/* ************************************************************************
* file: structs.h , Structures . Part of DIKUMUD *
* Usage: Declarations of central data structures *
************************************************************************* */
#include <sys/types.h>
typedef signed char sbyte;
typedef unsigned char ubyte;
typedef signed short int sh_int;
typedef unsigned short int ush_int;
typedef char bool;
typedef char byte;
#define LEVEL_IMPL 34
#define LEVEL_GRGOD 33
#define LEVEL_GOD 32
#define LEVEL_IMMORT 31
#define LEVEL_FREEZE LEVEL_GRGOD
#define PULSE_ZONE 40
#define PULSE_MOBILE 40
#define PULSE_VIOLENCE 12
#define WAIT_SEC 4
#define WAIT_ROUND 4
#define MAX_STRING_LENGTH 8192
#define MAX_INPUT_LENGTH 255
#define MAX_MESSAGES 60
#define MAX_ITEMS 153
#define MAX_NAME_LENGTH 15
#define MAX_PWD_LENGTH 10 /* Used in char_file_u *DO*NOT*CHANGE* */
#define HOST_LEN 30 /* Used in char_file_u *DO*NOT*CHANGE* */
#define MESS_ATTACKER 1
#define MESS_VICTIM 2
#define MESS_ROOM 3
#define SECS_PER_REAL_MIN 60
#define SECS_PER_REAL_HOUR (60*SECS_PER_REAL_MIN)
#define SECS_PER_REAL_DAY (24*SECS_PER_REAL_HOUR)
#define SECS_PER_REAL_YEAR (365*SECS_PER_REAL_DAY)
#define SECS_PER_MUD_HOUR 75
#define SECS_PER_MUD_DAY (24*SECS_PER_MUD_HOUR)
#define SECS_PER_MUD_MONTH (35*SECS_PER_MUD_DAY)
#define SECS_PER_MUD_YEAR (17*SECS_PER_MUD_MONTH)
/* The following defs are for obj_data */
/* For 'type_flag' */
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_FIREWEAPON 6
#define ITEM_MISSILE 7
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_WORN 11
#define ITEM_OTHER 12
#define ITEM_TRASH 13
#define ITEM_TRAP 14
#define ITEM_CONTAINER 15
#define ITEM_NOTE 16
#define ITEM_DRINKCON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_PEN 21
#define ITEM_BOAT 22
#define ITEM_FOUNTAIN 23
/* Bitvector For 'wear_flags' */
#define ITEM_TAKE 1
#define ITEM_WEAR_FINGER 2
#define ITEM_WEAR_NECK 4
#define ITEM_WEAR_BODY 8
#define ITEM_WEAR_HEAD 16
#define ITEM_WEAR_LEGS 32
#define ITEM_WEAR_FEET 64
#define ITEM_WEAR_HANDS 128
#define ITEM_WEAR_ARMS 256
#define ITEM_WEAR_SHIELD 512
#define ITEM_WEAR_ABOUT 1024
#define ITEM_WEAR_WAISTE 2048
#define ITEM_WEAR_WRIST 4096
#define ITEM_WIELD 8192
#define ITEM_HOLD 16384
#define ITEM_THROW 32768
/* UNUSED, CHECKS ONLY FOR ITEM_LIGHT #define ITEM_LIGHT_SOURCE 65536 */
/* Bitvector for 'extra_flags' */
#define ITEM_GLOW (1 << 0)
#define ITEM_HUM (1 << 1)
#define ITEM_DARK (1 << 2)
#define ITEM_LOCK (1 << 3)
#define ITEM_EVIL (1 << 4)
#define ITEM_INVISIBLE (1 << 5)
#define ITEM_MAGIC (1 << 6)
#define ITEM_NODROP (1 << 7)
#define ITEM_BLESS (1 << 8)
#define ITEM_ANTI_GOOD (1 << 9) /* not usable by good people */
#define ITEM_ANTI_EVIL (1 << 10) /* not usable by evil people */
#define ITEM_ANTI_NEUTRAL (1 << 11) /* not usable by neutral people */
#define ITEM_NORENT (1 << 12) /* not allowed to rent the item */
#define ITEM_NODONATE (1 << 13) /* not allowed to donate the item */
#define ITEM_NOINVIS (1 << 14) /* not allowed to cast invis on */
/* Some different kind of liquids */
#define LIQ_WATER 0
#define LIQ_BEER 1
#define LIQ_WINE 2
#define LIQ_ALE 3
#define LIQ_DARKALE 4
#define LIQ_WHISKY 5
#define LIQ_LEMONADE 6
#define LIQ_FIREBRT 7
#define LIQ_LOCALSPC 8
#define LIQ_SLIME 9
#define LIQ_MILK 10
#define LIQ_TEA 11
#define LIQ_COFFE 12
#define LIQ_BLOOD 13
#define LIQ_SALTWATER 14
