/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and *
* Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* 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. *
***************************************************************************/
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#define DECLARE_GAME_FUN( fun ) GAME_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
typedef unsigned char bool;
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
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 mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
/*
* 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 ) );
typedef void GAME_FUN args( ( CHAR_DATA *ch,
CHAR_DATA *croupier,
char *argument ) );
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4096
#define MAX_INPUT_LENGTH 160
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_SKILL 156
#define MAX_CLASS 5
#define MAX_RACE 41
#define MAX_LEVEL 54
#define L_DIR MAX_LEVEL
#define L_SEN ( L_DIR - 1 )
#define L_JUN ( L_SEN - 1 )
#define L_APP ( L_JUN - 1 )
#define LEVEL_IMMORTAL L_APP
#define LEVEL_HERO ( LEVEL_IMMORTAL - 1 )
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 2 * PULSE_PER_SECOND )
#define PULSE_MOBILE ( 5 * PULSE_PER_SECOND )
#define PULSE_TICK ( 30 * PULSE_PER_SECOND )
#define PULSE_AREA ( 60 * PULSE_PER_SECOND )
#ifdef IMC
#include "imc.h"
#endif
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA * next;
char * name;
};
/*
* 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_DISPLAY_RACE 6
#define CON_GET_NEW_RACE 7
#define CON_CONFIRM_NEW_RACE 8
#define CON_GET_NEW_SEX 9
#define CON_DISPLAY_CLASS 10
#define CON_GET_NEW_CLASS 11
#define CON_CONFIRM_CLASS 12
#define CON_READ_MOTD 13
/*
* Race structures
*/
struct race_type
{
char * name;
int race_abilities;
int size;
int str_mod;
int int_mod;
int wis_mod;
int dex_mod;
int con_mod;
char * dmg_message;
char * hate;
};
/* Race ability bits */
#define RACE_NO_ABILITIES 0
#define RACE_PC_AVAIL 1
#define RACE_WATERBREATH 2
#define RACE_FLY 4
#define RACE_SWIM 8
#define RACE_WATERWALK 16
#define RACE_PASSDOOR 32
#define RACE_INFRAVISION 64
#define RACE_DETECT_ALIGN 128
#define RACE_DETECT_INVIS 256
#define RACE_DETECT_HIDDEN 512
#define RACE_PROTECTION 1024
#define RACE_SANCT 2048
#define RACE_WEAPON_WIELD 4096
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
char * host;
int descriptor;
int connected;
bool fcommand;
char inbuf [ MAX_INPUT_LENGTH*4 ];
char incomm [ MAX_INPUT_LENGTH ];
char inlast [ MAX_INPUT_LENGTH ];
int repeat;
char * showstr_head;
char * showstr_point;
char * outbuf;
int outsize;
int outtop;
};
/*
* Attribute bonus structures.
*/
struct str_app_type
{
int tohit;
int todam;
int carry;
int wield;
};
struct int_app_type
{
int learn;
};
struct wis_app_type
{
int practice;
};
struct dex_app_type
{
int defensive;
};
struct con_app_type
{
int hitp;
int shock;
};
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
int level;
char * keyword;
char * text;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
int keeper; /* Vnum of shop keeper mob */
int buy_type [ MAX_TRADE ]; /* Item types shop will buy */
int profit_buy; /* Cost multiplier for buying */
int profit_sell; /* Cost multiplier for selling */
int open_hour; /* First opening hour */
int close_hour; /* First closing hour */
};
/*
* Per-class stuff.
