/***************************************************************************
* ANATOLIA 2.1 is copyright 1996-1997 Serdar BULUT, Ibrahim CANPUNAR *
* ANATOLIA has been brought to you by ANATOLIA consortium *
* Serdar BULUT {Chronos} bulut@rorqual.cc.metu.edu.tr *
* Ibrahim Canpunar {Asena} canpunar@rorqual.cc.metu.edu.tr *
* Murat BICER {KIO} mbicer@rorqual.cc.metu.edu.tr *
* D.Baris ACAR {Powerman} dbacar@rorqual.cc.metu.edu.tr *
* By using this code, you have agreed to follow the terms of the *
* ANATOLIA license, in the file Anatolia/anatolia.licence *
***************************************************************************/
/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1995 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@pacinfo.com) *
* Gabrielle Taylor (gtaylor@pacinfo.com) *
* Brian Moore (rom@rom.efn.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
/*
* Accommodate old non-Ansi compilers.
*/
#if defined(TRADITIONAL)
#define const
#define args( list ) ( )
#define DECLARE_DO_FUN( fun ) void fun( )
#define DECLARE_SPEC_FUN( fun ) bool fun( )
#define DECLARE_SPELL_FUN( fun ) void fun( )
#define DECLARE_MPROG_FUN_BRIBE( fun ) void fun( )
#define DECLARE_MPROG_FUN_ENTRY( fun ) void fun( )
#define DECLARE_MPROG_FUN_GREET( fun ) void fun( )
#define DECLARE_MPROG_FUN_GIVE( fun ) void fun( )
#define DECLARE_MPROG_FUN_FIGHT( fun ) void fun( )
#define DECLARE_MPROG_FUN_DEATH( fun ) bool fun( )
#define DECLARE_MPROG_FUN_AREA( fun ) void fun( )
#define DECLARE_MPROG_FUN_SPEECH( fun ) void fun( )
#define DECLARE_OPROG_FUN_WEAR(fun) void fun()
#define DECLARE_OPROG_FUN_REMOVE(fun) void fun()
#define DECLARE_OPROG_FUN_GET(fun) void fun()
#define DECLARE_OPROG_FUN_DROP(fun) void fun()
#define DECLARE_OPROG_FUN_SAC(fun) bool fun()
#define DECLARE_OPROG_FUN_ENTRY(fun) void fun()
#define DECLARE_OPROG_FUN_GIVE(fun) void fun()
#define DECLARE_OPROG_FUN_GREET(fun) void fun()
#define DECLARE_OPROG_FUN_FIGHT(fun) void fun()
#define DECLARE_OPROG_FUN_DEATH(fun) bool fun()
#define DECLARE_OPROG_FUN_SPEECH(fun) void fun()
#define DECLARE_OPROG_FUN_AREA(fun) void fun()
#else
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#define DECLARE_MPROG_FUN_BRIBE( fun ) MPROG_FUN_BRIBE fun
#define DECLARE_MPROG_FUN_ENTRY( fun ) MPROG_FUN_ENTRY fun
#define DECLARE_MPROG_FUN_GREET( fun ) MPROG_FUN_GREET fun
#define DECLARE_MPROG_FUN_GIVE( fun ) MPROG_FUN_GIVE fun
#define DECLARE_MPROG_FUN_FIGHT( fun ) MPROG_FUN_FIGHT fun
#define DECLARE_MPROG_FUN_DEATH( fun ) MPROG_FUN_DEATH fun
#define DECLARE_MPROG_FUN_AREA( fun ) MPROG_FUN_AREA fun
#define DECLARE_MPROG_FUN_SPEECH( fun ) MPROG_FUN_SPEECH fun
#define DECLARE_OPROG_FUN_WEAR(fun) OPROG_FUN_WEAR fun
#define DECLARE_OPROG_FUN_REMOVE(fun) OPROG_FUN_REMOVE fun
#define DECLARE_OPROG_FUN_GET(fun) OPROG_FUN_GET fun
#define DECLARE_OPROG_FUN_DROP(fun) OPROG_FUN_DROP fun
#define DECLARE_OPROG_FUN_SAC(fun) OPROG_FUN_SAC fun
#define DECLARE_OPROG_FUN_ENTRY(fun) OPROG_FUN_ENTRY fun
#define DECLARE_OPROG_FUN_GIVE(fun) OPROG_FUN_GIVE fun
#define DECLARE_OPROG_FUN_GREET(fun) OPROG_FUN_GREET fun
#define DECLARE_OPROG_FUN_FIGHT(fun) OPROG_FUN_FIGHT fun
#define DECLARE_OPROG_FUN_DEATH(fun) OPROG_FUN_DEATH fun
#define DECLARE_OPROG_FUN_SPEECH(fun) OPROG_FUN_SPEECH fun
#define DECLARE_OPROG_FUN_AREA(fun) OPROG_FUN_AREA fun
#endif
/*
* Short scalar types.
* Diavolo reports AIX compiler has bugs with short types.
*/
#if !defined(FALSE)
#define FALSE 0
#endif
#if !defined(TRUE)
#define TRUE 1
#endif
#if defined(_AIX)
#if !defined(const)
#define const
#endif
typedef int sh_int;
typedef int bool;
#define unix
#else
typedef short int sh_int;
#endif
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct buf_type BUFFER;
typedef struct char_data CHAR_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_data HELP_DATA;
typedef struct kill_data KILL_DATA;
typedef struct mem_data MEM_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
typedef struct oprog_data OPROG_DATA;
typedef struct mprog_data MPROG_DATA;
typedef struct room_history_data ROOM_HISTORY_DATA;
typedef struct auction_data AUCTION_DATA;
/*
* Function types.
*/
typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) );
typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) );
typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo,
int target ) );
typedef void MPROG_FUN_BRIBE args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) );
typedef void MPROG_FUN_ENTRY args( ( CHAR_DATA *mob ) );
typedef void MPROG_FUN_GREET args( ( CHAR_DATA *mob, CHAR_DATA *ch ) );
typedef void MPROG_FUN_GIVE args(( CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj ));
typedef void MPROG_FUN_FIGHT args( ( CHAR_DATA *mob, CHAR_DATA *victim ));
typedef bool MPROG_FUN_DEATH args( ( CHAR_DATA *mob ) );
typedef void MPROG_FUN_AREA args( ( CHAR_DATA *mob ) );
typedef void MPROG_FUN_SPEECH args((CHAR_DATA *mob, CHAR_DATA *ch, char *speech));
typedef void OPROG_FUN_WEAR args((OBJ_DATA *obj, CHAR_DATA *ch));
typedef void OPROG_FUN_REMOVE args((OBJ_DATA *obj, CHAR_DATA *ch));
typedef void OPROG_FUN_GET args((OBJ_DATA *obj, CHAR_DATA *ch));
typedef void OPROG_FUN_DROP args((OBJ_DATA *obj, CHAR_DATA *ch));
typedef bool OPROG_FUN_SAC args((OBJ_DATA *obj, CHAR_DATA *ch));
typedef void OPROG_FUN_ENTRY args((OBJ_DATA *obj));
typedef void OPROG_FUN_GIVE args((OBJ_DATA *obj, CHAR_DATA *from, CHAR_DATA *to));
typedef void OPROG_FUN_GREET args((OBJ_DATA *obj, CHAR_DATA *ch));
typedef void OPROG_FUN_FIGHT args((OBJ_DATA *obj, CHAR_DATA *ch));
typedef bool OPROG_FUN_DEATH args((OBJ_DATA *obj, CHAR_DATA *ch));
typedef void OPROG_FUN_SPEECH args((OBJ_DATA *obj, CHAR_DATA *ch, char *speech));
typedef void OPROG_FUN_AREA args((OBJ_DATA *obj));
/*
* COMMAND extra bits..
*/
#define CMD_KEEP_HIDE 1
#define CMD_GHOST 2
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4608
#define MAX_INPUT_LENGTH 256
#define PAGELEN 22
/* ANSI Colors */
#define CLR_BLACK "\033[30m"
#define CLR_GREEN "\033[32m"
#define CLR_GREEN_BOLD "\033[32;1m"
#define CLR_BROWN "\033[33m"
#define CLR_YELLOW "\033[33;1m"
#define CLR_RED "\033[31m"
#define CLR_RED_BOLD "\033[31;1m"
#define CLR_BLUE "\033[34m"
#define CLR_BLUE_BOLD "\033[34;1m"
#define CLR_MAGENTA "\033[35m"
#define CLR_MAGENTA_BOLD "\033[35;1m"
#define CLR_CYAN "\033[36m"
#define CLR_CYAN_BOLD "\033[36;1m"
#define CLR_WHITE "\033[37;1m"
#define CLR_WHITE_BOLD "\033[37;0m"
#define CLR_BLINK "\033[5m"
#define CLR_BOLD "\033[1m"
#define CLR_NORMAL "\033[0;37;40m"
#define MPROG_BRIBE (A)
#define MPROG_ENTRY (B)
#define MPROG_GREET (C)
#define MPROG_GIVE (D)
#define MPROG_FIGHT (E)
#define MPROG_DEATH (F)
#define MPROG_AREA (G)
#define MPROG_SPEECH (H)
#define OPROG_WEAR (A)
#define OPROG_REMOVE (B)
#define OPROG_DROP (C)
#define OPROG_SAC (D)
#define OPROG_GIVE (E)
#define OPROG_GREET (F)
#define OPROG_FIGHT (G)
#define OPROG_DEATH (H)
#define OPROG_SPEECH (I)
#define OPROG_ENTRY (J)
#define OPROG_GET (K)
#define OPROG_AREA (L)
/*
* Game parameters.
*/
#define MAX_SOCIALS 256
#define MAX_SKILL 426
#define MAX_ALIAS 20
#define MAX_CLASS 13
#define MAX_PC_RACE 19
#define MAX_CABAL 9
#define MAX_RELIGION 18
#define MAX_TIME_LOG 14
#define MIN_TIME_LIMIT 600 /* 10 Hours */
#define MAX_LEVEL 100
#define LEVEL_HERO (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL (MAX_LEVEL - 8)
#undef ANATOLIA_MACHINE
#if defined(ANATOLIA_MACHINE)
#define PULSE_PER_SCD 6 /* 6 for comm.c */
#define PULSE_PER_SECOND 4 /* for update.c */
#define PULSE_VIOLENCE ( 2 * PULSE_PER_SECOND)
#else
#define PULSE_PER_SECOND 4
#define PULSE_PER_SCD 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#endif
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_WATER_FLOAT ( 4 * PULSE_PER_SECOND)
#define PULSE_MUSIC ( 6 * PULSE_PER_SECOND)
#define PULSE_TRACK ( 6 * PULSE_PER_SECOND)
#define PULSE_TICK (50 * PULSE_PER_SECOND) /* 36 seconds */
/* room_affect_update (not room_update) */
#define PULSE_RAFFECT ( 3 * PULSE_MOBILE)
#define PULSE_AREA (110 * PULSE_PER_SECOND) /* 97 seconds */
#define FIGHT_DELAY_TIME (20 * PULSE_PER_SECOND)
#define PULSE_AUCTION (10 * PULSE_PER_SECOND) /* 10 seconds */
#define IMPLEMENTOR MAX_LEVEL
#define CREATOR (MAX_LEVEL - 1)
#define SUPREME (MAX_LEVEL - 2)
#define DEITY (MAX_LEVEL - 3)
#define GOD (MAX_LEVEL - 4)
#define IMMORTAL (MAX_LEVEL - 5)
#define DEMI (MAX_LEVEL - 6)
#define ANGEL (MAX_LEVEL - 7)
#define AVATAR (MAX_LEVEL - 8)
#define HERO LEVEL_HERO
#define CABAL_NONE 0
#define CABAL_RULER 1
#define CABAL_INVADER 2
#define CABAL_CHAOS 3
#define CABAL_SHALAFI 4
#define CABAL_BATTLE 5
#define CABAL_KNIGHT 6
#define CABAL_LIONS 7
#define CABAL_HUNTER 8
/*
* Cabal structure
*/
struct cabal_type
{
char *long_name;
char *short_name;
int obj_vnum;
int room_vnum;
OBJ_DATA *obj_ptr;
};
struct color_type
{
char *name;
char *code;
};
/* To add god, make tattoo in limbo.are, add OBJ_VNUM_TATTOO_(GOD),
* add here and add to const.c in the religion_table also increase
* MAX_RELIGION in merc.h and make oprog for the tattoo
*/
#define RELIGION_NONE 0
#define RELIGION_APOLLON 1
#define RELIGION_ZEUS 2
#define RELIGION_SIEBELE 3
#define RELIGION_HEPHAESTUS 4
#define RELIGION_EHRUMEN 5
#define RELIGION_AHRUMAZDA 6
#define RELIGION_DEIMOS 7
#define RELIGION_PHOBOS 8
#define RELIGION_ODIN 9
#define RELIGION_MARS 10
#define RELIGION_ATHENA 11
#define RELIGION_GOKTENGRI 12
#define RELIGION_HERA 13
#define RELIGION_VENUS 14
#define RELIGION_ARES 15
#define RELIGION_PROMETHEUS 16
#define RELIGION_EROS 17
/* Religion structure */
struct religion_type
{
char *leader;
char *name;
int vnum;
};
/*
* minimum pk level
*/
#define PK_MIN_LEVEL 5
#define MAX_NEWBIES 120 /* number of newbies allowed */
#define MAX_OLDIES 999 /* number of oldies allowed */
/*
* Site ban structure.
