/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@efn.org) *
* Gabrielle Taylor *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
/*
* Accommodate old non-Ansi compilers.
*/
#if defined(TRADITIONAL)
#define const
#define args( list ) ( )
#define DECLARE_DO_FUN( fun ) void fun( )
#define DECLARE_SPEC_FUN( fun ) bool fun( )
#define DECLARE_SPELL_FUN( fun ) void fun( )
#else
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#endif
/* system calls */
int unlink();
int system();
/*
* Short scalar types.
* Diavolo reports AIX compiler has bugs with short types.
*/
#if !defined(FALSE)
#define FALSE 0
#endif
#if !defined(TRUE)
#define TRUE 1
#endif
#if defined(_AIX)
#if !defined(const)
#define const
#endif
typedef int sh_int;
typedef int bool;
#define unix
#else
typedef short int sh_int;
typedef unsigned char bool;
#endif
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct buf_type BUFFER;
typedef struct char_data CHAR_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_data HELP_DATA;
typedef struct kill_data KILL_DATA;
typedef struct mem_data MEM_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct gen_data GEN_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
/*
* Function types.
*/
typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) );
typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) );
typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo,
int target ) );
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4608
#define MAX_INPUT_LENGTH 256
#define PAGELEN 22
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_GOD 23
#define MAX_LANGUAGE 12
#define MAX_SKILL 190
#define MAX_GROUP 50
#define MAX_IN_GROUP 20
#define MAX_ALIAS 5
#define MAX_CLASS 12
#define MAX_PC_RACE 22
#define MAX_CLAN 7
#define MAX_DAMAGE_MESSAGE 42
#define MAX_LEVEL 60
#define LEVEL_HERO (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL (MAX_LEVEL - 8)
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_MUSIC ( 6 * PULSE_PER_SECOND)
#define PULSE_TICK (60 * PULSE_PER_SECOND)
#define PULSE_AREA (320 * PULSE_PER_SECOND)
#define MAX_QUOTES 2
#define IMPLEMENTOR MAX_LEVEL
#define CREATOR (MAX_LEVEL - 1)
#define SUPREME (MAX_LEVEL - 2)
#define DEITY (MAX_LEVEL - 3)
#define GOD (MAX_LEVEL - 4)
#define IMMORTAL (MAX_LEVEL - 5)
#define DEMI (MAX_LEVEL - 6)
#define ANGEL (MAX_LEVEL - 7)
#define AVATAR (MAX_LEVEL - 8)
#define HERO LEVEL_HERO
/* language defines */
#define COMMON 0
#define HUMAN 1
#define DWARVISH 2
#define ELVISH 3
#define GNOMISH 4
#define GOBLIN 5
#define ORCISH 6
#define OGRE 7
#define DROW 8
#define KOBOLD 9
#define TROLLISH 10
#define HOBBIT 11
DECLARE_DO_FUN(do_common );
DECLARE_DO_FUN(do_human );
DECLARE_DO_FUN(do_dwarvish );
DECLARE_DO_FUN(do_elvish );
DECLARE_DO_FUN(do_gnomish );
DECLARE_DO_FUN(do_goblin );
DECLARE_DO_FUN(do_orcish );
DECLARE_DO_FUN(do_ogre );
DECLARE_DO_FUN(do_drow );
DECLARE_DO_FUN(do_kobold );
DECLARE_DO_FUN(do_trollish );
DECLARE_DO_FUN(do_hobbit );
DECLARE_DO_FUN(do_lstat );
DECLARE_DO_FUN(do_lset );
DECLARE_DO_FUN(do_learn );
DECLARE_DO_FUN(do_speak );
DECLARE_DO_FUN(do_hunt );
DECLARE_DO_FUN(do_sharpen );
DECLARE_DO_FUN(do_butcher );
DECLARE_DO_FUN(do_skin );
DECLARE_DO_FUN(do_push );
DECLARE_DO_FUN(do_drag );
DECLARE_DO_FUN(do_throw );
/*
* Colour stuff by Lope of Loping Through The MUD
*/
#define CLEAR "[0m" /* Resets Colour */
#define C_RED "[0;31m" /* Normal Colours */
#define C_GREEN "[0;32m"
#define C_YELLOW "[0;33m"
#define C_BLUE "[0;34m"
#define C_MAGENTA "[0;35m"
#define C_CYAN "[0;36m"
#define C_WHITE "[0;37m"
#define C_D_GREY "[1;30m" /* Light Colors */
#define C_B_RED "[1;31m"
#define C_B_GREEN "[1;32m"
#define C_B_YELLOW "[1;33m"
#define C_B_BLUE "[1;34m"
#define C_B_MAGENTA "[1;35m"
#define C_B_CYAN "[1;36m"
#define C_B_WHITE "[1;37m"
/*
* Site ban structure.
*/
#define BAN_SUFFIX A
#define BAN_PREFIX B
#define BAN_NEWBIES C
#define BAN_ALL D
#define BAN_PERMIT E
#define BAN_PERMANENT F
struct ban_data
{
BAN_DATA * next;
bool valid;
sh_int ban_flags;
sh_int level;
char * name;
};
struct buf_type
{
BUFFER * next;
bool valid;
sh_int state; /* error state of the buffer */
sh_int size; /* size in k */
char * string; /* buffer's string */
};
/*
* Path stuff.
*/
#define CHAOTIC 0
#define NEUTRAL 1
#define LAWFULL 2
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
struct time_info_data
{
int hour;
int day;
int month;
int year;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
};
/*
* Connected state for a channel.
*/
#define CON_PLAYING 0
#define CON_GET_NAME 1
#define CON_GET_OLD_PASSWORD 2
#define CON_CONFIRM_NEW_NAME 3
#define CON_GET_NEW_PASSWORD 4
#define CON_CONFIRM_NEW_PASSWORD 5
#define CON_GET_NEW_RACE 6
#define CON_GET_NEW_SEX 7
#define CON_GET_NEW_CLASS 8
#define CON_GET_HOMETOWN 9
#define CON_GET_ALIGNMENT 10
#define CON_GET_GOD 11
#define CON_DEFAULT_CHOICE 12
#define CON_GEN_GROUPS 13
#define CON_PICK_WEAPON 14
#define CON_READ_IMOTD 15
#define CON_READ_MOTD 16
#define CON_BREAK_CONNECT 17
#define CON_GET_PATH 18
#define CON_REROLL_STATS 19
#define CON_CONFIRM_NAME 20
#define CON_CONFIRM_NAME2 21
#define CON_CONFIRM_NAME3 22
#define CON_MENU 23
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
bool valid;
char * host;
sh_int descriptor;
sh_int connected;
bool fcommand;
char inbuf [4 * MAX_INPUT_LENGTH];
char incomm [MAX_INPUT_LENGTH];
char inlast [MAX_INPUT_LENGTH];
int repeat;
char * outbuf;
int outsize;
int outtop;
char * showstr_head;
char * showstr_point;
};
/*
* Attribute bonus structures.