*/
struct class_type
{
char who_name [ 4 ]; /* Three-letter name for 'who' */
int attr_prime; /* Prime attribute */
int weapon; /* First weapon */
int guild; /* Vnum of guild room */
int skill_adept; /* Maximum skill level */
int thac0_00; /* Thac0 for level 0 */
int thac0_47; /* Thac0 for level 47 */
int hp_min; /* Min hp gained on leveling */
int hp_max; /* Max hp gained on leveling */
bool fMana; /* Class gains mana on level */
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA * next;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
time_t date_stamp;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
int type;
int duration;
int location;
int modifier;
int bitvector;
bool deleted;
};
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
int number;
int killed;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAMPIRE 3404
#define MOB_VNUM_ULT 3160
#define MOB_VNUM_SECRETARY 3142
#define MOB_VNUM_MIDGAARD_MAYOR 3143
#define MOB_VNUM_AIR_ELEMENTAL 8914
#define MOB_VNUM_EARTH_ELEMENTAL 8915
#define MOB_VNUM_WATER_ELEMENTAL 8916
#define MOB_VNUM_FIRE_ELEMENTAL 8917
#define MOB_VNUM_DUST_ELEMENTAL 8918
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC 1 /* Auto set for mobs */
#define ACT_SENTINEL 2 /* Stays in one room */
#define ACT_SCAVENGER 4 /* Picks up objects */
#define ACT_AGGRESSIVE 32 /* Attacks PC's */
#define ACT_STAY_AREA 64 /* Won't leave area */
#define ACT_WIMPY 128 /* Flees when hurt */
#define ACT_PET 256 /* Auto set for pets */
#define ACT_TRAIN 512 /* Can train PC's */
#define ACT_PRACTICE 1024 /* Can practice PC's */
#define ACT_GAMBLE 2048 /* Runs a gambling game */
#define ACT_MOVED 131072 /* Dont ever set! */
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND 1
#define AFF_INVISIBLE 2
#define AFF_DETECT_EVIL 4
#define AFF_DETECT_INVIS 8
#define AFF_DETECT_MAGIC 16
#define AFF_DETECT_HIDDEN 32
#define AFF_HOLD 64
#define AFF_SANCTUARY 128
#define AFF_FAERIE_FIRE 256
#define AFF_INFRARED 512
#define AFF_CURSE 1024
#define AFF_CHANGE_SEX 2048
#define AFF_POISON 4096
#define AFF_PROTECT 8192
#define AFF_POLYMORPH 16384
#define AFF_SNEAK 32768
#define AFF_HIDE 65536
#define AFF_SLEEP 131072
#define AFF_CHARM 262144
#define AFF_FLYING 524288
#define AFF_PASS_DOOR 1048576
#define AFF_WATERWALK 2097152
#define AFF_SUMMONED 4194304
#define AFF_MUTE 8388608
#define AFF_GILLS 16777216
#define AFF_VAMP_BITE 33554432
#define AFF_GHOUL 67108864
#define AFF_FLAMING 134217728
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_MONEY_ONE 2
#define OBJ_VNUM_MONEY_SOME 3
#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_FINAL_TURD 16
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_SCHOOL_MACE 3700
#define OBJ_VNUM_SCHOOL_DAGGER 3701
#define OBJ_VNUM_SCHOOL_SWORD 3702
#define OBJ_VNUM_SCHOOL_VEST 3703
#define OBJ_VNUM_SCHOOL_SHIELD 3704
#define OBJ_VNUM_SCHOOL_BANNER 3716
#define OBJ_VNUM_SCHOOL_CLUB 3717
#define OBJ_VNUM_BLACK_POWDER 8903
#define OBJ_VNUM_FLAMEBLADE 8920
#define OBJ_VNUM_STAKE 3811
#define OBJ_VNUM_LICENSE 3011
/*
* 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_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
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW 1
#define ITEM_HUM 2
#define ITEM_DARK 4
#define ITEM_LOCK 8
#define ITEM_EVIL 16
#define ITEM_INVIS 32
#define ITEM_MAGIC 64
#define ITEM_NODROP 128
#define ITEM_BLESS 256
#define ITEM_ANTI_GOOD 512
#define ITEM_ANTI_EVIL 1024
#define ITEM_ANTI_NEUTRAL 2048
#define ITEM_NOREMOVE 4096
#define ITEM_INVENTORY 8192
#define ITEM_POISONED 16384
#define ITEM_VAMPIRE_BANE 32768
#define ITEM_HOLY 65536
/*
* Wear flags.
* Used in #OBJECTS.
*/
#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_WAIST 2048
#define ITEM_WEAR_WRIST 4096
#define ITEM_WIELD 8192
#define ITEM_HOLD 16384
/*
* 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_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_RACE 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
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 3001
#define ROOM_VNUM_ALTAR 3054
#define ROOM_VNUM_SCHOOL 3700
#define ROOM_VNUM_GRAVEYARD_A 427
#define ROOM_VNUM_PURGATORY_A 401
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK 1
#define ROOM_NO_MOB 4
#define ROOM_INDOORS 8
#define ROOM_UNDERGROUND 16
#define ROOM_PRIVATE 512
#define ROOM_SAFE 1024
#define ROOM_SOLITARY 2048
#define ROOM_PET_SHOP 4096
#define ROOM_NO_RECALL 8192
#define ROOM_CONE_OF_SILENCE 16384
/*
* 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 1
#define EX_CLOSED 2
#define EX_LOCKED 4
#define EX_BASHED 8
#define EX_BASHPROOF 16
#define EX_PICKPROOF 32
#define EX_PASSPROOF 64
/*
* 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_UNDERWATER 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_WIELD_2 18 /* by Thelonius */
#define MAX_WEAR 19
/***************************************************************************
* *
* 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
/*
* 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_FIGHTING 6
#define POS_STANDING 7
/*
* ACT bits for players.