#define LIQ_CLEARWATER 15
/* for containers - value[1] */
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
struct extra_descr_data {
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
struct extra_descr_data *next; /* Next in list */
};
#define MAX_OBJ_AFFECT 2 /* Used in OBJ_FILE_ELEM *DO*NOT*CHANGE* */
#define OBJ_NOTIMER -7000000
struct obj_flag_data {
int value[4]; /* Values of the item (see list) */
byte type_flag; /* Type of item */
int wear_flags; /* Where you can wear it */
int extra_flags; /* If it hums,glows etc */
int weight; /* Weigt what else */
int cost; /* Value when sold (gp.) */
int cost_per_day; /* Cost to keep pr. real day */
int timer; /* Timer for object */
long bitvector; /* To set chars bits */
};
/* Used in OBJ_FILE_ELEM *DO*NOT*CHANGE* */
struct obj_affected_type {
byte location; /* Which ability to change (APPLY_XXX) */
sbyte modifier; /* How much it changes by */
};
/* ======================== Structure for object ========================= */
struct obj_data {
sh_int item_number; /* Where in data-base */
sh_int in_room; /* In what room -1 when conta/carr */
struct obj_flag_data obj_flags;/* Object information */
struct obj_affected_type affected[MAX_OBJ_AFFECT]; /* Which abilities in PC to change */
char *name; /* Title of object :get etc. */
char *description ; /* When in room */
char *short_description; /* when worn/carry/in cont. */
char *action_description; /* What to write when used */
struct extra_descr_data *ex_description; /* extra descriptions */
struct char_data *carried_by; /* Carried by :NULL in room/conta */
struct obj_data *in_obj; /* In what object NULL when none */
struct obj_data *contains; /* Contains objects */
struct obj_data *next_content; /* For 'contains' lists */
struct obj_data *next; /* For the object list */
};
/* ======================================================================= */
/* The following defs are for room_data */
#define NOWHERE -1 /* nil reference for room-database */
/* Bitvector For 'room_flags' */
#define DARK (1 << 0)
#define DEATH (1 << 1)
#define NO_MOB (1 << 2)
#define INDOORS (1 << 3)
#define LAWFULL (1 << 4)
#define NEUTRAL (1 << 5)
#define CHAOTIC (1 << 6)
#define NO_MAGIC (1 << 7)
#define TUNNEL (1 << 8)
#define PRIVATE (1 << 9)
#define GODROOM (1 << 10)
#define BFS_MARK (1 << 11)
/* For 'dir_option' */
#define NORTH 0
#define EAST 1
#define SOUTH 2
#define WEST 3
#define UP 4
#define DOWN 5
#define EX_ISDOOR 1
#define EX_CLOSED 2
#define EX_LOCKED 4
#define EX_RSCLOSED 8
#define EX_RSLOCKED 16
#define EX_PICKPROOF 32
/* For 'Sector types' */
#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
struct room_direction_data {
char *general_description; /* When look DIR. */
char *keyword; /* for open/close */
sh_int exit_info; /* Exit info */
sh_int key; /* Key's number (-1 for no key) */
sh_int to_room; /* Where direction leeds (NOWHERE) */
};
/* ========================= Structure for room ========================== */
struct room_data {
sh_int number; /* Rooms number */
sh_int zone; /* Room zone (for resetting) */
int sector_type; /* sector type (move/hide) */
char *name; /* Rooms name 'You are ...' */
char *description; /* Shown when entered */
struct extra_descr_data *ex_description; /* for examine/look */
struct room_direction_data *dir_option[6]; /* Directions */
sh_int room_flags; /* DEATH,DARK ... etc */
