/***************************************************************************
* 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>
typedef int ch_ret;
typedef int obj_ret;
#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
/*
* 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
typedef unsigned char bool;
#define KEY( literal, field, value ) \
if ( !str_cmp( word, (literal) ) ) \
{ \
(field) = (value); \
fMatch = TRUE; \
break; \
}
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct auction_data AUCTION_DATA; /* auction 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 note_data NOTE_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 repairshop_data REPAIR_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 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 senate_data SENATE_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 teleport_data TELEPORT_DATA;
typedef struct timer_data TIMER;
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 cmd_type CMDTYPE;
typedef struct killed_data KILLED_DATA;
typedef struct wizent WIZENT;
typedef struct specfun_list SPEC_LIST;
/*
* 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_RACE 17
#define MAX_NPC_RACE 91
#define MAX_LEVEL 105
#define MAX_CLAN 50
#define MAX_PLANET 100
#define MAX_SHIP 1000
#define MAX_BOUNTY 255
#define MAX_GOV 255
#define MAX_HERB 20
#define LEVEL_HERO (MAX_LEVEL - 5)
#define LEVEL_IMMORTAL (MAX_LEVEL - 4)
#define LEVEL_SUPREME MAX_LEVEL
#define LEVEL_INFINITE (MAX_LEVEL - 1)
#define LEVEL_ETERNAL (MAX_LEVEL - 1)
#define LEVEL_IMPLEMENTOR (MAX_LEVEL - 1)
#define LEVEL_SUB_IMPLEM (MAX_LEVEL - 1)
#define LEVEL_ASCENDANT (MAX_LEVEL - 2)
#define LEVEL_GREATER (MAX_LEVEL - 2)
#define LEVEL_GOD (MAX_LEVEL - 2)
#define LEVEL_LESSER (MAX_LEVEL - 3)
#define LEVEL_TRUEIMM (MAX_LEVEL - 3)
#define LEVEL_DEMI (MAX_LEVEL - 3)
#define LEVEL_SAVIOR (MAX_LEVEL - 3)
#define LEVEL_CREATOR (MAX_LEVEL - 3)
#define LEVEL_ACOLYTE (MAX_LEVEL - 4)
#define LEVEL_NEOPHYTE (MAX_LEVEL - 4)
#define LEVEL_AVATAR (MAX_LEVEL - 5)
#include "hotboot.h"
#include "account.h"
#define LEVEL_LOG LEVEL_LESSER
#define LEVEL_HIGOD LEVEL_GOD
#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)
/*
* Command logging types.
*/
typedef enum
{
LOG_NORMAL, LOG_ALWAYS, LOG_NEVER, LOG_BUILD, LOG_HIGH, LOG_COMM, LOG_ALL
} log_types;
/* 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;
};
/*
* 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 = 255
} 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
#include "color.h"
#ifdef IMC
#include "imc.h"
#endif
/*
* do_who output structure -- Narn
*/
struct who_data
{
WHO_DATA *prev;
WHO_DATA *next;
char *text;
int type;
};
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA *next;
BAN_DATA *prev;
char *name;
int level;
char *ban_time;
};
/*
* 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;
};
struct hour_min_sec
{
int hour;
int min;
int sec;
int manual;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
};
/*
* Structure used to build wizlist
*/
struct wizent
{
WIZENT *next;
WIZENT *last;
char *name;
short level;
};
/*
* Connected state for a channel.
*/
typedef enum
{
CON_GET_NAME = -99,
CON_GET_OLD_PASSWORD, CON_CONFIRM_NEW_NAME,
CON_GET_NEW_PASSWORD, CON_CONFIRM_NEW_PASSWORD,
CON_GET_NEW_SEX, CON_GET_NEW_CLASS, CON_READ_MOTD,
CON_GET_NEW_RACE, CON_GET_EMULATION, CON_GET_MSP,
CON_ROLL_STATS, CON_STATS_OK,
CON_GET_WANT_RIPANSI, CON_TITLE, CON_PRESS_ENTER,
CON_WAIT_1, CON_WAIT_2, CON_WAIT_3,
CON_ACCEPTED, CON_GET_PKILL, CON_READ_IMOTD,
CON_COPYOVER_RECOVER, CON_PLAYING = 0, CON_EDITING,
// Account Connection Types
CON_GET_ACCOUNT_NAME, CON_GET_ACCOUNT_NEW_PASS, CON_ACCOUNT_PENDING, CON_GET_ACCOUNT_OLD_PASS,
CON_GET_ACCOUNT_NAME_CONFIRM, CON_GET_ACCOUNT_FIRST, CON_ACCOUNT_ADD_CHAR, CON_ACCOUNT_CONFIRM_PASS,
CON_ACCOUNT_ADD_CHAR_PASS, CON_ACCOUNT_GET_EMAIL, CON_ACCOUNT_CONFIRM_EMAIL, CON_ACCOUNT_PAGEIMM,
CON_ACCOUNT_CHATTING, CON_ACCOUNT_GET_PASSWORD, CON_ACCOUNT_PASSWORD_NEW, CON_ACCOUNT_PASSWORD_CONFIRM
} 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_ROOM_DESC, SUB_ROOM_EXTRA,
SUB_ROOM_EXIT_DESC, SUB_WRITING_NOTE, SUB_MPROG_EDIT, SUB_HELP_EDIT,
SUB_WRITING_MAP, SUB_PERSONAL_BIO, SUB_REPEATCMD, SUB_RESTRICTED,
/*
* timer types ONLY below this point
*/
SUB_TIMER_DO_ABORT = 128, SUB_TIMER_CANT_ABORT
} char_substates;
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA *next;
DESCRIPTOR_DATA *prev;
DESCRIPTOR_DATA *snoop_by;
CHAR_DATA *character;
CHAR_DATA *original;
ACCOUNT_DATA *account;
struct mccp_data *mccp; /* Mud Client Compression Protocol */
bool can_compress;
char *host;
char *hostip;
int port;
int descriptor;
short connected;
short idle;
short lines;
short 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 newstate;
unsigned char prevcolor;
};
/*
* Attribute bonus structures.
*/
struct str_app_type
{
short tohit;
short todam;
short carry;
short wield;
};
struct int_app_type
{
short learn;
};
struct wis_app_type
{
short practice;
};
struct dex_app_type
{
short defensive;
};
struct con_app_type
{
short hitp;
short shock;
};
struct cha_app_type
{
short charm;
};
struct lck_app_type
{
short luck;
};
struct frc_app_type
{
short force;
};
/* ability classes */
#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 LEADERSHIP_ABILITY 6
#define FORCE_ABILITY 7
/* the races */
#define RACE_HUMAN 0
#define RACE_WOOKIEE 1
#define RACE_TWI_LEK 2
#define RACE_RODIAN 3
#define RACE_HUTT 4
#define RACE_MON_CALAMARI 5
#define RACE_NOGHRI 6
#define RACE_GAMORREAN 7
#define RACE_JAWA 8
#define RACE_ADARIAN 9
#define RACE_EWOK 10
#define RACE_VERPINE 11
#define RACE_DEFEL 12
#define RACE_TRANDOSHAN 13
#define RACE_CHADRA_FAN 14
#define RACE_DUINUOGWUIN 16 /* big mistake was causing mass chaos */
#define RACE_QUARREN 15
/*
* Languages -- Altrag
*/
#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_EWOK BV07
#define LANG_ITHORIAN BV08
#define LANG_GOTAL BV09
#define LANG_DEVARONIAN BV10
#define LANG_DROID BV11
#define LANG_SPIRITUAL BV12
#define LANG_MAGICAL BV13
#define LANG_GAMORREAN BV14
#define LANG_GOD BV15
#define LANG_ANCIENT BV16
#define LANG_JAWA BV17
#define LANG_CLAN BV18
#define LANG_ADARIAN BV19
#define LANG_VERPINE BV20
#define LANG_DEFEL BV21
#define LANG_TRANDOSHAN BV22
#define LANG_CHADRA_FAN BV23
#define LANG_QUARREN BV24
#define LANG_DUINUOGWUIN BV25
#define LANG_UNKNOWN 0 /* Anything that doesnt fit a category */
#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)
/* 26 Languages */
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
#define INIT_WEAPON_CONDITION 12
#define MAX_ITEM_IMPACT 30
/*
* Help table types.