*/
#define PLR_IS_NPC 1 /* Don't EVER set. */
#define PLR_BOUGHT_PET 2
#define PLR_REGISTER 4 /* Registering for Pkill */
#define PLR_AUTOEXIT 8
#define PLR_AUTOLOOT 16
#define PLR_AUTOSAC 32
#define PLR_BLANK 64
#define PLR_BRIEF 128
#define PLR_COMBINE 512
#define PLR_PROMPT 1024
#define PLR_TELNET_GA 2048
#define PLR_HOLYLIGHT 4096
#define PLR_WIZINVIS 8192
#define PLR_WIZBIT 16384
#define PLR_SILENCE 32768
#define PLR_NO_EMOTE 65536
#define PLR_MOVED 131072
#define PLR_NO_TELL 262144
#define PLR_LOG 524288
#define PLR_DENY 1048576
#define PLR_FREEZE 2097152
#define PLR_THIEF 4194304
#define PLR_KILLER 8388608
#define PLR_AUTOGOLD 16777216
#define PLR_AFK 33554432
/*
* Obsolete bits.
*/
#if 0
#define PLR_CHAT 256 /* Obsolete */
#endif
/*
* Channel bits.
*/
#define CHANNEL_AUCTION 1
#define CHANNEL_CHAT 2
#define CHANNEL_IMMTALK 8
#define CHANNEL_MUSIC 16
#define CHANNEL_QUESTION 32
#define CHANNEL_SHOUT 64
#define CHANNEL_YELL 128
/*
* 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;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
int vnum;
int count;
int killed;
int sex;
int level;
int act;
int affected_by;
int alignment;
int hitroll; /* Unused */
int ac; /* Unused */
int hitnodice; /* Unused */
int hitsizedice; /* Unused */
int hitplus; /* Unused */
int damnodice; /* Unused */
int damsizedice; /* Unused */
int damplus; /* Unused */
int gold; /* Unused */
int race;
};
/*
* 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;
SPEC_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
NOTE_DATA * pnote;
OBJ_DATA * carrying;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
PC_DATA * pcdata;
char * name;
char * short_descr;
char * long_descr;
char * description;
int sex;
int class;
int race;
int level;
int trust;
int played;
time_t logon;
time_t save_time;
time_t last_note;
int timer;
int wait;
int hit;
int max_hit;
int mana;
int max_mana;
int move;
int max_move;
int gold;
int exp;
int act;
int affected_by;
int position;
int practice;
int carry_weight;
int carry_number;
int saving_throw;
int alignment;
int hitroll;
int damroll;
int armor;
int wimpy;
int deaf;
bool deleted;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
char * pwd;
char * bamfin;
char * bamfout;
char * immskll;
char * title;
char * prompt;
int perm_str;
int perm_int;
int perm_wis;
int perm_dex;
int perm_con;
int mod_str;
int mod_int;
int mod_wis;
int mod_dex;
int mod_con;
int condition [ 3 ];
int pagelen;
int learned [ MAX_SKILL ];
bool switched;
#ifdef IMC
IMC_CHARDATA *imcchardata;
#endif
};
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 16
struct liq_type
{
char *liq_name;
char *liq_color;
int liq_affect [ 3 ];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
bool deleted;
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
OBJ_INDEX_DATA * next;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
char * name;
char * short_descr;
char * description;
int vnum;
int item_type;
int extra_flags;
int wear_flags;
int count;
int weight;
int cost; /* Unused */
int value [ 4 ];
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * next_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
CHAR_DATA * carried_by;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
char * name;
char * short_descr;
char * description;
int item_type;
int extra_flags;
int wear_flags;
int wear_loc;
int weight;
int cost;
int level;
int timer;
int value [ 4 ];
bool deleted;
};
/*
* Exit data.