byte light; /* Number of lightsources in room */
int (*funct)(); /* special procedure */
struct obj_data *contents; /* List of items in room */
struct char_data *people; /* List of NPC / PC in room */
};
/* ======================================================================== */
/* The following defs and structures are related to char_data */
/* For 'equipment' */
#define WEAR_LIGHT 0
#define WEAR_FINGER_R 1
#define WEAR_FINGER_L 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_WAISTE 13
#define WEAR_WRIST_R 14
#define WEAR_WRIST_L 15
#define WIELD 16
#define HOLD 17
/* For 'char_payer_data' */
#define MAX_TOUNGE 3 /* Used in CHAR_FILE_U *DO*NOT*CHANGE* */
#define MAX_SKILLS 128 /* Used in CHAR_FILE_U *DO*NOT*CHANGE* */
#define MAX_WEAR 18
#define MAX_AFFECT 32 /* Used in CHAR_FILE_U *DO*NOT*CHANGE* */
/* Predifined conditions */
#define DRUNK 0
#define FULL 1
#define THIRST 2
/* Bitvector for 'affected_by' */
#define AFF_BLIND (1 << 0)
#define AFF_INVISIBLE (1 << 1)
#define AFF_DETECT_EVIL (1 << 2)
#define AFF_DETECT_INVISIBLE (1 << 3)
#define AFF_DETECT_MAGIC (1 << 4)
#define AFF_SENSE_LIFE (1 << 5)
#define AFF_HOLD (1 << 6)
#define AFF_SANCTUARY (1 << 7)
#define AFF_GROUP (1 << 8)
#define AFF_CURSE (1 << 9)
#define AFF_FLAMING (1 << 10)
#define AFF_POISON (1 << 11)
#define AFF_PROTECT_EVIL (1 << 12)
#define AFF_PARALYSIS (1 << 13)
#define AFF_MORDEN_SWORD (1 << 14)
#define AFF_FLAMING_SWORD (1 << 15)
#define AFF_SLEEP (1 << 16)
#define AFF_DODGE (1 << 17)
#define AFF_SNEAK (1 << 18)
#define AFF_HIDE (1 << 19)
#define AFF_FEAR (1 << 20)
#define AFF_CHARM (1 << 21)
#define AFF_FOLLOW (1 << 22)
#define AFF_WIMPY (1 << 23)
#define AFF_INFRARED (1 << 24)
/* modifiers to char's abilities */
#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_CHAR_WEIGHT 10
#define APPLY_CHAR_HEIGHT 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_ARMOR 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
/* 'class' for PC's */
#define CLASS_MAGIC_USER 1
#define CLASS_CLERIC 2
#define CLASS_THIEF 3
#define CLASS_WARRIOR 4
/* 'class' for NPC's */
#define CLASS_OTHER 0 /* These are not yet used! */
#define CLASS_UNDEAD 1 /* But may soon be so */
#define CLASS_HUMANOID 2 /* Idea is to use general */
#define CLASS_ANIMAL 3 /* monster classes */
#define CLASS_DRAGON 4 /* Then for example a weapon */
#define CLASS_GIANT 5 /* of dragon slaying is pos. */
/* sex */
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/* positions */
#define POSITION_DEAD 0
#define POSITION_MORTALLYW 1
#define POSITION_INCAP 2
#define POSITION_STUNNED 3
#define POSITION_SLEEPING 4
#define POSITION_RESTING 5
#define POSITION_SITTING 6
#define POSITION_FIGHTING 7
#define POSITION_STANDING 8
/* for mobile actions: specials.act */
#define MOB_SPEC (1 << 0) /* spec-proc to be called if exist */
#define MOB_SENTINEL (1 << 1) /* this mobile not to be moved */
#define MOB_SCAVENGER (1 << 2) /* pick up stuff lying around */
#define MOB_ISNPC (1 << 3) /* This bit is set for use with IS_NPC()*/
#define MOB_NICE_THIEF (1 << 4) /* Set if a thief should NOT be killed */
#define MOB_AGGRESSIVE (1 << 5) /* Set if automatic attack on NPC's */
#define MOB_STAY_ZONE (1 << 6) /* MOB Must stay inside its own zone */
#define MOB_WIMPY (1 << 7) /* MOB Will flee when injured, and if */
/* aggressive only attack sleeping players */
/*
* For MOB_AGGRESSIVE_XXX, you must also set MOB_AGGRESSIVE.