*/
struct str_app_type
{
sh_int tohit;
sh_int todam;
sh_int carry;
sh_int wield;
};
struct int_app_type
{
sh_int learn;
};
struct wis_app_type
{
sh_int practice;
};
struct dex_app_type
{
sh_int defensive;
};
struct con_app_type
{
sh_int hitp;
sh_int shock;
};
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
#define TO_ALL 4
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
sh_int level;
char * keyword;
char * text;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
sh_int keeper; /* Vnum of shop keeper mob */
sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */
sh_int profit_buy; /* Cost multiplier for buying */
sh_int profit_sell; /* Cost multiplier for selling */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/*
* Per-class stuff.
*/
#define MAX_GUILD 2
#define MAX_STATS 5
#define STAT_STR 0
#define STAT_INT 1
#define STAT_WIS 2
#define STAT_DEX 3
#define STAT_CON 4
struct class_type
{
char * name; /* the full name of the class */
char who_name [4]; /* Three-letter name for 'who' */
sh_int attr_prime; /* Prime attribute */
sh_int weapon; /* First weapon */
sh_int guild[MAX_GUILD]; /* Vnum of guild rooms */
sh_int skill_adept; /* Maximum skill level */
sh_int thac0_00; /* Thac0 for level 0 */
sh_int thac0_32; /* Thac0 for level 32 */
sh_int hp_min; /* Min hp gained on leveling */
sh_int hp_max; /* Max hp gained on leveling */
bool fMana; /* Class gains mana on level */
char * base_group; /* base skills gained */
char * default_group; /* default skills gained */
};
struct item_type
{
int type;
char * name;
};
struct weapon_type
{
char * name;
sh_int vnum;
sh_int type;
sh_int *gsn;
};
struct god_type
{
char * name;
bool pc_good;
bool pc_neutral;
bool pc_evil;
};
struct lang_type
{
char * name;
};
struct wiznet_type
{
char * name;
long flag;
int level;
};
struct attack_type
{
char * name; /* name */
char * noun; /* message */
int damage; /* damage class */
};
struct race_type
{
char * name; /* call name of the race */
bool pc_race; /* can be chosen by pcs */
long act; /* act bits for the race */
long aff; /* aff bits for the race */
long off; /* off bits for the race */
long imm; /* imm bits for the race */
long res; /* res bits for the race */
long vuln; /* vuln bits for the race */
long form; /* default form flag for the race */
long parts; /* default parts for the race */
};
struct pc_race_type /* additional data for pc races */
{
char * name; /* MUST be in race_type */
char who_name[9];
sh_int points; /* cost in points of the race */
sh_int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */
char * skills[5]; /* bonus skills for the race */
sh_int stats[MAX_STATS]; /* starting stats */
sh_int max_stats[MAX_STATS]; /* maximum stats */
sh_int size; /* aff bits for the race */
int race_lang;
};
struct spec_type
{
char * name; /* special function name */
SPEC_FUN * function; /* the function */
};
/*
* Data structure for notes.
*/
#define NOTE_NOTE 0
#define NOTE_IDEA 1
#define NOTE_PENALTY 2
#define NOTE_NEWS 3
#define NOTE_CHANGES 4
struct note_data
{
NOTE_DATA * next;
bool valid;
sh_int type;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
time_t date_stamp;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
bool valid;
sh_int where;
sh_int type;
sh_int level;
sh_int duration;
sh_int location;
sh_int modifier;
int bitvector;
};
/* where definitions */
#define TO_AFFECTS 0
#define TO_OBJECT 1
#define TO_IMMUNE 2
#define TO_RESIST 3
#define TO_VULN 4
#define TO_WEAPON 5
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_FIDO 3090
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAMPIRE 3404
#define MOB_VNUM_ZOMBIE 1
#define MOB_VNUM_GUARD 2
#define MOB_VNUM_SHADOWPET 3
#define MOB_VNUM_PATROLMAN 2106
#define GROUP_VNUM_TROLLS 2100
#define GROUP_VNUM_OGRES 2101
/* RT ASCII conversions -- used so we can have letters in this file */
#define A 1
#define B 2
#define C 4
#define D 8
#define E 16
#define F 32
#define G 64
#define H 128
#define I 256
#define J 512
#define K 1024
#define L 2048
#define M 4096
#define N 8192
#define O 16384
#define P 32768
#define Q 65536
#define R 131072
#define S 262144
#define T 524288
#define U 1048576
#define V 2097152
#define W 4194304
#define X 8388608
#define Y 16777216
#define Z 33554432
#define aa 67108864 /* doubled due to conflicts */
#define bb 134217728
#define cc 268435456
#define dd 536870912
#define ee 1073741824
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC (A) /* Auto set for mobs */
#define ACT_SENTINEL (B) /* Stays in one room */
#define ACT_SCAVENGER (C) /* Picks up objects */
#define ACT_AGGRESSIVE (F) /* Attacks PC's */
#define ACT_STAY_AREA (G) /* Won't leave area */
#define ACT_WIMPY (H)
#define ACT_PET (I) /* Auto set for pets */
#define ACT_TRAIN (J) /* Can train PC's */
#define ACT_PRACTICE (K) /* Can practice PC's */
#define ACT_UNDEAD (O)
#define ACT_CLERIC (Q)
#define ACT_MAGE (R)
#define ACT_THIEF (S)
#define ACT_WARRIOR (T)
#define ACT_NOALIGN (U)
#define ACT_NOPURGE (V)
#define ACT_OUTDOORS (W)
#define ACT_INDOORS (Y)
#define ACT_IS_HEALER (aa)
#define ACT_GAIN (bb)
#define ACT_UPDATE_ALWAYS (cc)
#define ACT_IS_CHANGER (dd)