*/
struct exit_data
{
ROOM_INDEX_DATA * to_room;
int vnum;
int exit_info;
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;
int arg1;
int arg2;
int arg3;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
RESET_DATA * reset_first;
RESET_DATA * reset_last;
char * name;
int recall;
int age;
int nplayer;
};
/*
* 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 ];
char * name;
char * description;
int vnum;
int room_flags;
int light;
int sector_type;
};
/*
* 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
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
int skill_level [ MAX_CLASS ]; /* Level needed by class */
SPELL_FUN * spell_fun; /* Spell pointer (for spells) */
int target; /* Legal targets */
int minimum_position; /* Position for caster / user */
int * pgsn; /* Pointer to associated gsn */
int min_mana; /* Minimum mana used */
int beats; /* Waiting time after use */
char * noun_damage; /* Damage message */
char * msg_off; /* Wear off message */
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern int gsn_backstab;
extern int gsn_berserk; /* by Thelonius */
extern int gsn_circle; /* by Thelonius */
extern int gsn_breathe_water; /* by Thelonius */
extern int gsn_burning_hands;
extern int gsn_disarm;
extern int gsn_dodge;
extern int gsn_hide;
extern int gsn_peek;
extern int gsn_pick_lock;
extern int gsn_poison_weapon; /* by Thelonius */
extern int gsn_scrolls; /* by Binky / Thelonius */
extern int gsn_snare; /* by Binky / Thelonius */
extern int gsn_sneak;
extern int gsn_staves; /* by Binky / Thelonius */
extern int gsn_steal;
extern int gsn_untangle; /* by Thelonius */
extern int gsn_wands; /* by Binky / Thelonius */
extern int gsn_bash;
extern int gsn_dual; /* by Thelonius */
extern int gsn_enhanced_damage;
extern int gsn_kick;
extern int gsn_parry;
extern int gsn_rescue;
extern int gsn_second_attack;
extern int gsn_third_attack;
extern int gsn_blindness;
extern int gsn_charm_person;
extern int gsn_curse;
extern int gsn_invis;
extern int gsn_mass_invis;
extern int gsn_mute; /* by Thelonius */
extern int gsn_poison;
extern int gsn_sleep;
extern int gsn_turn_undead;
/*
* Psionicist gsn's (by Thelonius).
*/
extern int gsn_chameleon;
extern int gsn_domination;
extern int gsn_heighten;
extern int gsn_shadow;
extern int gsn_stake;
/*
* Race gsn's (by Kahn).
*/
extern int gsn_vampiric_bite;
/*
* Utility macros.
*/
#define UMIN( a, b ) ( ( a ) < ( b ) ? ( a ) : ( b ) )
#define UMAX( a, b ) ( ( a ) > ( b ) ? ( a ) : ( b ) )
#define URANGE( a, b, c ) ( ( b ) < ( a ) ? ( a ) \
: ( ( b ) > ( c ) ? ( c ) \
: ( b ) ) )
#define LOWER( c ) ( ( c ) >= 'A' && ( c ) <= 'Z' \
? ( c ) + 'a' - 'A' : ( c ) )
#define UPPER( c ) ( ( c ) >= 'a' && ( c ) <= 'z' \
? ( c ) + 'A' - 'a' : ( c ) )
#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_AFFECTED( ch, sn ) ( IS_SET( ( ch )->affected_by, ( sn ) ) )
#define IS_GOOD( ch ) ( ch->alignment >= 350 )
#define IS_EVIL( ch ) ( ch->alignment <= -350 )
#define IS_NEUTRAL( ch ) ( !IS_GOOD( ch ) && !IS_EVIL( ch ) )
#define IS_AWAKE( ch ) ( ch->position > POS_SLEEPING )
#define GET_AC( ch ) ( ( ch )->armor \
+ ( IS_AWAKE( ch ) \
? dex_app[get_curr_dex( ch )].defensive \
: 0 ) )
#define IS_OUTSIDE( ch ) ( !IS_SET( \
( ch )->in_room->room_flags, \
ROOM_INDOORS ) )
#define WAIT_STATE( ch, pulse ) ( ( ch )->wait = UMAX( ( ch )->wait, \
( pulse ) ) )
#define MANA_COST( ch, sn ) ( IS_NPC( ch ) ? 0 : UMAX ( \
skill_table[sn].min_mana, \
100 / ( 2 + ch->level - \
skill_table[sn].skill_level[ch->class] ) ) )
#define IS_SWITCHED( ch ) ( ch->pcdata->switched )
/*
* 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" )
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
char * const name;
DO_FUN * do_fun;
int position;
int level;
int log;
};
/*
* Structure for a social in the socials table.
*/
struct social_type
{
char * const name;
char * const char_no_arg;
char * const others_no_arg;
char * const char_found;
char * const others_found;
char * const vict_found;
char * const char_auto;
char * const 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 cmd_type cmd_table [ ];
extern const struct liq_type liq_table [ LIQ_MAX ];
extern const struct skill_type skill_table [ MAX_SKILL ];
extern const struct social_type social_table [ ];
extern char * const title_table [ MAX_CLASS ]
[ MAX_LEVEL+1 ]
[ 2 ];
extern const struct race_type race_table [ MAX_RACE ];
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern SHOP_DATA * shop_first;
extern BAN_DATA * ban_list;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern NOTE_DATA * note_list;
extern OBJ_DATA * object_list;
extern AFFECT_DATA * affect_free;
extern BAN_DATA * ban_free;
extern CHAR_DATA * char_free;
extern DESCRIPTOR_DATA * descriptor_free;
extern EXTRA_DESCR_DATA * extra_descr_free;
extern NOTE_DATA * note_free;
extern OBJ_DATA * obj_free;
extern PC_DATA * pcdata_free;
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;
extern time_t down_time;
extern time_t warning1;
extern time_t warning2;
extern bool Reboot;
/*
* Command functions.