*/
struct help_data
{
HELP_DATA *next;
HELP_DATA *prev;
short 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 */
short buy_type[MAX_TRADE]; /* Item types shop will buy */
short profit_buy; /* Cost multiplier for buying */
short profit_sell; /* Cost multiplier for selling */
short open_hour; /* First opening hour */
short 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 */
short fix_type[MAX_FIX]; /* Item types shop will fix */
short profit_fix; /* Cost multiplier for fixing */
short shop_type; /* Repair shop type */
short open_hour; /* First opening hour */
short 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 fileprog;
};
bool MOBtrigger;
/* race dedicated stuff */
struct race_type
{
char race_name[16]; /* Race name */
int affected; /* Default affect bitvectors */
short str_plus; /* Str bonus/penalty */
short dex_plus; /* Dex " */
short wis_plus; /* Wis " */
short int_plus; /* Int " */
short con_plus; /* Con " */
short cha_plus; /* Cha " */
short lck_plus; /* Lck " */
short frc_plus; /* Frc " */
short hit;
short mana;
short resist;
short suscept;
int class_restriction; /* Flags for illegal classes */
int language; /* Default racial language */
};
typedef enum
{
CLAN_PLAIN, CLAN_CRIME, CLAN_GUILD, CLAN_SUBCLAN
} clan_types;
typedef enum
{ SHIP_CIVILIAN, SHIP_REPUBLIC, SHIP_IMPERIAL, MOB_SHIP } ship_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_states;
typedef enum
{ MISSILE_READY, MISSILE_FIRED, MISSILE_RELOAD, MISSILE_RELOAD_2, MISSILE_DAMAGED } missile_states;
typedef enum
{ FIGHTER_SHIP, MIDSIZE_SHIP, CAPITAL_SHIP, SHIP_PLATFORM, CLOUD_CAR, OCEAN_SHIP, LAND_SPEEDER, WHEELED, LAND_CRAWLER,
WALKER
} ship_classes;
typedef enum
{ CONCUSSION_MISSILE, PROTON_TORPEDO, HEAVY_ROCKET, HEAVY_BOMB } missile_types;
typedef enum
{ GROUP_CLAN, GROUP_COUNCIL, GROUP_GUILD } group_types;
#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 gravitys1;
int gravitys2;
int gravityp1;
int gravityp2;
int gravityp3;
int p1_low;
int p1_high;
int p2_low;
int p2_high;
int p3_low;
int p3_high;
int crash;
};
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;
CHAR_DATA *mob;
ROOM_INDEX_DATA *reset_loc;
PLANET_DATA *planet;
};
struct senate_data
{
SENATE_DATA *next;
SENATE_DATA *prev;
char *name;
};
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;
};
#define PLANET_NOCAPTURE BV00
struct clan_data
{
CLAN_DATA *next; /* next clan in list */
CLAN_DATA *prev; /* previous clan in list */
CLAN_DATA *next_subclan;
CLAN_DATA *prev_subclan;
CLAN_DATA *first_subclan;
CLAN_DATA *last_subclan;
CLAN_DATA *mainclan;
char *filename; /* Clan filename */
char *name; /* Clan name */
char *description; /* A brief description of the clan */
char *leader; /* Head clan leader */
char *number1; /* First officer */
char *number2; /* Second officer */
int pkills; /* Number of pkills on behalf of clan */
int pdeaths; /* Number of pkills against clan */
int mkills; /* Number of mkills on behalf of clan */
int mdeaths; /* Number of clan deaths due to mobs */
short clan_type; /* See clan type defines */
short members; /* Number of clan members */
int board; /* Vnum of clan board */
int storeroom; /* Vnum of clan's store room */
int guard1; /* Vnum of clan guard type 1 */
int guard2; /* Vnum of clan guard type 2 */
int patrol1; /* vnum of patrol */
int patrol2; /* vnum of patrol */
int trooper1; /* vnum of reinforcements */
int trooper2; /* vnum of elite troopers */
long int funds;
int spacecraft;
int vehicles;
int jail;
char *tmpstr;
};
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;
char *filename;
char *name;
char *home;
char *description;
char *owner;
char *pilot;
char *copilot;
char *dest;
short type;
short class;
short comm;
short sensor;
short astro_array;
short hyperspeed;
int hyperdistance;
short realspeed;
short currspeed;
short shipstate;
short statet0;
short statet1;
short statet2;
short missiletype;
short missilestate;
short missiles;
short maxmissiles;
short torpedos;
short maxtorpedos;
short rockets;
short maxrockets;
short lasers;
short tractorbeam;
short manuever;
bool bayopen;
bool hatchopen;
bool autorecharge;
bool autotrack;
bool autospeed;
float vx, vy, vz;
float hx, hy, hz;
float jx, jy, jz;
int maxenergy;
int energy;
int shield;
int maxshield;
int hull;
int maxhull;
int cockpit;
int turret1;
int turret2;
int location;
int lastdoc;
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;
short chaff;
short maxchaff;
bool chaff_released;
bool autopilot;
};
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;
short missiletype;
short age;
int speed;
int mx, my, mz;
};
struct tourney_data
{
int open;
int low_level;
int hi_level;
};
/*
* 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 */
short num_posts; /* Number of notes on this board */
short min_read_level; /* Minimum level to read a note */
short min_post_level; /* Minimum level to post a note */
short min_remove_level; /* Minimum level to remove a note */
short 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;
short type;
int duration;
short location;
int modifier;
int bitvector;
};
/*
* A SMAUG spell
*/
struct smaug_affect
{
SMAUG_AFF *next;
char *duration;
short 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_ANIMATED_CORPSE 5
#define MOB_VNUM_POLY_WOLF 10
#define MOB_VNUM_STORMTROOPER 20
#define MOB_VNUM_IMP_GUARD 21
#define MOB_VNUM_NR_GUARD 22
#define MOB_VNUM_NR_TROOPER 23
#define MOB_VNUM_MERCINARY 24
#define MOB_VNUM_BOUNCER 25
#define MOB_VNUM_SUPERMOB 3
/*
* 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_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_POLYSELF BV13
#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_POLYMORPHED BV22 /* Mob is a ch */
#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_PROTOTYPE BV30 /* A prototype mob */
/* 20 acts */
/* bits for vip flags */
#define VIP_CORUSCANT BV00
#define VIP_KASHYYYK BV01
#define VIP_RYLOTH BV02
#define VIP_RODIA BV03
#define VIP_NAL_HUTTA BV04
#define VIP_MON_CALAMARI BV05
#define VIP_HONOGHR BV06
#define VIP_GAMORR BV07
#define VIP_TATOOINE BV08
#define VIP_ADARI BV09
#define VIP_BYSS BV10
#define VIP_ENDOR BV11
#define VIP_ROCHE BV12
#define VIP_AF_EL BV13
#define VIP_TRANDOSH BV14
#define VIP_CHAD BV15
/* 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
/*
* 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_HAUS1 BV27 /* not used */
#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_BACKSTAB BV10
/*
* Defense types
*/
#define DFND_PARRY BV00
#define DFND_DODGE BV01
#define DFND_DISARM BV19
#define DFND_GRIP BV21
/*
* 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
/*
* 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;
/*
* Sex.
* Used in #MOBILES.
*/
typedef enum
{ SEX_NEUTRAL, SEX_MALE, SEX_FEMALE } sex_types;
typedef enum
{
TRAP_TYPE_POISON_GAS = 1, TRAP_TYPE_POISON_DART, TRAP_TYPE_POISON_NEEDLE,
TRAP_TYPE_POISON_DAGGER, TRAP_TYPE_POISON_ARROW, TRAP_TYPE_BLINDNESS_GAS,
TRAP_TYPE_SLEEPING_GAS, TRAP_TYPE_FLAME, TRAP_TYPE_EXPLOSION,
TRAP_TYPE_ACID_SPRAY, TRAP_TYPE_ELECTRIC_SHOCK, TRAP_TYPE_BLADE,
TRAP_TYPE_SEX_CHANGE
} trap_types;
#define MAX_TRAPTYPE TRAP_TYPE_SEX_CHANGE
#define TRAP_ROOM BV00
#define TRAP_OBJ BV01
#define TRAP_ENTER_ROOM BV02
#define TRAP_LEAVE_ROOM BV03
#define TRAP_OPEN BV04
#define TRAP_CLOSE BV05
#define TRAP_GET BV06
#define TRAP_PUT BV07
#define TRAP_PICK BV08
#define TRAP_UNLOCK BV09
#define TRAP_N BV10
#define TRAP_S BV11
#define TRAP_E BV12
#define TRAP_W BV13
#define TRAP_U BV14
#define TRAP_D BV15
#define TRAP_EXAMINE BV16
#define TRAP_NE BV17
#define TRAP_NW BV18
#define TRAP_SE BV19
#define TRAP_SW BV20
/*
* 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_SEVERED_HEAD 12
#define OBJ_VNUM_TORN_HEART 13
#define OBJ_VNUM_SLICED_ARM 14
#define OBJ_VNUM_SLICED_LEG 15
#define OBJ_VNUM_SPILLED_GUTS 16
#define OBJ_VNUM_BLOOD 17
#define OBJ_VNUM_BLOODSTAIN 18
#define OBJ_VNUM_SCRAPS 19
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_SLICE 24
#define OBJ_VNUM_SHOPPING_BAG 25
#define OBJ_VNUM_FIRE 30
#define OBJ_VNUM_TRAP 31
#define OBJ_VNUM_PORTAL 32
#define OBJ_VNUM_BLACK_POWDER 33
#define OBJ_VNUM_SCROLL_SCRIBING 34
#define OBJ_VNUM_FLASK_BREWING 35
#define OBJ_VNUM_NOTE 36
/* Academy eq */
#define OBJ_VNUM_SCHOOL_MACE 10315
#define OBJ_VNUM_SCHOOL_DAGGER 10312
#define OBJ_VNUM_SCHOOL_SWORD 10313
#define OBJ_VNUM_SCHOOL_VEST 10308
#define OBJ_VNUM_SCHOOL_SHIELD 10310
#define OBJ_VNUM_SCHOOL_BANNER 10311
#define OBJ_VNUM_SCHOOL_DIPLOMA 10321
#define OBJ_VNUM_BLASTECH_E11 50
/*
* Item types.
* Used in #OBJECTS.