*/
#define BAN_SUFFIX A
#define BAN_PREFIX B
#define BAN_NEWBIES C
#define BAN_ALL D
#define BAN_PERMIT E
#define BAN_PERMANENT F
#define BAN_PLAYER G
struct hometown_type
{
char *name;
int altar[3];
int recall[3];
int pit[3];
/* good, neutral, evil */
};
struct ethos_type {
char *name;
};
struct ban_data
{
BAN_DATA * next;
bool valid;
sh_int ban_flags;
sh_int level;
char * name;
};
struct buf_type
{
BUFFER * next;
bool valid;
sh_int state; /* error state of the buffer */
sh_int size; /* size in k */
char * string; /* buffer's string */
};
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
struct time_info_data
{
int bmin;
int hour;
int day;
int month;
int year;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
};
/*
* Connected state for a channel.
*/
#define CON_PLAYING 0
#define CON_GET_NAME 1
#define CON_GET_OLD_PASSWORD 2
#define CON_CONFIRM_NEW_NAME 3
#define CON_GET_NEW_PASSWORD 4
#define CON_CONFIRM_NEW_PASSWORD 5
#define CON_GET_NEW_RACE 6
#define CON_GET_NEW_SEX 7
#define CON_GET_NEW_CLASS 8
#define CON_GET_ALIGNMENT 9
#define CON_DEFAULT_CHOICE 10
#define CON_GEN_GROUPS 11
#define CON_PICK_WEAPON 12
#define CON_READ_IMOTD 13
#define CON_READ_MOTD 14
#define CON_BREAK_CONNECT 15
#define CON_ROLL_STATS 16
#define CON_ACCEPT_STATS 17
#define CON_PICK_HOMETOWN 18
#define CON_GET_ETHOS 19
#define CON_CREATE_DONE 20
#define CON_READ_NEWBIE 21
#define CON_REMORTING 22
#define CON_NEW_CLASSES 23
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
bool valid;
char * host;
sh_int descriptor;
sh_int connected;
bool fcommand;
char inbuf [4 * MAX_INPUT_LENGTH];
char incomm [MAX_INPUT_LENGTH];
char inlast [MAX_INPUT_LENGTH];
int repeat;
char * outbuf;
int outsize;
int outtop;
char * showstr_head;
char * showstr_point;
};
/*
* Attribute bonus structures.
*/
struct str_app_type
{
sh_int tohit;
sh_int todam;
sh_int carry;
sh_int wield;
};
struct int_app_type
{
sh_int learn;
};
struct wis_app_type
{
sh_int practice;
};
struct dex_app_type
{
sh_int defensive;
};
struct con_app_type
{
sh_int hitp;
sh_int shock;
};
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
#define TO_ALL 4
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
sh_int level;
char * keyword;
char * text;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
sh_int keeper; /* Vnum of shop keeper mob */
sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */
sh_int profit_buy; /* Cost multiplier for buying */
sh_int profit_sell; /* Cost multiplier for selling */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/*
* Per-class stuff.
*/
#define MAX_GUILD 6
#define MAX_STATS 6
#define STAT_STR 0
#define STAT_INT 1
#define STAT_WIS 2
#define STAT_DEX 3
#define STAT_CON 4
#define STAT_CHA 5
struct class_type
{
char * name; /* the full name of the class */
char who_name [4]; /* Three-letter name for 'who' */
sh_int attr_prime; /* Prime attribute */
sh_int weapon; /* First weapon */
sh_int guild[MAX_GUILD]; /* Vnum of guild rooms */
sh_int skill_adept; /* Maximum skill level */
sh_int thac0_00; /* Thac0 for level 0 */
sh_int thac0_32; /* Thac0 for level 32 */
sh_int hp_rate; /* hp rate gained on leveling */
sh_int mana_rate; /* mana rate gained on leveling */
bool fMana; /* Class gains mana on level */
int points; /* Cost in exp of class */
sh_int stats[MAX_STATS]; /* Stat modifiers */
sh_int align; /* Alignment */
};
#define CLASS_INVOKER 0
#define CLASS_CLERIC 1
#define CLASS_THIEF 2
#define CLASS_WARRIOR 3
#define CLASS_PALADIN 4
#define CLASS_ANTI_PALADIN 5
#define CLASS_NINJA 6
#define CLASS_RANGER 7
#define CLASS_TRANSMUTER 8
#define CLASS_SAMURAI 9
#define CLASS_VAMPIRE 10
#define CLASS_NECROMANCER 11
#define CLASS_ELEMENTALIST 12
#define LANG_COMMON 0
#define LANG_HUMAN 1
#define LANG_ELVISH 2
#define LANG_DWARVISH 3
#define LANG_GNOMISH 4
#define LANG_GIANT 5
#define LANG_TROLLISH 6
#define LANG_CAT 7
#define MAX_LANGUAGE 8
struct item_type
{
int type;
char * name;
};
struct weapon_type
{
char * name;
sh_int vnum;
sh_int type;
sh_int *gsn;
};
struct wiznet_type
{
char * name;
long flag;
int level;
};
struct attack_type
{
char * name; /* name */
char * noun; /* message */
int damage; /* damage class */
};
struct race_type
{
char * name; /* call name of the race */
bool pc_race; /* can be chosen by pcs */
long det; /* det bits for the race */
long act; /* act bits for the race */
long aff; /* aff bits for the race */
long off; /* off bits for the race */
long imm; /* imm bits for the race */
long res; /* res bits for the race */
long vuln; /* vuln bits for the race */
long form; /* default form flag for the race */
long parts; /* default parts for the race */
};
struct pc_race_type /* additional data for pc races */
{
char * name; /* MUST be in race_type */
char who_name[6];
int points; /* cost in exp of the race */
sh_int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */
char * skills[5]; /* bonus skills for the race */
sh_int stats[MAX_STATS]; /* starting stats */
sh_int max_stats[MAX_STATS]; /* maximum stats */
sh_int size; /* aff bits for the race*/
int hp_bonus; /* Initial hp bonus */
int mana_bonus; /* Initial mana bonus */
int prac_bonus; /* Initial practice bonus */
sh_int align; /* Alignment */
sh_int language; /* language */
};
struct spec_type
{
char * name; /* special function name */
SPEC_FUN * function; /* the function */
};
struct prac_type
{
char * sh_name;
char * name;
sh_int number;
};
/*
* Data structure for notes.
*/
#define NOTE_NOTE 0
#define NOTE_IDEA 1
#define NOTE_PENALTY 2
#define NOTE_NEWS 3
#define NOTE_CHANGES 4
struct note_data
{
NOTE_DATA * next;
bool valid;
sh_int type;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
time_t date_stamp;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
bool valid;
sh_int where;
sh_int type;
sh_int level;
sh_int duration;
sh_int location;
sh_int modifier;
int bitvector;
};
/* where definitions */
#define TO_AFFECTS 0
#define TO_OBJECT 1
#define TO_IMMUNE 2
#define TO_RESIST 3
#define TO_VULN 4
#define TO_WEAPON 5
#define TO_ACT_FLAG 6
#define TO_DETECTS 7
#define TO_RACE 8
/* where definitions for room */
#define TO_ROOM_AFFECTS 0
#define TO_ROOM_CONST 1
#define TO_ROOM_FLAGS 2
/* room applies */
#define APPLY_ROOM_NONE 0
#define APPLY_ROOM_HEAL 1
#define APPLY_ROOM_MANA 2
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAGABOND 3063
#define MOB_VNUM_CAT 3066
#define MOB_VNUM_FIDO 3062
#define MOB_VNUM_SAGE 3162
#define MOB_VNUM_VAMPIRE 3404
#define MOB_VNUM_SHADOW 10
#define MOB_VNUM_SPECIAL_GUARD 11
#define MOB_VNUM_BEAR 12
#define MOB_VNUM_DEMON 13
#define MOB_VNUM_NIGHTWALKER 14
#define MOB_VNUM_STALKER 15
#define MOB_VNUM_SQUIRE 16
#define MOB_VNUM_MIRROR_IMAGE 17
#define MOB_VNUM_UNDEAD 18
#define MOB_VNUM_LION 19
#define MOB_VNUM_WOLF 20
#define MOB_VNUM_LESSER_GOLEM 21
#define MOB_VNUM_STONE_GOLEM 22
#define MOB_VNUM_IRON_GOLEM 23
#define MOB_VNUM_ADAMANTITE_GOLEM 24
#define MOB_VNUM_HUNTER 25
#define MOB_VNUM_SUM_SHADOW 26
#define MOB_VNUM_DOG 27
#define MOB_VNUM_ELM_EARTH 28
#define MOB_VNUM_ELM_AIR 29
#define MOB_VNUM_ELM_FIRE 30
#define MOB_VNUM_ELM_WATER 31
#define MOB_VNUM_ELM_LIGHT 32
#define MOB_VNUM_WEAPON 33
#define MOB_VNUM_ARMOR 34
#define MOB_VNUM_PATROLMAN 2106
#define GROUP_VNUM_TROLLS 2100
#define GROUP_VNUM_OGRES 2101
/* RT ASCII conversions -- used so we can have letters in this file */
#define A 1
#define B 2
#define C 4
#define D 8
#define E 16
#define F 32
#define G 64
#define H 128
#define I 256
#define J 512
#define K 1024
#define L 2048
#define M 4096
#define N 8192
#define O 16384
#define P 32768
#define Q 65536
#define R 131072
#define S 262144
#define T 524288
#define U 1048576
#define V 2097152
#define W 4194304
#define X 8388608
#define Y 16777216
#define Z 33554432
#define aa 67108864 /* doubled due to conflicts */
#define bb 134217728
#define cc 268435456
#define dd 536870912
#define ee 1073741824
/* race table */
#define RACE_NONE (ee - 1)
#define RACE_HUMAN (A)
#define RACE_ELF (B)
#define RACE_HALF_ELF (C)
#define RACE_DARK_ELF (D)
#define RACE_ROCKSEER (E) /* 5 */
#define RACE_DWARF (F)
#define RACE_SVIRFNEBLI (G)
#define RACE_DUERGAR (H)
#define RACE_ARIAL (I)
#define RACE_GNOME (J) /* 10 */
#define RACE_STORM_GIANT (K)
#define RACE_CLOUD_GIANT (L)
#define RACE_FIRE_GIANT (M)
#define RACE_FROST_GIANT (N)
#define RACE_FELAR (O) /* 15 */
#define RACE_GITHYANKI (P)
#define RACE_SATYR (Q)
#define RACE_TROLL (R)
#define RACE_TOP (T)
/* general align */
#define ALIGN_NONE -1
#define ALIGN_GOOD 1000
#define ALIGN_NEUTRAL 0
#define ALIGN_EVIL -1000
/* binary align for race and class */
#define CR_ALL (0)
#define CR_GOOD (A)
#define CR_NEUTRAL (B)
#define CR_EVIL (C)
/* number align */
#define N_ALIGN_ALL (0)
#define N_ALIGN_GOOD (1)
#define N_ALIGN_NEUTRAL (2)
#define N_ALIGN_EVIL (3)
/* group number for mobs */
#define GROUP_NONE 0
#define GROUP_WEAPONSMASTER 1
#define GROUP_ATTACK 2
#define GROUP_BEGUILING 3
#define GROUP_BENEDICTIONS 4
#define GROUP_COMBAT 5
#define GROUP_CREATION 6
#define GROUP_CURATIVE 7
#define GROUP_DETECTION 8
#define GROUP_DRACONIAN 9
#define GROUP_ENCHANTMENT 10
#define GROUP_ENHANCEMENT 11
#define GROUP_HARMFUL 12
#define GROUP_HEALING 13
#define GROUP_ILLUSION 14
#define GROUP_MALADICTIONS 15
#define GROUP_PROTECTIVE 16
#define GROUP_TRANSPORTATION 17
#define GROUP_WEATHER 18
#define GROUP_FIGHTMASTER 19
#define GROUP_SUDDENDEATH 20
#define GROUP_MEDITATION 21
#define GROUP_CABAL 22
#define GROUP_DEFENSIVE 23
#define GROUP_WIZARD 24
/* group bits for mobs */
#define GFLAG_NONE 0
#define GFLAG_WEAPONSMASTER (A)
#define GFLAG_ATTACK (B)
#define GFLAG_BEGUILING (C)
#define GFLAG_BENEDICTIONS (D)
#define GFLAG_COMBAT (E)
#define GFLAG_CREATION (F)
#define GFLAG_CURATIVE (G)
#define GFLAG_DETECTION (H)
#define GFLAG_DRACONIAN (I)
#define GFLAG_ENCHANTMENT (J)
#define GFLAG_ENHANCEMENT (K)
#define GFLAG_HARMFUL (L)
#define GFLAG_HEALING (M)
#define GFLAG_ILLUSION (N)
#define GFLAG_MALADICTIONS (O)
#define GFLAG_PROTECTIVE (P)
#define GFLAG_TRANSPORTATION (Q)
#define GFLAG_WEATHER (R)
#define GFLAG_FIGHTMASTER (S)
#define GFLAG_SUDDENDEATH (T)
#define GFLAG_MEDITATION (U)
#define GFLAG_CABAL (V)
#define GFLAG_DEFENSIVE (W)
#define GFLAG_WIZARD (X)
/*
* AREA FLAGS
*/
#define AREA_HOMETOWN (A)
#define AREA_PROTECTED (B)
/*
* ACT bits for mobs. *ACT*
* Used in #MOBILES.