* Defined in act_*.c (mostly).
*/
DECLARE_DO_FUN( do_advance );
DECLARE_DO_FUN( do_afk );
DECLARE_DO_FUN( do_allow );
DECLARE_DO_FUN( do_answer );
DECLARE_DO_FUN( do_areas );
DECLARE_DO_FUN( do_at );
DECLARE_DO_FUN( do_auction );
DECLARE_DO_FUN( do_auto );
DECLARE_DO_FUN( do_autoexit );
DECLARE_DO_FUN( do_autoloot );
DECLARE_DO_FUN( do_autogold );
DECLARE_DO_FUN( do_autosac );
DECLARE_DO_FUN( do_backstab );
DECLARE_DO_FUN( do_bamfin );
DECLARE_DO_FUN( do_bamfout );
DECLARE_DO_FUN( do_ban );
DECLARE_DO_FUN( do_bash );
DECLARE_DO_FUN( do_berserk ); /* by Thelonius */
DECLARE_DO_FUN( do_bet ); /* by Thelonius */
DECLARE_DO_FUN( do_blank );
DECLARE_DO_FUN( do_brandish );
DECLARE_DO_FUN( do_brief );
DECLARE_DO_FUN( do_bug );
DECLARE_DO_FUN( do_buy );
DECLARE_DO_FUN( do_cast );
DECLARE_DO_FUN( do_chameleon ); /* by Thelonius */
DECLARE_DO_FUN( do_channels );
DECLARE_DO_FUN( do_chat );
DECLARE_DO_FUN( do_circle ); /* by Thelonius */
DECLARE_DO_FUN( do_close );
DECLARE_DO_FUN( do_combine );
DECLARE_DO_FUN( do_commands );
DECLARE_DO_FUN( do_compare );
DECLARE_DO_FUN( do_config );
DECLARE_DO_FUN( do_consider );
DECLARE_DO_FUN( do_credits );
DECLARE_DO_FUN( do_deny );
DECLARE_DO_FUN( do_description );
DECLARE_DO_FUN( do_disarm );
DECLARE_DO_FUN( do_disconnect );
DECLARE_DO_FUN( do_donate );
DECLARE_DO_FUN( do_down );
DECLARE_DO_FUN( do_drink );
DECLARE_DO_FUN( do_drop );
DECLARE_DO_FUN( do_east );
DECLARE_DO_FUN( do_eat );
DECLARE_DO_FUN( do_echo );
DECLARE_DO_FUN( do_emote );
DECLARE_DO_FUN( do_equipment );
DECLARE_DO_FUN( do_examine );
DECLARE_DO_FUN( do_exits );
DECLARE_DO_FUN( do_fee );
DECLARE_DO_FUN( do_feed );
DECLARE_DO_FUN( do_fill );
DECLARE_DO_FUN( do_flee );
DECLARE_DO_FUN( do_follow );
DECLARE_DO_FUN( do_force );
DECLARE_DO_FUN( do_freeze );
DECLARE_DO_FUN( do_get );
DECLARE_DO_FUN( do_give );
DECLARE_DO_FUN( do_goto );
DECLARE_DO_FUN( do_group );
DECLARE_DO_FUN( do_gtell );
DECLARE_DO_FUN( do_heighten ); /* by Thelonius */
DECLARE_DO_FUN( do_help );
DECLARE_DO_FUN( do_hide );
DECLARE_DO_FUN( do_holylight );
DECLARE_DO_FUN( do_idea );
DECLARE_DO_FUN( do_immtalk );
DECLARE_DO_FUN( do_imtlset );
DECLARE_DO_FUN( do_inventory );
DECLARE_DO_FUN( do_invis );
DECLARE_DO_FUN( do_kick );
DECLARE_DO_FUN( do_kill );
DECLARE_DO_FUN( do_list );
DECLARE_DO_FUN( do_lock );
DECLARE_DO_FUN( do_log );
DECLARE_DO_FUN( do_look );
DECLARE_DO_FUN( do_memory );
DECLARE_DO_FUN( do_mfind );
DECLARE_DO_FUN( do_mload );
DECLARE_DO_FUN( do_mset );
DECLARE_DO_FUN( do_mstat );
DECLARE_DO_FUN( do_mwhere );
DECLARE_DO_FUN( do_murder );