*/
typedef enum
{
ITEM_NONE, ITEM_LIGHT, ITEM_SCROLL, ITEM_WAND, ITEM_STAFF, ITEM_WEAPON,
ITEM_FIREWEAPON, ITEM_MISSILE, ITEM_TREASURE, ITEM_ARMOR, ITEM_POTION,
ITEM_WORN, ITEM_FURNITURE, ITEM_TRASH, ITEM_OLDTRAP, ITEM_CONTAINER,
ITEM_NOTE, ITEM_DRINK_CON, ITEM_KEY, ITEM_FOOD, ITEM_MONEY, ITEM_PEN,
ITEM_BOAT, ITEM_CORPSE_NPC, ITEM_CORPSE_PC, ITEM_FOUNTAIN, ITEM_PILL,
ITEM_BLOOD, ITEM_BLOODSTAIN, ITEM_SCRAPS, ITEM_PIPE, ITEM_HERB_CON,
ITEM_HERB, ITEM_INCENSE, ITEM_FIRE, ITEM_BOOK, ITEM_SWITCH, ITEM_LEVER,
ITEM_PULLCHAIN, ITEM_BUTTON, ITEM_DIAL, ITEM_RUNE, ITEM_RUNEPOUCH,
ITEM_MATCH, ITEM_TRAP, ITEM_MAP, ITEM_PORTAL, ITEM_PAPER,
ITEM_TINDER, ITEM_LOCKPICK, ITEM_SPIKE, ITEM_DISEASE, ITEM_OIL, ITEM_FUEL,
ITEM_SHORT_BOW, ITEM_LONG_BOW, ITEM_CROSSBOW, ITEM_AMMO, ITEM_QUIVER,
ITEM_SHOVEL, ITEM_SALVE, ITEM_RAWSPICE, ITEM_LENS, ITEM_CRYSTAL, ITEM_DURAPLAST,
ITEM_BATTERY, ITEM_TOOLKIT, ITEM_DURASTEEL, ITEM_OVEN, ITEM_MIRROR,
ITEM_CIRCUIT, ITEM_SUPERCONDUCTOR, ITEM_COMLINK, ITEM_MEDPAC, ITEM_FABRIC,
ITEM_RARE_METAL, ITEM_MAGNET, ITEM_THREAD, ITEM_SPICE, ITEM_SMUT, ITEM_DEVICE, ITEM_SPACECRAFT,
ITEM_GRENADE, ITEM_LANDMINE, ITEM_GOVERNMENT, ITEM_DROID_CORPSE, ITEM_BOLT, ITEM_CHEMICAL
} item_types;
#define MAX_ITEM_TYPE ITEM_CHEMICAL
/*
* 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
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
typedef enum
{
APPLY_NONE, APPLY_STR, APPLY_DEX, APPLY_INT, APPLY_WIS, APPLY_CON,
APPLY_SEX, APPLY_NULL, APPLY_LEVEL, APPLY_AGE, APPLY_HEIGHT, APPLY_WEIGHT,
APPLY_MANA, APPLY_HIT, APPLY_MOVE, APPLY_GOLD, APPLY_EXP, APPLY_AC,
APPLY_HITROLL, APPLY_DAMROLL, APPLY_SAVING_POISON, APPLY_SAVING_ROD,
APPLY_SAVING_PARA, APPLY_SAVING_BREATH, APPLY_SAVING_SPELL, APPLY_CHA,
APPLY_AFFECT, APPLY_RESISTANT, APPLY_IMMUNE, APPLY_SUSCEPTIBLE,
APPLY_WEAPONSPELL, APPLY_LCK, APPLY_BACKSTAB, APPLY_PICK, APPLY_TRACK,
APPLY_STEAL, APPLY_SNEAK, APPLY_HIDE, APPLY_PALM, APPLY_DETRAP, APPLY_DODGE,
APPLY_PEEK, APPLY_SCAN, APPLY_GOUGE, APPLY_SEARCH, APPLY_MOUNT, APPLY_DISARM,
APPLY_KICK, APPLY_PARRY, APPLY_BASH, APPLY_STUN, APPLY_PUNCH, APPLY_CLIMB,
APPLY_GRIP, APPLY_SCRIBE, APPLY_BREW, APPLY_WEARSPELL, APPLY_REMOVESPELL,
APPLY_EMOTION, APPLY_MENTALSTATE, APPLY_STRIPSN, APPLY_REMOVE, APPLY_DIG,
APPLY_FULL, APPLY_THIRST, APPLY_DRUNK, APPLY_BLOOD, MAX_APPLY_TYPE
} apply_types;
#define REVERSE_APPLY 1000
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_POLY 3
#define ROOM_VNUM_CHAT 32144
#define ROOM_VNUM_TEMPLE 32144
#define ROOM_VNUM_ALTAR 32144
#define ROOM_VNUM_SCHOOL 10300
#define ROOM_AUTH_START 10300
#define ROOM_START_HUMAN 211
#define ROOM_START_WOOKIEE 28600
#define ROOM_START_TWILEK 32148
#define ROOM_START_RODIAN 32148
#define ROOM_START_HUTT 32148
#define ROOM_START_MON_CALAMARIAN 21069
#define ROOM_START_NOGHRI 1015
#define ROOM_START_GAMORREAN 28100
#define ROOM_START_JAWA 31819
#define ROOM_START_ADARIAN 29000
#define ROOM_START_EWOK 32148
#define ROOM_START_VERPINE 32148
#define ROOM_START_DEFEL 32148
#define ROOM_START_TRANDOSHAN 32148
#define ROOM_START_CHADRA_FAN 32148
#define ROOM_START_DUINUOGWUIN 32148
#define ROOM_START_QUARREN 21069
#define ROOM_START_IMMORTAL 100
#define ROOM_LIMBO_SHIPYARD 45
#define ROOM_DEFAULT_CRASH 28025
#define ROOM_PLUOGUS_QUIT 32148
#define ROOM_SHUTTLE_BUS 32140 /*PLUOGUS*/
#define ROOM_SHUTTLE_BUS_2 32410 /*TOCCA*/
#define ROOM_CORUSCANT_SHUTTLE 199
#define ROOM_SENATE_SHUTTLE 10197
#define ROOM_CORUSCANT_TURBOCAR 226
/*
* 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... ;)
*/
#define ROOM_DARK BV00
/* BV01 now reserved for track BV01 and hunt */
#define ROOM_NO_MOB BV02
#define ROOM_INDOORS BV03
#define ROOM_CAN_LAND BV04
#define ROOM_CAN_FLY BV05
#define ROOM_NO_DRIVING BV06
#define ROOM_NO_MAGIC BV07
#define ROOM_BANK BV08
#define ROOM_PRIVATE BV09
#define ROOM_SAFE BV10
#define ROOM_SOLITARY BV11
#define ROOM_PET_SHOP BV12
#define ROOM_NO_RECALL BV13
#define ROOM_DONATION BV14
#define ROOM_NODROPALL BV15
#define ROOM_SILENCE BV16
#define ROOM_LOGSPEECH BV17
#define ROOM_NODROP BV18
#define ROOM_CLANSTOREROOM BV19
#define ROOM_PLR_HOME BV20
#define ROOM_EMPTY_HOME BV21
#define ROOM_TELEPORT BV22
#define ROOM_HOTEL BV23
#define ROOM_NOFLOOR BV24
#define ROOM_REFINERY BV25
#define ROOM_FACTORY BV26
#define ROOM_R_RECRUIT BV27
#define ROOM_E_RECRUIT BV28
#define ROOM_SPACECRAFT BV29
#define ROOM_PROTOTYPE BV30
#define ROOM_AUCTION BV31
/*
* 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_RES1 BV09 /* are these res[1-4] important? */
#define EX_NOPASSDOOR BV10
#define EX_HIDDEN BV11
#define EX_PASSAGE BV12
#define EX_PORTAL BV13
#define EX_RES2 BV14
#define EX_RES3 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_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, MAX_WEAR
} wear_locations;
/* Board Types */
typedef enum
{ BOARD_NOTE, BOARD_MAIL } board_types;
/* Auth Flags */
#define FLAG_WRAUTH 1
#define FLAG_AUTH 2
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
typedef enum
{
COND_DRUNK, COND_FULL, COND_THIRST, COND_BLOODTHIRST, 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
} positions;
/*
* ACT bits for players.
*/
#define PLR_IS_NPC BV00 /* Don't EVER set. */
#define PLR_BOUGHT_PET BV01
#define PLR_SHOVEDRAG BV02
#define PLR_AUTOEXIT BV03
#define PLR_AUTOLOOT BV04
#define PLR_AUTOSAC BV05
#define PLR_BLANK BV06
#define PLR_OUTCAST BV07
#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_ROOMVNUM BV14
#define PLR_SILENCE BV15
#define PLR_NO_EMOTE BV16
#define PLR_ATTACKER BV17
#define PLR_NO_TELL BV18
#define PLR_LOG BV19
#define PLR_DENY BV20
#define PLR_FREEZE BV21
#define PLR_KILLER BV22
/*
#define PLR_ 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_AUTOMAP BV30
#define PLR_AFK BV31
/* Bits for pc_data->flags. */
#define PCFLAG_R1 BV00
/*
#define PCFLAG_ BV01 extra flag
*/
#define PCFLAG_UNAUTHED BV02
#define PCFLAG_NORECALL BV03
#define PCFLAG_NOINTRO BV04
#define PCFLAG_GAG BV05
#define PCFLAG_RETIRED BV06
#define PCFLAG_GUEST BV07
#define PCFLAG_NOSUMMON BV08
#define PCFLAG_PAGERON BV09
#define PCFLAG_NOTITLE BV10
#define PCFLAG_ROOM BV11
typedef enum
{
TIMER_NONE, TIMER_RECENTFIGHT, TIMER_SHOVEDRAG, TIMER_DO_FUN,
TIMER_APPLIED, TIMER_PKILLED
} timer_types;
struct timer_data
{
TIMER *prev;
TIMER *next;
DO_FUN *do_fun;
int value;
short type;
short count;
};
/*
* Channel bits.