* These switches can be combined, if none are selected, then
* the mobile will attack any alignment (same as if all 3 were set)
*/
#define MOB_AGGRESSIVE_EVIL (1 << 8) /* auto attack evil PC's only */
#define MOB_AGGRESSIVE_GOOD (1 << 9) /* auto attack good PC's only */
#define MOB_AGGRESSIVE_NEUTRAL (1 << 10) /* auto attack neutral PC's only */
#define MOB_MEMORY (1 << 11) /* remember attackers if struck first */
#define MOB_HELPER (1 << 12) /* attack chars attacking a PC in room */
/* For players : specials.act */
#define PLR_KILLER (1 << 0)
#define PLR_THIEF (1 << 1)
#define PLR_FROZEN (1 << 2)
#define PLR_DONTSET (1 << 3) /* Dont EVER set (ISNPC bit) */
#define PLR_WRITING (1 << 4)
#define PLR_MAILING (1 << 5)
#define PLR_CRASH (1 << 6)
#define PLR_SITEOK (1 << 7)
#define PLR_NOSHOUT (1 << 8)
#define PLR_NOTITLE (1 << 9)
#define PLR_DELETED (1 << 10)
#define PLR_LOADROOM (1 << 11)
#define PLR_NOWIZLIST (1 << 12)
#define PLR_NODELETE (1 << 13)
#define PLR_INVSTART (1 << 14)
#define PLR_CRYO (1 << 15)
/* for players: preference bits */
#define PRF_BRIEF (1 << 0)
#define PRF_COMPACT (1 << 1)
#define PRF_DEAF (1 << 2)
#define PRF_NOTELL (1 << 3)
#define PRF_DISPHP (1 << 4)
#define PRF_DISPMANA (1 << 5)
#define PRF_DISPMOVE (1 << 6)
#define PRF_DISPAUTO (1 << 7)
#define PRF_NOHASSLE (1 << 8)
#define PRF_QUEST (1 << 9)
#define PRF_SUMMONABLE (1 << 10)
#define PRF_NOREPEAT (1 << 11)
#define PRF_HOLYLIGHT (1 << 12)
#define PRF_COLOR_1 (1 << 13)
#define PRF_COLOR_2 (1 << 14)
#define PRF_NOWIZ (1 << 15)
#define PRF_LOG1 (1 << 16)
#define PRF_LOG2 (1 << 17)
#define PRF_NOAUCT (1 << 18)
#define PRF_NOGOSS (1 << 19)
#define PRF_NOGRATZ (1 << 20)
#define PRF_ROOMFLAGS (1 << 21)
struct memory_rec_struct {
long id;
struct memory_rec_struct *next;
};
typedef struct memory_rec_struct memory_rec;
/* This structure is purely intended to be an easy way to transfer */
/* and return information about time (real or mudwise). */
struct time_info_data {
byte hours, day, month;
sh_int year;
};
/* These data contain information about a players time data */
struct time_data {
time_t birth; /* This represents the characters age */
time_t logon; /* Time of the last logon (used to calculate played) */
int played; /* This is the total accumulated time played in secs */
};
struct char_player_data {
char *name; /* PC / NPC s name (kill ... ) */
char *short_descr; /* for 'actions' */
char *long_descr; /* for 'look'.. Only here for testing */
char *description; /* Extra descriptions */
char *title; /* PC / NPC s title */
byte sex; /* PC / NPC s sex */
byte class; /* PC s class or NPC alignment */
byte level; /* PC / NPC s level */
int hometown; /* PC s Hometown (zone) */
bool talks[MAX_TOUNGE]; /* PC s Tounges 0 for NPC */
struct time_data time; /* PC s AGE in days */
ubyte weight; /* PC / NPC s weight */
ubyte height; /* PC / NPC s height */
};
/* Used in CHAR_FILE_U *DO*NOT*CHANGE* */
struct char_ability_data {
sbyte str;
sbyte str_add; /* 000 - 100 if strength 18 */
sbyte intel;
sbyte wis;
sbyte dex;
sbyte con;
};
/* Used in CHAR_FILE_U *DO*NOT*CHANGE* */
struct char_point_data {
sh_int mana;
sh_int max_mana; /* Max move for PC/NPC */
sh_int hit;
sh_int max_hit; /* Max hit for PC/NPC */
sh_int move;
sh_int max_move; /* Max move for PC/NPC */
sh_int armor; /* Internal -100..100, external -10..10 AC */
int gold; /* Money carried */
int bank_gold; /* Gold the char has in a bank account */
int exp; /* The experience of the player */
sbyte hitroll; /* Any bonus or penalty to the hit roll */
sbyte damroll; /* Any bonus or penalty to the damage roll */
};
/* char_special_data's fields are fields which are needed while the game
is running, but are not stored in the playerfile. In other words,
a struct of type char_special_data appears in char_data but NOT
char_file_u. If you want to add a piece of data which is automatically
saved and loaded with the playerfile, add it to char_special2_data.