DECLARE_DO_FUN( do_music );
DECLARE_DO_FUN( do_newlock );
DECLARE_DO_FUN( do_noemote );
DECLARE_DO_FUN( do_north );
DECLARE_DO_FUN( do_note );
DECLARE_DO_FUN( do_notell );
DECLARE_DO_FUN( do_numlock );
DECLARE_DO_FUN( do_ofind );
DECLARE_DO_FUN( do_oload );
DECLARE_DO_FUN( do_open );
DECLARE_DO_FUN( do_order );
DECLARE_DO_FUN( do_oset );
DECLARE_DO_FUN( do_ostat );
DECLARE_DO_FUN( do_owhere );
DECLARE_DO_FUN( do_pagelen );
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); /* by Thelonius */
DECLARE_DO_FUN( do_pose );
DECLARE_DO_FUN( do_practice );
DECLARE_DO_FUN( do_prompt );
DECLARE_DO_FUN( do_purge );
DECLARE_DO_FUN( do_put );
DECLARE_DO_FUN( do_quaff );
DECLARE_DO_FUN( do_question );
DECLARE_DO_FUN( do_qui );
DECLARE_DO_FUN( do_quit );
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_register );
DECLARE_DO_FUN( do_remove );
DECLARE_DO_FUN( do_rent );
DECLARE_DO_FUN( do_reply );
DECLARE_DO_FUN( do_report );
DECLARE_DO_FUN( do_rescue );
DECLARE_DO_FUN( do_rest );
DECLARE_DO_FUN( do_restore );
DECLARE_DO_FUN( do_return );
DECLARE_DO_FUN( do_rset );
DECLARE_DO_FUN( do_rstat );
DECLARE_DO_FUN( do_sacrifice );
DECLARE_DO_FUN( do_save );
DECLARE_DO_FUN( do_say );
DECLARE_DO_FUN( do_score );
DECLARE_DO_FUN( do_sell );
DECLARE_DO_FUN( do_shadow ); /* by Thelonius */
DECLARE_DO_FUN( do_shout );
DECLARE_DO_FUN( do_shutdow );
DECLARE_DO_FUN( do_shutdown );
DECLARE_DO_FUN( do_silence );
DECLARE_DO_FUN( do_sla );
DECLARE_DO_FUN( do_slay );
DECLARE_DO_FUN( do_sleep );
DECLARE_DO_FUN( do_slist );
DECLARE_DO_FUN( do_slookup );
DECLARE_DO_FUN( do_snare ); /* by Binky / Thelonius */
DECLARE_DO_FUN( do_sneak );
DECLARE_DO_FUN( do_snoop );
DECLARE_DO_FUN( do_socials );
DECLARE_DO_FUN( do_south );
DECLARE_DO_FUN( do_spells );
DECLARE_DO_FUN( do_split );
DECLARE_DO_FUN( do_sset );
DECLARE_DO_FUN( do_sstime );
DECLARE_DO_FUN( do_stake );
DECLARE_DO_FUN( do_stand );
DECLARE_DO_FUN( do_steal );
DECLARE_DO_FUN( do_switch );
DECLARE_DO_FUN( do_tell );
DECLARE_DO_FUN( do_time );
DECLARE_DO_FUN( do_title );
DECLARE_DO_FUN( do_train );
DECLARE_DO_FUN( do_transfer );
DECLARE_DO_FUN( do_trust );
DECLARE_DO_FUN( do_typo );
DECLARE_DO_FUN( do_unlock );
DECLARE_DO_FUN( do_untangle ); /* by Thelonius */
DECLARE_DO_FUN( do_up );
DECLARE_DO_FUN( do_users );
DECLARE_DO_FUN( do_value );
DECLARE_DO_FUN( do_visible );
DECLARE_DO_FUN( do_wake );
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_wizify );
DECLARE_DO_FUN( do_wizlist );
DECLARE_DO_FUN( do_wizlock );
DECLARE_DO_FUN( do_yell );
DECLARE_DO_FUN( do_zap );
/*
* Spell functions.
* Defined in magic.c.