*/
#define CHANNEL_AUCTION BV00
#define CHANNEL_CHAT BV01
#define CHANNEL_QUEST BV02
#define CHANNEL_IMMTALK BV03
#define CHANNEL_MUSIC BV04
#define CHANNEL_ASK BV05
#define CHANNEL_SHOUT BV06
#define CHANNEL_YELL BV07
#define CHANNEL_MONITOR BV08
#define CHANNEL_LOG BV09
#define CHANNEL_104 BV10
#define CHANNEL_CLAN BV11
#define CHANNEL_BUILD BV12
#define CHANNEL_105 BV13
#define CHANNEL_AVTALK BV14
#define CHANNEL_PRAY BV15
#define CHANNEL_COUNCIL BV16
#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_103 BV27
#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_PROTOTYPE BV01
/*
* 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;
char *spec_funname;
char *spec_funname2;
int vnum;
short count;
short killed;
short sex;
short level;
int act;
int affected_by;
short alignment;
short mobthac0; /* Unused */
short ac;
short hitnodice;
short hitsizedice;
short hitplus;
short damnodice;
short damsizedice;
short damplus;
short numattacks;
int gold;
int exp;
int xflags;
int resistant;
int immune;
int susceptible;
int attacks;
int defenses;
int speaks;
int speaking;
short position;
short defposition;
short height;
short weight;
short race;
short hitroll;
short damroll;
short perm_str;
short perm_int;
short perm_wis;
short perm_dex;
short perm_con;
short perm_cha;
short perm_lck;
short perm_frc;
short saving_poison_death;
short saving_wand;
short saving_para_petri;
short saving_breath;
short saving_spell_staff;
int vip_flags;
};
struct hunt_hate_fear
{
char *name;
CHAR_DATA *who;
};
struct fighting_data
{
CHAR_DATA *who;
int xp;
short align;
short duration;
short timeskilled;
};
struct editor_data
{
short numlines;
short on_line;
short 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_DATA *next;
CHAR_DATA *prev;
CHAR_DATA *next_in_room;
CHAR_DATA *prev_in_room;
CHAR_DATA *master;
CHAR_DATA *leader;
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;
char *spec_funname;
char *spec_funname2;
MPROG_ACT_LIST *mpact;
int mpactnum;
short 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;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *was_in_room;
ROOM_INDEX_DATA *was_sentinel;
ROOM_INDEX_DATA *plr_home;
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;
short num_fighting;
short substate;
short sex;
short race;
short top_level;
short skill_level[MAX_ABILITY];
short trust;
int played;
time_t logon;
time_t save_time;
short timer;
short wait;
short hit;
short max_hit;
short mana;
short max_mana;
short move;
short max_move;
short numattacks;
int gold;
long experience[MAX_ABILITY];
int 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;
short saving_poison_death;
short saving_wand;
short saving_para_petri;
short saving_breath;
short saving_spell_staff;
short alignment;
short barenumdie;
short baresizedie;
short mobthac0;
short hitroll;
short damroll;
short hitplus;
short damplus;
short position;
short defposition;
short height;
short weight;
short armor;
short wimpy;
int deaf;
short perm_str;
short perm_int;
short perm_wis;
short perm_dex;
short perm_con;
short perm_cha;
short perm_lck;
short perm_frc;
short mod_str;
short mod_int;
short mod_wis;
short mod_dex;
short mod_con;
short mod_cha;
short mod_lck;
short mod_frc;
short mental_state; /* simplified */
short emotional_state; /* simplified */
int retran;
int regoto;
short mobinvis; /* Mobinvis level SB */
int vip_flags;
short backup_wait; /* reinforcements */
int backup_mob; /* reinforcements */
short was_stunned;
char *mob_clan; /* for spec_clan_guard.. set by postguard */
GUARD_DATA *guard_data;
short main_ability;
short colors[MAX_COLORS];
int home_vnum; /* hotboot tracker */
int resetvnum;
int resetnum;
};
struct killed_data
{
int vnum;
char count;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
CLAN_DATA *clan;
AREA_DATA *area;
char *homepage;
char *clan_name;
char *pwd;
char *email;
char *bamfin;
char *bamfout;
char *rank;
char *title;
char *bestowments; /* Special bestowed commands */
int flags; /* Whether the player is deadly and whatever else we add. */
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 */
long int outcast_time; /* The time at which the char was outcast */
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;
short wizinvis; /* wizinvis level */
short min_snoop; /* minimum snoop level */
short condition[MAX_CONDS];
short learned[MAX_SKILL];
KILLED_DATA killed[MAX_KILLTRACK];
short quest_number; /* current *QUEST BEING DONE* DON'T REMOVE! */
short quest_curr; /* current number of quest points */
int quest_accum; /* quest points accumulated in players life */
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 ;) */
SKILLTYPE *special_skills[5]; /* personalized skills/spells */
char *prompt; /* User config prompts */
char *subprompt; /* Substate prompt */
short pagerlen; /* For pager (NOT menus) */
bool openedtourney;
short addiction[10];
short drug_level[10];
int wanted_flags;
long bank;
#ifdef IMC
IMC_CHARDATA *imcchardata;
#endif
bool hotboot; /* hotboot tracker */
};
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 19
struct liq_type
{
char *liq_name;
char *liq_color;
short 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;
short level;
short item_type;
int extra_flags;
int magic_flags; /*Need more bitvectors for spells - Scryn */
int wear_flags;
short count;
short weight;
int cost;
int value[6];
int serial;
short 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;
char *name;
char *short_descr;
char *description;
char *action_desc;
short item_type;
short 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 */
short wear_loc;
short weight;
int cost;
short level;
short timer;
int value[6];
short count; /* support for object grouping */
int serial; /* serial number */
int room_vnum; /* hotboot tracker */
};
/*
* 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 */
short vdir; /* Physical "direction" */
short 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
* 'T': trap an object
* '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;
RESET_DATA *first_reset;
RESET_DATA *last_reset;
RESET_DATA *next_reset;
RESET_DATA *prev_reset;
char command;
int extra;
int arg1;
int arg2;
int arg3;
bool sreset;
};
/* 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;
PLANET_DATA *planet;
AREA_DATA *next_on_planet;
AREA_DATA *prev_on_planet;
ROOM_INDEX_DATA *first_room;
ROOM_INDEX_DATA *last_room;
char *name;
char *filename;
int flags;
short status; /* h, 8/11 */
short age;
short nplayer;
short 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 */
short max_players;
int mkills;
int mdeaths;
int pkills;
int pdeaths;
int gold_looted;
int illegal_pk;
int high_economy;
int low_economy;
};
/*
* 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 */
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 */
short read_all_mail; /* Read all player mail(was 54) */
short read_mail_free; /* Read mail for free (was 51) */
short write_mail_free; /* Write mail for free(was 51) */
short take_others_mail; /* Take others mail (was 54) */
short muse_level; /* Level of muse channel */
short think_level; /* Level of think channel LEVEL_HIGOD */
short build_level; /* Level of build channel LEVEL_BUILD */
short log_level; /* Level of log channel LEVEL LOG */
short level_modify_proto; /* Level to modify prototype stuff LEVEL_LESSER */
short level_override_private; /* override private flag */
short level_mset_player; /* Level to mset a player */
short stun_plr_vs_plr; /* Stun mod player vs. player */
short stun_regular; /* Stun difficult */
short dam_plr_vs_plr; /* Damage mod player vs. player */
short dam_plr_vs_mob; /* Damage mod player vs. mobile */
short dam_mob_vs_plr; /* Damage mod mobile vs. player */
short dam_mob_vs_mob; /* Damage mod mobile vs. mobile */
short level_getobjnotake; /* Get objects without take flag */
short level_forcepc; /* The level at which you can use force on players. */
short max_sn; /* Max skills */
char *guild_overseer; /* Pointer to char containing the name of the */
char *guild_advisor; /* guild overseer and advisor. */
int save_flags; /* Toggles for saving conditions */
short save_frequency; /* How old to autosave someone */
void *dlHandle;
};
/*
* 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;
RESET_DATA *first_reset;
RESET_DATA *last_reset;
RESET_DATA *last_mob_reset;
RESET_DATA *last_obj_reset;
ROOM_INDEX_DATA *next_aroom; /* Rooms within an area */
ROOM_INDEX_DATA *prev_aroom;
char *name;
char *description;
int vnum;
int room_flags;
MPROG_ACT_LIST *mpact; /* mudprogs */
int mpactnum; /* mudprogs */
MPROG_DATA *mudprogs; /* mudprogs */
short mpscriptpos;
int progtypes; /* mudprogs */
short light;
short sector_type;
int tele_vnum;
short tele_delay;
short tunnel; /* max people that will fit */
};
/*
* Delayed teleport type.
*/
struct teleport_data
{
TELEPORT_DATA *next;
TELEPORT_DATA *prev;
ROOM_INDEX_DATA *room;
short timer;
};
/*
* 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 */
/*
* 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_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) */
char *spell_fun_name; /* Spell function name - Trax */
DO_FUN *skill_fun; /* Skill pointer (for skills) */
char *skill_fun_name; /* Skill function name - Trax */
short target; /* Legal targets */
short minimum_position; /* Position for caster / user */
short slot; /* Slot for #OBJECT loading */
short min_mana; /* Minimum mana used */
short beats; /* Rounds required to use skill */
char *noun_damage; /* Damage message */
char *msg_off; /* Wear off message */
short guild; /* Which guild the skill belongs to */
short min_level; /* Minimum level to be able to cast */
short 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 */
char saves; /* What saving spell applies */
char difficulty; /* Difficulty of casting/learning */
SMAUG_AFF *affects; /* Spell affects, if any */
char *components; /* Spell components, if any */
char *teachers; /* Skill requires a special teacher */
char participants; /* # of required participants */
struct timerset userec; /* Usage record */
int alignment; /* for jedi powers */
};
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 */
short going; /* 1,2, sold */
short pulse; /* how many pulses (.25 sec) until another call-out ? */
int starting;
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern short gsn_starfighters;
extern short gsn_midships;
extern short gsn_capitalships;
extern short gsn_weaponsystems;
extern short gsn_navigation;
extern short gsn_shipsystems;
extern short gsn_tractorbeams;
extern short gsn_shipmaintenance;
extern short gsn_spacecombat;
extern short gsn_spacecombat2;
extern short gsn_spacecombat3;
extern short gsn_reinforcements;
extern short gsn_postguard;
extern short gsn_addpatrol;
extern short gsn_eliteguard;
extern short gsn_specialforces;
extern short gsn_jail;
extern short gsn_smalltalk;
extern short gsn_propeganda;
extern short gsn_bribe;
extern short gsn_seduce;
extern short gsn_masspropeganda;
extern short gsn_gather_intelligence;
extern short gsn_torture;
extern short gsn_snipe;
extern short gsn_throw;
extern short gsn_disguise;
extern short gsn_mine;
extern short gsn_grenades;
extern short gsn_first_aid;
extern short gsn_beg;
extern short gsn_makeblade;
extern short gsn_makejewelry;
extern short gsn_makeblaster;
extern short gsn_makelight;
extern short gsn_makecomlink;
extern short gsn_makegrenade;
extern short gsn_makelandmine;
extern short gsn_makearmor;
extern short gsn_makeshield;
extern short gsn_makecontainer;
extern short gsn_gemcutting;
extern short gsn_lightsaber_crafting;
extern short gsn_spice_refining;
extern short gsn_detrap;
extern short gsn_backstab;
extern short gsn_circle;
extern short gsn_dodge;
extern short gsn_hide;
extern short gsn_peek;
extern short gsn_pick_lock;
extern short gsn_scan;
extern short gsn_sneak;
extern short gsn_steal;
extern short gsn_gouge;
extern short gsn_track;
extern short gsn_search;
extern short gsn_dig;
extern short gsn_mount;
extern short gsn_bashdoor;
extern short gsn_berserk;
extern short gsn_hitall;
extern short gsn_pickshiplock;
extern short gsn_hijack;
extern short gsn_disarm;
extern short gsn_enhanced_damage;
extern short gsn_kick;
extern short gsn_parry;
extern short gsn_rescue;
extern short gsn_second_attack;
extern short gsn_third_attack;
extern short gsn_dual_wield;
extern short gsn_aid;
/* used to do specific lookups */
extern short gsn_first_spell;
extern short gsn_first_skill;
extern short gsn_first_weapon;
extern short gsn_first_tongue;
extern short gsn_top_sn;
/* spells */
extern short gsn_blindness;
extern short gsn_charm_person;
extern short gsn_aqua_breath;
extern short gsn_invis;
extern short gsn_mass_invis;
extern short gsn_poison;
extern short gsn_sleep;
extern short gsn_possess;
extern short gsn_fireball; /* for fireshield */
extern short gsn_lightning_bolt; /* for shockshield */
/* newer attack skills */
extern short gsn_punch;
extern short gsn_bash;
extern short gsn_stun;
extern short gsn_poison_weapon;
extern short gsn_climb;
extern short gsn_blasters;
extern short gsn_force_pikes;
extern short gsn_bowcasters;
extern short gsn_lightsabers;
extern short gsn_vibro_blades;
extern short gsn_flexible_arms;
extern short gsn_talonous_arms;
extern short gsn_bludgeons;
extern short gsn_grip;
/* languages */
extern short gsn_common;
extern short gsn_wookiee;
extern short gsn_twilek;
extern short gsn_rodian;
extern short gsn_hutt;
extern short gsn_mon_calamari;
extern short gsn_noghri;
extern short gsn_gamorrean;
extern short gsn_jawa;
extern short gsn_adarian;
extern short gsn_ewok;
extern short gsn_verpine;
extern short gsn_defel;
extern short gsn_trandoshan;
extern short gsn_chadra_fan;
extern short gsn_quarren;
extern short gsn_duinduogwuin;
// Utility macros.