*/
#define ACT_IS_NPC (A) /* Auto set for mobs */
#define ACT_SENTINEL (B) /* Stays in one room */
#define ACT_SCAVENGER (C) /* Picks up objects */
#define ACT_AGGRESSIVE (F) /* Attacks PC's */
#define ACT_STAY_AREA (G) /* Won't leave area */
#define ACT_WIMPY (H)
#define ACT_PET (I) /* Auto set for pets */
#define ACT_TRAIN (J) /* Can train PC's */
#define ACT_PRACTICE (K) /* Can practice PC's */
#define ACT_HUNTER (L)
#define ACT_UNDEAD (O)
#define ACT_CLERIC (Q)
#define ACT_MAGE (R)
#define ACT_THIEF (S)
#define ACT_WARRIOR (T)
#define ACT_NOALIGN (U)
#define ACT_NOPURGE (V)
#define ACT_OUTDOORS (W)
#define ACT_INDOORS (Y)
#define ACT_RIDEABLE (Z)
#define ACT_IS_HEALER (aa)
#define ACT_GAIN (bb)
#define ACT_UPDATE_ALWAYS (cc)
#define ACT_IS_CHANGER (dd)
#define ACT_NOTRACK (ee)
/* damage classes */
#define DAM_NONE 0
#define DAM_BASH 1
#define DAM_PIERCE 2
#define DAM_SLASH 3
#define DAM_FIRE 4
#define DAM_COLD 5
#define DAM_LIGHTNING 6
#define DAM_ACID 7
#define DAM_POISON 8
#define DAM_NEGATIVE 9
#define DAM_HOLY 10
#define DAM_ENERGY 11
#define DAM_MENTAL 12
#define DAM_DISEASE 13
#define DAM_DROWNING 14
#define DAM_LIGHT 15
#define DAM_OTHER 16
#define DAM_HARM 17
#define DAM_CHARM 18
#define DAM_SOUND 19
#define DAM_THIRST 20
#define DAM_HUNGER 21
#define DAM_LIGHT_V 22
#define DAM_TRAP_ROOM 23
/* OFF bits for mobiles *OFF */
#define OFF_AREA_ATTACK (A)
#define OFF_BACKSTAB (B)
#define OFF_BASH (C)
#define OFF_BERSERK (D)
#define OFF_DISARM (E)
#define OFF_DODGE (F)
#define OFF_FADE (G)
#define OFF_FAST (H)
#define OFF_KICK (I)
#define OFF_KICK_DIRT (J)
#define OFF_PARRY (K)
#define OFF_RESCUE (L)
#define OFF_TAIL (M)
#define OFF_TRIP (N)
#define OFF_CRUSH (O)
#define ASSIST_ALL (P)
#define ASSIST_ALIGN (Q)
#define ASSIST_RACE (R)
#define ASSIST_PLAYERS (S)
#define ASSIST_GUARD (T)
#define ASSIST_VNUM (U)
/* return values for check_imm */
#define IS_NORMAL 0
#define IS_IMMUNE 1
#define IS_RESISTANT 2
#define IS_VULNERABLE 3
/* IMM bits for mobs */
#define IMM_SUMMON (A)
#define IMM_CHARM (B)
#define IMM_MAGIC (C)
#define IMM_WEAPON (D)
#define IMM_BASH (E)
#define IMM_PIERCE (F)
#define IMM_SLASH (G)
#define IMM_FIRE (H)
#define IMM_COLD (I)
#define IMM_LIGHTNING (J)
#define IMM_ACID (K)
#define IMM_POISON (L)
#define IMM_NEGATIVE (M)
#define IMM_HOLY (N)
#define IMM_ENERGY (O)
#define IMM_MENTAL (P)
#define IMM_DISEASE (Q)
#define IMM_DROWNING (R)
#define IMM_LIGHT (S)
#define IMM_SOUND (T)
#define IMM_WOOD (X)
#define IMM_SILVER (Y)
#define IMM_IRON (Z)
/* RES bits for mobs *RES */
#define RES_SUMMON (A)
#define RES_CHARM (B)
#define RES_MAGIC (C)
#define RES_WEAPON (D)
#define RES_BASH (E)
#define RES_PIERCE (F)
#define RES_SLASH (G)
#define RES_FIRE (H)
#define RES_COLD (I)
#define RES_LIGHTNING (J)
#define RES_ACID (K)
#define RES_POISON (L)
#define RES_NEGATIVE (M)
#define RES_HOLY (N)
#define RES_ENERGY (O)
#define RES_MENTAL (P)
#define RES_DISEASE (Q)
#define RES_DROWNING (R)
#define RES_LIGHT (S)
#define RES_SOUND (T)
#define RES_WOOD (X)
#define RES_SILVER (Y)
#define RES_IRON (Z)
/* VULN bits for mobs */
#define VULN_SUMMON (A)
#define VULN_CHARM (B)
#define VULN_MAGIC (C)
#define VULN_WEAPON (D)
#define VULN_BASH (E)
#define VULN_PIERCE (F)
#define VULN_SLASH (G)
#define VULN_FIRE (H)
#define VULN_COLD (I)
#define VULN_LIGHTNING (J)
#define VULN_ACID (K)
#define VULN_POISON (L)
#define VULN_NEGATIVE (M)
#define VULN_HOLY (N)
#define VULN_ENERGY (O)
#define VULN_MENTAL (P)
#define VULN_DISEASE (Q)
#define VULN_DROWNING (R)
#define VULN_LIGHT (S)
#define VULN_SOUND (T)
#define VULN_WOOD (X)
#define VULN_SILVER (Y)
#define VULN_IRON (Z)
/* body form */
#define FORM_EDIBLE (A)
#define FORM_POISON (B)
#define FORM_MAGICAL (C)
#define FORM_INSTANT_DECAY (D)
#define FORM_OTHER (E) /* defined by material bit */
/* actual form */
#define FORM_ANIMAL (G)
#define FORM_SENTIENT (H)
#define FORM_UNDEAD (I)
#define FORM_CONSTRUCT (J)
#define FORM_MIST (K)
#define FORM_INTANGIBLE (L)
#define FORM_BIPED (M)
#define FORM_CENTAUR (N)
#define FORM_INSECT (O)
#define FORM_SPIDER (P)
#define FORM_CRUSTACEAN (Q)
#define FORM_WORM (R)
#define FORM_BLOB (S)
#define FORM_MAMMAL (V)
#define FORM_BIRD (W)
#define FORM_REPTILE (X)
#define FORM_SNAKE (Y)
#define FORM_DRAGON (Z)
#define FORM_AMPHIBIAN (aa)
#define FORM_FISH (bb)
#define FORM_COLD_BLOOD (cc)
/* body parts */
#define PART_HEAD (A)
#define PART_ARMS (B)
#define PART_LEGS (C)
#define PART_HEART (D)
#define PART_BRAINS (E)
#define PART_GUTS (F)
#define PART_HANDS (G)
#define PART_FEET (H)
#define PART_FINGERS (I)
#define PART_EAR (J)
#define PART_EYE (K)
#define PART_LONG_TONGUE (L)
#define PART_EYESTALKS (M)
#define PART_TENTACLES (N)
#define PART_FINS (O)
#define PART_WINGS (P)
#define PART_TAIL (Q)
/* for combat */
#define PART_CLAWS (U)
#define PART_FANGS (V)
#define PART_HORNS (W)
#define PART_SCALES (X)
#define PART_TUSKS (Y)
/*
* Bits for 'affected_by'. *AFF*
* Used in #MOBILES.
*/
#define AFF_BLIND (A)
#define AFF_INVISIBLE (B)
#define AFF_IMP_INVIS (C)
#define AFF_FADE (D)
#define AFF_SCREAM (E)
#define AFF_BLOODTHIRST (F)
#define AFF_STUN (G)
#define AFF_SANCTUARY (H)
#define AFF_FAERIE_FIRE (I)
#define AFF_INFRARED (J)
#define AFF_CURSE (K)
#define AFF_CORRUPTION (L)
#define AFF_POISON (M)
#define AFF_PROTECT_EVIL (N)
#define AFF_PROTECT_GOOD (O)
#define AFF_SNEAK (P)
#define AFF_HIDE (Q)
#define AFF_SLEEP (R)
#define AFF_CHARM (S)
#define AFF_FLYING (T)
#define AFF_PASS_DOOR (U)
#define AFF_HASTE (V)
#define AFF_CALM (W)
#define AFF_PLAGUE (X)
#define AFF_WEAKEN (Y)
#define AFF_WEAK_STUN (Z)
#define AFF_BERSERK (aa)
#define AFF_SWIM (bb)
#define AFF_REGENERATION (cc)
#define AFF_SLOW (dd)
#define AFF_CAMOUFLAGE (ee)
/*
* *AFF* bits for rooms
*/
#define AFF_ROOM_SHOCKING (A)
#define AFF_ROOM_L_SHIELD (B)
#define AFF_ROOM_THIEF_TRAP (C)
#define AFF_ROOM_RANDOMIZER (D)
#define AFF_ROOM_ESPIRIT (E)
#define AFF_ROOM_PREVENT (F)
#define AFF_ROOM_CURSE (K)
#define AFF_ROOM_POISON (M)
#define AFF_ROOM_SLEEP (R)
#define AFF_ROOM_PLAGUE (X)
#define AFF_ROOM_SLOW (dd)
/*
* Bits for 'detection'. *DETECT*
* Used in chars.