/* damage classes */
#define DAM_NONE 0
#define DAM_BASH 1
#define DAM_PIERCE 2
#define DAM_SLASH 3
#define DAM_FIRE 4
#define DAM_COLD 5
#define DAM_LIGHTNING 6
#define DAM_ACID 7
#define DAM_POISON 8
#define DAM_NEGATIVE 9
#define DAM_HOLY 10
#define DAM_ENERGY 11
#define DAM_MENTAL 12
#define DAM_DISEASE 13
#define DAM_DROWNING 14
#define DAM_LIGHT 15
#define DAM_OTHER 16
#define DAM_HARM 17
#define DAM_CHARM 18
#define DAM_SOUND 19
/* OFF bits for mobiles */
#define OFF_AREA_ATTACK (A)
#define OFF_BACKSTAB (B)
#define OFF_BASH (C)
#define OFF_BERSERK (D)
#define OFF_DISARM (E)
#define OFF_DODGE (F)
#define OFF_FADE (G)
#define OFF_FAST (H)
#define OFF_KICK (I)
#define OFF_KICK_DIRT (J)
#define OFF_PARRY (K)
#define OFF_RESCUE (L)
#define OFF_TAIL (M)
#define OFF_TRIP (N)
#define OFF_CRUSH (O)
#define ASSIST_ALL (P)
#define ASSIST_ALIGN (Q)
#define ASSIST_RACE (R)
#define ASSIST_PLAYERS (S)
#define ASSIST_GUARD (T)
#define ASSIST_VNUM (U)
/* return values for check_imm */
#define IS_NORMAL 0
#define IS_IMMUNE 1
#define IS_RESISTANT 2
#define IS_VULNERABLE 3
/* IMM bits for mobs */
#define IMM_SUMMON (A)
#define IMM_CHARM (B)
#define IMM_MAGIC (C)
#define IMM_WEAPON (D)
#define IMM_BASH (E)
#define IMM_PIERCE (F)
#define IMM_SLASH (G)
#define IMM_FIRE (H)
#define IMM_COLD (I)
#define IMM_LIGHTNING (J)
#define IMM_ACID (K)
#define IMM_POISON (L)
#define IMM_NEGATIVE (M)
#define IMM_HOLY (N)
#define IMM_ENERGY (O)
#define IMM_MENTAL (P)
#define IMM_DISEASE (Q)
#define IMM_DROWNING (R)
#define IMM_LIGHT (S)
#define IMM_SOUND (T)
#define IMM_WOOD (X)
#define IMM_SILVER (Y)
#define IMM_IRON (Z)
/* RES bits for mobs */
#define RES_SUMMON (A)
#define RES_CHARM (B)
#define RES_MAGIC (C)
#define RES_WEAPON (D)
#define RES_BASH (E)
#define RES_PIERCE (F)
#define RES_SLASH (G)
#define RES_FIRE (H)
#define RES_COLD (I)
#define RES_LIGHTNING (J)
#define RES_ACID (K)
#define RES_POISON (L)
#define RES_NEGATIVE (M)
#define RES_HOLY (N)
#define RES_ENERGY (O)
#define RES_MENTAL (P)
#define RES_DISEASE (Q)
#define RES_DROWNING (R)
#define RES_LIGHT (S)
#define RES_SOUND (T)
#define RES_WOOD (X)
#define RES_SILVER (Y)
#define RES_IRON (Z)
/* VULN bits for mobs */
#define VULN_SUMMON (A)
#define VULN_CHARM (B)
#define VULN_MAGIC (C)
#define VULN_WEAPON (D)
#define VULN_BASH (E)
#define VULN_PIERCE (F)
#define VULN_SLASH (G)
#define VULN_FIRE (H)
#define VULN_COLD (I)
#define VULN_LIGHTNING (J)
#define VULN_ACID (K)
#define VULN_POISON (L)
#define VULN_NEGATIVE (M)
#define VULN_HOLY (N)
#define VULN_ENERGY (O)
#define VULN_MENTAL (P)
#define VULN_DISEASE (Q)
#define VULN_DROWNING (R)
#define VULN_LIGHT (S)
#define VULN_SOUND (T)
#define VULN_WOOD (X)
#define VULN_SILVER (Y)
#define VULN_IRON (Z)
/* body form */
#define FORM_EDIBLE (A)
#define FORM_POISON (B)
#define FORM_MAGICAL (C)
#define FORM_INSTANT_DECAY (D)
#define FORM_OTHER (E) /* defined by material bit */
/* actual form */
#define FORM_ANIMAL (G)
#define FORM_SENTIENT (H)
#define FORM_UNDEAD (I)
#define FORM_CONSTRUCT (J)
#define FORM_MIST (K)
#define FORM_INTANGIBLE (L)
#define FORM_BIPED (M)
#define FORM_CENTAUR (N)
#define FORM_INSECT (O)
#define FORM_SPIDER (P)
#define FORM_CRUSTACEAN (Q)
#define FORM_WORM (R)
#define FORM_BLOB (S)
#define FORM_MAMMAL (V)
#define FORM_BIRD (W)
#define FORM_REPTILE (X)
#define FORM_SNAKE (Y)
#define FORM_DRAGON (Z)
#define FORM_AMPHIBIAN (aa)
#define FORM_FISH (bb)
#define FORM_COLD_BLOOD (cc)
/* body parts */
#define PART_HEAD (A)
#define PART_ARMS (B)
#define PART_LEGS (C)
#define PART_HEART (D)
#define PART_BRAINS (E)
#define PART_GUTS (F)
#define PART_HANDS (G)
#define PART_FEET (H)
#define PART_FINGERS (I)
#define PART_EAR (J)
#define PART_EYE (K)
#define PART_LONG_TONGUE (L)
#define PART_EYESTALKS (M)
#define PART_TENTACLES (N)
#define PART_FINS (O)
#define PART_WINGS (P)
#define PART_TAIL (Q)
/* for combat */
#define PART_CLAWS (U)
#define PART_FANGS (V)
#define PART_HORNS (W)
#define PART_SCALES (X)
#define PART_TUSKS (Y)
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND (A)
#define AFF_INVISIBLE (B)
#define AFF_DETECT_EVIL (C)
#define AFF_DETECT_INVIS (D)
#define AFF_DETECT_MAGIC (E)
#define AFF_DETECT_HIDDEN (F)
#define AFF_DETECT_GOOD (G)
#define AFF_SANCTUARY (H)
#define AFF_FAERIE_FIRE (I)
#define AFF_INFRARED (J)
#define AFF_CURSE (K)
#define AFF_UNUSED_FLAG (L) /* unused */
#define AFF_POISON (M)
#define AFF_PROTECT_EVIL (N)
#define AFF_PROTECT_GOOD (O)
#define AFF_SNEAK (P)
#define AFF_HIDE (Q)
#define AFF_SLEEP (R)
#define AFF_CHARM (S)
#define AFF_FLYING (T)
#define AFF_PASS_DOOR (U)
#define AFF_HASTE (V)
#define AFF_CALM (W)
#define AFF_PLAGUE (X)
#define AFF_WEAKEN (Y)
#define AFF_DARK_VISION (Z)
#define AFF_BERSERK (aa)
#define AFF_SWIM (bb)
#define AFF_REGENERATION (cc)
#define AFF_SLOW (dd)
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/* AC types */
#define AC_PIERCE 0
#define AC_BASH 1
#define AC_SLASH 2
#define AC_EXOTIC 3
/* dice */
#define DICE_NUMBER 0
#define DICE_TYPE 1
#define DICE_BONUS 2
/* size */
#define SIZE_TINY 0
#define SIZE_SMALL 1
#define SIZE_MEDIUM 2
#define SIZE_LARGE 3
#define SIZE_HUGE 4