int umin( int check, int ncheck );
int umax( int check, int ncheck );
int urange( int mincheck, int check, int maxcheck );
#define UMIN( a, b ) ( umin( (a), (b) ) )
#define UMAX( a, b ) ( umax( (a), (b) ) )
#define URANGE(a, b, c ) ( urange( (a), (b), (c) ) )
#define LOWER( c ) ( (c) >= 'A' && (c) <= 'Z' ? (c) + 'a' - 'A' : (c) )
#define UPPER( c ) ( (c) >= 'a' && (c) <= 'z' ? (c) + 'A' - 'a' : (c) )
#define IS_SET(flag, bit) ((flag) & (bit))
#define SET_BIT(var, bit) ((var) |= (bit))
#define REMOVE_BIT(var, bit) ((var) &= ~(bit))
#define TOGGLE_BIT(var, bit) ((var) ^= (bit))
/*
* 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) ) \
{ \
free( (point) ); \
(point) = NULL; \
} \
} while(0)
#ifdef HASHSTR
#define STRALLOC(point) str_alloc((point))
#define QUICKLINK(point) quick_link((point))
#define STRFREE(point) \
do \
{ \
if((point)) \
{ \
if( str_free((point)) == -1 ) \
bug( "&RSTRFREEing bad pointer: %s, line %d", __FILE__, __LINE__ ); \
(point) = NULL; \
} \
} while(0)
#else
#define STRALLOC(point) str_dup((point))
#define QUICKLINK(point) str_dup((point))
#define STRFREE(point) DISPOSE((point))
#endif
/* double-linked list handling macros -Thoric */
/* Updated by Scion 8/6/1999 */
#define LINK(link, first, last, next, prev) \
do \
{ \
if ( !(first) ) \
{ \
(first) = (link); \
(last) = (link); \
} \
else \
(last)->next = (link); \
(link)->next = NULL; \
if ((first) == (link)) \
(link)->prev = NULL; \
else \
(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; \
if ((first)) \
(first)->prev = NULL; \
} \
else \
{ \
(link)->prev->next = (link)->next; \
} \
if ( !(link)->next ) \
{ \
(last) = (link)->prev; \
if((last)) \
(last)->next = NULL; \
} \
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.\r\n", ch ); \
return; \
} \
} while(0)
/*
* 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_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define HAS_BODYPART(ch, part) ((ch)->xflags == 0 || IS_SET((ch)->xflags, (part)))
#define IS_GOOD(ch) ((ch)->alignment >= 350)
#define IS_EVIL(ch) ((ch)->alignment <= -350)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define IS_AWAKE(ch) ((ch)->position > POS_SLEEPING)
#define GET_AC(ch) ( (ch)->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) \
- ( (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) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS) && !IS_SET( \
(ch)->in_room->room_flags, \
ROOM_SPACECRAFT) )
#define IS_DRUNK(ch, drunk) (number_percent() < \
( (ch)->pcdata->condition[COND_DRUNK] \
* 2 / (drunk) ) )
#define IS_CLANNED(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->clan )
#define WAIT_STATE(ch, npulse) ((ch)->wait = 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_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 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 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 ) : "someone" )
#define log_string( txt ) ( log_string_plus( (txt), LOG_NORMAL, LEVEL_LOG ) )
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
CMDTYPE *next;
char *name;
DO_FUN *do_fun;
char *fun_name;
short position;
short level;
short log;
struct timerset userec;
};
/*
* 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;
};
struct specfun_list
{
SPEC_LIST *next;
SPEC_LIST *prev;
char *name;
};
/*
* 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 bool mud_down;
extern FILE *fpArea;
extern char strArea[MAX_INPUT_LENGTH];
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 cha_app_type cha_app[26];
extern const struct lck_app_type lck_app[26];
extern const struct frc_app_type frc_app[26];
extern const 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 skill_tname[];
extern short const movement_loss[SECT_MAX];
extern char *const dir_name[];
extern char *const where_name[];
extern const short rev_dir[];
extern const int trap_door[];
extern char *const r_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 trap_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 int const lang_array[];
extern char *const lang_names[];
/*
* Global variables.
*/
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 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 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 SPEC_LIST *first_specfun;
extern SPEC_LIST *last_specfun;
extern BAN_DATA *first_ban;
extern BAN_DATA *last_ban;
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 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 SENATE_DATA *first_senator;
extern SENATE_DATA *last_senator;
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 TELEPORT_DATA *first_teleport;
extern TELEPORT_DATA *last_teleport;
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 time_t current_time;
extern bool fLogAll;
extern char log_buf[];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern AUCTION_DATA *auction;
extern struct act_prog_data *mob_act_list;
/*
* Command functions.
* Defined in act_*.c (mostly).
*/
DECLARE_DO_FUN( do_setplanet );
DECLARE_DO_FUN( do_makeplanet );
DECLARE_DO_FUN( do_planets );
DECLARE_DO_FUN( do_teach );
DECLARE_DO_FUN( do_gather_intelligence );
DECLARE_DO_FUN( do_add_patrol );
DECLARE_DO_FUN( do_special_forces );
DECLARE_DO_FUN( do_jail );
DECLARE_DO_FUN( do_elite_guard );
DECLARE_DO_FUN( do_smalltalk );
DECLARE_DO_FUN( do_propeganda );
DECLARE_DO_FUN( do_bribe );
DECLARE_DO_FUN( do_seduce );
DECLARE_DO_FUN( do_mass_propeganda );
DECLARE_DO_FUN( do_copyship );
DECLARE_DO_FUN( do_sound );
DECLARE_DO_FUN( do_autopilot );
DECLARE_DO_FUN( do_allspeeders );
DECLARE_DO_FUN( do_speeders );
DECLARE_DO_FUN( do_suicide );
DECLARE_DO_FUN( do_gain );
DECLARE_DO_FUN( do_train );
DECLARE_DO_FUN( do_beg );
DECLARE_DO_FUN( do_bank );
DECLARE_DO_FUN( do_hijack );
DECLARE_DO_FUN( do_pickshiplock );
DECLARE_DO_FUN( do_shiptalk );
DECLARE_DO_FUN( do_clone );
DECLARE_DO_FUN( do_systemtalk );
DECLARE_DO_FUN( do_spacetalk );
DECLARE_DO_FUN( do_hail );
DECLARE_DO_FUN( do_allships );
DECLARE_DO_FUN( do_newclan );
DECLARE_DO_FUN( do_appoint );
DECLARE_DO_FUN( do_demote );
DECLARE_DO_FUN( do_empower );
DECLARE_DO_FUN( do_capture );
DECLARE_DO_FUN( do_arm );
DECLARE_DO_FUN( do_chaff );
DECLARE_DO_FUN( do_clan_donate );
DECLARE_DO_FUN( do_clan_withdraw );
DECLARE_DO_FUN( do_fly );
DECLARE_DO_FUN( do_drive );
DECLARE_DO_FUN( do_bomb );
DECLARE_DO_FUN( do_setblaster );
DECLARE_DO_FUN( do_ammo );
DECLARE_DO_FUN( do_takedrug );
DECLARE_DO_FUN( do_use );
DECLARE_DO_FUN( do_enlist );
DECLARE_DO_FUN( do_resign );
DECLARE_DO_FUN( do_pluogus );
DECLARE_DO_FUN( do_tractorbeam );
DECLARE_DO_FUN( do_makearmor );
DECLARE_DO_FUN( do_makejewelry );
DECLARE_DO_FUN( do_makegrenade );
DECLARE_DO_FUN( do_makelandmine );
DECLARE_DO_FUN( do_makelight );
DECLARE_DO_FUN( do_makecomlink );
DECLARE_DO_FUN( do_makeshield );
DECLARE_DO_FUN( do_makecontainer );
DECLARE_DO_FUN( do_gemcutting );
DECLARE_DO_FUN( do_reinforcements );
DECLARE_DO_FUN( do_postguard );
DECLARE_DO_FUN( do_torture );
DECLARE_DO_FUN( do_snipe );
DECLARE_DO_FUN( do_throw );
DECLARE_DO_FUN( do_disguise );
DECLARE_DO_FUN( do_mine );
DECLARE_DO_FUN( do_first_aid );
DECLARE_DO_FUN( do_makeblade );
DECLARE_DO_FUN( do_makeblaster );
DECLARE_DO_FUN( do_makelightsaber );
DECLARE_DO_FUN( do_makespice );
DECLARE_DO_FUN( do_closebay );
DECLARE_DO_FUN( do_openbay );
DECLARE_DO_FUN( do_autotrack );
DECLARE_DO_FUN( do_jumpvector );
DECLARE_DO_FUN( do_reload );
DECLARE_DO_FUN( do_radar );
DECLARE_DO_FUN( do_buyship );
DECLARE_DO_FUN( do_buyhome );
DECLARE_DO_FUN( do_clanbuyship );
DECLARE_DO_FUN( do_sellship );
DECLARE_DO_FUN( do_autorecharge );
DECLARE_DO_FUN( do_openhatch );
DECLARE_DO_FUN( do_closehatch );
DECLARE_DO_FUN( do_status );
DECLARE_DO_FUN( do_info );
DECLARE_DO_FUN( do_hyperspace );
DECLARE_DO_FUN( do_target );
DECLARE_DO_FUN( do_fire );
DECLARE_DO_FUN( do_calculate );
DECLARE_DO_FUN( do_recharge );
DECLARE_DO_FUN( do_repairship );
DECLARE_DO_FUN( do_refuel );
DECLARE_DO_FUN( do_addpilot );
