLARE_DO_FUN( do_idea ); DECLARE_DO_FUN( do_ideas ); DECLARE_DO_FUN( do_ignore ); DECLARE_DO_FUN( do_immortalize ); DECLARE_DO_FUN( do_immtalk ); DECLARE_DO_FUN( do_induct ); DECLARE_DO_FUN( do_info ); DECLARE_DO_FUN( do_inject ); /* March 24 2001 - Gavin */ DECLARE_DO_FUN( do_installarea ); DECLARE_DO_FUN( do_instaroom ); DECLARE_DO_FUN( do_instazone ); DECLARE_DO_FUN( do_inventory ); DECLARE_DO_FUN( do_invis ); DECLARE_DO_FUN( do_invite ); DECLARE_DO_FUN( do_ipcompare ); /* June 04 '00 */ DECLARE_DO_FUN( do_jail ); DECLARE_DO_FUN( do_khistory ); DECLARE_DO_FUN( do_kick ); DECLARE_DO_FUN( do_kill ); DECLARE_DO_FUN( do_knock ); /* July 30 '00 */ DECLARE_DO_FUN( do_land ); DECLARE_DO_FUN( do_languages ); DECLARE_DO_FUN( do_last ); DECLARE_DO_FUN( do_launch ); DECLARE_DO_FUN( do_leave ); DECLARE_DO_FUN( do_leaveship ); DECLARE_DO_FUN( do_level ); DECLARE_DO_FUN( do_light ); DECLARE_DO_FUN( do_list ); DECLARE_DO_FUN( do_listen ); DECLARE_DO_FUN( do_listships ); DECLARE_DO_FUN( do_litterbug ); DECLARE_DO_FUN( do_loadarea ); DECLARE_DO_FUN( do_loadup ); DECLARE_DO_FUN( do_lock ); DECLARE_DO_FUN( do_log ); DECLARE_DO_FUN( do_look ); DECLARE_DO_FUN( do_low_purge ); DECLARE_DO_FUN( do_mailroom ); DECLARE_DO_FUN( do_make ); DECLARE_DO_FUN( do_makearmor ); DECLARE_DO_FUN( do_makeblade ); DECLARE_DO_FUN( do_makeblaster ); DECLARE_DO_FUN( do_makeboard ); DECLARE_DO_FUN( do_makeclan ); DECLARE_DO_FUN( do_makecomlink ); DECLARE_DO_FUN( do_makecontainer ); DECLARE_DO_FUN( do_makecouncil ); DECLARE_DO_FUN( do_makedroid ); DECLARE_DO_FUN( do_makefurniture ); DECLARE_DO_FUN( do_makegrenade ); DECLARE_DO_FUN( do_makeguild ); DECLARE_DO_FUN( do_makejewelry ); DECLARE_DO_FUN( do_makekeyring ); DECLARE_DO_FUN( do_makelandmine ); DECLARE_DO_FUN( do_makelight ); DECLARE_DO_FUN( do_makemedkit ); /* Added By Gavin - August 08 2000 */ DECLARE_DO_FUN( do_make_infect_med ); /* Mar 23 '01 - Gavin */ DECLARE_DO_FUN( do_makemissile ); DECLARE_DO_FUN( do_makeplanet ); DECLARE_DO_FUN( do_makeprototype ); /* Mar 28 '01 - Gavin */ DECLARE_DO_FUN( do_makerepair ); DECLARE_DO_FUN( do_makeshield ); DECLARE_DO_FUN( do_makeship ); DECLARE_DO_FUN( do_makeshop ); DECLARE_DO_FUN( do_makespice ); DECLARE_DO_FUN( do_makestarsystem ); DECLARE_DO_FUN( do_makewizlist ); DECLARE_DO_FUN( do_marry ); DECLARE_DO_FUN( do_mass_propeganda ); DECLARE_DO_FUN( do_massign ); DECLARE_DO_FUN( do_mcreate ); DECLARE_DO_FUN( do_mdelete ); DECLARE_DO_FUN( do_memory ); DECLARE_DO_FUN( do_mfind ); DECLARE_DO_FUN( do_mine ); DECLARE_DO_FUN( do_minvoke ); DECLARE_DO_FUN( do_mlist ); DECLARE_DO_FUN( do_mount ); DECLARE_DO_FUN( do_mset ); DECLARE_DO_FUN( do_mstat ); DECLARE_DO_FUN( do_murde ); DECLARE_DO_FUN( do_murder ); DECLARE_DO_FUN( do_music ); DECLARE_DO_FUN( do_mwhere ); DECLARE_DO_FUN( do_myclan ); DECLARE_DO_FUN( do_name ); DECLARE_DO_FUN( do_newbiechat ); DECLARE_DO_FUN( do_newbieset ); DECLARE_DO_FUN( do_news ); DECLARE_DO_FUN( do_newzones ); DECLARE_DO_FUN( do_noemote ); DECLARE_DO_FUN( do_noresolve ); DECLARE_DO_FUN( do_north ); DECLARE_DO_FUN( do_northeast ); DECLARE_DO_FUN( do_northwest ); DECLARE_DO_FUN( do_notell ); DECLARE_DO_FUN( do_noteroom ); DECLARE_DO_FUN( do_notitle ); DECLARE_DO_FUN( do_nuisance ); /* June 04 '00 */ DECLARE_DO_FUN( do_oassign ); DECLARE_DO_FUN( do_ocreate ); DECLARE_DO_FUN( do_odelete ); DECLARE_DO_FUN( do_ofind ); DECLARE_DO_FUN( do_oinvoke ); DECLARE_DO_FUN( do_oldscore ); DECLARE_DO_FUN( do_olist ); DECLARE_DO_FUN( do_ooc ); DECLARE_DO_FUN( do_open ); DECLARE_DO_FUN( do_openbay ); DECLARE_DO_FUN( do_openhatch ); DECLARE_DO_FUN( do_order ); DECLARE_DO_FUN( do_order_planet ); DECLARE_DO_FUN( do_oset ); DECLARE_DO_FUN( do_ostat ); DECLARE_DO_FUN( do_outcast ); DECLARE_DO_FUN( do_overthrow ); DECLARE_DO_FUN( do_owhere ); DECLARE_DO_FUN( do_pager ); DECLARE_DO_FUN( do_paint ); DECLARE_DO_FUN( do_password ); DECLARE_DO_FUN( do_payfine ); DECLARE_DO_FUN( do_pcrename ); DECLARE_DO_FUN( do_peace ); DECLARE_DO_FUN( do_petname ); /* Added By Gavin - July 14 2000 */ DECLARE_DO_FUN( do_pick ); DECLARE_DO_FUN( do_pickshiplock ); DECLARE_DO_FUN( do_placevendor ); /* Added by Gavin - July 18 2000 */ DECLARE_DO_FUN( do_planets ); DECLARE_DO_FUN( do_pluogus ); DECLARE_DO_FUN( do_poison_weapon); DECLARE_DO_FUN( do_pose ); DECLARE_DO_FUN( do_postguard ); DECLARE_DO_FUN( do_practice ); DECLARE_DO_FUN( do_pricevendor ); /* Added by Gavin - July 18 2000 */ DECLARE_DO_FUN( do_promote ); DECLARE_DO_FUN( do_prompt ); DECLARE_DO_FUN( do_propeganda ); DECLARE_DO_FUN( do_propose ); DECLARE_DO_FUN( do_prototypes ); DECLARE_DO_FUN( do_pshield ); /* Added by Gavin - July 23 2000 */ DECLARE_DO_FUN( do_pull ); DECLARE_DO_FUN( do_punch ); DECLARE_DO_FUN( do_purge ); DECLARE_DO_FUN( do_push ); DECLARE_DO_FUN( do_put ); DECLARE_DO_FUN( do_qpset ); DECLARE_DO_FUN( do_qpstat ); /* June 04 '00 */ DECLARE_DO_FUN( do_quaff ); DECLARE_DO_FUN( do_quest ); DECLARE_DO_FUN( do_qui ); DECLARE_DO_FUN( do_quit ); DECLARE_DO_FUN( do_radar ); DECLARE_DO_FUN( do_rank ); DECLARE_DO_FUN( do_rap ); DECLARE_DO_FUN( do_rassign ); DECLARE_DO_FUN( do_rat ); DECLARE_DO_FUN( do_rcreate ); /* Created By Gavin - May 11 2001 */ DECLARE_DO_FUN( do_rdelete ); DECLARE_DO_FUN( do_reboo ); DECLARE_DO_FUN( do_reboot ); DECLARE_DO_FUN( do_recall ); DECLARE_DO_FUN( do_recall ); DECLARE_DO_FUN( do_recharge ); DECLARE_DO_FUN( do_recho ); DECLARE_DO_FUN( do_redit ); DECLARE_DO_FUN( do_refuel ); DECLARE_DO_FUN( do_regoto ); DECLARE_DO_FUN( do_reinforcements ); DECLARE_DO_FUN( do_rembounty ); DECLARE_DO_FUN( do_remove ); DECLARE_DO_FUN( do_rempilot ); DECLARE_DO_FUN( do_renameship ); DECLARE_DO_FUN( do_rent ); DECLARE_DO_FUN( do_repair ); DECLARE_DO_FUN( do_repairset ); DECLARE_DO_FUN( do_repairship ); DECLARE_DO_FUN( do_repairshops ); DECLARE_DO_FUN( do_repairstat ); DECLARE_DO_FUN( do_reply ); DECLARE_DO_FUN( do_report ); DECLARE_DO_FUN( do_repulsor ); DECLARE_DO_FUN( do_rescue ); DECLARE_DO_FUN( do_reserve ); DECLARE_DO_FUN( do_reset ); DECLARE_DO_FUN( do_resetship ); DECLARE_DO_FUN( do_resign ); DECLARE_DO_FUN( do_rest ); DECLARE_DO_FUN( do_restore ); DECLARE_DO_FUN( do_restoretime ); DECLARE_DO_FUN( do_restrict ); DECLARE_DO_FUN( do_retell ); /* June 04 '00 */ DECLARE_DO_FUN( do_retire ); DECLARE_DO_FUN( do_retran ); DECLARE_DO_FUN( do_return ); DECLARE_DO_FUN( do_rlist ); DECLARE_DO_FUN( do_roommate ); /* Added by Gavin - Sept 7 '00 */ DECLARE_DO_FUN( do_rreset ); DECLARE_DO_FUN( do_rstat ); DECLARE_DO_FUN( do_run );/* Added 01/21/01 by Drraagh */ DECLARE_DO_FUN( do_sacrifice ); DECLARE_DO_FUN( do_save ); DECLARE_DO_FUN( do_saveall ); DECLARE_DO_FUN( do_savearea ); DECLARE_DO_FUN( do_say ); DECLARE_DO_FUN( do_scan ); DECLARE_DO_FUN( do_scatter ); DECLARE_DO_FUN( do_score ); DECLARE_DO_FUN( do_scribe ); DECLARE_DO_FUN( do_search ); DECLARE_DO_FUN( do_sedit ); DECLARE_DO_FUN( do_seduce ); DECLARE_DO_FUN( do_sell ); DECLARE_DO_FUN( do_sellhome ); DECLARE_DO_FUN( do_sellship ); DECLARE_DO_FUN( do_sendcode ); DECLARE_DO_FUN( do_set_boot_time ); DECLARE_DO_FUN( do_setblaster ); DECLARE_DO_FUN( do_setclan ); DECLARE_DO_FUN( do_setcode ); DECLARE_DO_FUN( do_setcouncil ); DECLARE_DO_FUN( do_setplanet ); DECLARE_DO_FUN( do_setprototype ); DECLARE_DO_FUN( do_setrace ); DECLARE_DO_FUN( do_setship ); DECLARE_DO_FUN( do_setstarsystem ); DECLARE_DO_FUN( do_setsystemcode ); DECLARE_DO_FUN( do_setweather ); /* June 04 '00 */ DECLARE_DO_FUN( do_sexes ); DECLARE_DO_FUN( do_ship_masking ); /* Mar 18 2001 - By Gavin */ DECLARE_DO_FUN( do_ships ); DECLARE_DO_FUN( do_shiptalk ); DECLARE_DO_FUN( do_shops ); DECLARE_DO_FUN( do_shopset ); DECLARE_DO_FUN( do_shopstat ); DECLARE_DO_FUN( do_shout ); DECLARE_DO_FUN( do_shove ); DECLARE_DO_FUN( do_showclan ); DECLARE_DO_FUN( do_showcouncil ); DECLARE_DO_FUN( do_showlayers ); DECLARE_DO_FUN( do_showplanet ); DECLARE_DO_FUN( do_showprototype ); DECLARE_DO_FUN( do_showrace ); DECLARE_DO_FUN( do_showship ); DECLARE_DO_FUN( do_showstarsystem ); DECLARE_DO_FUN( do_showweather ); /* June 04 '00 */ DECLARE_DO_FUN( do_shutdow ); DECLARE_DO_FUN( do_shutdown ); DECLARE_DO_FUN( do_silence ); DECLARE_DO_FUN( do_sit ); DECLARE_DO_FUN( do_endsimulator ); DECLARE_DO_FUN( do_sla ); DECLARE_DO_FUN( do_slay ); DECLARE_DO_FUN( do_sleep ); DECLARE_DO_FUN( do_slice ); DECLARE_DO_FUN( do_slist ); DECLARE_DO_FUN( do_slookup ); DECLARE_DO_FUN( do_smalltalk ); DECLARE_DO_FUN( do_smoke ); DECLARE_DO_FUN( do_sneak ); DECLARE_DO_FUN( do_snipe ); DECLARE_DO_FUN( do_snoop ); DECLARE_DO_FUN( do_sober ); DECLARE_DO_FUN( do_socials ); DECLARE_DO_FUN( do_sound ); DECLARE_DO_FUN( do_south ); DECLARE_DO_FUN( do_southeast ); DECLARE_DO_FUN( do_southwest ); DECLARE_DO_FUN( do_spacetalk ); DECLARE_DO_FUN( do_speak ); DECLARE_DO_FUN( do_special_forces ); DECLARE_DO_FUN( do_splint ); /* Sept 07 '00 */ DECLARE_DO_FUN( do_split ); DECLARE_DO_FUN( do_sset ); DECLARE_DO_FUN( do_stand ); DECLARE_DO_FUN( do_starsystems ); DECLARE_DO_FUN( do_statshield ); /* June 04 '00 */ DECLARE_DO_FUN( do_status ); DECLARE_DO_FUN( do_steal ); DECLARE_DO_FUN( do_sting ); DECLARE_DO_FUN( do_strew ); DECLARE_DO_FUN( do_strip ); DECLARE_DO_FUN( do_stun ); DECLARE_DO_FUN( do_suicide ); DECLARE_DO_FUN( do_supplicate ); DECLARE_DO_FUN( do_switch ); DECLARE_DO_FUN( do_systemtalk ); DECLARE_DO_FUN( do_tail ); DECLARE_DO_FUN( do_takedrug ); DECLARE_DO_FUN( do_talk ); DECLARE_DO_FUN( do_tamp ); DECLARE_DO_FUN( do_target ); DECLARE_DO_FUN( do_teach ); DECLARE_DO_FUN( do_tell ); DECLARE_DO_FUN( do_throw ); DECLARE_DO_FUN( do_time ); DECLARE_DO_FUN( do_timecmd ); DECLARE_DO_FUN( do_title ); DECLARE_DO_FUN( do_torture ); DECLARE_DO_FUN( do_track ); DECLARE_DO_FUN( do_tractorbeam ); DECLARE_DO_FUN( do_train ); DECLARE_DO_FUN( do_trajectory ); DECLARE_DO_FUN( do_transfer ); DECLARE_DO_FUN( do_transship ); DECLARE_DO_FUN( do_trip ); /* Added by Gavin - Sept 09 2000 */ DECLARE_DO_FUN( do_trust ); DECLARE_DO_FUN( do_tune ); DECLARE_DO_FUN( do_typo ); DECLARE_DO_FUN( do_typos ); DECLARE_DO_FUN( do_undock ); DECLARE_DO_FUN( do_unfoldarea ); DECLARE_DO_FUN( do_unhell ); DECLARE_DO_FUN( do_unlock ); DECLARE_DO_FUN( do_unnuisance ); /* June 04 '00 */ DECLARE_DO_FUN( do_unsilence ); DECLARE_DO_FUN( do_up ); DECLARE_DO_FUN( do_upgradeship ); /* Oct 29 2000 - Gavin */ DECLARE_DO_FUN( do_uptime ); DECLARE_DO_FUN( do_use ); DECLARE_DO_FUN( do_users ); DECLARE_DO_FUN( do_value ); DECLARE_DO_FUN( do_vandalize ); DECLARE_DO_FUN( do_vassign ); DECLARE_DO_FUN( do_version ); /* June 04 '00 */ DECLARE_DO_FUN( do_viewskills ); DECLARE_DO_FUN( do_visible ); DECLARE_DO_FUN( do_vnums ); DECLARE_DO_FUN( do_vsearch ); DECLARE_DO_FUN( do_wake ); DECLARE_DO_FUN( do_war ); DECLARE_DO_FUN( do_warn ); /* June 04 '00 */ DECLARE_DO_FUN( do_wartalk ); DECLARE_DO_FUN( do_washup ); /* Mar 22 '01 - Gavin */ DECLARE_DO_FUN( do_watch ); /* June 04 '00 */ DECLARE_DO_FUN( do_wear ); DECLARE_DO_FUN( do_weather ); DECLARE_DO_FUN( do_west ); DECLARE_DO_FUN( do_where ); DECLARE_DO_FUN( do_whisper ); /* June 04 '00 */ DECLARE_DO_FUN( do_who ); DECLARE_DO_FUN( do_whois ); DECLARE_DO_FUN( do_wimpy ); DECLARE_DO_FUN( do_wizhelp ); DECLARE_DO_FUN( do_wizhelp2 ); DECLARE_DO_FUN( do_wizlist ); DECLARE_DO_FUN( do_wizlock ); DECLARE_DO_FUN( do_xsedit ); /* Oct 26 2000 */ DECLARE_DO_FUN( do_xsocials ); DECLARE_DO_FUN( do_yell ); DECLARE_DO_FUN( do_zones ); /* mob prog stuff */ DECLARE_DO_FUN( do_mp_close_passage ); DECLARE_DO_FUN( do_mp_damage ); DECLARE_DO_FUN( do_mp_restore ); DECLARE_DO_FUN( do_mp_open_passage ); DECLARE_DO_FUN( do_mp_practice ); DECLARE_DO_FUN( do_mp_slay); DECLARE_DO_FUN( do_mpadvance ); DECLARE_DO_FUN( do_mpasound ); DECLARE_DO_FUN( do_mpat ); DECLARE_DO_FUN( do_mpdream ); DECLARE_DO_FUN( do_mp_deposit ); DECLARE_DO_FUN( do_mp_withdraw ); DECLARE_DO_FUN( do_mpecho ); DECLARE_DO_FUN( do_mprat ); DECLARE_DO_FUN( do_mpechoaround ); DECLARE_DO_FUN( do_mpechoat ); DECLARE_DO_FUN( do_mpedit ); DECLARE_DO_FUN( do_mpforce ); DECLARE_DO_FUN( do_mpinvis ); DECLARE_DO_FUN( do_mpgoto ); DECLARE_DO_FUN( do_mpjunk ); DECLARE_DO_FUN( do_mpkill ); DECLARE_DO_FUN( do_mpmload ); DECLARE_DO_FUN( do_mpmset ); DECLARE_DO_FUN( do_mpnothing ); DECLARE_DO_FUN( do_mpoload ); DECLARE_DO_FUN( do_mposet ); DECLARE_DO_FUN( do_mppurge ); DECLARE_DO_FUN( do_mptransfer ); DECLARE_DO_FUN( do_mpapply ); DECLARE_DO_FUN( do_mpapplyb ); DECLARE_DO_FUN( do_mppkset ); DECLARE_DO_FUN( do_mpgain ); DECLARE_DO_FUN( do_mpbodybag ); DECLARE_DO_FUN( do_mpscatter ); DECLARE_DO_FUN( do_mpdelay ); DECLARE_DO_FUN( do_mpnuisance ); DECLARE_DO_FUN( do_mpunnuisance ); DECLARE_DO_FUN( do_opedit ); DECLARE_DO_FUN( do_rpedit ); DECLARE_DO_FUN( do_mpstat ); DECLARE_DO_FUN( do_opstat ); DECLARE_DO_FUN( do_rpstat ); DECLARE_DO_FUN( do_mpcopy ); DECLARE_DO_FUN( do_rpcopy ); DECLARE_DO_FUN( do_opcopy ); DECLARE_DO_FUN( do_opfind ); DECLARE_DO_FUN( do_mpfind ); DECLARE_DO_FUN( do_rpfind ); /* * Spell functions. * Defined in magic.c. */ DECLARE_SPELL_FUN( spell_null ); DECLARE_SPELL_FUN( spell_notfound ); DECLARE_SPELL_FUN( spell_blindness ); DECLARE_SPELL_FUN( spell_cause_critical ); DECLARE_SPELL_FUN( spell_cause_light ); DECLARE_SPELL_FUN( spell_cause_serious ); DECLARE_SPELL_FUN( spell_charm_person ); DECLARE_SPELL_FUN( spell_cure_blindness ); DECLARE_SPELL_FUN( spell_cure_poison ); DECLARE_SPELL_FUN( spell_dispel_magic ); DECLARE_SPELL_FUN( spell_dream ); DECLARE_SPELL_FUN( spell_earthquake ); DECLARE_SPELL_FUN( spell_energy_drain ); DECLARE_SPELL_FUN( spell_farsight ); DECLARE_SPELL_FUN( spell_fireball ); DECLARE_SPELL_FUN( spell_flamestrike ); DECLARE_SPELL_FUN( spell_harm ); DECLARE_SPELL_FUN( spell_identify ); DECLARE_SPELL_FUN( spell_know_alignment ); DECLARE_SPELL_FUN( spell_lightning_bolt ); DECLARE_SPELL_FUN( spell_poison ); DECLARE_SPELL_FUN( spell_remove_invis ); DECLARE_SPELL_FUN( spell_shocking_grasp ); DECLARE_SPELL_FUN( spell_sleep ); DECLARE_SPELL_FUN( spell_smaug ); DECLARE_SPELL_FUN( spell_ventriloquate ); DECLARE_SPELL_FUN( spell_weaken ); DECLARE_SPELL_FUN( spell_scorching_surge ); DECLARE_SPELL_FUN( spell_hand_of_chaos ); DECLARE_SPELL_FUN( spell_black_lightning ); /* * 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(MIPS_OS) char * crypt args( ( const char *key, const char *salt ) ); #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 /* * File bits. */ #define FILE_PLAYER 0 /* * 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). */ #define PLAYER_DIR "../player/" /* Player files */ #define BACKUP_DIR "../player/backup/" /* Backup Player files */ #define GOD_DIR "../gods/" /* God Info Dir */ #define BOARD_DIR "../boards/" /* Board data dir */ #define CLAN_DIR "../clans/" /* Clan data dir */ #define SHIP_DIR "../space/" #define SPACE_DIR "../space/" #define PLANET_DIR "../planets/" #define BUILD_DIR "../building/" /* Online building save dir */ #define SYSTEM_DIR "../system/" /* Main system files */ #define PROG_DIR "mudprogs/" /* MUDProg files */ #define CORPSE_DIR "../corpses/" /* Corpses */ #define COUNCIL_DIR "../councils/" /* Council data dir */ #define RACEDIR "../races/" #define PROTOTYPE_DIR "../prototypes/" #ifdef WIN32 #define NULL_FILE "nul" /* To reserve one stream */ #else #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define WATCH_DIR "../watch/" /* Imm watch files --Gorog */ /* * The watch directory contains a maximum of one file for each immortal * that contains output from "player watches". The name of each file * in this directory is the name of the immortal who requested the watch */ #define AREA_LIST "area.lst" /* List of areas */ #define WATCH_LIST "watch.lst" /* List of watches */ #define BAN_LIST "ban.lst" /* List of bans */ #define RESERVED_LIST "reserved.lst" /* List of reserved names */ #define CLAN_LIST "clan.lst" /* List of clans */ #define COUNCIL_LIST "council.lst" /* List of councils */ #define SHIP_LIST "ship.lst" #define PLANET_LIST "planet.lst" #define SPACE_LIST "space.lst" #define BOUNTY_LIST "bounty.lst" #define GOD_LIST "gods.lst" /* List of gods */ #define BOARD_FILE "boards.txt" /* For bulletin boards */ #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ #define DISINTIGRATION_LIST "disintigration.lst" #define PROTOTYPE_LIST "prototype.lst" #define HELP_FILE SYSTEM_DIR "help.txt" /* For undefined helps */ #define BOOTLOG_FILE SYSTEM_DIR "boot.txt" /* Boot up error file */ /*#define BUG_FILE SYSTEM_DIR "systembugs.txt"*/ /* For 'bug' and bug( )*/ #define BUG_FILE NULL_FILE #define BUG_FILE2 SYSTEM_DIR "bugs.txt" /* For 'bug' and bug( )*/ #define IDEA_FILE SYSTEM_DIR "ideas.txt" /* For 'idea' */ #define TYPO_FILE SYSTEM_DIR "typos.txt" /* For 'typo' */ #define LOG_FILE SYSTEM_DIR "log.txt" /* For talking in logged rooms */ #define BUILD_FILE SYSTEM_DIR "build.txt" /* Builders File */ #define WIZLIST_FILE SYSTEM_DIR "WIZLIST" /* Wizlist */ #define WHO_FILE SYSTEM_DIR "WHO" /* Who output file */ #define WEBWHO_FILE SYSTEM_DIR "WEBWHO" /* WWW Who output file */ #define REQUEST_PIPE SYSTEM_DIR "REQUESTS" /* Request FIFO */ #define SKILL_FILE SYSTEM_DIR "skills.dat" /* Skill table */ #define HERB_FILE SYSTEM_DIR "herbs.dat" /* Herb table */ #define SOCIAL_FILE SYSTEM_DIR "socials.dat" /* Socials */ #define XSOCIAL_FILE SYSTEM_DIR "xsocials.dat" /* XSocials */ #define COMMAND_FILE SYSTEM_DIR "commands.dat" /* Commands */ #define USAGE_FILE SYSTEM_DIR "usage.txt" /* How many people are on every half hour - trying to determine best reboot time */ #define BOUNTY_LOG_FILE SYSTEM_DIR "bounty_log.dat" /* For bounty logging */ #define TEMP_FILE SYSTEM_DIR "charsave.tmp" /* More char save protect */ #define RACE_LIST "race.lst" /* List of races */ /* * 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 BD BOARD_DATA #define CL CLAN_DATA #define EDD EXTRA_DESCR_DATA #define RD RESET_DATA #define ED EXIT_DATA #define ST SOCIALTYPE #define CO COUNCIL_DATA #define SK SKILLTYPE #define SH SHIP_DATA /* uk-additions.c */ char * stripclr args( ( char *text ) ); bool check_parse_name args( ( char *name, bool newchar ) ); /* act_comm.c */ void sound_to_room( ROOM_INDEX_DATA *room , char *argument ); bool circle_follow args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); 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 to_channel args( ( const char *argument, int channel, const char *verb, sh_int level ) ); void talk_auction args( ( char *argument ) ); int knows_language args( ( CHAR_DATA *ch, int language, CHAR_DATA *cch ) ); bool can_learn_lang args( ( CHAR_DATA *ch, int language ) ); int countlangs args( ( int languages ) ); char * obj_short args( ( OBJ_DATA *obj ) ); char * myobj args( ( OBJ_DATA *obj ) ); void talk_channel( CHAR_DATA *ch, char *argument, int channel, const char *verb ); /* act_info.c */ int get_door args( ( char *arg ) ); char * num_punct args( ( int foo ) ); char * format_obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch, bool fShort ) ); void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowNothing ) ); void show_race_line args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_ignoring args( (CHAR_DATA *ch, CHAR_DATA *ign_ch) ); void show_preg_line args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* act_move.c */ void clear_vrooms args( ( void ) ); ED * find_door args( ( CHAR_DATA *ch, char *arg, bool quiet ) ); 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 ) ); ch_ret move_char args( ( CHAR_DATA *ch, EXIT_DATA *pexit, int fall ) ); sh_int encumbrance args( ( CHAR_DATA *ch, sh_int move ) ); bool will_fall args( ( CHAR_DATA *ch, int fall ) ); int wherehome args( ( CHAR_DATA *ch ) ); /* act_obj.c */ obj_ret damage_obj args( ( OBJ_DATA *obj ) ); sh_int get_obj_resistance args( ( OBJ_DATA *obj ) ); void save_clan_storeroom args( ( CHAR_DATA *ch, CLAN_DATA *clan ) ); void obj_fall args( ( OBJ_DATA *obj, bool through ) ); /* act_wiz.c */ bool create_new_race args( (int index, char *argument ) ); void close_area args( ( AREA_DATA *pArea ) ); RID * find_location args( ( CHAR_DATA *ch, char *arg ) ); void echo_to_room args( ( sh_int AT_COLOR, ROOM_INDEX_DATA *room, char *argument ) ); void echo_to_all args( ( sh_int AT_COLOR, char *argument, sh_int tar ) ); void get_reboot_string args( ( void ) ); struct tm *update_time args( ( struct tm *old_time ) ); void free_social args( ( SOCIALTYPE *social ) ); void add_social args( ( SOCIALTYPE *social ) ); void free_command args( ( CMDTYPE *command ) ); void unlink_command args( ( CMDTYPE *command ) ); void add_command args( ( CMDTYPE *command ) ); void free_xsocial args( ( XSOCIALTYPE *xsocial ) ); void add_xsocial args( ( XSOCIALTYPE *xsocial ) ); /* boards.c */ void load_boards args( ( void ) ); BD * get_board args( ( OBJ_DATA *obj ) ); void free_note args( ( NOTE_DATA *pnote ) ); /* build.c */ void RelCreate( relation_type, void *, void * ); void RelDestroy( relation_type, void *, void * ); char * flag_string args( ( int bitvector, char * const flagarray[] ) ); char * ext_flag_string args( ( EXT_BV *bitvector, char * const flagarray[] ) ); int get_cmdflag args (( char *flag )); int get_mpflag args( ( char *flag ) ); int get_dir args( ( char *txt ) ); char * strip_cr args( ( char *str ) ); int get_vip_flag args( ( char *flag ) ); int get_wanted_flag args( ( char *flag ) ); void init_area_weather args(( void ) ); void save_weatherdata args( ( void ) ); /* clans.c */ CL * get_clan args( ( char *name ) ); void load_clans args( ( void ) ); void save_clan args( ( CLAN_DATA *clan ) ); PLANET_DATA * get_planet args( ( char *name ) ); void load_planets args( ( void ) ); void save_planet args( ( PLANET_DATA *planet ) ); long get_taxes args( ( PLANET_DATA *planet ) ); void clear_carry args( ( CHAR_DATA *ch ) ); /* councils.c */ CO * get_council args( ( char *name ) ); void load_councils args( ( void ) ); void save_council args( ( COUNCIL_DATA *council ) ); /* bounty.c */ BOUNTY_DATA * get_disintigration args( ( char *target ) ); void load_bounties args( ( void ) ); void save_bounties args( ( void ) ); void save_disintigrations args( ( void ) ); void remove_disintigration args( ( BOUNTY_DATA *bounty ) ); void claim_disintigration args( ( CHAR_DATA *ch , CHAR_DATA *victim ) ); bool is_disintigration args( ( CHAR_DATA *victim ) ); /* space.c */ SH * get_ship args( ( char *name ) ); /* void load_ships args( ( void ) );*/ void save_ship args( ( SHIP_DATA *ship ) ); void load_space args( ( void ) ); void save_starsystem args( ( SPACE_DATA *starsystem ) ); SPACE_DATA * starsystem_from_name args( ( char *name ) ); SPACE_DATA * starsystem_from_vnum args( ( int vnum ) ); SHIP_DATA * ship_from_obj args( ( int vnum ) ); SHIP_DATA * ship_from_entrance args( ( int vnum ) ); SHIP_DATA * ship_from_hanger args( ( int vnum ) ); SHIP_DATA * ship_from_cockpit args( ( int vnum ) ); SHIP_DATA * ship_from_navseat args( ( int vnum ) ); SHIP_DATA * ship_from_coseat args( ( int vnum ) ); SHIP_DATA * ship_from_pilotseat args( ( int vnum ) ); SHIP_DATA * ship_from_gunseat args( ( int vnum ) ); SHIP_DATA * ship_from_turret args( ( int vnum ) ); SHIP_DATA * ship_from_engine args( ( int vnum ) ); SHIP_DATA * get_ship_here args( ( char *name , SPACE_DATA *starsystem ) ); void showstarsystem args( ( CHAR_DATA *ch , SPACE_DATA *starsystem ) ); void update_space args( ( void ) ); void recharge_ships args( ( void ) ); void move_ships args( ( void ) ); void update_bus args( ( void ) ); void update_traffic args( ( void ) ); bool check_pilot args( ( CHAR_DATA *ch , SHIP_DATA *ship ) ); bool is_rental args( ( CHAR_DATA *ch , SHIP_DATA *ship ) ); void echo_to_ship args( ( int color , SHIP_DATA *ship , char *argument ) ); void echo_to_cockpit args( ( int color , SHIP_DATA *ship , char *argument ) ); void echo_to_system args( ( int color , SHIP_DATA *ship , char *argument , SHIP_DATA *ignore ) ); bool extract_ship args( ( SHIP_DATA *ship ) ); bool ship_to_room args( ( SHIP_DATA *ship , int vnum ) ); long get_ship_value args( ( SHIP_DATA *ship ) ); bool rent_ship args( ( CHAR_DATA *ch , SHIP_DATA *ship ) ); void damage_ship args( ( SHIP_DATA *ship , int min , int max ) ); void damage_ship_ch args( ( SHIP_DATA *ship , int min , int max , CHAR_DATA *ch ) ); void destroy_ship args( ( SHIP_DATA *ship , CHAR_DATA *ch ) ); void ship_to_starsystem args( ( SHIP_DATA *ship , SPACE_DATA *starsystem ) ); void ship_from_starsystem args( ( SHIP_DATA *ship , SPACE_DATA *starsystem ) ); void new_missile args( ( SHIP_DATA *ship , SHIP_DATA *target , CHAR_DATA *ch , int missiletype ) ); void extract_missile args( ( MISSILE_DATA *missile ) ); SHIP_DATA * ship_in_room args( ( ROOM_INDEX_DATA *room, char *name ) ); bool autofly args( ( SHIP_DATA *ship ) ); /* morespace.c */ SHIP_PROTOTYPE * get_ship_prototype args( ( char *name ) ); /* comm.c */ void close_socket args( ( DESCRIPTOR_DATA *dclose, bool force ) ); void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void write_to_pager args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void