#define SIZE_GIANT 5
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_SILVER_ONE 1
#define OBJ_VNUM_GOLD_ONE 2
#define OBJ_VNUM_GOLD_SOME 3
#define OBJ_VNUM_SILVER_SOME 4
#define OBJ_VNUM_COINS 5
#define OBJ_VNUM_STEAK 6
#define OBJ_VNUM_SKIN 7
#define OBJ_VNUM_CORPSE_NPC 10
#define OBJ_VNUM_CORPSE_PC 11
#define OBJ_VNUM_SEVERED_HEAD 12
#define OBJ_VNUM_TORN_HEART 13
#define OBJ_VNUM_SLICED_ARM 14
#define OBJ_VNUM_SLICED_LEG 15
#define OBJ_VNUM_GUTS 16
#define OBJ_VNUM_BRAINS 17
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_DISC 23
#define OBJ_VNUM_PORTAL 25
#define OBJ_VNUM_ROSE 1001
#define OBJ_VNUM_PIT 3010
#define OBJ_VNUM_SCHOOL_MACE 3700
#define OBJ_VNUM_SCHOOL_DAGGER 3701
#define OBJ_VNUM_SCHOOL_SWORD 3702
#define OBJ_VNUM_SCHOOL_SPEAR 3717
#define OBJ_VNUM_SCHOOL_STAFF 3718
#define OBJ_VNUM_SCHOOL_AXE 3719
#define OBJ_VNUM_SCHOOL_FLAIL 3720
#define OBJ_VNUM_SCHOOL_WHIP 3721
#define OBJ_VNUM_SCHOOL_POLEARM 3722
#define OBJ_VNUM_SCHOOL_VEST 3703
#define OBJ_VNUM_SCHOOL_SHIELD 3704
#define OBJ_VNUM_SCHOOL_BANNER 3716
#define OBJ_VNUM_MAP 3162
#define OBJ_VNUM_BOOK 4611
#define OBJ_VNUM_RUNE 3611
#define OBJ_VNUM_WHISTLE 2116
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_CLOTHING 11
#define ITEM_FURNITURE 12
#define ITEM_TRASH 13
#define ITEM_CONTAINER 15
#define ITEM_DRINK_CON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_BOAT 22
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_FOUNTAIN 25
#define ITEM_PILL 26
#define ITEM_PROTECT 27
#define ITEM_MAP 28
#define ITEM_PORTAL 29
#define ITEM_WARP_STONE 30
#define ITEM_ROOM_KEY 31
#define ITEM_GEM 32
#define ITEM_JEWELRY 33
#define ITEM_JUKEBOX 34
#define ITEM_EXPLOSIVE 35
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW (A)
#define ITEM_HUM (B)
#define ITEM_DARK (C)
#define ITEM_LOCK (D)
#define ITEM_EVIL (E)
#define ITEM_INVIS (F)
#define ITEM_MAGIC (G)
#define ITEM_NODROP (H)
#define ITEM_BLESS (I)
#define ITEM_ANTI_GOOD (J)
#define ITEM_ANTI_EVIL (K)
#define ITEM_ANTI_NEUTRAL (L)
#define ITEM_NOREMOVE (M)
#define ITEM_INVENTORY (N)
#define ITEM_NOPURGE (O)
#define ITEM_ROT_DEATH (P)
#define ITEM_VIS_DEATH (Q)
#define ITEM_NONMETAL (S)
#define ITEM_NOLOCATE (T)
#define ITEM_MELT_DROP (U)
#define ITEM_HAD_TIMER (V)
#define ITEM_SELL_EXTRACT (W)
#define ITEM_BURN_PROOF (Y)
#define ITEM_NOUNCURSE (Z)
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE (A)
#define ITEM_WEAR_FINGER (B)
#define ITEM_WEAR_NECK (C)
#define ITEM_WEAR_BODY (D)
#define ITEM_WEAR_HEAD (E)
#define ITEM_WEAR_LEGS (F)
#define ITEM_WEAR_FEET (G)
#define ITEM_WEAR_HANDS (H)
#define ITEM_WEAR_ARMS (I)
#define ITEM_WEAR_SHIELD (J)
#define ITEM_WEAR_ABOUT (K)
#define ITEM_WEAR_WAIST (L)
#define ITEM_WEAR_WRIST (M)
#define ITEM_WIELD (N)
#define ITEM_HOLD (O)
#define ITEM_NO_SAC (P)
#define ITEM_WEAR_FLOAT (Q)
/* weapon class */
#define WEAPON_EXOTIC 0
#define WEAPON_SWORD 1
#define WEAPON_DAGGER 2
#define WEAPON_STAFF 3
#define WEAPON_MACE 4
#define WEAPON_AXE 5
#define WEAPON_FLAIL 6
#define WEAPON_WHIP 7
#define WEAPON_POLEARM 8
/* weapon types */
#define WEAPON_FLAMING (A)
#define WEAPON_FROST (B)
#define WEAPON_VAMPIRIC (C)
#define WEAPON_SHARP (D)
#define WEAPON_VORPAL (E)
#define WEAPON_TWO_HANDS (F)
#define WEAPON_SHOCKING (G)
#define WEAPON_POISON (H)
/* gate flags */
#define GATE_NORMAL_EXIT (A)
#define GATE_NOCURSE (B)
#define GATE_GOWITH (C)
#define GATE_BUGGY (D)
#define GATE_RANDOM (E)
/* furniture flags */
#define STAND_AT (A)
#define STAND_ON (B)
#define STAND_IN (C)
#define SIT_AT (D)
#define SIT_ON (E)
#define SIT_IN (F)
#define REST_AT (G)
#define REST_ON (H)
#define REST_IN (I)
#define SLEEP_AT (J)
#define SLEEP_ON (K)
#define SLEEP_IN (L)
#define PUT_AT (M)
#define PUT_ON (N)
#define PUT_IN (O)
#define PUT_INSIDE (P)
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_SEX 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
#define APPLY_GOLD 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVES 20
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
#define APPLY_SPELL_AFFECT 25
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
#define CONT_PUT_ON 16
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1204
#define ROOM_VNUM_TEMPLE 2
#define ROOM_VNUM_ALTAR 3392
#define ROOM_VNUM_SCHOOL 1900
#define ROOM_VNUM_BALANCE 1900
#define ROOM_VNUM_CIRCLE 1900
#define ROOM_VNUM_DEMISE 1900
#define ROOM_VNUM_HONOR 1900
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK (A)
#define ROOM_NO_MOB (C)
#define ROOM_INDOORS (D)
#define ROOM_PRIVATE (J)
#define ROOM_SAFE (K)
#define ROOM_SOLITARY (L)
#define ROOM_PET_SHOP (M)
#define ROOM_NO_RECALL (N)
#define ROOM_IMP_ONLY (O)
#define ROOM_GODS_ONLY (P)
#define ROOM_HEROES_ONLY (Q)
#define ROOM_NEWBIES_ONLY (R)
#define ROOM_LAW (S)
#define ROOM_NOWHERE (T)
#define ROOM_BANK (U)
/*
* Directions.
* Used in #ROOMS.
*/
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR (A)
#define EX_CLOSED (B)
#define EX_LOCKED (C)
#define EX_PICKPROOF (F)
#define EX_NOPASS (G)
#define EX_EASY (H)
#define EX_HARD (I)
#define EX_INFURIATING (J)
#define EX_NOCLOSE (K)
#define EX_NOLOCK (L)
/*
* Sector types.
* Used in #ROOMS.