DECLARE_DO_FUN( do_rempilot );
DECLARE_DO_FUN( do_trajectory );
DECLARE_DO_FUN( do_accelerate );
DECLARE_DO_FUN( do_launch );
DECLARE_DO_FUN( do_land );
DECLARE_DO_FUN( do_leaveship );
DECLARE_DO_FUN( do_setstarsystem );
DECLARE_DO_FUN( do_makestarsystem );
DECLARE_DO_FUN( do_starsystems );
DECLARE_DO_FUN( do_showstarsystem );
DECLARE_DO_FUN( skill_notfound );
DECLARE_DO_FUN( do_aassign );
DECLARE_DO_FUN( do_addbounty );
DECLARE_DO_FUN( do_vassign );
DECLARE_DO_FUN( do_advance );
DECLARE_DO_FUN( do_affected );
DECLARE_DO_FUN( do_afk );
DECLARE_DO_FUN( do_aid );
DECLARE_DO_FUN( do_allow );
DECLARE_DO_FUN( do_ansi );
DECLARE_DO_FUN( do_answer );
DECLARE_DO_FUN( do_apply );
DECLARE_DO_FUN( do_appraise );
DECLARE_DO_FUN( do_areas );
DECLARE_DO_FUN( do_aset );
DECLARE_DO_FUN( do_ask );
DECLARE_DO_FUN( do_astat );
DECLARE_DO_FUN( do_at );
DECLARE_DO_FUN( do_auction );
DECLARE_DO_FUN( do_authorize );
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_bash );
DECLARE_DO_FUN( do_bashdoor );
DECLARE_DO_FUN( do_beep );
DECLARE_DO_FUN( do_berserk );
DECLARE_DO_FUN( do_bestow );
DECLARE_DO_FUN( do_bestowarea );
DECLARE_DO_FUN( do_bio );
DECLARE_DO_FUN( do_bite );
DECLARE_DO_FUN( do_board );
DECLARE_DO_FUN( do_boards );
DECLARE_DO_FUN( do_bodybag );
DECLARE_DO_FUN( do_bounties );
DECLARE_DO_FUN( do_brandish );
DECLARE_DO_FUN( do_brew );
DECLARE_DO_FUN( do_bset );
DECLARE_DO_FUN( do_bstat );
DECLARE_DO_FUN( do_bug );
DECLARE_DO_FUN( do_bury );
DECLARE_DO_FUN( do_buy );
DECLARE_DO_FUN( do_cast );
DECLARE_DO_FUN( do_cedit );
DECLARE_DO_FUN( do_channels );
DECLARE_DO_FUN( do_chat );
DECLARE_DO_FUN( do_ooc );
DECLARE_DO_FUN( do_check_vnums );
DECLARE_DO_FUN( do_circle );
DECLARE_DO_FUN( do_clans );
DECLARE_DO_FUN( do_ships );
DECLARE_DO_FUN( do_clantalk );
DECLARE_DO_FUN( do_claw );
DECLARE_DO_FUN( do_climb );
DECLARE_DO_FUN( do_close );
DECLARE_DO_FUN( do_cmdtable );
DECLARE_DO_FUN( do_cmenu );
DECLARE_DO_FUN( do_commands );
DECLARE_DO_FUN( do_comment );
DECLARE_DO_FUN( do_compare );
DECLARE_DO_FUN( do_compress );
DECLARE_DO_FUN( do_config );
DECLARE_DO_FUN( do_consider );
DECLARE_DO_FUN( do_senate );
DECLARE_DO_FUN( do_addsenator );
DECLARE_DO_FUN( do_remsenator );
DECLARE_DO_FUN( do_credits );
DECLARE_DO_FUN( do_cset );
DECLARE_DO_FUN( do_deny );
DECLARE_DO_FUN( do_description );
DECLARE_DO_FUN( do_destro );
DECLARE_DO_FUN( do_destroy );
DECLARE_DO_FUN( do_detrap );
DECLARE_DO_FUN( do_devote );
DECLARE_DO_FUN( do_dig );
DECLARE_DO_FUN( do_disarm );
DECLARE_DO_FUN( do_disconnect );
DECLARE_DO_FUN( do_dismount );
DECLARE_DO_FUN( do_dmesg );
DECLARE_DO_FUN( do_down );
DECLARE_DO_FUN( do_drag );
DECLARE_DO_FUN( do_drink );
DECLARE_DO_FUN( do_drop );
DECLARE_DO_FUN( do_diagnose );
DECLARE_DO_FUN( do_east );
DECLARE_DO_FUN( do_eat );
DECLARE_DO_FUN( do_echo );
DECLARE_DO_FUN( do_emote );
DECLARE_DO_FUN( do_empty );
DECLARE_DO_FUN( do_enter );
DECLARE_DO_FUN( do_equipment );
DECLARE_DO_FUN( do_examine );
DECLARE_DO_FUN( do_exits );
DECLARE_DO_FUN( do_feed );
DECLARE_DO_FUN( do_fill );
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_fquit ); /* Gorog */
DECLARE_DO_FUN( do_form_password );
DECLARE_DO_FUN( do_freeze );
DECLARE_DO_FUN( do_get );
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_grub );
DECLARE_DO_FUN( do_gtell );
DECLARE_DO_FUN( do_guilds );
DECLARE_DO_FUN( do_guildtalk );
DECLARE_DO_FUN( do_hedit );
DECLARE_DO_FUN( do_hell );
DECLARE_DO_FUN( do_help );
DECLARE_DO_FUN( do_hide );
DECLARE_DO_FUN( do_hitall );
DECLARE_DO_FUN( do_hlist );
DECLARE_DO_FUN( do_holylight );
DECLARE_DO_FUN( do_homepage );
DECLARE_DO_FUN( do_hset );
DECLARE_DO_FUN( do_i103 );
DECLARE_DO_FUN( do_i104 );
DECLARE_DO_FUN( do_i105 );
DECLARE_DO_FUN( do_ide );
DECLARE_DO_FUN( do_idea );
DECLARE_DO_FUN( do_immortalize );
DECLARE_DO_FUN( do_immtalk );
DECLARE_DO_FUN( do_induct );
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_kick );
DECLARE_DO_FUN( do_kill );
DECLARE_DO_FUN( do_languages );
DECLARE_DO_FUN( do_last );
DECLARE_DO_FUN( do_leave );
DECLARE_DO_FUN( do_level );
DECLARE_DO_FUN( do_light );
DECLARE_DO_FUN( do_list );
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_makeboard );
DECLARE_DO_FUN( do_makeclan );
DECLARE_DO_FUN( do_makeship );
DECLARE_DO_FUN( do_makeguild );
DECLARE_DO_FUN( do_makerepair );
DECLARE_DO_FUN( do_makeshop );
DECLARE_DO_FUN( do_makewizlist );
DECLARE_DO_FUN( do_memory );
DECLARE_DO_FUN( do_mcreate );
DECLARE_DO_FUN( do_mdelete );
DECLARE_DO_FUN( do_mfind );
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_name );
DECLARE_DO_FUN( do_newbiechat );
DECLARE_DO_FUN( do_newbieset );
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_notitle );
DECLARE_DO_FUN( do_noteroom );
DECLARE_DO_FUN( do_ocreate );
DECLARE_DO_FUN( do_odelete );
DECLARE_DO_FUN( do_ofind );
DECLARE_DO_FUN( do_ogrub );
DECLARE_DO_FUN( do_oinvoke );
DECLARE_DO_FUN( do_oldscore );
DECLARE_DO_FUN( do_olist );
DECLARE_DO_FUN( do_open );
DECLARE_DO_FUN( do_opentourney );
DECLARE_DO_FUN( do_order );
DECLARE_DO_FUN( do_orders );
DECLARE_DO_FUN( do_ordertalk );
DECLARE_DO_FUN( do_oset );
DECLARE_DO_FUN( do_ostat );
DECLARE_DO_FUN( do_ot );
DECLARE_DO_FUN( do_outcast );
DECLARE_DO_FUN( do_owhere );
DECLARE_DO_FUN( do_pager );
DECLARE_DO_FUN( do_pardon );
DECLARE_DO_FUN( do_password );
DECLARE_DO_FUN( do_peace );
DECLARE_DO_FUN( do_pick );
DECLARE_DO_FUN( do_poison_weapon );
DECLARE_DO_FUN( do_pose );
DECLARE_DO_FUN( do_practice );
DECLARE_DO_FUN( do_prompt );
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_quaff );
DECLARE_DO_FUN( do_quest );
DECLARE_DO_FUN( do_qui );
DECLARE_DO_FUN( do_quit );
DECLARE_DO_FUN( do_rank );
DECLARE_DO_FUN( do_rat );
DECLARE_DO_FUN( do_rdelete );
DECLARE_DO_FUN( do_reboo );
DECLARE_DO_FUN( do_reboot );
DECLARE_DO_FUN( do_recall );
DECLARE_DO_FUN( do_recho );
DECLARE_DO_FUN( do_recite );
DECLARE_DO_FUN( do_redit );
DECLARE_DO_FUN( do_regoto );
DECLARE_DO_FUN( do_remove );
DECLARE_DO_FUN( do_rent );
DECLARE_DO_FUN( do_repair );
DECLARE_DO_FUN( do_repairset );
DECLARE_DO_FUN( do_repairshops );
DECLARE_DO_FUN( do_repairstat );
DECLARE_DO_FUN( do_reply );
DECLARE_DO_FUN( do_report );
DECLARE_DO_FUN( do_rescue );
DECLARE_DO_FUN( do_rest );
DECLARE_DO_FUN( do_reset );
DECLARE_DO_FUN( do_resetship );
DECLARE_DO_FUN( do_restore );
DECLARE_DO_FUN( do_restoretime );
DECLARE_DO_FUN( do_restrict );
DECLARE_DO_FUN( do_retire );
DECLARE_DO_FUN( do_retran );
DECLARE_DO_FUN( do_return );
DECLARE_DO_FUN( do_revert );
DECLARE_DO_FUN( do_rip );
DECLARE_DO_FUN( do_rlist );
DECLARE_DO_FUN( do_rset );
DECLARE_DO_FUN( do_rstat );
DECLARE_DO_FUN( do_sacrifice );
DECLARE_DO_FUN( do_save );
DECLARE_DO_FUN( do_savearea );
DECLARE_DO_FUN( do_say );
DECLARE_DO_FUN( do_scan );
DECLARE_DO_FUN( do_score );
DECLARE_DO_FUN( do_scribe );
DECLARE_DO_FUN( do_search );
DECLARE_DO_FUN( do_sedit );
DECLARE_DO_FUN( do_sell );
DECLARE_DO_FUN( do_set_boot_time );
DECLARE_DO_FUN( do_setclan );
DECLARE_DO_FUN( do_setship );
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_showship );
DECLARE_DO_FUN( do_shutdow );
DECLARE_DO_FUN( do_shutdown );
DECLARE_DO_FUN( do_silence );
DECLARE_DO_FUN( do_sit );
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_smoke );
DECLARE_DO_FUN( do_sneak );
DECLARE_DO_FUN( do_snoop );
DECLARE_DO_FUN( do_sober );
DECLARE_DO_FUN( do_socials );
DECLARE_DO_FUN( do_south );
DECLARE_DO_FUN( do_southeast );
DECLARE_DO_FUN( do_southwest );
DECLARE_DO_FUN( do_speak );
DECLARE_DO_FUN( do_split );
DECLARE_DO_FUN( do_sset );
DECLARE_DO_FUN( do_stand );
DECLARE_DO_FUN( do_starttourney );
DECLARE_DO_FUN( do_steal );
DECLARE_DO_FUN( do_sting );
DECLARE_DO_FUN( do_stun );
DECLARE_DO_FUN( do_switch );
DECLARE_DO_FUN( do_tail );
DECLARE_DO_FUN( do_tamp );
DECLARE_DO_FUN( do_tell );
DECLARE_DO_FUN( do_time );
DECLARE_DO_FUN( do_timecmd );
DECLARE_DO_FUN( do_title );
DECLARE_DO_FUN( do_track );
DECLARE_DO_FUN( do_transfer );
DECLARE_DO_FUN( do_trust );
DECLARE_DO_FUN( do_typo );