*/
struct char_special_data {
struct char_data *fighting; /* Opponent */
struct char_data *hunting; /* Hunting person.. */
long affected_by; /* Bitvector for spells/skills affected by */
byte position; /* Standing or ... */
byte default_pos; /* Default position for NPC */
int carry_weight; /* Carried weight */
byte carry_items; /* Number of items carried */
int timer; /* Timer for update */
sh_int was_in_room; /* storage of location for linkdead people */
byte damnodice; /* The number of damage dice's */
byte damsizedice; /* The size of the damage dice's */
byte last_direction; /* The last direction the monster went */
int attack_type; /* The Attack Type Bitvector for NPC's */
char *poofIn; /* Description on arrival of a god. */
char *poofOut; /* Description upon a god's exit. */
sh_int invis_level; /* level of invisibility */
memory_rec *memory; /* List of attackers to remember */
};
struct char_special2_data {
long idnum; /* player's idnum */
sh_int load_room; /* Which room to place char in */
byte spells_to_learn; /* How many can you learn yet this level*/
int alignment; /* +-1000 for alignments */
long act; /* act flag for NPC's; player flag for PC's */
long pref; /* preference flags for PC's. */
int wimp_level; /* Below this # of hit points, flee! */
ubyte freeze_level; /* Level of god who froze char, if any */
ubyte bad_pws; /* number of bad password attemps */
sh_int apply_saving_throw[5]; /* Saving throw (Bonuses) */
sbyte conditions[3]; /* Drunk full etc. */
/* spares below for future expansion. You can change the names from
'sparen' to something meaningful, but don't change the order.
*/
ubyte spare0;
ubyte spare1;
ubyte spare2;
ubyte spare3;
ubyte spare4;
ubyte spare5;
ubyte spare6;
ubyte spare7;
ubyte spare8;
ubyte spare9;
ubyte spare10;
ubyte spare11;
long spare12;
long spare13;
long spare14;
long spare15;
long spare16;
long spare17;
long spare18;
long spare19;
long spare20;
long spare21;
};
/* Used in CHAR_FILE_U *DO*NOT*CHANGE* */
struct affected_type {
sbyte type; /* The type of spell that caused this */
sh_int duration; /* For how long its effects will last */
sbyte modifier; /* This is added to apropriate ability */
byte location; /* Tells which ability to change(APPLY_XXX)*/
long bitvector; /* Tells which bits to set (AFF_XXX) */
struct affected_type *next;
};
struct follow_type {
struct char_data *follower;
struct follow_type *next;
};
/* ================== Structure for player/non-player ===================== */
struct char_data {
sh_int nr; /* monster nr (pos in file) */
sh_int in_room; /* Location */
struct char_player_data player; /* Normal data */
struct char_ability_data abilities; /* Abilities */
struct char_ability_data tmpabilities;/* The abilities we will use */
struct char_point_data points; /* Points */
struct char_special_data specials; /* Special plaing constants */
struct char_special2_data specials2; /* Additional special constants */
byte *skills; /* dynam. alloc. array of skills */
struct affected_type *affected; /* affected by what spells */
struct obj_data *equipment[MAX_WEAR]; /* Equipment array */
struct obj_data *carrying; /* Head of list */
struct descriptor_data *desc; /* NULL for mobiles */
struct char_data *next_in_room; /* For room->people - list */
struct char_data *next; /* For either monster or ppl-list */
struct char_data *next_fighting; /* For fighting list */
struct follow_type *followers; /* List of chars followers */
struct char_data *master; /* Who is char following? */
};
/* ======================================================================== */
/* How much light is in the land ? */
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
/* And how is the sky ? */
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
struct weather_data {
int pressure; /* How is the pressure ( Mb ) */
int change; /* How fast and what way does it change. */
int sky; /* How is the sky. */
int sunlight; /* And how much sun. */
};
/* ***********************************************************************
* file element for player file. BEWARE: Changing it will ruin the file *
*********************************************************************** */
struct char_file_u {
byte sex;
byte class;
byte level;
time_t birth; /* Time of birth of character */
int played; /* Number of secs played in total */
ubyte weight;
ubyte height;
char title[80];
sh_int hometown;
char description[240];