*/
#define SECT_INSIDE 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SWIM 6
#define SECT_WATER_NOSWIM 7
#define SECT_UNUSED 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_MAX 11
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define WEAR_NONE -1
#define WEAR_LIGHT 0
#define WEAR_FINGER_L 1
#define WEAR_FINGER_R 2
#define WEAR_NECK_1 3
#define WEAR_NECK_2 4
#define WEAR_BODY 5
#define WEAR_HEAD 6
#define WEAR_LEGS 7
#define WEAR_FEET 8
#define WEAR_HANDS 9
#define WEAR_ARMS 10
#define WEAR_SHIELD 11
#define WEAR_ABOUT 12
#define WEAR_WAIST 13
#define WEAR_WRIST_L 14
#define WEAR_WRIST_R 15
#define WEAR_WIELD 16
#define WEAR_HOLD 17
#define WEAR_FLOAT 18
#define WEAR_SECONDARY 19
#define MAX_WEAR 20
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
#define COND_DRUNK 0
#define COND_FULL 1
#define COND_THIRST 2
#define COND_HUNGER 3
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_RESTING 5
#define POS_SITTING 6
#define POS_FIGHTING 7
#define POS_STANDING 8
/*
* ACT bits for players.
*/
#define PLR_IS_NPC (A) /* Don't EVER set. */
/* RT auto flags */
#define PLR_AUTOASSIST (C)
#define PLR_AUTOEXIT (D)
#define PLR_AUTOLOOT (E)
#define PLR_AUTOSAC (F)
#define PLR_AUTOGOLD (G)
#define PLR_AUTOSPLIT (H)
/* RT personal flags */
#define PLR_HOLYLIGHT (N)
#define PLR_CANLOOT (P)
#define PLR_NOSUMMON (Q)
#define PLR_NOFOLLOW (R)
/*
* Colour stuff by Lope of Loping Through The MUD
*/
#define PLR_COLOUR (T) /* Colour Flag By Lope */
/* 1 bit reserved, S */
/* penalty flags */
#define PLR_PERMIT (U)
#define PLR_LOG (W)
#define PLR_DENY (X)
#define PLR_FREEZE (Y)
#define PLR_THIEF (Z)
#define PLR_KILLER (aa)
/* RT comm flags -- may be used on both mobs and chars */
#define COMM_QUIET (A)
#define COMM_DEAF (B)
#define COMM_NOWIZ (C)
#define COMM_NOAUCTION (D)
#define COMM_NOGOSSIP (E)
#define COMM_NOQUESTION (F)
#define COMM_NOMUSIC (G)
#define COMM_NOCLAN (H)
#define COMM_NOQUOTE (I)
#define COMM_SHOUTSOFF (J)
/* display flags */
#define COMM_COMPACT (L)
#define COMM_BRIEF (M)
#define COMM_PROMPT (N)
#define COMM_COMBINE (O)
#define COMM_TELNET_GA (P)
#define COMM_SHOW_AFFECTS (Q)
#define COMM_NOGRATS (R)
/* penalties */
#define COMM_NOEMOTE (T)
#define COMM_NOSHOUT (U)
#define COMM_NOTELL (V)
#define COMM_NOCHANNELS (W)
#define COMM_SNOOP_PROOF (Y)
#define COMM_AFK (Z)
/* WIZnet flags */
#define WIZ_ON (A)
#define WIZ_TICKS (B)
#define WIZ_LOGINS (C)
#define WIZ_SITES (D)
#define WIZ_LINKS (E)
#define WIZ_DEATHS (F)
#define WIZ_RESETS (G)
#define WIZ_MOBDEATHS (H)
#define WIZ_FLAGS (I)
#define WIZ_PENALTIES (J)
#define WIZ_SACCING (K)
#define WIZ_LEVELS (L)
#define WIZ_SECURE (M)
#define WIZ_SWITCHES (N)
#define WIZ_SNOOPS (O)
#define WIZ_RESTORE (P)
#define WIZ_LOAD (Q)
#define WIZ_NEWBIE (R)
#define WIZ_PREFIX (S)
#define WIZ_SPAM (T)
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA * next;
SPEC_FUN * spec_fun;
SHOP_DATA * pShop;
sh_int vnum;
sh_int group;
bool new_format;
sh_int count;
sh_int killed;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
long act;
long affected_by;
sh_int alignment;
sh_int level;
sh_int hitroll;
sh_int hit[3];
sh_int mana[3];
sh_int damage[3];
sh_int ac[4];
sh_int dam_type;
long off_flags;
long imm_flags;
long res_flags;
long vuln_flags;
sh_int start_pos;
sh_int default_pos;
sh_int sex;
sh_int race;
long wealth;
long form;
long parts;
sh_int size;
char * material;
};
/* memory settings */
#define MEM_CUSTOMER A
#define MEM_SELLER B
#define MEM_HOSTILE C
#define MEM_AFRAID D
/* memory for mobs */
struct mem_data
{
MEM_DATA *next;
bool valid;
int id;
int reaction;
time_t when;
};
/*
* One character (PC or NPC).
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * next_in_room;
CHAR_DATA * master;
CHAR_DATA * leader;
CHAR_DATA * fighting;
CHAR_DATA * reply;
CHAR_DATA * pet;
CHAR_DATA * hunting; /* USED BY HUNTING ROUTINE */
MEM_DATA * memory;
SPEC_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
NOTE_DATA * pnote;
OBJ_DATA * carrying;
OBJ_DATA * on;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
AREA_DATA * zone;
PC_DATA * pcdata;
GEN_DATA * gen_data;
bool valid;
char * name;
long id;
sh_int version;
char * short_descr;
char * long_descr;
char * description;
char * prompt;
char * prefix;
sh_int group;
sh_int clan;
sh_int sex;
sh_int class;
sh_int race;
sh_int level;
sh_int trust;
int played;
int lines; /* for the pager */
time_t logon;
sh_int timer;
sh_int wait;
sh_int daze;
sh_int hit;
sh_int max_hit;
sh_int mana;
sh_int max_mana;
sh_int move;
sh_int max_move;
long gold;
long silver;
int exp;
int to_level;
long act;
long comm; /* RT added to pad the vector */
long wiznet; /* wiz stuff */
long imm_flags;
long res_flags;
long vuln_flags;
sh_int invis_level;
sh_int incog_level;
long affected_by;
sh_int position;
sh_int practice;
sh_int train;
sh_int carry_weight;
sh_int carry_number;
sh_int saving_throw;
sh_int alignment;
sh_int path;
sh_int hitroll;
sh_int damroll;
sh_int hometown;
sh_int armor[4];
sh_int wimpy;
/* stats */
sh_int perm_stat[MAX_STATS];
sh_int mod_stat[MAX_STATS];
/* parts stuff */
long form;
long parts;
sh_int size;
char* material;
/* mobile stuff */
long off_flags;
sh_int damage[3];
sh_int dam_type;
sh_int start_pos;
sh_int default_pos;
int bank;
sh_int god;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
BUFFER * buffer;
bool valid;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
time_t last_note;
time_t last_idea;
time_t last_penalty;
time_t last_news;
time_t last_changes;
sh_int perm_hit;
sh_int perm_mana;
sh_int perm_move;
sh_int true_sex;
int last_level;
sh_int condition [4];
sh_int learned [MAX_SKILL];
bool group_known [MAX_GROUP];
sh_int points;
bool confirm_delete;
char * alias[MAX_ALIAS];
char * alias_sub[MAX_ALIAS];
int language [MAX_LANGUAGE];
int speaking;
int learn;
};
/* Data for generating characters -- only used during generation */
struct gen_data
{
GEN_DATA *next;
bool valid;
bool skill_chosen[MAX_SKILL];
bool group_chosen[MAX_GROUP];
int points_chosen;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
struct liq_type
{
char * liq_name;
char * liq_color;
sh_int liq_affect[5];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
bool valid;
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
OBJ_INDEX_DATA * next;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
bool new_format;
char * name;
char * short_descr;
char * description;
sh_int vnum;
sh_int reset_num;
char * material;
sh_int item_type;
int extra_flags;
int wear_flags;
sh_int level;
sh_int condition;
sh_int count;
sh_int weight;
int cost;
int value[5];
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * next_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
OBJ_DATA * on;
CHAR_DATA * carried_by;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
bool valid;
bool enchanted;
char * owner;
char * name;
char * short_descr;
char * description;
sh_int item_type;
int extra_flags;
int wear_flags;
sh_int wear_loc;
sh_int weight;
int cost;
sh_int level;
sh_int condition;
char * material;
sh_int timer;
int value [5];
};
/*
* Exit data.