DECLARE_DO_FUN( do_unfoldarea );
DECLARE_DO_FUN( do_unhell );
DECLARE_DO_FUN( do_unlock );
DECLARE_DO_FUN( do_unsilence );
DECLARE_DO_FUN( do_up );
DECLARE_DO_FUN( do_users );
DECLARE_DO_FUN( do_value );
DECLARE_DO_FUN( do_visible );
DECLARE_DO_FUN( do_vnums );
DECLARE_DO_FUN( do_vsearch );
DECLARE_DO_FUN( do_wake );
DECLARE_DO_FUN( do_wartalk );
DECLARE_DO_FUN( do_wear );
DECLARE_DO_FUN( do_weather );
DECLARE_DO_FUN( do_west );
DECLARE_DO_FUN( do_where );
DECLARE_DO_FUN( do_who );
DECLARE_DO_FUN( do_whois );
DECLARE_DO_FUN( do_wimpy );
DECLARE_DO_FUN( do_wizhelp );
DECLARE_DO_FUN( do_wizlist );
DECLARE_DO_FUN( do_wizlock );
DECLARE_DO_FUN( do_yell );
DECLARE_DO_FUN( do_zap );
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_mpechoaround );
DECLARE_DO_FUN( do_mpechoat );
DECLARE_DO_FUN( do_mpedit );
DECLARE_DO_FUN( do_mrange );
DECLARE_DO_FUN( do_opedit );
DECLARE_DO_FUN( do_orange );
DECLARE_DO_FUN( do_rpedit );
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_mpnothing );
DECLARE_DO_FUN( do_mpoload );
DECLARE_DO_FUN( do_mppurge );
DECLARE_DO_FUN( do_mpstat );
DECLARE_DO_FUN( do_opstat );
DECLARE_DO_FUN( do_rpstat );
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 );
/*
* Spell functions.
* Defined in magic.c.
*/
DECLARE_SPELL_FUN( spell_null );
DECLARE_SPELL_FUN( spell_notfound );
DECLARE_SPELL_FUN( spell_acid_blast );
DECLARE_SPELL_FUN( spell_animate_dead );
DECLARE_SPELL_FUN( spell_astral_walk );
DECLARE_SPELL_FUN( spell_blindness );
DECLARE_SPELL_FUN( spell_burning_hands );
DECLARE_SPELL_FUN( spell_call_lightning );
DECLARE_SPELL_FUN( spell_cause_critical );
DECLARE_SPELL_FUN( spell_cause_light );
DECLARE_SPELL_FUN( spell_cause_serious );
DECLARE_SPELL_FUN( spell_change_sex );
DECLARE_SPELL_FUN( spell_charm_person );
DECLARE_SPELL_FUN( spell_chill_touch );
DECLARE_SPELL_FUN( spell_colour_spray );
DECLARE_SPELL_FUN( spell_control_weather );
DECLARE_SPELL_FUN( spell_create_food );
DECLARE_SPELL_FUN( spell_create_water );
DECLARE_SPELL_FUN( spell_cure_blindness );
DECLARE_SPELL_FUN( spell_cure_poison );
DECLARE_SPELL_FUN( spell_curse );
DECLARE_SPELL_FUN( spell_detect_poison );
DECLARE_SPELL_FUN( spell_dispel_evil );
DECLARE_SPELL_FUN( spell_dispel_magic );
DECLARE_SPELL_FUN( spell_dream );
DECLARE_SPELL_FUN( spell_earthquake );
DECLARE_SPELL_FUN( spell_enchant_weapon );
DECLARE_SPELL_FUN( spell_energy_drain );
DECLARE_SPELL_FUN( spell_faerie_fire );
DECLARE_SPELL_FUN( spell_faerie_fog );
DECLARE_SPELL_FUN( spell_farsight );
DECLARE_SPELL_FUN( spell_fireball );
DECLARE_SPELL_FUN( spell_flamestrike );
DECLARE_SPELL_FUN( spell_gate );
DECLARE_SPELL_FUN( spell_knock );
DECLARE_SPELL_FUN( spell_harm );
DECLARE_SPELL_FUN( spell_identify );
DECLARE_SPELL_FUN( spell_invis );
DECLARE_SPELL_FUN( spell_know_alignment );
DECLARE_SPELL_FUN( spell_lightning_bolt );
DECLARE_SPELL_FUN( spell_locate_object );
DECLARE_SPELL_FUN( spell_magic_missile );
DECLARE_SPELL_FUN( spell_mist_walk );
DECLARE_SPELL_FUN( spell_pass_door );
DECLARE_SPELL_FUN( spell_plant_pass );
DECLARE_SPELL_FUN( spell_poison );
DECLARE_SPELL_FUN( spell_polymorph );
DECLARE_SPELL_FUN( spell_possess );
DECLARE_SPELL_FUN( spell_recharge );
DECLARE_SPELL_FUN( spell_remove_curse );
DECLARE_SPELL_FUN( spell_remove_invis );
DECLARE_SPELL_FUN( spell_remove_trap );
DECLARE_SPELL_FUN( spell_shocking_grasp );
DECLARE_SPELL_FUN( spell_sleep );
DECLARE_SPELL_FUN( spell_smaug );
DECLARE_SPELL_FUN( spell_solar_flight );
DECLARE_SPELL_FUN( spell_summon );
DECLARE_SPELL_FUN( spell_teleport );
DECLARE_SPELL_FUN( spell_ventriloquate );
DECLARE_SPELL_FUN( spell_weaken );
DECLARE_SPELL_FUN( spell_word_of_recall );
DECLARE_SPELL_FUN( spell_acid_breath );
DECLARE_SPELL_FUN( spell_fire_breath );
DECLARE_SPELL_FUN( spell_frost_breath );
DECLARE_SPELL_FUN( spell_gas_breath );
DECLARE_SPELL_FUN( spell_lightning_breath );
DECLARE_SPELL_FUN( spell_spiral_blast );
DECLARE_SPELL_FUN( spell_scorching_surge );
DECLARE_SPELL_FUN( spell_helical_flow );
DECLARE_SPELL_FUN( spell_transport );
DECLARE_SPELL_FUN( spell_portal );
DECLARE_SPELL_FUN( spell_ethereal_fist );
DECLARE_SPELL_FUN( spell_spectral_furor );
DECLARE_SPELL_FUN( spell_hand_of_chaos );
DECLARE_SPELL_FUN( spell_disruption );
DECLARE_SPELL_FUN( spell_sonic_resonance );
DECLARE_SPELL_FUN( spell_mind_wrack );
DECLARE_SPELL_FUN( spell_mind_wrench );
DECLARE_SPELL_FUN( spell_revive );
DECLARE_SPELL_FUN( spell_sulfurous_spray );
DECLARE_SPELL_FUN( spell_caustic_fount );
DECLARE_SPELL_FUN( spell_acetum_primus );
DECLARE_SPELL_FUN( spell_galvanic_whip );
DECLARE_SPELL_FUN( spell_magnetic_thrust );
DECLARE_SPELL_FUN( spell_quantum_spike );
DECLARE_SPELL_FUN( spell_black_hand );
DECLARE_SPELL_FUN( spell_black_fist );
DECLARE_SPELL_FUN( spell_black_lightning );
DECLARE_SPELL_FUN( spell_midas_touch );
DECLARE_SPELL_FUN( spell_suggest );
DECLARE_SPELL_FUN( spell_cure_addiction );
/*
* 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 "../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 GUARD_DIR "../planets/"
#define GUILD_DIR "../guilds/" /* Guild data dir */
#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 AREA_LIST "area.lst" /* List of areas */
#define BAN_LIST "ban.lst" /* List of bans */
#define CLAN_LIST "clan.lst" /* List of clans */
#define SHIP_LIST "ship.lst"
#define PLANET_LIST "planet.lst"
#define SPACE_LIST "space.lst"
#define BOUNTY_LIST "bounty.lst"
#define DISINTIGRATION_LIST "disintigration.lst"
#define SENATE_LIST "senate.lst" /* List of senators */
#define GUILD_LIST "guild.lst" /* List of guilds */
#define GUARD_LIST "guard.lst"
#define BOARD_FILE "boards.txt" /* For bulletin boards */
#define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */
#define RIPSCREEN_FILE SYSTEM_DIR "mudrip.rip"
#define RIPTITLE_FILE SYSTEM_DIR "mudtitle.rip"
#define ANSITITLE_FILE SYSTEM_DIR "mudtitle.ans"
#define ASCTITLE_FILE SYSTEM_DIR "mudtitle.asc"
#define BOOTLOG_FILE SYSTEM_DIR "boot.txt" /* Boot up error file */
#define BUG_FILE SYSTEM_DIR "pbugs.txt" /* For player usable 'bug' command */
#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 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 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 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 */
/*
* 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 SK SKILLTYPE
#define SH SHIP_DATA
/* 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 send_rip_screen args( ( CHAR_DATA * ch ) );
void send_rip_title args( ( CHAR_DATA * ch ) );
void send_ansi_title args( ( CHAR_DATA * ch ) );
void send_ascii_title args( ( CHAR_DATA * ch ) );
void to_channel args( ( const char *argument, int channel, const char *verb, short level ) );
void talk_auction args( ( char *argument ) );
bool 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 *translate args( ( CHAR_DATA * ch, CHAR_DATA * victim, const char *argument ) );
char *obj_short args( ( OBJ_DATA * obj ) );
/* act_info.c */
int get_door args( ( char *arg ) );
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 ) );
/* act_move.c */
ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA * in_room, EXIT_DATA ** pexit );
void clear_vrooms( void );
ED *find_door args( ( CHAR_DATA * ch, char *arg, bool quiet ) );
ED *get_exit args( ( ROOM_INDEX_DATA * room, short dir ) );
ED *get_exit_to args( ( ROOM_INDEX_DATA * room, short dir, int vnum ) );
ED *get_exit_num args( ( ROOM_INDEX_DATA * room, short count ) );
ch_ret move_char args( ( CHAR_DATA * ch, EXIT_DATA * pexit, int fall ) );
void teleport( CHAR_DATA * ch, int room, int flags );
short encumbrance args( ( CHAR_DATA * ch, short 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 ) );
short 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 */
void close_area args( ( AREA_DATA * pArea ) );
RID *find_location args( ( CHAR_DATA * ch, char *arg ) );
void echo_to_room args( ( short AT_COLOR, ROOM_INDEX_DATA * room, char *argument ) );