bool talks[MAX_TOUNGE];
struct char_ability_data abilities;
struct char_point_data points;
byte skills[MAX_SKILLS];
struct affected_type affected[MAX_AFFECT];
struct char_special2_data specials2;
time_t last_logon; /* Time (in secs) of last logon */
char host[HOST_LEN+1]; /* host of last logon */
/* char data */
char name[20];
char pwd[MAX_PWD_LENGTH+1];
};
/* ************************************************************************
* file element for object file. BEWARE: Changing it will ruin rent files *
************************************************************************ */
struct obj_file_elem {
sh_int item_number;
int value[4];
int extra_flags;
int weight;
int timer;
long bitvector;
struct obj_affected_type affected[MAX_OBJ_AFFECT];
};
#define RENT_UNDEF 0
#define RENT_CRASH 1
#define RENT_RENTED 2
#define RENT_CRYO 3
#define RENT_FORCED 4
#define RENT_TIMEDOUT 5
/* header block for rent files */
struct rent_info {
int time;
int rentcode;
int net_cost_per_diem;
int gold;
int account;
int nitems;
int spare0;
int spare1;
int spare2;
int spare3;
int spare4;
int spare5;
int spare6;
int spare7;
};
/* ***********************************************************
* The following structures are related to descriptor_data *
*********************************************************** */
struct txt_block {
char *text;
struct txt_block *next;
};
struct txt_q {
struct txt_block *head;
struct txt_block *tail;
};
/* modes of connectedness */
#define CON_PLYNG 0
#define CON_NME 1
#define CON_NMECNF 2
#define CON_PWDNRM 3
#define CON_PWDGET 4
#define CON_PWDCNF 5
#define CON_QSEX 6
#define CON_RMOTD 7
#define CON_SLCT 8
#define CON_EXDSCR 9
#define CON_QCLASS 10
#define CON_LDEAD 11
#define CON_PWDNQO 12
#define CON_PWDNEW 13
#define CON_PWDNCNF 14
#define CON_CLOSE 15
#define CON_DELCNF1 16
#define CON_DELCNF2 17
struct snoop_data {
struct char_data *snooping; /* Who is this char snooping */
struct char_data *snoop_by; /* And who is snooping this char */
};
struct descriptor_data {
int descriptor; /* file descriptor for socket */
char *name; /* ptr to name for mail system */
char host[50]; /* hostname */
char pwd[MAX_PWD_LENGTH+1]; /* password */
byte bad_pws; /* number of bad pw attemps this login */
int pos; /* position in player-file */
int connected; /* mode of 'connectedness' */
int wait; /* wait for how many loops */
int desc_num; /* unique num assigned to desc */
long login_time; /* when the person connected */
char *showstr_head; /* for paging through texts */
char *showstr_point; /* - */
char **str; /* for the modify-str system */
int max_str; /* - */
int prompt_mode; /* control of prompt-printing */
char buf[MAX_STRING_LENGTH]; /* buffer for raw input */
char last_input[MAX_INPUT_LENGTH];/* the last input */
struct txt_q output; /* q of strings to send */
struct txt_q input; /* q of unprocessed input */
struct char_data *character; /* linked to char */
struct char_data *original; /* original char if switched */
struct snoop_data snoop; /* to snoop people */
struct descriptor_data *next; /* link to next descriptor */
};
struct msg_type {
char *attacker_msg; /* message to attacker */
char *victim_msg; /* message to victim */
char *room_msg; /* message to room */
};
struct message_type {
struct msg_type die_msg; /* messages when death */
struct msg_type miss_msg; /* messages when miss */
struct msg_type hit_msg; /* messages when hit */
struct msg_type sanctuary_msg;/* messages when hit on sanctuary */
struct msg_type god_msg; /* messages when hit on god */
struct message_type *next; /* to next messages of this kind. */
};
struct message_list {
int a_type; /* Attack type */
int number_of_attacks; /* How many attack messages to chose from. */
struct message_type *msg; /* List of messages. */
};
struct dex_skill_type {
sh_int p_pocket;
sh_int p_locks;
sh_int traps;
sh_int sneak;
sh_int hide;
};
struct dex_app_type {
sh_int reaction;
sh_int miss_att;
sh_int defensive;
};
struct str_app_type {
sh_int tohit; /* To Hit (THAC0) Bonus/Penalty */
sh_int todam; /* Damage Bonus/Penalty */
sh_int carry_w; /* Maximum weight that can be carrried */
sh_int wield_w; /* Maximum weight that can be wielded */
};
struct wis_app_type {
byte bonus; /* how many bonus skills a player can */
/* practice pr. level */
};
struct int_app_type {
byte learn; /* how many % a player learns a spell/skill */
};
struct con_app_type {
sh_int hitp;
sh_int shock;
};