send_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void send_to_char_color args( ( const char *txt, CHAR_DATA *ch ) ); void send_to_pager args( ( const char *txt, CHAR_DATA *ch ) ); void send_to_pager_color args( ( const char *txt, CHAR_DATA *ch ) ); void set_char_color args( ( sh_int AType, CHAR_DATA *ch ) ); void set_pager_color args( ( sh_int AType, CHAR_DATA *ch ) ); void ch_printf args( ( CHAR_DATA *ch, char *fmt, ... ) ); void ch_printf_color args( ( CHAR_DATA *ch, char *fmt, ... ) ); void pager_printf args( (CHAR_DATA *ch, char *fmt, ...) ); void pager_printf_color args( ( CHAR_DATA *ch, char *fmt, ... ) ); void log_printf args( (char *fmt, ...) ); void act args( ( sh_int AType, const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); /* reset.c */ RD * make_reset args( ( char letter, int extra, int arg1, int arg2, int arg3 ) ); RD * add_reset args( ( AREA_DATA *tarea, char letter, int extra, int arg1, int arg2, int arg3 ) ); RD * place_reset args( ( AREA_DATA *tarea, char letter, int extra, int arg1, int arg2, int arg3 ) ); void reset_area args( ( AREA_DATA * pArea ) ); /* db.c */ void show_file args( ( CHAR_DATA *ch, char *filename ) ); char * str_dup args( ( char const *str ) ); void boot_db args( ( bool fCopyOver ) ); void area_update args( ( void ) ); void add_char args( ( CHAR_DATA *ch ) ); CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) ); OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) ); void clear_char args( ( CHAR_DATA *ch ) ); void free_char args( ( CHAR_DATA *ch ) ); char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) ); MID * get_mob_index args( ( int vnum ) ); OID * get_obj_index args( ( int vnum ) ); RID * get_room_index args( ( int vnum ) ); char fread_letter args( ( FILE *fp ) ); int fread_number args( ( FILE *fp ) ); EXT_BV fread_bitvector args( ( FILE *fp ) ); void fwrite_bitvector args( ( EXT_BV *bits, FILE *fp ) ); char * print_bitvector args( ( EXT_BV *bits ) ); char fread_letter args( ( FILE *fp ) ); int fread_number args( ( FILE *fp ) ); char * fread_string args( ( FILE *fp ) ); char * fread_string_nohash args( ( FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); char * fread_line args( ( FILE *fp ) ); int number_fuzzy args( ( int number ) ); int number_range args( ( int from, int to ) ); int number_percent args( ( void ) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); int number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); void hide_tilde args( ( char *str ) ); char * show_tilde args( ( char *str ) ); bool str_cmp args( ( const char *astr, const char *bstr ) ); bool str_prefix args( ( const char *astr, const char *bstr ) ); bool str_infix args( ( const char *astr, const char *bstr ) ); bool str_suffix args( ( const char *astr, const char *bstr ) ); char * capitalize args( ( const char *str ) ); char * strlower args( ( const char *str ) ); char * strupper args( ( const char *str ) ); char * aoran args( ( const char *str ) ); void append_file args( ( CHAR_DATA *ch, char *file, char *str ) ); void append_to_file args( ( char *file, char *str ) ); void bug args( ( const char *str, ... ) ); void log_string_plus args( ( const char *str, sh_int log_type, sh_int level ) ); 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, sh_int door ) ); void add_help args( ( HELP_DATA *pHelp ) ); void fix_area_exits args( ( AREA_DATA *tarea ) ); void load_area_file args( ( AREA_DATA *tarea, char *filename ) ); void randomize_exits args( ( ROOM_INDEX_DATA *room, sh_int maxdir ) ); void make_wizlist args( ( void ) ); void tail_chain args( ( void ) ); bool delete_room args( ( ROOM_INDEX_DATA *room ) ); bool delete_obj args( ( OBJ_INDEX_DATA *obj ) ); bool delete_mob args( ( MOB_INDEX_DATA *mob ) ); /* Functions to add to sorting lists. -- Altrag */ /*void mob_sort args( ( MOB_INDEX_DATA *pMob ) ); void obj_sort args( ( OBJ_INDEX_DATA *pObj ) ); void room_sort args( ( ROOM_INDEX_DATA *pRoom ) );*/ void sort_area args( ( AREA_DATA *pArea, bool proto ) ); void sort_area_by_name args( (AREA_DATA *pArea) ); /* Fireblade */ /* build.c */ void start_editing args( ( CHAR_DATA *ch, char *data ) ); void stop_editing args( ( CHAR_DATA *ch ) ); void edit_buffer args( ( CHAR_DATA *ch, char *argument ) ); char * copy_buffer args( ( CHAR_DATA *ch ) ); bool can_rmodify args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room ) ); bool can_omodify args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool can_mmodify args( ( CHAR_DATA *ch, CHAR_DATA *mob ) ); bool can_medit args( ( CHAR_DATA *ch, MOB_INDEX_DATA *mob ) ); void free_reset args( ( AREA_DATA *are, RESET_DATA *res ) ); void free_area args( ( AREA_DATA *are ) ); void assign_area args( ( CHAR_DATA *ch ) ); EDD * SetRExtra args( ( ROOM_INDEX_DATA *room, char *keywords ) ); bool DelRExtra args( ( ROOM_INDEX_DATA *room, char *keywords ) ); EDD * SetOExtra args( ( OBJ_DATA *obj, char *keywords ) ); bool DelOExtra args( ( OBJ_DATA *obj, char *keywords ) ); EDD * SetOExtraProto args( ( OBJ_INDEX_DATA *obj, char *keywords ) ); bool DelOExtraProto args( ( OBJ_INDEX_DATA *obj, char *keywords ) ); void fold_area args( ( AREA_DATA *tarea, char *filename, bool install ) ); int get_otype args( ( char *type ) ); int get_atype args( ( char *type ) ); int get_aflag args( ( char *flag ) ); int get_oflag args( ( char *flag ) ); int get_wflag args( ( char *flag ) ); /* fight.c */ int max_fight args( ( CHAR_DATA *ch ) ); void violence_update args( ( void ) ); ch_ret multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); ch_ret projectile_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *wield, OBJ_DATA *projectile, sh_int dist ) ); sh_int ris_damage args( ( CHAR_DATA *ch, sh_int dam, int ris ) ); ch_ret damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); void update_pos args( ( CHAR_DATA *victim ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); void free_fight args( ( CHAR_DATA *ch ) ); CD * who_fighting args( ( CHAR_DATA *ch ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void check_attacker args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void stop_hunting args( ( CHAR_DATA *ch ) ); void stop_hating args( ( CHAR_DATA *ch ) ); void stop_fearing args( ( CHAR_DATA *ch ) ); void start_hunting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void start_hating args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void start_fearing args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_hunting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_hating args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_fearing args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe_nm args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool legal_loot args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_illegal_pk args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void raw_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* makeobjs.c */ void make_corpse args( ( CHAR_DATA *ch, CHAR_DATA *killer ) ); void make_scraps args( ( OBJ_DATA *obj ) ); void make_fire args( ( ROOM_INDEX_DATA *in_room, sh_int timer) ); OD * create_money args( ( int amount ) ); void make_cum args( ( CHAR_DATA *ch ) ); void make_cumstain args( ( CHAR_DATA *ch ) ); /* misc.c */ void actiondesc args( ( CHAR_DATA *ch, OBJ_DATA *obj, void *vo ) ); EXT_BV meb args( ( int bit ) ); EXT_BV multimeb args( ( int bit, ... ) ); /* mud_comm.c */ char * mprog_type_to_name args( ( int type ) ); CHAR_DATA * get_char_room_mp args( ( CHAR_DATA *ch, char *argument ) ); /* mud_prog.c */ #ifdef DUNNO_STRSTR char * strstr args ( (const char *s1, const char *s2 ) ); #endif void mprog_wordlist_check args ( ( char * arg, CHAR_DATA *mob, CHAR_DATA* actor, OBJ_DATA* object, void* vo, int type ) ); void mprog_percent_check args ( ( CHAR_DATA *mob, CHAR_DATA* actor, OBJ_DATA* object, void* vo, int type ) ); void mprog_act_trigger args ( ( char* buf, CHAR_DATA* mob, CHAR_DATA* ch, OBJ_DATA* obj, void* vo ) ); void mprog_bribe_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch, int amount ) ); void mprog_entry_trigger args ( ( CHAR_DATA* mob ) ); void mprog_give_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch, OBJ_DATA* obj ) ); void mprog_greet_trigger args ( ( CHAR_DATA* mob ) ); void mprog_fight_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) ); void mprog_hitprcnt_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) ); void mprog_death_trigger args ( ( CHAR_DATA *killer, CHAR_DATA* mob ) ); void mprog_random_trigger args ( ( CHAR_DATA* mob ) ); void mprog_speech_trigger args ( ( char* txt, CHAR_DATA* mob ) ); void mprog_script_trigger args ( ( CHAR_DATA *mob ) ); void mprog_hour_trigger args ( ( CHAR_DATA *mob ) ); void mprog_time_trigger args ( ( CHAR_DATA *mob ) ); void progbug args( ( char *str, CHAR_DATA *mob ) ); void rset_supermob args( ( ROOM_INDEX_DATA *room) ); void release_supermob args( ( void ) ); /* player.c */ void set_title args( ( CHAR_DATA *ch, char *title ) ); void set_fullname args( ( CHAR_DATA *ch, char *title ) ); /* skills.c */ bool check_skill args( ( CHAR_DATA *ch, char *command, char *argument ) ); void learn_from_success args( ( CHAR_DATA *ch, int sn ) ); void learn_from_failure args( ( CHAR_DATA *ch, int sn ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_grip args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); void trip args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); /* ban.c */ int add_ban args( ( CHAR_DATA *ch, char *arg1, char *arg2,int time,int type ) ); void show_bans args ( ( CHAR_DATA *ch, int type ) ); void save_banlist args ( ( void ) ); void load_banlist args ( ( void ) ); bool check_total_bans args ( ( DESCRIPTOR_DATA *d ) ); bool check_bans args ( ( CHAR_DATA *ch, int type ) ); /* handler.c */ AREA_DATA * get_area_obj args( ( OBJ_INDEX_DATA * obj)); AREA_DATA * get_area args( ( char *name ) ); /* FB */ AREA_DATA * get_area_by_filename args( ( char *name ) ); /* Gavin - March 14 */ void explode args( ( OBJ_DATA *obj ) ); int get_exp args( ( CHAR_DATA *ch , int ability ) ); int get_exp_worth args( ( CHAR_DATA *ch ) ); int exp_level args( ( sh_int level ) ); sh_int get_trust args( ( CHAR_DATA *ch ) ); sh_int get_age args( ( CHAR_DATA *ch ) ); sh_int get_curr_str args( ( CHAR_DATA *ch ) ); sh_int get_curr_int args( ( CHAR_DATA *ch ) ); sh_int get_curr_wis args( ( CHAR_DATA *ch ) ); sh_int get_curr_dex args( ( CHAR_DATA *ch ) ); sh_int get_curr_con args( ( CHAR_DATA *ch ) ); sh_int get_curr_cha args( ( CHAR_DATA *ch ) ); sh_int get_curr_lck args( ( CHAR_DATA *ch ) ); bool can_take_proto args( ( CHAR_DATA *ch ) ); int can_carry_n args( ( CHAR_DATA *ch ) ); int can_carry_w args( ( CHAR_DATA *ch ) ); bool is_name args( ( const char *str, char *namelist ) ); bool is_name_prefix args( ( const char *str, char *namelist ) ); bool nifty_is_name args( ( char *str, char *namelist ) ); bool nifty_is_name_prefix args( ( char *str, char *namelist ) ); void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); 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 ) ); OD * 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 ) ); OD * obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) ); OD * 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_exit args( ( ROOM_INDEX_DATA *room, EXIT_DATA *pexit ) ); void extract_room args( ( ROOM_INDEX_DATA *room ) ); void clean_room args( ( ROOM_INDEX_DATA *room ) ); void clean_obj args( ( OBJ_INDEX_DATA *obj ) ); void clean_mob args( ( MOB_INDEX_DATA *mob ) ); void clean_resets args( ( AREA_DATA *tarea ) ); 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 ) ); 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_list_rev args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) ); OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); 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( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) ); CD *room_is_dnd args( ( CHAR_DATA *ch, 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_hear_chan args( ( CHAR_DATA *ch, CHAR_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 ) ); char * magic_bit_name args( ( int magic_flags ) ); char * cyber_bit_name args( ( int cyber_flags ) ); void name_stamp_stats args( ( CHAR_DATA *ch ) ); void fix_char args( ( CHAR_DATA *ch ) ); void showaffect args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void set_cur_obj args( ( OBJ_DATA *obj ) ); bool obj_extracted args( ( OBJ_DATA *obj ) ); void queue_extracted_obj args( ( OBJ_DATA *obj ) ); void clean_obj_queue args( ( void ) ); void set_cur_char args( ( CHAR_DATA *ch ) ); bool char_died args( ( CHAR_DATA *ch ) ); void queue_extracted_char args( ( CHAR_DATA *ch, bool extract ) ); void clean_char_queue args( ( void ) ); void add_timer args( ( CHAR_DATA *ch, sh_int type, sh_int count, DO_FUN *fun, int value ) ); TIMER * get_timerptr args( ( CHAR_DATA *ch, sh_int type ) ); sh_int get_timer args( ( CHAR_DATA *ch, sh_int type ) ); void extract_timer args( ( CHAR_DATA *ch, TIMER *timer ) ); void remove_timer args( ( CHAR_DATA *ch, sh_int type ) ); bool in_soft_range args( ( CHAR_DATA *ch, AREA_DATA *tarea ) ); bool in_hard_range args( ( CHAR_DATA *ch, AREA_DATA *tarea ) ); bool chance args( ( CHAR_DATA *ch, sh_int percent ) ); OD * clone_object args( ( OBJ_DATA *obj ) ); void split_obj args( ( OBJ_DATA *obj, int num ) ); void separate_obj args( ( OBJ_DATA *obj ) ); bool empty_obj args( ( OBJ_DATA *obj, OBJ_DATA *destobj, ROOM_INDEX_DATA *destroom ) ); OD * find_obj args( ( CHAR_DATA *ch, char *argument, bool carryonly ) ); bool ms_find_obj args( ( CHAR_DATA *ch ) ); void worsen_mental_state args( ( CHAR_DATA *ch, int mod ) ); void better_mental_state args( ( CHAR_DATA *ch, int mod ) ); void boost_economy args( ( AREA_DATA *tarea, int gold ) ); void lower_economy args( ( AREA_DATA *tarea, int gold ) ); void economize_mobgold args( ( CHAR_DATA *mob ) ); bool economy_has args( ( AREA_DATA *tarea, int gold ) ); void add_kill args( ( CHAR_DATA *ch, CHAR_DATA *mob ) ); int times_killed args( ( CHAR_DATA *ch, CHAR_DATA *mob ) ); OD * get_objtype args( ( CHAR_DATA *ch, sh_int type ) ); /* interp.c */ bool check_pos args( ( CHAR_DATA *ch, sh_int position ) ); void interpret args( ( CHAR_DATA *ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); char * one_argument args( ( char *argument, char *arg_first ) ); char * one_argument2 args( ( char *argument, char *arg_first ) ); ST * find_social args( ( char *command ) ); CMDTYPE *find_command args( ( char *command ) ); void hash_commands args( ( void ) ); void start_timer args( ( struct timeval *stime ) ); time_t end_timer args( ( struct timeval *stime ) ); void send_timer args( ( struct timerset *vtime, CHAR_DATA *ch ) ); void update_userec args( ( struct timeval *time_used, struct timerset *userec ) ); void stage_update args( ( CHAR_DATA *ch, CHAR_DATA *victim, int stage ) ); float percent args( (int part1, int part2) ); XSOCIALTYPE * find_xsocial args( ( char *command ) ); /* magic.c */ int ch_slookup args( ( CHAR_DATA *ch, const char *name ) ); int find_spell args( ( CHAR_DATA *ch, const char *name, bool know ) ); int find_skill args( ( CHAR_DATA *ch, const char *name, bool know ) ); int find_weapon args( ( CHAR_DATA *ch, const char *name, bool know ) ); int find_tongue args( ( CHAR_DATA *ch, const char *name, bool know ) ); int skill_lookup args( ( const char *name ) ); int herb_lookup args( ( const char *name ) ); int personal_lookup args( ( CHAR_DATA *ch, const char *name ) ); int slot_lookup args( ( int slot ) ); int bsearch_skill args( ( const char *name, int first, int top ) ); int bsearch_skill_exact args( ( const char *name, int first, int top ) ); bool saves_poison_death args( ( int level, CHAR_DATA *victim ) ); bool saves_wand args( ( int level, CHAR_DATA *victim ) ); bool saves_para_petri args( ( int level, CHAR_DATA *victim ) ); bool saves_breath args( ( int level, CHAR_DATA *victim ) ); bool saves_spell_staff args( ( int level, CHAR_DATA *victim ) ); ch_ret obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) ); int dice_parse args( (CHAR_DATA *ch, int level, char *exp) ); SK * get_skilltype args( ( int sn ) ); /* request.c */ void init_request_pipe args( ( void ) ); void check_requests args( ( void ) ); /* save.c */ /* object saving defines for fread/write_obj. -- Altrag */ #define OS_CARRY 0 #define OS_CORPSE 1 void save_char_obj args( ( CHAR_DATA *ch ) ); void save_clone args( ( CHAR_DATA *ch , int package ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name, bool preload ) ); void set_alarm args( ( long seconds ) ); void requip_char args( ( CHAR_DATA *ch ) ); void fwrite_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, FILE *fp, int iNest, sh_int os_type ) ); void fread_obj args( ( CHAR_DATA *ch, FILE *fp, sh_int os_type ) ); void de_equip_char args( ( CHAR_DATA *ch ) ); void re_equip_char args( ( CHAR_DATA *ch ) ); void save_home args( ( CHAR_DATA *ch ) ); void read_char_mobile args( ( char *argument ) ); void write_char_mobile args( ( CHAR_DATA *ch, char *argument ) ); CHAR_DATA * fread_mobile args( ( FILE *fp ) ); void fwrite_mobile args ( ( FILE *fp, CHAR_DATA *mob ) ); bool char_exists args( ( int file_dir, char *argument ) ); /* vendor.c*/ void fwrite_vendor args( ( FILE *fp, CHAR_DATA *mob ) ); CHAR_DATA * fread_vendor args ( ( FILE *fp ) ); void load_vendors args( ( void ) ); void save_vendor args (( CHAR_DATA *ch )); void remove_vendor args (( CHAR_DATA *ch )); /* shops.c */ /* special.c */ SF * spec_lookup args( ( const char *name ) ); char * lookup_spec args( ( SPEC_FUN *special ) ); /* tables.c */ int get_skill args( ( char *skilltype ) ); char * spell_name args( ( SPELL_FUN *spell ) ); char * skill_name args( ( DO_FUN *skill ) ); void load_skill_table args( ( void ) ); void save_skill_table args( ( void ) ); void sort_skill_table args( ( void ) ); void remap_slot_numbers args( ( void ) ); void load_socials args( ( void ) ); void save_socials args( ( void ) ); void load_commands args( ( void ) ); void save_commands args( ( void ) ); SPELL_FUN *spell_function args( ( char *name ) ); DO_FUN *skill_function args( ( char *name ) ); void load_herb_table args( ( void ) ); void save_herb_table args( ( void ) ); void load_races args( ( void ) ); void load_xsocials args( ( void ) ); void save_xsocials args( ( void ) ); /* track.c */ void found_prey args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void hunt_victim args( ( CHAR_DATA *ch) ); /* update.c */ void advance_level args( ( CHAR_DATA *ch , int ability ) ); void gain_exp args( ( CHAR_DATA *ch, int gain , int ability) ); void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); void reboot_check args( ( time_t reset ) ); void auction_update args( ( void ) ); void update_birthday args( ( void ) ); int max_level( CHAR_DATA *ch, int ability); void weather_update args( ( void ) ); void update_planet args( ( void ) ); /* hashstr.c */ char * str_alloc args( ( char *str ) ); char * quick_link args( ( char *str ) ); int str_free args( ( char *str ) ); void show_hash args( ( int count ) ); char * hash_stats args( ( void ) ); char * check_hash args( ( char *str ) ); void hash_dump args( ( int hash ) ); void show_high_hash args( ( int top ) ); /* newscore.c */ char * get_race args( (CHAR_DATA *ch) ); /* space.c */ void resetship args ( ( SHIP_DATA *ship ) ); /* piloting-skills.c */ char * get_colortext args( ( char * color ) ); /* gav_info.c */ void birth_date args( ( CHAR_DATA *ch ) ); /* medical.c */ void show_infect_line args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); #undef SK #undef CO #undef ST #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef BD #undef CL #undef EDD #undef RD #undef ED #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 /* * defines for use with this get_affect function */ #define RIS_000 BV00 #define RIS_R00 BV01 #define RIS_0I0 BV02 #define RIS_RI0 BV03 #define RIS_00S BV04 #define RIS_R0S BV05 #define RIS_0IS BV06 #define RIS_RIS BV07 #define GA_AFFECTED BV09 #define GA_RESISTANT BV10 #define GA_IMMUNE BV11 #define GA_SUSCEPTIBLE BV12 #define GA_RIS BV30 /* * mudprograms stuff */ extern CHAR_DATA *supermob; void oprog_speech_trigger( char *txt, CHAR_DATA *ch ); void oprog_random_trigger( OBJ_DATA *obj ); void oprog_wear_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); bool oprog_use_trigger( CHAR_DATA *ch, OBJ_DATA *obj, CHAR_DATA *vict, OBJ_DATA *targ, void *vo ); void oprog_remove_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_sac_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_damage_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_repair_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_drop_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_zap_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); char *oprog_type_to_name( int type ); /* * MUD_PROGS START HERE * (object stuff) */ void oprog_greet_trigger( CHAR_DATA *ch ); void oprog_speech_trigger( char *txt, CHAR_DATA *ch ); void oprog_random_trigger( OBJ_DATA *obj ); void oprog_random_trigger( OBJ_DATA *obj ); void oprog_remove_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_sac_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_get_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_damage_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_repair_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_drop_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_examine_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_zap_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_pull_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_push_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); /* mud prog defines */ #define ERROR_PROG -1 #define IN_FILE_PROG 0 #define ACT_PROG BV00 #define SPEECH_PROG BV01 #define RAND_PROG BV02 #define FIGHT_PROG BV03 #define RFIGHT_PROG BV03 #define DEATH_PROG BV04 #define RDEATH_PROG BV04 #define HITPRCNT_PROG BV05 #define ENTRY_PROG BV06 #define ENTER_PROG BV06 #define GREET_PROG BV07 #define RGREET_PROG BV07 #define OGREET_PROG BV07 #define ALL_GREET_PROG BV08 #define GIVE_PROG BV09 #define BRIBE_PROG BV10 #define HOUR_PROG BV11 #define TIME_PROG BV12 #define WEAR_PROG BV13 #define REMOVE_PROG BV14 #define SAC_PROG BV15 #define LOOK_PROG BV16 #define EXA_PROG BV17 #define ZAP_PROG BV18 #define GET_PROG BV19 #define DROP_PROG BV20 #define DAMAGE_PROG BV21 #define REPAIR_PROG BV22 #define RANDIW_PROG BV23 #define SPEECHIW_PROG BV24 #define PULL_PROG BV25 #define PUSH_PROG BV26 #define SLEEP_PROG BV27 #define REST_PROG BV28 #define LEAVE_PROG BV29 #define SCRIPT_PROG BV30 #define USE_PROG BV31 void rprog_leave_trigger( CHAR_DATA *ch ); void rprog_enter_trigger( CHAR_DATA *ch ); void rprog_sleep_trigger( CHAR_DATA *ch ); void rprog_rest_trigger( CHAR_DATA *ch ); void rprog_rfight_trigger( CHAR_DATA *ch ); void rprog_death_trigger( CHAR_DATA *killer, CHAR_DATA *ch ); void rprog_speech_trigger( char *txt, CHAR_DATA *ch ); void rprog_random_trigger( CHAR_DATA *ch ); void rprog_time_trigger( CHAR_DATA *ch ); void rprog_hour_trigger( CHAR_DATA *ch ); char *rprog_type_to_name( int type ); #define OPROG_ACT_TRIGGER #ifdef OPROG_ACT_TRIGGER void oprog_act_trigger( char *buf, OBJ_DATA *mobj, CHAR_DATA *ch, OBJ_DATA *obj, void *vo ); #endif #define RPROG_ACT_TRIGGER #ifdef RPROG_ACT_TRIGGER void rprog_act_trigger( char *buf, ROOM_INDEX_DATA *room, CHAR_DATA *ch, OBJ_DATA *obj, void *vo ); #endif #define send_to_char send_to_char_color #define send_to_pager send_to_pager_color /* Structure and macros for using long bit vectors */ #define CHAR_SIZE sizeof(char) typedef char * LONG_VECTOR; #define LV_CREATE(vector, bit_length) \ do \ { \ int i; \ CREATE(vector, char, 1 + bit_length/CHAR_SIZE); \ \ for(i = 0; i <= bit_length/CHAR_SIZE; i++) \ *(vector + i) = 0; \ }while(0) #define LV_IS_SET(vector, index) \ (*(vector + index/CHAR_SIZE) & (1 << index%CHAR_SIZE)) #define LV_SET_BIT(vector, index) \ (*(vector + index/CHAR_SIZE) |= (1 << index%CHAR_SIZE)) #define LV_REMOVE_BIT(vector, index) \ (*(vector + index/CHAR_SIZE) &= ~(1 << index%CHAR_SIZE)) #define LV_TOGGLE_BIT(vector, index) \ (*(vector + index/CHAR_SIZE) ^= (1 << index%CHAR_SIZE)) #ifdef WIN32 void gettimeofday(struct timeval *tv, struct timezone *tz); void kill_timer(); /* directory scanning stuff */ typedef struct dirent { char * d_name; }; typedef struct { HANDLE hDirectory; WIN32_FIND_DATA Win32FindData; struct dirent dirinfo; char sDirName[MAX_PATH]; } DIR; DIR *opendir(char * sDirName); struct dirent *readdir (DIR * dp); void closedir(DIR * dp); /* --------------- Stuff for Win32 services ------------------ */ /* NJG: When "exit" is called to handle an error condition, we really want to terminate the game thread, not the whole process. */ #define exit(arg) Win32_Exit(arg) void Win32_Exit(int exit_code); #endif