void echo_to_all args( ( short AT_COLOR, char *argument, short 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 ) );
/* 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[] ) );
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 ) );
/* clans.c */
CL *get_clan args( ( char *name ) );
void load_clans args( ( void ) );
void save_clan args( ( CLAN_DATA * clan ) );
void load_senate args( ( void ) );
void save_senate args( ( void ) );
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 ) );
/* 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 *ship_from_pilot args( ( char *name ) );
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 ) );
/* comm.c */
void close_socket( DESCRIPTOR_DATA * dclose, bool force );
void write_to_buffer( DESCRIPTOR_DATA * d, const char *txt, int length );
void write_to_pager( DESCRIPTOR_DATA * d, const char *txt, int length );
void send_to_char( const char *txt, CHAR_DATA * ch );
void send_to_char_color( const char *txt, CHAR_DATA * ch );
void send_to_desc_color( const char *txt, DESCRIPTOR_DATA *d );
void send_to_pager( const char *txt, CHAR_DATA * ch );
void send_to_pager_color( const char *txt, CHAR_DATA * ch );
void ch_printf( CHAR_DATA * ch, char *fmt, ... );
void pager_printf( CHAR_DATA * ch, char *fmt, ... );
void act( short AType, const char *format, CHAR_DATA * ch, void *arg1, void *arg2, int type );
/* reset.c */
RD *make_reset args( ( char letter, int extra, int arg1, int arg2, int arg3 ) );
RD *add_reset( ROOM_INDEX_DATA *room, 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 ) );
bool is_valid_filename( CHAR_DATA *ch, const char *direct, const 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 ) );
float fread_float( 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, short log_type, short level ) );
RID *make_room( int vnum, AREA_DATA *area );
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, short 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, short maxdir ) );
void make_wizlist args( ( void ) );
void tail_chain args( ( void ) );
void delete_room args( ( ROOM_INDEX_DATA * room ) );
void delete_obj args( ( OBJ_INDEX_DATA * obj ) );
void delete_mob args( ( MOB_INDEX_DATA * mob ) );
void sort_area args( ( AREA_DATA * pArea, bool proto ) );
/* 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 ) );
short ris_damage args( ( CHAR_DATA * ch, short 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 death_cry args( ( CHAR_DATA * ch ) );
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 ) );
OBJ_DATA *raw_kill( CHAR_DATA *ch, CHAR_DATA *victim );
bool in_arena args( ( CHAR_DATA * ch ) );
/* makeobjs.c */
OBJ_DATA *make_corpse( CHAR_DATA * ch, CHAR_DATA * killer );
void make_blood args( ( CHAR_DATA * ch ) );
void make_bloodstain args( ( CHAR_DATA * ch ) );
void make_scraps args( ( OBJ_DATA * obj ) );
void make_fire args( ( ROOM_INDEX_DATA * in_room, short timer ) );
OD *make_trap args( ( int v0, int v1, int v2, int v3 ) );
OD *create_money args( ( int amount ) );
/* misc.c */
void actiondesc args( ( CHAR_DATA * ch, OBJ_DATA * obj, void *vo ) );
void jedi_checks args( ( CHAR_DATA * ch ) );
void jedi_bonus args( ( CHAR_DATA * ch ) );
void sith_penalty args( ( CHAR_DATA * ch ) );
/* mud_comm.c */
char *mprog_type_to_name args( ( int type ) );
/* 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( void );
/* player.c */
void set_title 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 ) );
/* handler.c */
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( ( short level ) );
short get_trust args( ( CHAR_DATA * ch ) );
short get_age args( ( CHAR_DATA * ch ) );
short get_curr_str args( ( CHAR_DATA * ch ) );
short get_curr_int args( ( CHAR_DATA * ch ) );
short get_curr_wis args( ( CHAR_DATA * ch ) );
short get_curr_dex args( ( CHAR_DATA * ch ) );
short get_curr_con args( ( CHAR_DATA * ch ) );
short get_curr_cha args( ( CHAR_DATA * ch ) );
short get_curr_lck args( ( CHAR_DATA * ch ) );
short get_curr_frc 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( OBJ_INDEX_DATA *pObjIndex, 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( ROOM_INDEX_DATA *room );
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 ) );
bool can_see args( ( CHAR_DATA * ch, CHAR_DATA * victim ) );
bool can_see_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj ) );
bool can_drop_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj ) );
char *item_type_name args( ( OBJ_DATA * obj ) );
char *affect_loc_name args( ( int location ) );
char *affect_bit_name args( ( int vector ) );
char *extra_bit_name args( ( int extra_flags ) );
char *magic_bit_name args( ( int magic_flags ) );
ch_ret check_for_trap args( ( CHAR_DATA * ch, OBJ_DATA * obj, int flag ) );
ch_ret check_room_for_traps args( ( CHAR_DATA * ch, int flag ) );
bool is_trapped args( ( OBJ_DATA * obj ) );
OD *get_trap args( ( OBJ_DATA * obj ) );
ch_ret spring_trap args( ( CHAR_DATA * ch, OBJ_DATA * obj ) );
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, short type, short count, DO_FUN * fun, int value ) );
TIMER *get_timerptr args( ( CHAR_DATA * ch, short type ) );
short get_timer args( ( CHAR_DATA * ch, short type ) );
void extract_timer args( ( CHAR_DATA * ch, TIMER * timer ) );
void remove_timer args( ( CHAR_DATA * ch, short 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, short percent ) );
bool chance_attrib args( ( CHAR_DATA * ch, short percent, short attrib ) );
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 ) );
void check_switches( bool possess );
void check_switch( CHAR_DATA *ch, bool possess );
/* interp.c */
bool check_pos args( ( CHAR_DATA * ch, short 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( const char *command );
CMDTYPE *find_command args( ( char *command ) );
void hash_commands( void );
void start_timer args( ( struct timeval * sttime ) );
time_t end_timer args( ( struct timeval * sttime ) );
void send_timer args( ( struct timerset * vtime, CHAR_DATA * ch ) );
void update_userec args( ( struct timeval * time_used, struct timerset * userec ) );
/* magic.c */
bool process_spell_components args( ( CHAR_DATA * ch, int sn ) );
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 *texp ) );
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 write_corpses args( ( CHAR_DATA * ch, char *name ) );
void save_char_obj args( ( CHAR_DATA * ch ) );
void save_clone args( ( CHAR_DATA * ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA * d, char *name, bool preload, bool copyover ) );
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, short os_type, bool hotboot ) );
void fread_obj args( ( CHAR_DATA * ch, FILE * fp, short 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 ) );
/* shops.c */
/* special.c */
SF *spec_lookup( char *name );
/* 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 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 ) );
/* 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 ) );
#if 0
void reboot_check args( ( char *arg ) );
#endif
void auction_update args( ( void ) );
void remove_portal args( ( OBJ_DATA * portal ) );
int max_level( CHAR_DATA * ch, int ability );
/* 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 ) );
bool in_hash_table( char *str );
/* newscore.c */
char *get_race args( ( CHAR_DATA * ch ) );
#undef SK
#undef ST
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef BD
#undef CL
#undef EDD
#undef RD
#undef ED
/*
* mudprograms stuff
*/
extern CHAR_DATA *supermob;
extern OBJ_DATA *supermob_obj;
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 );
int rprog_custom_trigger( char *command, char *argument, CHAR_DATA * ch );
int mprog_custom_trigger( char *command, char *argument, CHAR_DATA * ch );
int oprog_custom_trigger( char *command, char *argument, CHAR_DATA * ch );
void oprog_greet_trigger( CHAR_DATA * ch );
void oprog_get_trigger( CHAR_DATA * ch, OBJ_DATA * obj );
void oprog_examine_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