*/
#define DETECT_IMP_INVIS (A)
#define DETECT_FADE (B)
#define DETECT_EVIL (C)
#define DETECT_INVIS (D)
#define DETECT_MAGIC (E)
#define DETECT_HIDDEN (F)
#define DETECT_GOOD (G)
#define DETECT_SNEAK (H)
#define DETECT_UNDEAD (I)
/*
* Lack of bits in "affected_by"
* thus send them to "detection" with "TO_DETECT"
* name with "ADET_*"
*/
#define ADET_AURA_CHAOS (M)
#define ADET_PROTECTOR (N)
#define ADET_SUFFOCATE (O)
#define ADET_EARTHFADE (P)
#define ADET_FEAR (Q)
#define ADET_FORM_TREE (R)
#define ADET_FORM_GRASS (S)
#define ADET_WEB (T)
#define ADET_LION (U)
#define ADET_GROUNDING (V)
#define ADET_ABSORB (W)
#define ADET_SPELLBANE (X)
#define DETECT_LIFE (Y)
#define DARK_VISION (Z)
#define ACUTE_VISION (ee)
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/* AC types */
#define AC_PIERCE 0
#define AC_BASH 1
#define AC_SLASH 2
#define AC_EXOTIC 3
/* dice */
#define DICE_NUMBER 0
#define DICE_TYPE 1
#define DICE_BONUS 2
/* size */
#define SIZE_TINY 0
#define SIZE_SMALL 1
#define SIZE_MEDIUM 2
#define SIZE_LARGE 3
#define SIZE_HUGE 4
#define SIZE_GIANT 5
#define SIZE_GARGANTUAN 6
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_SILVER_ONE 1
#define OBJ_VNUM_GOLD_ONE 2
#define OBJ_VNUM_GOLD_SOME 3
#define OBJ_VNUM_SILVER_SOME 4
#define OBJ_VNUM_COINS 5
#define OBJ_VNUM_CORPSE_NPC 10
#define OBJ_VNUM_CORPSE_PC 11
#define OBJ_VNUM_SEVERED_HEAD 12
#define OBJ_VNUM_TORN_HEART 13
#define OBJ_VNUM_SLICED_ARM 14
#define OBJ_VNUM_SLICED_LEG 15
#define OBJ_VNUM_GUTS 16
#define OBJ_VNUM_BRAINS 17
#define OBJ_VNUM_GRAVE_STONE 19
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_DISC 23
#define OBJ_VNUM_PORTAL 25
#define OBJ_VNUM_ROSE 1001
#define OBJ_VNUM_PIT 3010
#define OBJ_VNUM_SCHOOL_MACE 3700
#define OBJ_VNUM_SCHOOL_DAGGER 3701
#define OBJ_VNUM_SCHOOL_SWORD 3702
#define OBJ_VNUM_SCHOOL_SPEAR 3717
#define OBJ_VNUM_SCHOOL_STAFF 3718
#define OBJ_VNUM_SCHOOL_AXE 3719
#define OBJ_VNUM_SCHOOL_FLAIL 3720
#define OBJ_VNUM_SCHOOL_WHIP 3721
#define OBJ_VNUM_SCHOOL_POLEARM 3722
#define OBJ_VNUM_SCHOOL_BOW 3723
#define OBJ_VNUM_SCHOOL_LANCE 3724
#define OBJ_VNUM_SCHOOL_VEST 3703
#define OBJ_VNUM_SCHOOL_SHIELD 3704
#define OBJ_VNUM_SCHOOL_BANNER 3716
#define OBJ_VNUM_MAP 3162
#define OBJ_VNUM_NMAP1 3385
#define OBJ_VNUM_NMAP2 3386
#define OBJ_VNUM_MAP_NT 3167
#define OBJ_VNUM_MAP_OFCOL 3162
#define OBJ_VNUM_MAP_SM 3164
#define OBJ_VNUM_MAP_TITAN 3382
#define OBJ_VNUM_MAP_OLD 5333
#define OBJ_VNUM_WHISTLE 2116
#define OBJ_VNUM_POTION_VIAL 42
#define OBJ_VNUM_STEAK 27
#define OBJ_VNUM_RANGER_STAFF 28
#define OBJ_VNUM_RANGER_ARROW 6
#define OBJ_VNUM_RANGER_BOW 7
#define OBJ_VNUM_DEPUTY_BADGE 70
#define OBJ_VNUM_RULER_BADGE 70
#define OBJ_VNUM_RULER_SHIELD1 71
#define OBJ_VNUM_RULER_SHIELD2 72
#define OBJ_VNUM_RULER_SHIELD3 73
#define OBJ_VNUM_RULER_SHIELD4 74
#define OBJ_VNUM_LION_SHIELD 31
#define OBJ_VNUM_CHAOS_BLADE 87
#define OBJ_VNUM_DRAGONDAGGER 80
#define OBJ_VNUM_DRAGONMACE 81
#define OBJ_VNUM_PLATE 82
#define OBJ_VNUM_DRAGONSWORD 83
#define OBJ_VNUM_DRAGONLANCE 99
#define OBJ_VNUM_BATTLE_PONCHO 26
#define OBJ_VNUM_BATTLE_THRONE 542
#define OBJ_VNUM_SHALAFI_ALTAR 530
#define OBJ_VNUM_CHAOS_ALTAR 551
#define OBJ_VNUM_INVADER_SKULL 560
#define OBJ_VNUM_KNIGHT_ALTAR 521
#define OBJ_VNUM_RULER_STAND 510
#define OBJ_VNUM_LIONS_ALTAR 501
#define OBJ_VNUM_HUNTER_ALTAR 570
#define OBJ_VNUM_POTION_SILVER 43
#define OBJ_VNUM_POTION_GOLDEN 44
#define OBJ_VNUM_POTION_SWIRLING 45
#define OBJ_VNUM_KATANA_SWORD 98
#define OBJ_VNUM_EYED_SWORD 88
#define OBJ_VNUM_FIRE_SHIELD 92
#define OBJ_VNUM_MAGIC_JAR 93
#define OBJ_VNUM_HAMMER 6522
#define OBJ_VNUM_CHUNK_IRON 6521
/* vnums for tattoos */
#define OBJ_VNUM_TATTOO_APOLLON 51
#define OBJ_VNUM_TATTOO_ZEUS 52
#define OBJ_VNUM_TATTOO_SIEBELE 53
#define OBJ_VNUM_TATTOO_HEPHAESTUS 54
#define OBJ_VNUM_TATTOO_EHRUMEN 55
#define OBJ_VNUM_TATTOO_AHRUMAZDA 56
#define OBJ_VNUM_TATTOO_DEIMOS 57
#define OBJ_VNUM_TATTOO_PHOBOS 58
#define OBJ_VNUM_TATTOO_ODIN 59
#define OBJ_VNUM_TATTOO_MARS 60
#define OBJ_VNUM_TATTOO_ATHENA 61
#define OBJ_VNUM_TATTOO_GOKTENGRI 62
#define OBJ_VNUM_TATTOO_HERA 63
#define OBJ_VNUM_TATTOO_VENUS 64
#define OBJ_VNUM_TATTOO_ARES 65
#define OBJ_VNUM_TATTOO_PROMETHEUS 66
#define OBJ_VNUM_TATTOO_EROS 67
/* quest rewards */
#define QUEST_ITEM1 94
#define QUEST_ITEM2 95
#define QUEST_ITEM3 96
#define QUEST_ITEM4 30
#define QUEST_ITEM5 29
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_CLOTHING 11
#define ITEM_FURNITURE 12
#define ITEM_TRASH 13
#define ITEM_CONTAINER 15
#define ITEM_DRINK_CON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_BOAT 22
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_FOUNTAIN 25
#define ITEM_PILL 26
#define ITEM_PROTECT 27
#define ITEM_MAP 28
#define ITEM_PORTAL 29
#define ITEM_WARP_STONE 30
#define ITEM_ROOM_KEY 31
#define ITEM_GEM 32
#define ITEM_JEWELRY 33
#define ITEM_JUKEBOX 34
#define ITEM_TATTOO 35
/*
* Extra flags. *EXT*
* Used in #OBJECTS.
*/
#define ITEM_GLOW (A)
#define ITEM_HUM (B)
#define ITEM_DARK (C)
#define ITEM_LOCK (D)
#define ITEM_EVIL (E)
#define ITEM_INVIS (F)
#define ITEM_MAGIC (G)
#define ITEM_NODROP (H)
#define ITEM_BLESS (I)
#define ITEM_ANTI_GOOD (J)
#define ITEM_ANTI_EVIL (K)
#define ITEM_ANTI_NEUTRAL (L)
#define ITEM_NOREMOVE (M)
#define ITEM_INVENTORY (N)
#define ITEM_NOPURGE (O)
#define ITEM_ROT_DEATH (P)
#define ITEM_VIS_DEATH (Q)
#define ITEM_NOSAC (R)
#define ITEM_NONMETAL (S)
#define ITEM_NOLOCATE (T)
#define ITEM_MELT_DROP (U)
#define ITEM_HAD_TIMER (V)
#define ITEM_SELL_EXTRACT (W)
#define ITEM_BURN_PROOF (Y)
#define ITEM_NOUNCURSE (Z)
#define ITEM_NOSELL (aa)
#define ITEM_BURIED (bb)
/*
* Wear flags. *WEAR*
* Used in #OBJECTS.
*/
#define ITEM_TAKE (A)
#define ITEM_WEAR_FINGER (B)
#define ITEM_WEAR_NECK (C)
#define ITEM_WEAR_BODY (D)
#define ITEM_WEAR_HEAD (E)
#define ITEM_WEAR_LEGS (F)
#define ITEM_WEAR_FEET (G)
#define ITEM_WEAR_HANDS (H)
#define ITEM_WEAR_ARMS (I)
#define ITEM_WEAR_SHIELD (J)
#define ITEM_WEAR_ABOUT (K)
#define ITEM_WEAR_WAIST (L)
#define ITEM_WEAR_WRIST (M)
#define ITEM_WIELD (N)
#define ITEM_HOLD (O)
#define ITEM_NO_SAC (P)
#define ITEM_WEAR_FLOAT (Q)
#define ITEM_WEAR_TATTOO (R)
/* weapon class */
#define WEAPON_EXOTIC 0
#define WEAPON_SWORD 1
#define WEAPON_DAGGER 2
#define WEAPON_SPEAR 3
#define WEAPON_MACE 4
#define WEAPON_AXE 5
#define WEAPON_FLAIL 6
#define WEAPON_WHIP 7
#define WEAPON_POLEARM 8
#define WEAPON_BOW 9
#define WEAPON_ARROW 10
#define WEAPON_LANCE 11
/* weapon types */
#define WEAPON_FLAMING (A)
#define WEAPON_FROST (B)
#define WEAPON_VAMPIRIC (C)
#define WEAPON_SHARP (D)
#define WEAPON_VORPAL (E)
#define WEAPON_TWO_HANDS (F)
#define WEAPON_SHOCKING (G)
#define WEAPON_POISON (H)
#define WEAPON_HOLY (I)
#define WEAPON_KATANA (J)
/* gate flags */
#define GATE_NORMAL_EXIT (A)
#define GATE_NOCURSE (B)
#define GATE_GOWITH (C)
#define GATE_BUGGY (D)
#define GATE_RANDOM (E)
/* furniture flags */
#define STAND_AT (A)
#define STAND_ON (B)
#define STAND_IN (C)
#define SIT_AT (D)
#define SIT_ON (E)
#define SIT_IN (F)
#define REST_AT (G)
#define REST_ON (H)
#define REST_IN (I)
#define SLEEP_AT (J)
#define SLEEP_ON (K)
#define SLEEP_IN (L)
#define PUT_AT (M)
#define PUT_ON (N)
#define PUT_IN (O)
#define PUT_INSIDE (P)
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_CHA 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
#define APPLY_GOLD 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVES 20
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
#define APPLY_SPELL_AFFECT 25
#define APPLY_SIZE 26
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
#define CONT_PUT_ON 16
#define CONT_FOR_ARROW 32
#define CONT_ST_LIMITED 64
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 3001
#define ROOM_VNUM_ALTAR 3054
#define ROOM_VNUM_SCHOOL 3700
#define ROOM_VNUM_BALANCE 4500
#define ROOM_VNUM_CIRCLE 4400
#define ROOM_VNUM_DEMISE 4201
#define ROOM_VNUM_HONOR 4300
#define ROOM_VNUM_BATTLE 541
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK (A)
#define ROOM_NO_MOB (C)
#define ROOM_INDOORS (D)
#define ROOM_PRIVATE (J)
#define ROOM_SAFE (K)
#define ROOM_SOLITARY (L)
#define ROOM_PET_SHOP (M)
#define ROOM_NO_RECALL (N)
#define ROOM_IMP_ONLY (O)
#define ROOM_GODS_ONLY (P)
#define ROOM_HEROES_ONLY (Q)
#define ROOM_NEWBIES_ONLY (R)
#define ROOM_LAW (S)
#define ROOM_NOWHERE (T)
#define ROOM_BANK (U)
#define ROOM_NO_MAGIC (W)
#define ROOM_NOSUMMON (X)
#define ROOM_REGISTRY (bb)
/*
* Directions.