*/
DECLARE_SPELL_FUN( spell_null );
DECLARE_SPELL_FUN( spell_acid_blast );
DECLARE_SPELL_FUN( spell_armor );
DECLARE_SPELL_FUN( spell_bless );
DECLARE_SPELL_FUN( spell_blindness );
DECLARE_SPELL_FUN( spell_burning_hands );
DECLARE_SPELL_FUN( spell_breathe_water ); /* by Thelonius */
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_cone_of_silence ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_continual_light );
DECLARE_SPELL_FUN( spell_control_weather );
DECLARE_SPELL_FUN( spell_create_food );
DECLARE_SPELL_FUN( spell_create_spring );
DECLARE_SPELL_FUN( spell_create_water );
DECLARE_SPELL_FUN( spell_cure_blindness );
DECLARE_SPELL_FUN( spell_cure_critical );
DECLARE_SPELL_FUN( spell_cure_light );
DECLARE_SPELL_FUN( spell_cure_poison );
DECLARE_SPELL_FUN( spell_cure_serious );
DECLARE_SPELL_FUN( spell_curse );
DECLARE_SPELL_FUN( spell_destroy_cursed );
DECLARE_SPELL_FUN( spell_detect_evil );
DECLARE_SPELL_FUN( spell_detect_hidden );
DECLARE_SPELL_FUN( spell_detect_invis );
DECLARE_SPELL_FUN( spell_detect_magic );
DECLARE_SPELL_FUN( spell_detect_poison );
DECLARE_SPELL_FUN( spell_dispel_evil );
DECLARE_SPELL_FUN( spell_dispel_magic ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_earthquake );
DECLARE_SPELL_FUN( spell_enchant_weapon );
DECLARE_SPELL_FUN( spell_energy_drain );
DECLARE_SPELL_FUN( spell_exorcise );
DECLARE_SPELL_FUN( spell_faerie_fire );
DECLARE_SPELL_FUN( spell_faerie_fog );
DECLARE_SPELL_FUN( spell_fireball );
DECLARE_SPELL_FUN( spell_flamestrike );
DECLARE_SPELL_FUN( spell_flaming );
DECLARE_SPELL_FUN( spell_fly );
DECLARE_SPELL_FUN( spell_gate );
DECLARE_SPELL_FUN( spell_general_purpose );
DECLARE_SPELL_FUN( spell_giant_strength );
DECLARE_SPELL_FUN( spell_harm );
DECLARE_SPELL_FUN( spell_heal );
DECLARE_SPELL_FUN( spell_high_explosive );
DECLARE_SPELL_FUN( spell_identify );
DECLARE_SPELL_FUN( spell_infravision );
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_mass_heal );
DECLARE_SPELL_FUN( spell_mass_invis );
DECLARE_SPELL_FUN( spell_mute ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_pass_door );
DECLARE_SPELL_FUN( spell_poison );
DECLARE_SPELL_FUN( spell_polymorph_other );
DECLARE_SPELL_FUN( spell_protection );
DECLARE_SPELL_FUN( spell_recharge_item ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_refresh );
DECLARE_SPELL_FUN( spell_remove_alignment ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_remove_curse );
DECLARE_SPELL_FUN( spell_remove_silence ); /* by Thelonius */
DECLARE_SPELL_FUN( spell_sanctuary );
DECLARE_SPELL_FUN( spell_shocking_grasp );
DECLARE_SPELL_FUN( spell_shield );
DECLARE_SPELL_FUN( spell_sleep );
DECLARE_SPELL_FUN( spell_stone_skin );
DECLARE_SPELL_FUN( spell_summon );
DECLARE_SPELL_FUN( spell_teleport );
DECLARE_SPELL_FUN( spell_turn_undead );
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_vampiric_bite );
/*
* Psi spell_functions, in magic.c (by Thelonius).
*/
DECLARE_SPELL_FUN( spell_adrenaline_control);
DECLARE_SPELL_FUN( spell_agitation );
DECLARE_SPELL_FUN( spell_aura_sight );
DECLARE_SPELL_FUN( spell_awe );
DECLARE_SPELL_FUN( spell_ballistic_attack );
DECLARE_SPELL_FUN( spell_biofeedback );
DECLARE_SPELL_FUN( spell_cell_adjustment );
DECLARE_SPELL_FUN( spell_combat_mind );
DECLARE_SPELL_FUN( spell_complete_healing );
DECLARE_SPELL_FUN( spell_control_flames );
DECLARE_SPELL_FUN( spell_create_sound );
DECLARE_SPELL_FUN( spell_death_field );
DECLARE_SPELL_FUN( spell_detonate );
DECLARE_SPELL_FUN( spell_disintegrate );
DECLARE_SPELL_FUN( spell_displacement );
DECLARE_SPELL_FUN( spell_domination );
DECLARE_SPELL_FUN( spell_ectoplasmic_form );
DECLARE_SPELL_FUN( spell_ego_whip );
DECLARE_SPELL_FUN( spell_energy_containment);
DECLARE_SPELL_FUN( spell_enhance_armor );
DECLARE_SPELL_FUN( spell_enhanced_strength );
DECLARE_SPELL_FUN( spell_flesh_armor );
DECLARE_SPELL_FUN( spell_inertial_barrier );
DECLARE_SPELL_FUN( spell_inflict_pain );
DECLARE_SPELL_FUN( spell_intellect_fortress);
DECLARE_SPELL_FUN( spell_lend_health );
DECLARE_SPELL_FUN( spell_levitation );
DECLARE_SPELL_FUN( spell_mental_barrier );
DECLARE_SPELL_FUN( spell_mind_thrust );
DECLARE_SPELL_FUN( spell_project_force );
DECLARE_SPELL_FUN( spell_psionic_blast );
DECLARE_SPELL_FUN( spell_psychic_crush );
DECLARE_SPELL_FUN( spell_psychic_drain );
DECLARE_SPELL_FUN( spell_psychic_healing );
DECLARE_SPELL_FUN( spell_share_strength );
DECLARE_SPELL_FUN( spell_thought_shield );
DECLARE_SPELL_FUN( spell_ultrablast );