*/
struct exit_data
{
union
{
ROOM_INDEX_DATA * to_room;
sh_int vnum;
} u1;
sh_int exit_info;
sh_int key;
char * keyword;
char * description;
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA * next;
char command;
sh_int arg1;
sh_int arg2;
sh_int arg3;
sh_int arg4;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
RESET_DATA * reset_first;
RESET_DATA * reset_last;
char * file_name;
char * name;
char * credits;
sh_int age;
sh_int nplayer;
sh_int low_range;
sh_int high_range;
sh_int min_vnum;
sh_int max_vnum;
bool empty;
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
CHAR_DATA * people;
OBJ_DATA * contents;
EXTRA_DESCR_DATA * extra_descr;
AREA_DATA * area;
EXIT_DATA * exit [6];
EXIT_DATA * old_exit[6];
char * name;
char * description;
char * owner;
sh_int vnum;
int room_flags;
sh_int light;
sh_int sector_type;
sh_int heal_rate;
sh_int mana_rate;
sh_int clan;
};
/*
* Types of attacks.
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_HIT 1000
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
#define TAR_OBJ_CHAR_DEF 5
#define TAR_OBJ_CHAR_OFF 6
#define TARGET_CHAR 0
#define TARGET_OBJ 1
#define TARGET_ROOM 2
#define TARGET_NONE 3
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
sh_int skill_level[MAX_CLASS]; /* Level needed by class */
sh_int rating[MAX_CLASS]; /* How hard it is to learn */
SPELL_FUN * spell_fun; /* Spell pointer (for spells) */
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int * pgsn; /* Pointer to associated gsn */
sh_int slot; /* Slot for #OBJECT loading */
sh_int min_mana; /* Minimum mana used */
sh_int beats; /* Waiting time after use */
char * noun_damage; /* Damage message */
char * msg_off; /* Wear off message */
char * msg_obj; /* Wear off message for obects */
};
struct group_type
{
char * name;
sh_int rating[MAX_CLASS];
char * spells[MAX_IN_GROUP];
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern sh_int gsn_wanted;
extern sh_int gsn_round;
extern sh_int gsn_camo;
extern sh_int gsn_blackjack;
extern sh_int gsn_drag;
extern sh_int gsn_push;
extern sh_int gsn_skin;
extern sh_int gsn_butcher;
extern sh_int gsn_circle;
extern sh_int gsn_sharpen;
extern sh_int gsn_hunt;
extern sh_int gsn_backstab;
extern sh_int gsn_dodge;
extern sh_int gsn_envenom;
extern sh_int gsn_hide;
extern sh_int gsn_peek;
extern sh_int gsn_pick_lock;
extern sh_int gsn_sneak;
extern sh_int gsn_steal;
extern sh_int gsn_second;
extern sh_int gsn_disarm;
extern sh_int gsn_enhanced_damage;
extern sh_int gsn_kick;
extern sh_int gsn_parry;
extern sh_int gsn_rescue;
extern sh_int gsn_second_attack;
extern sh_int gsn_third_attack;
extern sh_int gsn_blindness;
extern sh_int gsn_charm_person;
extern sh_int gsn_curse;
extern sh_int gsn_invis;
extern sh_int gsn_mass_invis;
extern sh_int gsn_plague;
extern sh_int gsn_poison;
extern sh_int gsn_sleep;
extern sh_int gsn_fly;
extern sh_int gsn_sanctuary;
/* new gsns */
extern sh_int gsn_axe;
extern sh_int gsn_dagger;
extern sh_int gsn_flail;
extern sh_int gsn_mace;
extern sh_int gsn_polearm;
extern sh_int gsn_shield_block;
extern sh_int gsn_staff;
extern sh_int gsn_sword;
extern sh_int gsn_whip;
extern sh_int gsn_bash;
extern sh_int gsn_berserk;
extern sh_int gsn_dirt;
extern sh_int gsn_hand_to_hand;
extern sh_int gsn_trip;
extern sh_int gsn_fast_healing;
extern sh_int gsn_haggle;
extern sh_int gsn_lore;
extern sh_int gsn_meditation;
extern sh_int gsn_scrolls;
extern sh_int gsn_staves;
extern sh_int gsn_wands;
extern sh_int gsn_recall;
/*
* Utility macros.
*/
#define IS_VALID(data) ((data) != NULL && (data)->valid)
#define VALIDATE(data) ((data)->valid = TRUE)
#define INVALIDATE(data) ((data)->valid = FALSE)
#define UMIN(a, b) ((a) < (b) ? (a) : (b))
#define UMAX(a, b) ((a) > (b) ? (a) : (b))
#define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
#define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c))
#define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c))
#define IS_SET(flag, bit) ((flag) & (bit))
#define SET_BIT(var, bit) ((var) |= (bit))
#define REMOVE_BIT(var, bit) ((var) &= ~(bit))
/*
* Character macros.
*/
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO)
#define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level))
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define GET_AGE(ch) ((int) (17 + ((ch)->played \
+ current_time - (ch)->logon )/72000))
#define IS_GOOD(ch) (ch->alignment >= 350)
#define IS_EVIL(ch) (ch->alignment <= -350)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define IS_AWAKE(ch) (ch->position > POS_SLEEPING)
#define GET_AC(ch,type) ((ch)->armor[type] \
+ ( IS_AWAKE(ch) \
? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ))
#define GET_HITROLL(ch) \
((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit)
#define GET_DAMROLL(ch) \
((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam)
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
#define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver/10 + \
(ch)->gold * 2 / 5)
/*
* Object macros.
*/
#define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part)))
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat)))
#define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat)))
#define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \
(obj)->value[4] : 100)
/*
* Description macros.
*/
#define PERS(ch, looker) ( can_see( looker, (ch) ) ? \
( IS_NPC(ch) ? (ch)->short_descr \
: (ch)->name ) : "someone" )
/*
* Structure for a social in the socials table.
*/
struct social_type
{
char name[20];
char * char_no_arg;
char * others_no_arg;
char * char_found;
char * others_found;
char * vict_found;
char * char_not_found;
char * char_auto;
char * others_auto;
};
/*
* Global constants.
*/
extern const struct str_app_type str_app [26];
extern const struct int_app_type int_app [26];
extern const struct wis_app_type wis_app [26];
extern const struct dex_app_type dex_app [26];
extern const struct con_app_type con_app [26];
extern const struct class_type class_table [MAX_CLASS];
extern const struct weapon_type weapon_table [];
extern const struct item_type item_table [];
extern const struct wiznet_type wiznet_table [];
extern const struct attack_type attack_table [];
extern const struct race_type race_table [];
extern const struct pc_race_type pc_race_table [];
extern const struct spec_type spec_table [];
extern const struct liq_type liq_table [];
extern const struct skill_type skill_table [MAX_SKILL];
extern const struct group_type group_table [MAX_GROUP];
/*extern struct social_type social_table [MAX_SOCIALS];*/
extern struct social_type *social_table;
extern char * const title_table [MAX_CLASS]
[MAX_LEVEL+1]
[2];
extern const struct lang_type lang_table [MAX_LANGUAGE];
extern const struct god_type god_table [MAX_GOD];
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern SHOP_DATA * shop_first;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern OBJ_DATA * object_list;
extern char bug_buf [];
extern time_t current_time;
extern bool fLogAll;
extern FILE * fpReserve;
extern KILL_DATA kill_table [];
extern char log_buf [];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
/*
* OS-dependent declarations.
* These are all very standard library functions,
* but some systems have incomplete or non-ansi header files.
*/
#if defined(_AIX)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(apollo)
int atoi args( ( const char *string ) );
void * calloc args( ( unsigned nelem, size_t size ) );
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(hpux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(linux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(macintosh)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(MIPS_OS)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(MSDOS)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(NeXT)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(sequent)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(sun)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
#if defined(SYSV)
siz_t fread args( ( void *ptr, size_t size, size_t n,
FILE *stream) );
#else
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
#endif
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(ultrix)
char * crypt args( ( const char *key, const char *salt ) );
#endif
/*
* The crypt(3) function is not available on some operating systems.
* In particular, the U.S. Government prohibits its export from the
* United States to foreign countries.
* Turn on NOCRYPT to keep passwords in plain text.
*/
#if defined(NOCRYPT)
#define crypt(s1, s2) (s1)
#endif
/*
* Data files used by the server.
*
* AREA_LIST contains a list of areas to boot.
* All files are read in completely at bootup.
* Most output files (bug, idea, typo, shutdown) are append-only.
*
* The NULL_FILE is held open so that we have a stream handle in reserve,
* so players can go ahead and telnet to all the other descriptors.
* Then we close it whenever we need to open a file (e.g. a save file).
*/
#if defined(macintosh)
#define PLAYER_DIR "" /* Player files */
#define TEMP_FILE "romtmp"
#define NULL_FILE "proto.are" /* To reserve one stream */
#endif
#if defined(MSDOS)
#define PLAYER_DIR "" /* Player files */
#define TEMP_FILE "romtmp"
#define NULL_FILE "nul" /* To reserve one stream */
#endif
#if defined(unix)
#define PLAYER_DIR "../player/" /* Player files */
#define GOD_DIR "../gods/" /* list of gods */
#define TEMP_FILE "../player/romtmp"
#define NULL_FILE "/dev/null" /* To reserve one stream */
#endif
#define AREA_LIST "area.lst" /* List of areas*/
#define BUG_FILE "bugs.txt" /* For 'bug' and bug()*/
#define TYPO_FILE "typos.txt" /* For 'typo'*/
#define NOTE_FILE "notes.not"/* For 'notes'*/
#define IDEA_FILE "ideas.not"
#define PENALTY_FILE "penal.not"
#define NEWS_FILE "news.not"
#define CHANGES_FILE "chang.not"
#define SHUTDOWN_FILE "shutdown.txt"/* For 'shutdown'*/
#define BAN_FILE "ban.txt"
#define MUSIC_FILE "music.txt"
/*
* Our function prototypes.
* One big lump ... this is every function in Merc.
*/
#define CD CHAR_DATA
#define MID MOB_INDEX_DATA
#define OD OBJ_DATA
#define OID OBJ_INDEX_DATA
#define RID ROOM_INDEX_DATA
#define SF SPEC_FUN
#define AD AFFECT_DATA
/* act_comm.c */
void check_sex args( ( CHAR_DATA *ch) );
void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void stop_follower args( ( CHAR_DATA *ch ) );
void nuke_pets args( ( CHAR_DATA *ch ) );
void die_follower args( ( CHAR_DATA *ch ) );
bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
/* act_enter.c */
RID *get_random_room args ( (CHAR_DATA *ch) );
/* act_info.c */
void set_title args( ( CHAR_DATA *ch, char *title ) );
/* act_move.c */
void move_char args( ( CHAR_DATA *ch, int door, bool follow ) );
/* act_obj.c */
bool can_loot args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
OBJ_DATA *container ) );
/* hunt.c */
void hunt_victim args( ( CHAR_DATA *ch ) );
/* act_wiz.c */
void wiznet args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj,
long flag, long flag_skip, int min_level ) );
/* alias.c */
void substitute_alias args( (DESCRIPTOR_DATA *d, char *input) );
/* ban.c */
bool check_ban args( ( char *site, int type) );
/* comm.c */
void show_string args( ( struct descriptor_data *d, char *input) );
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt,
int length ) );
void send_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void page_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void act args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void act_new args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type,
int min_pos) );
/*
* Colour stuff by Lope of Loping Through The MUD
*/
int colour args( ( char type, CHAR_DATA *ch, char *string ) );
void colourconv args( ( char *buffer, const char *txt, CHAR_DATA *ch ) );
void send_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
void page_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
/* db.c */
char * print_flags args( ( int flag ));
void boot_db args( ( void ) );
void area_update args( ( void ) );
CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) );
void clone_mobile args( ( CHAR_DATA *parent, CHAR_DATA *clone) );
OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
void clone_object args( ( OBJ_DATA *parent, OBJ_DATA *clone ) );
void clear_char args( ( CHAR_DATA *ch ) );
char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) );
MID * get_mob_index args( ( int vnum ) );
OID * get_obj_index args( ( int vnum ) );
RID * get_room_index args( ( int vnum ) );
char fread_letter args( ( FILE *fp ) );
int fread_number args( ( FILE *fp ) );
long fread_flag args( ( FILE *fp ) );
char * fread_string args( ( FILE *fp ) );
char * fread_string_eol args(( FILE *fp ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp ) );
long flag_convert args( ( char letter) );
void * alloc_mem args( ( int sMem ) );
void * alloc_perm args( ( int sMem ) );
void free_mem args( ( void *pMem, int sMem ) );
char * str_dup args( ( const char *str ) );
void free_string args( ( char *pstr ) );
int number_fuzzy args( ( int number ) );
int number_range args( ( int from, int to ) );
int number_percent args( ( void ) );
int number_door args( ( void ) );
int number_bits args( ( int width ) );
long number_mm args( ( void ) );
int dice args( ( int number, int size ) );
int interpolate args( ( int level, int value_00, int value_32 ) );
void smash_tilde args( ( char *str ) );
bool str_cmp args( ( const char *astr, const char *bstr ) );
bool str_prefix args( ( const char *astr, const char *bstr ) );
bool str_infix args( ( const char *astr, const char *bstr ) );
bool str_suffix args( ( const char *astr, const char *bstr ) );
char * capitalize args( ( const char *str ) );
void append_file args( ( CHAR_DATA *ch, char *file, char *str ) );
void bug args( ( const char *str, int param ) );
void log_string args( ( const char *str ) );
void tail_chain args( ( void ) );
/* effect.c */
void acid_effect args( (void *vo, int level, int dam, int target) );
void cold_effect args( (void *vo, int level, int dam, int target) );
void fire_effect args( (void *vo, int level, int dam, int target) );
void poison_effect args( (void *vo, int level, int dam, int target) );
void shock_effect args( (void *vo, int level, int dam, int target) );
/* fight.c */
bool is_safe args( (CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe_spell args( (CHAR_DATA *ch, CHAR_DATA *victim, bool area ) );
void violence_update args( ( void ) );
void raw_kill(CHAR_DATA *victim);
void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
bool damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int class, bool show ) );
bool damage_old args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int class, bool show ) );
void update_pos args( ( CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
/* handler.c */
AD *affect_find args( (AFFECT_DATA *paf, int sn));
void affect_check args( (CHAR_DATA *ch, int where, int vector) );
int count_users args( (OBJ_DATA *obj) );
void deduct_cost args( (CHAR_DATA *ch, int cost) );
void affect_enchant args( (OBJ_DATA *obj) );
int check_immune args( (CHAR_DATA *ch, int dam_type) );
int liq_lookup args( ( const char *name) );
int material_lookup args( ( const char *name) );
int weapon_lookup args( ( const char *name) );
int weapon_type args( ( const char *name) );
char *weapon_name args( ( int weapon_Type) );
int item_lookup args( ( const char *name) );
char *item_name args( ( int item_type) );
int attack_lookup args( ( const char *name) );
int race_lookup args( ( const char *name) );
long wiznet_lookup args( ( const char *name) );
int class_lookup args( ( const char *name) );
bool is_clan args( (CHAR_DATA *ch) );
bool is_same_clan args( (CHAR_DATA *ch, CHAR_DATA *victim));
bool is_old_mob args ( (CHAR_DATA *ch) );
int get_skill args( ( CHAR_DATA *ch, int sn ) );
int get_weapon_sn args( ( CHAR_DATA *ch ) );
int get_weapon_skill args(( CHAR_DATA *ch, int sn ) );
int get_age args( ( CHAR_DATA *ch ) );
void reset_char args( ( CHAR_DATA *ch ) );
int get_trust args( ( CHAR_DATA *ch ) );
int get_curr_stat args( ( CHAR_DATA *ch, int stat ) );
int get_max_train args( ( CHAR_DATA *ch, int stat ) );
int can_carry_n args( ( CHAR_DATA *ch ) );
int can_carry_w args( ( CHAR_DATA *ch ) );
bool is_name args( ( char *str, char *namelist ) );
bool is_exact_name args( ( char *str, char *namelist ) );
void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) );
void affect_strip args( ( CHAR_DATA *ch, int sn ) );
bool is_affected args( ( CHAR_DATA *ch, int sn ) );
void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void char_from_room args( ( CHAR_DATA *ch ) );
void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void obj_from_char args( ( OBJ_DATA *obj ) );
int apply_ac args( ( OBJ_DATA *obj, int iWear, int type ) );
OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) );
void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void obj_from_room args( ( OBJ_DATA *obj ) );
void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) );
void obj_from_obj args( ( OBJ_DATA *obj ) );
void extract_obj args( ( OBJ_DATA *obj ) );
void extract_char args( ( CHAR_DATA *ch, bool fPull ) );
CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_area args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) );
OD * get_obj_list args( ( CHAR_DATA *ch, char *argument,
OBJ_DATA *list ) );
OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument,
CHAR_DATA *viewer ) );
OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) );
OD * create_money args( ( int gold, int silver ) );
int get_obj_number args( ( OBJ_DATA *obj ) );
int get_obj_weight args( ( OBJ_DATA *obj ) );
int get_true_weight args( ( OBJ_DATA *obj ) );
bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool is_room_owner args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) );
bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool can_see_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) );
bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
char * affect_loc_name args( ( int location ) );
char * affect_bit_name args( ( int vector ) );
char * extra_bit_name args( ( int extra_flags ) );
char * wear_bit_name args( ( int wear_flags ) );
char * act_bit_name args( ( int act_flags ) );
char * off_bit_name args( ( int off_flags ) );
char * imm_bit_name args( ( int imm_flags ) );
char * form_bit_name args( ( int form_flags ) );
char * part_bit_name args( ( int part_flags ) );
char * weapon_bit_name args( ( int weapon_flags ) );
char * comm_bit_name args( ( int comm_flags ) );
char * cont_bit_name args( ( int cont_flags) );
/* interp.c */
void interpret args( ( CHAR_DATA *ch, char *argument ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
int mult_argument args( ( char *argument, char *arg) );
char * one_argument args( ( char *argument, char *arg_first ) );
/* magic.c */
int find_spell args( ( CHAR_DATA *ch, const char *name) );
int mana_cost (CHAR_DATA *ch, int min_mana, int level);
int skill_lookup args( ( const char *name ) );
int slot_lookup args( ( int slot ) );
bool saves_spell args( ( int level, CHAR_DATA *victim, int dam_type ) );
void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, OBJ_DATA *obj ) );
/* save.c */
void save_char_obj args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
/* skills.c */
bool parse_gen_groups args( ( CHAR_DATA *ch,char *argument ) );
void list_group_costs args( ( CHAR_DATA *ch ) );
void list_group_known args( ( CHAR_DATA *ch ) );
int exp_per_level args( ( CHAR_DATA *ch, int points ) );
void check_improve args( ( CHAR_DATA *ch, int sn, bool success,
int multiplier ) );
int group_lookup args( (const char *name) );
void gn_add args( ( CHAR_DATA *ch, int gn) );
void gn_remove args( ( CHAR_DATA *ch, int gn) );
void group_add args( ( CHAR_DATA *ch, const char *name, bool deduct) );
void group_remove args( ( CHAR_DATA *ch, const char *name) );
/* special.c */
SF * spec_lookup args( ( const char *name ) );
char * spec_name args( ( SPEC_FUN *function ) );
/* teleport.c */
RID * room_by_name args( ( char *target, int level, bool error) );
/* update.c */
void advance_level args( ( CHAR_DATA *ch, bool hide ) );
void gain_exp args( ( CHAR_DATA *ch, int gain ) );
void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) );
void update_handler args( ( void ) );
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef AD
/* language.c */
void do_language args( ( CHAR_DATA *ch, char *argument, int language) );
int lang_lookup args( ( const char *name ) );
int god_lookup args( ( const char *name ) );
/* int hometown_lookup (const char *town); */
/* social edit */
void load_social_table();
void save_social_table();
void printf_to_char args( ( CHAR_DATA *ch, char *fmt, ...) );