* Used in #ROOMS.
*/
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR (A)
#define EX_CLOSED (B)
#define EX_LOCKED (C)
#define EX_NOFLEE (D)
#define EX_PICKPROOF (F)
#define EX_NOPASS (G)
#define EX_EASY (H)
#define EX_HARD (I)
#define EX_INFURIATING (J)
#define EX_NOCLOSE (K)
#define EX_NOLOCK (L)
/*
* Sector types.
* Used in #ROOMS.
*/
#define SECT_INSIDE 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SWIM 6
#define SECT_WATER_NOSWIM 7
#define SECT_UNUSED 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_MAX 11
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define OWEAR_NONE -1
#define OWEAR_LIGHT 0
#define OWEAR_FINGER_L 1
#define OWEAR_FINGER_R 2
#define OWEAR_NECK_1 3
#define OWEAR_NECK_2 4
#define OWEAR_BODY 5
#define OWEAR_HEAD 6
#define OWEAR_LEGS 7
#define OWEAR_FEET 8
#define OWEAR_HANDS 9
#define OWEAR_ARMS 10
#define OWEAR_SHIELD 11
#define OWEAR_ABOUT 12
#define OWEAR_WAIST 13
#define OWEAR_WRIST_L 14
#define OWEAR_WRIST_R 15
#define OWEAR_WIELD 16
#define OWEAR_HOLD 17
#define OWEAR_FLOAT 18
#define OWEAR_TATTOO 19
#define OWEAR_SECOND_WIELD 20
#define OWEAR_STUCK_IN 21
#define OMAX_WEAR 22
#define WEAR_NONE -1
#define WEAR_FINGER 0
#define WEAR_NECK 1
#define WEAR_BODY 2
#define WEAR_HEAD 3
#define WEAR_LEGS 4
#define WEAR_FEET 5
#define WEAR_HANDS 6
#define WEAR_ARMS 7
#define WEAR_ABOUT 8
#define WEAR_WAIST 9
#define WEAR_WRIST 10
#define WEAR_LEFT 11
#define WEAR_RIGHT 12
#define WEAR_BOTH 13
#define WEAR_FLOAT 14
#define WEAR_TATTOO 15
#define WEAR_STUCK_IN 16
#define MAX_WEAR 17
#define MAX_FINGER 4
#define MAX_NECK 2
#define MAX_WRIST 2
#define MAX_TATTOO 2
#define MAX_STUCK_IN 99 /* infinite :) */
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
#define COND_DRUNK 0
#define COND_FULL 1
#define COND_THIRST 2
#define COND_HUNGER 3
#define COND_BLOODLUST 4
#define COND_DESIRE 5
#define MAX_COND 6
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_RESTING 5
#define POS_SITTING 6
#define POS_FIGHTING 7
#define POS_STANDING 8
/*
* ACT bits for players.
*/
#define PLR_IS_NPC (A) /* Don't EVER set. */
#define PLR_BOUGHT_PET (B)
/* RT auto flags */
#define PLR_AUTOASSIST (C)
#define PLR_AUTOEXIT (D)
#define PLR_AUTOLOOT (E)
#define PLR_AUTOSAC (F)
#define PLR_AUTOGOLD (G)
#define PLR_AUTOSPLIT (H)
#define PLR_COLOR (I)
#define PLR_WANTED (J)
#define PLR_NO_TITLE (K)
/* RT personal flags */
#define PLR_NO_EXP (L)
#define PLR_CHANGED_AFF (M)
#define PLR_HOLYLIGHT (N)
#define PLR_NOCANCEL (O)
#define PLR_CANLOOT (P)
#define PLR_NOSUMMON (Q)
#define PLR_NOFOLLOW (R)
#define PLR_CANINDUCT (S)
#define PLR_GHOST (T)
/* penalty flags */
#define PLR_PERMIT (U)
#define PLR_REMORTED (V)
#define PLR_LOG (W)
#define PLR_DENY (X)
#define PLR_FREEZE (Y)
#define PLR_LEFTHAND (Z)
#define PLR_CANREMORT (aa)
#define PLR_QUESTOR (bb)
#define PLR_VAMPIRE (cc)
#define PLR_HARA_KIRI (dd)
#define PLR_BLINK_ON (ee)
#define IS_QUESTOR(ch) (IS_SET((ch)->act , PLR_QUESTOR))
#define IS_VAMPIRE(ch) (!IS_NPC(ch) && IS_SET((ch)->act , PLR_VAMPIRE))
#define IS_HARA_KIRI(ch) (IS_SET((ch)->act , PLR_HARA_KIRI))
#define CANT_CHANGE_TITLE(ch) (IS_SET(ch->act , PLR_NO_TITLE))
#define IS_BLINK_ON(ch) (IS_SET((ch)->act , PLR_BLINK_ON))
#define CANT_GAIN_EXP(ch) (IS_SET((ch)->act , PLR_NO_EXP))
#define RIGHT_HANDER(ch) (IS_NPC(ch) || !IS_SET(ch->act, PLR_LEFTHAND))
#define LEFT_HANDER(ch) (!IS_NPC(ch) && IS_SET(ch->act, PLR_LEFTHAND))
/* The Quests */
#define QUEST_EYE (B)
#define QUEST_WEAPON (C)
#define QUEST_GIRTH (D)
#define QUEST_RING (E)
#define QUEST_WEAPON2 (F)
#define QUEST_GIRTH2 (G)
#define QUEST_RING2 (H)
#define QUEST_WEAPON3 (I)
#define QUEST_GIRTH3 (J)
#define QUEST_RING3 (K)
#define QUEST_BACKPACK (L)
#define QUEST_BACKPACK2 (M)
#define QUEST_BACKPACK3 (N)
#define QUEST_DECANTER (O)
#define QUEST_DECANTER2 (P)
#define QUEST_DECANTER3 (Q)
#define QUEST_PRACTICE (S)
/* time log problems */
#define TLP_NOLOG (A)
#define TLP_BOOT (B)
/* RT comm flags -- may be used on both mobs and chars */
#define COMM_QUIET (A)
#define COMM_DEAF (B)
#define COMM_NOWIZ (C)
#define COMM_NOAUCTION (D)
#define COMM_NOGOSSIP (E)
#define COMM_NOQUESTION (F)
#define COMM_NOMUSIC (G)
#define COMM_NOQUOTE (I)
#define COMM_SHOUTSOFF (J)
/* display flags */
#define COMM_TRUE_TRUST (K)
#define COMM_COMPACT (L)
#define COMM_BRIEF (M)
#define COMM_PROMPT (N)
#define COMM_COMBINE (O)
#define COMM_TELNET_GA (P)
#define COMM_SHOW_AFFECTS (Q)
#define COMM_NOGRATS (R)
/* penalties */
#define COMM_NOEMOTE (T)
#define COMM_NOSHOUT (U)
#define COMM_NOTELL (V)
#define COMM_NOCHANNELS (W)
#define COMM_SNOOP_PROOF (Y)
#define COMM_AFK (Z)
/* WIZnet flags */
#define WIZ_ON (A)
#define WIZ_TICKS (B)
#define WIZ_LOGINS (C)
#define WIZ_SITES (D)
#define WIZ_LINKS (E)
#define WIZ_DEATHS (F)
#define WIZ_RESETS (G)
#define WIZ_MOBDEATHS (H)
#define WIZ_FLAGS (I)
#define WIZ_PENALTIES (J)
#define WIZ_SACCING (K)
#define WIZ_LEVELS (L)
#define WIZ_SECURE (M)
#define WIZ_SWITCHES (N)
#define WIZ_SNOOPS (O)
#define WIZ_RESTORE (P)
#define WIZ_LOAD (Q)
#define WIZ_NEWBIE (R)
#define WIZ_PREFIX (S)
#define WIZ_SPAM (T)
/*
* language staff
*/
struct language_type
{
char *name;
sh_int vnum;
};
struct translation_type
{
char *common;
char *language;
};
/*
* auction data
*/
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 ? */
};
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA * next;
SPEC_FUN * spec_fun;
MPROG_DATA * mprogs;
int progtypes;
SHOP_DATA * pShop;
sh_int vnum;
sh_int group;
bool new_format;
sh_int count;
sh_int killed;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
long act;
long affected_by;
long detection;
sh_int alignment;
sh_int level;
sh_int hitroll;
int hit[3];
int mana[3];
sh_int damage[3];
sh_int ac[4];
sh_int dam_type;
long off_flags;
long imm_flags;
long res_flags;
long vuln_flags;
sh_int start_pos;
sh_int default_pos;
sh_int sex;
sh_int race;
long wealth;
long form;
long parts;
sh_int size;
char * material;
long practicer;
};
/* memory settings */
#define MEM_CUSTOMER A
#define MEM_SELLER B
#define MEM_HOSTILE C
#define MEM_AFRAID D
/* memory for mobs */
struct mem_data
{
MEM_DATA *next;
bool valid;
int id;
int reaction;
time_t when;
};
struct mprog_data
{
MPROG_FUN_BRIBE * bribe_prog;
MPROG_FUN_ENTRY * entry_prog;
MPROG_FUN_GIVE * give_prog;
MPROG_FUN_GREET * greet_prog;
MPROG_FUN_FIGHT * fight_prog;
MPROG_FUN_DEATH * death_prog;
MPROG_FUN_AREA * area_prog;
MPROG_FUN_SPEECH * speech_prog;
};
struct oprog_data
{
OPROG_FUN_WEAR *wear_prog;
OPROG_FUN_REMOVE *remove_prog;
OPROG_FUN_GET *get_prog;
OPROG_FUN_DROP *drop_prog;
OPROG_FUN_SAC *sac_prog;
OPROG_FUN_ENTRY *entry_prog;
OPROG_FUN_GIVE *give_prog;
OPROG_FUN_GREET *greet_prog;
OPROG_FUN_FIGHT *fight_prog;
OPROG_FUN_DEATH *death_prog;
OPROG_FUN_SPEECH *speech_prog;
OPROG_FUN_AREA *area_prog;
};
/*
* One character (PC or NPC). *CHAR_DATA*
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * next_in_room;
CHAR_DATA * master;
CHAR_DATA * leader;
CHAR_DATA * fighting;
CHAR_DATA * reply;
CHAR_DATA * last_fought;
time_t last_fight_time;
time_t last_death_time;
CHAR_DATA * pet;
CHAR_DATA * doppel;
CHAR_DATA * guarding;
CHAR_DATA * guarded_by;
MEM_DATA * memory;
SPEC_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
NOTE_DATA * pnote;
OBJ_DATA * carrying;
OBJ_DATA * on;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
AREA_DATA * zone;
PC_DATA * pcdata;
bool valid;
char * name;
long id;
sh_int version;
char * short_descr;
char * long_descr;
char * description;
char * prompt;
char * prefix;
sh_int group;
sh_int sex;
sh_int iclass;
sh_int race;
sh_int cabal;
sh_int hometown;
sh_int ethos;
sh_int level;
sh_int trust;
int played;
int lines; /* for the pager */
time_t logon;
sh_int timer;
sh_int wait;
sh_int daze;
sh_int hit;
int max_hit;
int mana;
int max_mana;
int move;
int max_move;
long gold;
long silver;
int exp;
long act;
long comm; /* RT added to pad the vector */
long wiznet; /* wiz stuff */
long imm_flags;
long res_flags;
long vuln_flags;
sh_int invis_level;
sh_int incog_level;
long affected_by;
long detection;
sh_int position;
sh_int practice;
sh_int train;
sh_int carry_weight;
sh_int carry_number;
sh_int saving_throw;
sh_int alignment;
sh_int hitroll;
sh_int damroll;
sh_int armor[4];
sh_int wimpy;
/* stats */
sh_int perm_stat[MAX_STATS];
sh_int mod_stat[MAX_STATS];
/* parts stuff */
long form;
long parts;
sh_int size;
char * material;
/* mobile stuff */
long off_flags;
sh_int damage[3];
sh_int dam_type;
sh_int start_pos;
sh_int default_pos;
int status;
int progtypes;
bool extracted;
char * in_mind;
int quest;
int religion;
CHAR_DATA * hunting; /* hunt data */
int endur;
bool riding; /* mount data */
CHAR_DATA * mount;
sh_int language;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
BUFFER * buffer;
bool valid;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
time_t last_note;
time_t last_idea;
time_t last_penalty;
time_t last_news;
time_t last_changes;
int perm_hit;
int perm_mana;
int perm_move;
sh_int true_sex;
int last_level;
sh_int condition [MAX_COND];
sh_int learned [MAX_SKILL];
sh_int points;
bool confirm_delete;
bool confirm_remort;
char * alias[MAX_ALIAS];
char * alias_sub[MAX_ALIAS];
long bank_s;
long bank_g;
int death;
int played;
int anti_killed;
int has_killed;
sh_int questgiver; /* quest */
int questpoints; /* quest */
sh_int nextquest; /* quest */
sh_int countdown; /* quest */
sh_int questobj; /* quest */
sh_int questmob; /* quest */
sh_int race; /* orginal race for polymorph */
sh_int time_flag; /* time log problem */
int log_date[MAX_TIME_LOG]; /* last MTL days */
int log_time[MAX_TIME_LOG]; /* min.s of playing each day */
};
/*
* Liquids.
*/
#define LIQ_WATER 0
struct liq_type
{
char * liq_name;
char * liq_color;
sh_int liq_affect[5];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
bool valid;
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
};
/*
* Prototype for an object. *OID*
*/
struct obj_index_data
{
OBJ_INDEX_DATA * next;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
bool new_format;
char * name;
char * short_descr;
char * description;
sh_int vnum;
sh_int reset_num;
char * material;
sh_int item_type;
int extra_flags;
int wear_flags;
sh_int level;
sh_int condition;
sh_int count;
sh_int weight;
int cost;
int value[5];
int progtypes;
int limit;
OPROG_DATA *oprogs;
};
/*
* One object. *OD*
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * next_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
OBJ_DATA * on;
CHAR_DATA * carried_by;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
bool valid;
bool enchanted;
char * owner;
char * name;
char * short_descr;
char * description;
sh_int item_type;
int extra_flags;
int wear_flags;
sh_int wear_loc;
sh_int weight;
int cost;
sh_int level;
sh_int condition;
char * material;
sh_int timer;
int value [5];
int progtypes;
char *from;
int altar;
int pit;
bool extracted;
int water_float;
};
/*
* Exit data.
*/
struct exit_data
{
union
{
ROOM_INDEX_DATA * to_room;
sh_int vnum;
} u1;
sh_int exit_info;
sh_int key;
char * keyword;
char * description;
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA * next;
char command;
sh_int arg1;
sh_int arg2;
sh_int arg3;
sh_int arg4;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
RESET_DATA * reset_first;
RESET_DATA * reset_last;
char * file_name;
char * name;
char * writer;
char * credits;
sh_int age;
sh_int nplayer;
sh_int low_range;
sh_int high_range;
sh_int min_vnum;
sh_int max_vnum;
bool empty;
unsigned long count;
char * resetmsg;
long area_flag;
};
struct room_history_data
{
char *name;
sh_int went;
ROOM_HISTORY_DATA *next;
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
ROOM_INDEX_DATA * aff_next;
CHAR_DATA * people;
OBJ_DATA * contents;
EXTRA_DESCR_DATA * extra_descr;
AREA_DATA * area;
EXIT_DATA * exit [6];
EXIT_DATA * old_exit[6];
char * name;
char * description;
char * owner;
sh_int vnum;
long room_flags;
sh_int light;
sh_int sector_type;
sh_int heal_rate;
sh_int mana_rate;
ROOM_HISTORY_DATA * history;
AFFECT_DATA * affected;
long affected_by;
};
/*
* Types of attacks.
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_HIT 1000
#define TYPE_HUNGER 999
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
#define TAR_OBJ_CHAR_DEF 5
#define TAR_OBJ_CHAR_OFF 6
#define TARGET_CHAR 0
#define TARGET_OBJ 1
#define TARGET_ROOM 2
#define TARGET_NONE 3
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
sh_int skill_level[MAX_CLASS]; /* Level needed by class */
sh_int rating[MAX_CLASS]; /* How hard it is to learn */
SPELL_FUN * spell_fun; /* Spell pointer (for spells) */
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int * pgsn; /* Pointer to associated gsn */
sh_int slot; /* Slot for #OBJECT loading */
sh_int min_mana; /* Minimum mana used */
sh_int beats; /* Waiting time after use */
char * noun_damage; /* Damage message */
char * msg_off; /* Wear off message */
char * msg_obj; /* Wear off message for obects */
sh_int cabal; /* Cabal spells */
long race; /* Race spells */
sh_int align; /* alignment of spells */
sh_int group; /* skill group for practicing */
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern sh_int gsn_backstab;
extern sh_int gsn_dodge;
extern sh_int gsn_envenom;
extern sh_int gsn_hide;
extern sh_int gsn_peek;
extern sh_int gsn_pick_lock;
extern sh_int gsn_sneak;
extern sh_int gsn_steal;
extern sh_int gsn_disarm;
extern sh_int gsn_enhanced_damage;
extern sh_int gsn_kick;
extern sh_int gsn_parry;
extern sh_int gsn_rescue;
extern sh_int gsn_second_attack;
extern sh_int gsn_third_attack;
extern sh_int gsn_blindness;
extern sh_int gsn_charm_person;
extern sh_int gsn_curse;
extern sh_int gsn_remove_curse;
extern sh_int gsn_invis;
extern sh_int gsn_mass_invis;
extern sh_int gsn_plague;
extern sh_int gsn_poison;
extern sh_int gsn_sleep;
extern sh_int gsn_fly;
extern sh_int gsn_death_protection;
extern sh_int gsn_sanctuary;
/* new gsns */
extern sh_int gsn_axe;
extern sh_int gsn_dagger;
extern sh_int gsn_flail;
extern sh_int gsn_mace;
extern sh_int gsn_polearm;
extern sh_int gsn_shield_block;
extern sh_int gsn_spear;
extern sh_int gsn_sword;
extern sh_int gsn_whip;
extern sh_int gsn_bash;
extern sh_int gsn_berserk;
extern sh_int gsn_dirt;
extern sh_int gsn_hand_to_hand;
extern sh_int gsn_trip;
extern sh_int gsn_fast_healing;
extern sh_int gsn_haggle;
extern sh_int gsn_lore;
extern sh_int gsn_meditation;
extern sh_int gsn_scrolls;
extern sh_int gsn_staves;
extern sh_int gsn_wands;
extern sh_int gsn_recall;
extern sh_int gsn_detect_hidden;
extern sh_int gsn_fourth_attack;
extern sh_int gsn_dual_backstab;
extern sh_int gsn_cleave;
extern sh_int gsn_counter;
extern sh_int gsn_ambush;
extern sh_int gsn_camouflage;
extern sh_int gsn_circle;
extern sh_int gsn_nerve;
extern sh_int gsn_endure;
extern sh_int gsn_quiet_movement;
extern sh_int gsn_herbs;
extern sh_int gsn_tame;
extern sh_int gsn_butcher;
extern sh_int gsn_assassinate;
extern sh_int gsn_wanted;
extern sh_int gsn_caltraps;
extern sh_int gsn_throw;
extern sh_int gsn_strangle;
extern sh_int gsn_blackjack;
extern sh_int gsn_bloodthirst;
extern sh_int gsn_spellbane;
extern sh_int gsn_resistance;
extern sh_int gsn_deathblow;
extern sh_int gsn_doppelganger;
extern sh_int gsn_fade;
extern sh_int gsn_garble;
extern sh_int gsn_confuse;
extern sh_int gsn_mirror;
extern sh_int gsn_track;
extern sh_int gsn_vanish;
extern sh_int gsn_chaos_blade;
extern sh_int gsn_terangreal;
extern sh_int gsn_dispel_evil;
extern sh_int gsn_dispel_good;
extern sh_int gsn_wrath;
extern sh_int gsn_stalker;
extern sh_int gsn_tesseract;
extern sh_int gsn_randomizer;
extern sh_int gsn_trophy;
extern sh_int gsn_truesight;
extern sh_int gsn_brew;
extern sh_int gsn_flamestrike;
extern sh_int gsn_shadowlife;
extern sh_int gsn_ruler_badge;
extern sh_int gsn_remove_badge;
extern sh_int gsn_dragon_strength;
extern sh_int gsn_dragon_breath;
extern sh_int gsn_warcry;
extern sh_int gsn_entangle;
extern sh_int gsn_dragonsword;
extern sh_int gsn_knight;
extern sh_int gsn_guard;
extern sh_int gsn_guard_call;
extern sh_int gsn_love_potion;
extern sh_int gsn_deafen;
extern sh_int gsn_protective_shield;
extern sh_int gsn_protection_heat_cold;
extern sh_int gsn_trance;
extern sh_int gsn_demon_summon;
extern sh_int gsn_nightwalker;
extern sh_int gsn_bear_call;
extern sh_int gsn_squire;
extern sh_int gsn_lightning_bolt;
extern sh_int gsn_disperse;
extern sh_int gsn_bless;
extern sh_int gsn_weaken;
extern sh_int gsn_haste;
extern sh_int gsn_cure_critical;
extern sh_int gsn_cure_serious;
extern sh_int gsn_burning_hands;
extern sh_int gsn_acid_blast;
extern sh_int gsn_ray_of_truth;
extern sh_int gsn_spell_craft;
extern sh_int gsn_giant_strength;
extern sh_int gsn_explode;
extern sh_int gsn_acid_breath;
extern sh_int gsn_fire_breath;
extern sh_int gsn_gas_breath;
extern sh_int gsn_frost_breath;
extern sh_int gsn_lightning_breath;
extern sh_int gsn_cure_light;
extern sh_int gsn_magic_missile;
extern sh_int gsn_demonfire;
extern sh_int gsn_faerie_fire;
extern sh_int gsn_shield;
extern sh_int gsn_chill_touch;
extern sh_int gsn_second_weapon;
extern sh_int gsn_target;
extern sh_int gsn_sand_storm;
extern sh_int gsn_scream;
extern sh_int gsn_enchant_sword;
extern sh_int gsn_tiger_power;
extern sh_int gsn_lion_call;
extern sh_int gsn_hara_kiri;
extern sh_int gsn_mouse;
extern sh_int gsn_enhanced_armor;
extern sh_int gsn_vampire;
extern sh_int gsn_vampiric_bite;
extern sh_int gsn_light_res;
extern sh_int gsn_blink;
extern sh_int gsn_hunt;
extern sh_int gsn_path_find;
extern sh_int gsn_critical;
extern sh_int gsn_detect_sneak;
extern sh_int gsn_mend;
extern sh_int gsn_shielding;
extern sh_int gsn_blind_fighting;
extern sh_int gsn_riding;
extern sh_int gsn_smithing;
extern sh_int gsn_swimming;
extern sh_int gsn_move_camf;
extern sh_int gsn_protection_heat;
extern sh_int gsn_protection_cold;
extern sh_int gsn_teleport;
extern sh_int gsn_witch_curse;
extern sh_int gsn_terangreal;
extern sh_int gsn_sebat;
extern sh_int gsn_kassandra;
extern sh_int gsn_matandra;
extern sh_int gsn_armor_use;
extern sh_int gsn_world_find;
extern sh_int gsn_vampiric_touch;
extern sh_int gsn_cure_poison;
extern sh_int gsn_fire_shield;
extern sh_int gsn_fear;
extern sh_int gsn_settraps;
extern sh_int gsn_mental_attack;
extern sh_int gsn_secondary_attack;
extern sh_int gsn_mortal_strike;
extern sh_int gsn_shield_cleave;
extern sh_int gsn_weapon_cleave;
extern sh_int gsn_slow;
extern sh_int gsn_imp_invis;
extern sh_int gsn_camp;
extern sh_int gsn_push;
extern sh_int gsn_tail;
extern sh_int gsn_power_stun;
extern sh_int gsn_cabal_recall;
extern sh_int gsn_escape;
extern sh_int gsn_lay_hands;
extern sh_int gsn_grip;
extern sh_int gsn_concentrate;
extern sh_int gsn_master_sword;
extern sh_int gsn_master_hand;
extern sh_int gsn_fifth_attack;
extern sh_int gsn_area_attack;
extern sh_int gsn_reserved;
extern sh_int gsn_bandage;
extern sh_int gsn_web;
extern sh_int gsn_bow;
extern sh_int gsn_bash_door;
extern sh_int gsn_katana;
extern sh_int gsn_bluefire;
extern sh_int gsn_crush;
extern sh_int gsn_perception;
extern sh_int gsn_control_animal;
extern sh_int gsn_sanctify_lands;
extern sh_int gsn_deadly_venom;
extern sh_int gsn_cursed_lands;
extern sh_int gsn_lethargic_mist;
extern sh_int gsn_black_death;
extern sh_int gsn_mysterious_dream;
extern sh_int gsn_sense_life;
extern sh_int gsn_arrow;
extern sh_int gsn_lance;
extern sh_int gsn_evil_spirit;
extern sh_int gsn_make_arrow;
extern sh_int gsn_green_arrow;
extern sh_int gsn_red_arrow;
extern sh_int gsn_white_arrow;
extern sh_int gsn_blue_arrow;
extern sh_int gsn_make_bow;
extern sh_int gsn_blindness_dust;
extern sh_int gsn_poison_smoke;
extern sh_int gsn_mastering_spell;
extern sh_int gsn_judge;
extern sh_int gsn_hand_block;
extern sh_int gsn_cross_block;
extern sh_int gsn_ground_strike;
extern sh_int gsn_neckguard;
extern sh_int gsn_lash;
extern sh_int gsn_claw;
extern sh_int gsn_absorb;
extern sh_int gsn_earthfade;
extern sh_int gsn_headguard;
extern sh_int gsn_blackguard;
extern sh_int gsn_mental_knife;
/*
* Utility macros.
*/
#define IS_VALID(data) ((data) != NULL && (data)->valid)
#define VALIDATE(data) ((data)->valid = TRUE)
#define INVALIDATE(data) ((data)->valid = FALSE)
#define UMIN(a, b) ((a) < (b) ? (a) : (b))
#define UMAX(a, b) ((a) > (b) ? (a) : (b))
#define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
#define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c))
#define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c))
#define IS_SET(flag, bit) ((flag) & (bit))
#define SET_BIT(var, bit) ((var) |= (bit))
#define REMOVE_BIT(var, bit) ((var) &= ~(bit))
#define IS_WATER( var ) (((var)->sector_type == SECT_WATER_SWIM) || \
((var)->sector_type == SECT_WATER_NOSWIM) )
#define PERCENT(cur, max) (max==0?0:((cur)*100)/(max))
/*
* Character macros.
*/
#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) >= LEVEL_HERO)
#define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level))
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define CAN_DETECT(ch, sn) (IS_SET((ch)->detection, (sn)))
#define IS_PK(ch, vt) (!IS_NPC((ch)) & !IS_NPC((vt)))
#define RACE(ch) (ch->race)
#define ORG_RACE(ch) (IS_NPC(ch) ? ch->pIndexData->race : ch->pcdata->race)
#define GET_AGE(ch) ((int) (17 + ((ch)->played \
+ current_time - (ch)->logon )/72000))
#define IS_GOOD(ch) (ch->alignment >= 350)
#define IS_EVIL(ch) (ch->alignment <= -350)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define IS_AWAKE(ch) (ch->position > POS_SLEEPING)
#define GET_AC(ch,type) ((ch)->armor[type] \
+ ( IS_AWAKE(ch) \
? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ))
#define GET_HITROLL(ch) \
((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit)
#define GET_DAMROLL(ch) \
((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam)
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define WAIT_STATE(ch, npulse) ((ch)->wait = IS_IMMORTAL((ch))?1:UMAX((ch)->wait, (npulse)))
#define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver/10 + \
(ch)->gold * 2 / 5)
/*
* room macros
*/
#define IS_ROOM_AFFECTED(room, sn) (IS_SET((room)->affected_by, (sn)))
#define IS_RAFFECTED(room, sn) (IS_SET((room)->affected_by, (sn)))
#define MOUNTED(ch) ((!IS_NPC(ch) && ch->mount && ch->riding) ? \
ch->mount : NULL)
#define RIDDEN(ch) ((IS_NPC(ch) && ch->mount && ch->riding) ? \
ch->mount : NULL)
#define IS_DRUNK(ch) (IS_NPC(ch) ? \
FALSE : ch->pcdata->condition[COND_DRUNK] > 10)
#define IS_GOLEM( ch ) (IS_NPC(ch) &&\
(ch->pIndexData->vnum==MOB_VNUM_LESSER_GOLEM \
|| ch->pIndexData->vnum==MOB_VNUM_STONE_GOLEM \
|| ch->pIndexData->vnum==MOB_VNUM_IRON_GOLEM \
|| ch->pIndexData->vnum==MOB_VNUM_ADAMANTITE_GOLEM ) )
/*
* Object macros.
*/
#define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part)))
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat)))
#define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat)))
#define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \
(obj)->value[4] : 100)
/* skill defines */
#define CLEVEL_OK(ch,skill) (ch->level >= skill_table[skill].skill_level[ch->iclass] )
#define RACE_OK(ch,skill) IS_SET(skill_table[skill].race,(1 << (ORG_RACE(ch) - 1) ))
#define CABAL_OK(ch,skill) (skill_table[skill].cabal == CABAL_NONE || skill_table[skill].cabal == ch->cabal )
#define ALIGN_OK(ch,skill) (skill_table[skill].align == -1 || skill_table[skill].align == ch->alignment )
/*
* Description macros.
*/
#define PERS(ch, looker) ( can_see( looker, (ch) ) ? \
( IS_NPC(ch) ? (ch)->short_descr :((IS_VAMPIRE(ch) && !IS_IMMORTAL(looker))? "An ugly creature" : (ch)->name ) ) \
: ( (!IS_NPC(ch) && (ch)->level > (LEVEL_HERO)) ? "an immortal" : "someone" ) )
/* new defines */
#define MAX_CHARM(ch) ((get_curr_stat(ch,STAT_INT) / 6) + (ch->level / 45))
/*
* Structure for a social in the socials table.
*/
struct social_type
{
char name[20];
char * char_no_arg;
char * others_no_arg;
char * char_found;
char * others_found;
char * vict_found;
char * char_not_found;
char * char_auto;
char * others_auto;
};
/*
* Global constants.
*/
extern const struct str_app_type str_app [26];
extern const struct int_app_type int_app [26];
extern const struct wis_app_type wis_app [26];
extern const struct dex_app_type dex_app [26];
extern const struct con_app_type con_app [26];
extern const struct language_type language_table [MAX_LANGUAGE];
extern const struct translation_type translation_table [];
extern const struct cmd_type cmd_table [];
extern const struct class_type class_table [MAX_CLASS];
extern const struct weapon_type weapon_table [];
extern const struct item_type item_table [];
extern const struct wiznet_type wiznet_table [];
extern const struct attack_type attack_table [];
extern const struct race_type race_table [];
extern const struct pc_race_type pc_race_table [MAX_PC_RACE];
extern struct cabal_type cabal_table [];
extern const struct color_type color_table [];
extern const struct religion_type religion_table [];
extern const struct spec_type spec_table [];
extern const struct prac_type prac_table [];
extern const struct liq_type liq_table [];
extern const struct skill_type skill_table [MAX_SKILL];
extern const struct hometown_type hometown_table [];
extern const struct ethos_type ethos_table [];
extern struct social_type social_table [MAX_SOCIALS];
extern char * const title_table [MAX_CLASS]
[MAX_LEVEL+1]
[2];
extern char * const dir_name [];
extern char * const distance [];
extern const sh_int rev_dir [];
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern SHOP_DATA * shop_first;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern OBJ_DATA * object_list;
extern AUCTION_DATA * auction;
extern ROOM_INDEX_DATA * top_affected_room;
extern char bug_buf [];
extern time_t current_time;
extern time_t boot_time;
extern bool fLogAll;
extern FILE * fpReserve;
extern KILL_DATA kill_table [];
extern char log_buf [];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern long total_levels;
extern int reboot_counter;
extern int time_sync;
extern int max_newbies;
extern int max_oldies;
extern int iNumPlayers;
/*
* 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(linux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(macintosh)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(MIPS_OS)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(MSDOS)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(NeXT)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(sequent)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(sun)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
#if defined(SYSV)
size_t fread args( ( void *ptr, size_t size, size_t n,
FILE *stream) );
#elif !defined(__SVR4)
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
#endif
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(ultrix)
char * crypt args( ( const char *key, const char *salt ) );
#endif
/*
* The crypt(3) function is not available on some operating systems.
* In particular, the U.S. Government prohibits its export from the
* United States to foreign countries.
* Turn on NOCRYPT to keep passwords in plain text.
*/
#if defined(NOCRYPT)
#define crypt(s1, s2) (s1)
#endif
/*
* Data files used by the server.
*
* AREA_LIST contains a list of areas to boot.
* All files are read in completely at bootup.
* Most output files (bug, idea, typo, shutdown) are append-only.
*
* The NULL_FILE is held open so that we have a stream handle in reserve,
* so players can go ahead and telnet to all the other descriptors.
* Then we close it whenever we need to open a file (e.g. a save file).
*/
#if defined(macintosh)
#define PLAYER_DIR "" /* Player files */
#define TEMP_FILE "romtmp"
#define NULL_FILE "proto.are" /* To reserve one stream */
#endif
#if defined(MSDOS)
#define PLAYER_DIR "" /* Player files */
#define TEMP_FILE "romtmp"
#define NULL_FILE "nul" /* To reserve one stream */
#endif
#if defined(unix)
#define PLAYER_DIR "../player/" /* Player files */
#define REMORT_DIR "../remort/" /* list of remorted heros */
#define GOD_DIR "../gods/" /* list of gods */
#define TEMP_FILE "../player/romtmp"
#define NULL_FILE "/dev/null" /* To reserve one stream */
#endif
#define AREA_LIST "area.lst" /* List of areas*/
#define BUG_FILE "bugs.txt" /* For 'bug' and bug()*/
#define TYPO_FILE "typos.txt" /* For 'typo'*/
#define NOTE_FILE "notes.not"/* For 'notes'*/
#define IDEA_FILE "ideas.not"
#define PENALTY_FILE "penal.not"
#define NEWS_FILE "news.not"
#define CHANGES_FILE "chang.not"
#define SHUTDOWN_FILE "shutdown.txt"/* For 'shutdown'*/
#define BAN_FILE "ban.txt"
#define AREASTAT_FILE "area_stat.txt"
#define IMM_LOG_FILE "../gods/immortals.log"
/*
* 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 AD AFFECT_DATA
/* act_comm.c */
void check_sex args( ( CHAR_DATA *ch) );
void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void stop_follower args( ( CHAR_DATA *ch ) );
void nuke_pets args( ( CHAR_DATA *ch ) );
void die_follower args( ( CHAR_DATA *ch ) );
bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
/* act_hera.c */
/* enter.c */
RID *get_random_room args ( (CHAR_DATA *ch) );
/* hunt.c */
void hunt_victim(CHAR_DATA *ch);
/* act_info.c */
void set_title args( ( CHAR_DATA *ch, char *title ) );
char *get_cond_alias args( ( OBJ_DATA *obj ) );
/* act_move.c */
void move_char args( ( CHAR_DATA *ch, int door, bool follow ) );
char * find_way args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *rstart, ROOM_INDEX_DATA *rend ) );
/* act_obj.c */
bool can_loot args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,OBJ_DATA *container ) );
int floating_time args( ( OBJ_DATA *obj ) );
bool may_float args( ( OBJ_DATA *obj ) );
bool cant_float args( ( OBJ_DATA *obj ) );
/* act_wiz.c */
void wiznet args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj,
long flag, long flag_skip, int min_level ) );
void reboot_anatolia args( ( bool fmessage) );
/* ban.c */
bool check_ban args( ( char *site, int type) );
/* comm.c */
void show_string args( ( struct descriptor_data *d, char *input) );
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt,
int length ) );
void send_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void send_ch_color args( ( const char *txt, CHAR_DATA *ch , int min , ... ) );
void page_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void act args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void act_new args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type,
int min_pos) );
void act_color args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type,
int min_pos, ...) );
void dump_to_scr args( ( char *text ) );
/* db.c */
char * print_flags args( ( int flag ));
void boot_db args( ( void ) );
CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) );
void clone_mobile args( ( CHAR_DATA *parent, CHAR_DATA *clone) );
OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
OD * create_object_nocount args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
OD * create_object_org args((OBJ_INDEX_DATA *pObjIndex,int level,bool Count));
void clone_object args( ( OBJ_DATA *parent, OBJ_DATA *clone ) );
void clear_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 ) );
long fread_flag args( ( FILE *fp ) );
char * fread_string args( ( FILE *fp ) );
char * fread_string_eol args(( FILE *fp ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp ) );
long flag_convert args( ( char letter) );
void * alloc_mem args( ( int sMem ) );
void * alloc_perm args( ( int sMem ) );
void free_mem args( ( void *pMem, int sMem ) );
char * str_dup args( ( const char *str ) );
void free_string args( ( char *pstr ) );
int number_fuzzy args( ( int number ) );
int number_range args( ( int from, int to ) );
int number_percent args( ( void ) );
int number_door args( ( void ) );
int number_bits args( ( int width ) );
long number_mm args( ( void ) );
int dice args( ( int number, int size ) );
int interpolate args( ( int level, int value_00, int value_32 ) );
void smash_tilde args( ( char *str ) );
bool str_cmp args( ( const char *astr, const char *bstr ) );
bool str_prefix args( ( const char *astr, const char *bstr ) );
bool str_infix args( ( const char *astr, const char *bstr ) );
bool str_suffix args( ( const char *astr, const char *bstr ) );
char * capitalize args( ( const char *str ) );
void append_file args( ( CHAR_DATA *ch, char *file, char *str ) );
void bug args( ( const char *str, int param ) );
void log_string args( ( const char *str ) );
void tail_chain args( ( void ) );
/* effect.c */
void acid_effect args( (void *vo, int level, int dam, int target) );
void cold_effect args( (void *vo, int level, int dam, int target) );
void fire_effect args( (void *vo, int level, int dam, int target) );
void poison_effect args( (void *vo, int level, int dam, int target) );
void shock_effect args( (void *vo, int level, int dam, int target) );
void sand_effect args( (void *vo, int level, int dam, int target) );
void scream_effect args( (void *vo, int level, int dam, int target) );
/* fight.c */
bool is_safe args( (CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe_nomessage args( (CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe_spell args( (CHAR_DATA *ch, CHAR_DATA *victim, bool area ) );
void violence_update args( ( void ) );
void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
bool damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int iclass, bool show ) );
bool damage_old args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int iclass, bool show ) );
void update_pos args( ( CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
bool can_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
void gods_protect_msg args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
CHAR_DATA * check_guard args((CHAR_DATA *ch, CHAR_DATA *mob));
/* handler.c */
AD *affect_find args( (AFFECT_DATA *paf, int sn));
void affect_check args( (CHAR_DATA *ch, int where, int vector) );
int count_users args( (OBJ_DATA *obj) );
void deduct_cost args( (CHAR_DATA *ch, int cost) );
void affect_enchant args( (OBJ_DATA *obj) );
int check_immune args( (CHAR_DATA *ch, int dam_type) );
bool check_material args( (OBJ_DATA *obj, char *material ) );
bool is_metal args( (OBJ_DATA *obj ) );
bool cabal_ok args( ( CHAR_DATA *ch, sh_int sn ) );
int liq_lookup args( ( const char *name) );
int material_lookup args( ( const char *name) );
int weapon_lookup args( ( const char *name) );
int weapon_type args( ( const char *name) );
char *weapon_name args( ( int weapon_Type) );
int item_lookup args( ( const char *name) );
char *item_name args( ( int item_type) );
int attack_lookup args( ( const char *name) );
int race_lookup args( ( const char *name) );
long wiznet_lookup args( ( const char *name) );
int class_lookup args( ( const char *name) );
int cabal_lookup args( ( const char *argument) );
bool is_old_mob args ( (CHAR_DATA *ch) );
int get_skill args( ( CHAR_DATA *ch, int sn ) );
int get_weapon_sn args( ( CHAR_DATA *ch, bool second) );
int get_weapon_skill args(( CHAR_DATA *ch, int sn ) );
int get_age args( ( CHAR_DATA *ch ) );
void reset_char args( ( CHAR_DATA *ch ) );
int get_trust args( ( CHAR_DATA *ch ) );
int get_curr_stat args( ( CHAR_DATA *ch, int stat ) );
int get_max_train args( ( CHAR_DATA *ch, int stat ) );
int get_max_train2 args( ( CHAR_DATA *ch, int stat ) );
int can_carry_n args( ( CHAR_DATA *ch ) );
int can_carry_w args( ( CHAR_DATA *ch ) );
bool is_name args( ( char *str, char *namelist ) );
bool is_name_imm args( ( char *str, char *namelist ) );
void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) );
void affect_strip args( ( CHAR_DATA *ch, int sn ) );
bool is_affected args( ( CHAR_DATA *ch, int sn ) );
void affect_to_room args( ( ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) );
void affect_remove_room args( ( ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) );
void affect_strip_room args( ( ROOM_INDEX_DATA *ch, int sn ) );
bool is_affected_room args( ( ROOM_INDEX_DATA *ch, int sn ) );
void affect_join_room args( ( ROOM_INDEX_DATA *ch, AFFECT_DATA *paf ) );
void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void char_from_room args( ( CHAR_DATA *ch ) );
void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void obj_from_char args( ( OBJ_DATA *obj ) );
int apply_ac args( ( OBJ_DATA *obj, int iWear, int type ) );
OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) );
void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void obj_from_room args( ( OBJ_DATA *obj ) );
void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) );
void obj_from_obj args( ( OBJ_DATA *obj ) );
void extract_obj args( ( OBJ_DATA *obj ) );
void extract_obj_nocount args( ( OBJ_DATA *obj ) );
void extract_obj_1 args( ( OBJ_DATA *obj, bool count ) );
void extract_char args( ( CHAR_DATA *ch, bool fPull ) );
void extract_char_nocount args( ( CHAR_DATA *ch, bool fPull ) );
void extract_char_org args( ( CHAR_DATA *ch, bool fPull, bool Count ) );
CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_room2 args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room,char *argument, int *number ) );
CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_area 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_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 ) );
OD * create_money args( ( int gold, int silver ) );
int get_obj_number args( ( OBJ_DATA *obj ) );
int get_obj_realnumber args( ( OBJ_DATA *obj ) );
int get_obj_weight args( ( OBJ_DATA *obj ) );
int get_true_weight args( ( OBJ_DATA *obj ) );
bool room_is_dark args( ( CHAR_DATA *ch ) );
bool room_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool isn_dark_safe args( ( CHAR_DATA *ch ) );
bool is_room_owner args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) );
bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool can_see_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) );
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 * raffect_loc_name args( ( int location ) );
char * affect_bit_name args( ( int vector ) );
char * detect_bit_name args( ( int location ) );
char * raffect_bit_name args( ( int vector ) );
char * extra_bit_name args( ( int extra_flags ) );
char * wear_bit_name args( ( int wear_flags ) );
char * act_bit_name args( ( int act_flags ) );
char * off_bit_name args( ( int off_flags ) );
char * imm_bit_name args( ( int imm_flags ) );
char * form_bit_name args( ( int form_flags ) );
char * part_bit_name args( ( int part_flags ) );
char * weapon_bit_name args( ( int weapon_flags ) );
char * comm_bit_name args( ( int comm_flags ) );
char * cont_bit_name args( ( int cont_flags) );
char * flag_room_name args( ( int vector) );
void room_record args( ( char *name, ROOM_INDEX_DATA *room,sh_int door) );
int ch_skill_nok args( ( CHAR_DATA *ch , int skill ) );
int ch_skill_nok_nomessage args( ( CHAR_DATA *ch , int skill ) );
int affect_check_obj args( (CHAR_DATA *ch, int vector) );
bool is_safe_rspell args( ( int level, CHAR_DATA *victim) );
int count_charmed args( ( CHAR_DATA *ch ) );
void add_mind args( ( CHAR_DATA *ch, char *str) );
void remove_mind args( ( CHAR_DATA *ch, char *str) );
void back_home args( ( CHAR_DATA *ch ) );
CD* find_char args( ( CHAR_DATA *ch, char *argument, int door, int range) );
CD* get_char_spell args( ( CHAR_DATA *ch, char *argument, int *door, int range) );
void path_to_track args( ( CHAR_DATA *ch, CHAR_DATA *victim, int door) );
OD * get_wield_char args( ( CHAR_DATA *ch, bool second ) );
OD * get_hold_char args( ( CHAR_DATA *ch ) );
OD * get_shield_char args( ( CHAR_DATA *ch ) );
OD * get_light_char args( ( CHAR_DATA *ch ) );
OD * get_weapon_char args( ( CHAR_DATA *ch, int wType ) );
bool is_wielded_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool is_equiped_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
bool is_equiped_n_char args( ( CHAR_DATA *ch, int vnum, int iWear ) );
int count_worn args( ( CHAR_DATA *ch, int iWear ) );
int max_can_wear args( ( CHAR_DATA *ch, int iWear ) );
int get_total_played args( ( CHAR_DATA *ch ) );
int parse_date args( ( time_t t ) );
int parse_time args( ( time_t t ) );
int parse_time_spec args( ( time_t t ) );
/* interp.c */
void interpret args( ( CHAR_DATA *ch, char *argument, bool is_order ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
int mult_argument args( ( char *argument, char *arg) );
char * one_argument args( ( char *argument, char *arg_first ) );
/* interp-alias.c */
void substitute_alias args( (DESCRIPTOR_DATA *d, char *input) );
/* magic.c */
int find_spell args( ( CHAR_DATA *ch, const char *name) );
int mana_cost (CHAR_DATA *ch, int min_mana, int level);
int skill_lookup args( ( const char *name ) );
int slot_lookup args( ( int slot ) );
bool saves_spell args( ( int level, CHAR_DATA *victim, int dam_type ) );
bool check_dispel args(( int dis_level, CHAR_DATA *victim, int sn));
void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) );
/* save.c */
void save_char_obj args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
/* skills.c */
int exp_to_level args( ( CHAR_DATA *ch, int points ) );
int base_exp args( ( CHAR_DATA *ch, int points ) );
int exp_this_level args( ( CHAR_DATA *ch, int level, int points ) );
int exp_per_level args( ( CHAR_DATA *ch, int points ) );
void check_improve args( ( CHAR_DATA *ch, int sn, bool success,
int multiplier ) );
int group_lookup args( (const char *name) );
void group_add args( ( CHAR_DATA *ch ) );
/* special.c */
SF * spec_lookup args( ( const char *name ) );
char * spec_name args( ( SPEC_FUN *function ) );
/* teleport.c */
RID * room_by_name args( ( char *target, int level, bool error) );
/* update.c */
void advance_level args( ( CHAR_DATA *ch ) );
void gain_exp args( ( CHAR_DATA *ch, int gain ) );
void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) );
void update_handler args( ( void ) );
void char_update args( ( void ) );
void obj_update args( ( void ) );
void area_update args( ( void ) );
void room_update args( ( void ) );
void track_update args( ( void ) );
/* obj_prog.c */
void oprog_set(OBJ_INDEX_DATA *, const char *, const char *);
/* mob_prog.c */
void mprog_set(MOB_INDEX_DATA *, const char *, const char *);
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef AD