char * crypt args( ( const char *key, const char *salt ) );
/*
* 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 NULL_FILE "/dev/null" /* To reserve one stream */
#define AREA_LIST "AREA.LST" /* List of areas */
#define BUG_FILE "BUGS.TXT" /* For 'bug' and bug( ) */
#define IDEA_FILE "IDEAS.TXT" /* For 'idea' */
#define TYPO_FILE "TYPOS.TXT" /* For 'typo' */
#define NOTE_FILE "NOTES.TXT" /* For 'notes' */
#define SHUTDOWN_FILE "SHUTDOWN.TXT" /* For 'shutdown' */
#define DOWN_TIME_FILE "TIME.TXT" /* For automatic shutdown */
#define BAN_FILE "BAN.TXT" /* For banned site save */
/*
* 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
/* act_comm.c */
void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void stop_follower args( ( CHAR_DATA *ch ) );
void die_follower args( ( CHAR_DATA *ch, char *name ) );
bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
bool is_note_to args( ( CHAR_DATA *ch, NOTE_DATA *pnote ) );
/* act_info.c */
void set_title args( ( CHAR_DATA *ch, char *title ) );
bool check_blind args( ( CHAR_DATA *ch ) );
/* act_move.c */
void move_char args( ( CHAR_DATA *ch, int door ) );
/* act_obj.c */
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
/* act_wiz.c */
/* comm.c */
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt,
int length ) );
void send_to_room args( ( const char *txt, ROOM_INDEX_DATA *room ) );
void send_to_all_char args( ( const char *text ) );
void send_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void show_string args( ( DESCRIPTOR_DATA *d, char *input ) );
void act args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2,
int type ) );
/* db.c */
void boot_db args( ( void ) );
void area_update args( ( void ) );
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 ) );
char * fread_string args( ( FILE *fp ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp ) );
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 ) );
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 ) );
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 ) );
/* fight.c */
void violence_update args( ( void ) );
void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int wpn ) );
void raw_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
void update_pos args( ( CHAR_DATA *victim ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool licensed args( ( CHAR_DATA *ch ) );
bool registered args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
/* handler.c */
int get_trust args( ( CHAR_DATA *ch ) );
int get_age args( ( CHAR_DATA *ch ) );
int get_curr_str args( ( CHAR_DATA *ch ) );
int get_curr_int args( ( CHAR_DATA *ch ) );
int get_curr_wis args( ( CHAR_DATA *ch ) );
int get_curr_dex args( ( CHAR_DATA *ch ) );
int get_curr_con args( ( CHAR_DATA *ch ) );
int get_hitroll args( ( CHAR_DATA *ch, int wpn ) );
int get_damroll args( ( CHAR_DATA *ch, int wpn ) );
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 ) );
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 ) );
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 ) );
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 ) );
OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) );
OD * get_obj_list args( ( CHAR_DATA *ch, char *argument,
OBJ_DATA *list ) );
OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) );
OD * create_money args( ( int amount ) );
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( ( 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 ) );
CD * get_char args( ( CHAR_DATA *ch ) );
bool longstring args( ( CHAR_DATA *ch, char *argument ) );
bool authorized args( ( CHAR_DATA *ch, char *skllnm ) );
void end_of_game args( ( void ) );
int race_lookup args( ( const char *race ) );
int affect_lookup args( ( const char *race ) );
/* interp.c */
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 ) );
bool IS_SWITCHED args( ( CHAR_DATA *ch ) );
/* magic.c */
int skill_lookup args( ( const char *name ) );
bool saves_spell args( ( int level, CHAR_DATA *victim ) );
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 ) );
/* special.c */
SF * spec_lookup args( ( const char *name ) );
/* update.c */
void advance_level args( ( CHAR_DATA *ch ) );
void demote_level args( ( CHAR_DATA *ch ) );
void gain_exp args( ( CHAR_DATA *ch, int gain ) );
void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) );
void update_handler args( ( void ) );
void ban_update args( ( void ) );
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF