/****************************************************************************
* [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// *
* -----------------------------------------------------------| (0...0) *
* SMAUG 1.4 (C) 1994, 1995, 1996, 1998 by Derek Snider | ).:.( *
* -----------------------------------------------------------| {o o} *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh, Nivek, |~'~.VxvxV.~'~*
* Tricops and Fireblade | *
* ------------------------------------------------------------------------ *
* Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* Win32 port by Nick Gammon *
* ------------------------------------------------------------------------ *
* Main mud header file *
****************************************************************************/
#include <stdarg.h>
#include <stdlib.h>
#include <limits.h>
#ifdef MCCP
#include <zlib.h>
#endif
#ifdef MTRACE
#include <mcheck.h> /* get the mtrace definitions */
#endif
/* Tracker arrangements, for greping code changes fast -- Xerves
* Tracker1 - Imm Structure Changes
* Tracker2 - Caste Changes
*/
/* force the who command to require an argument (should use cset) */
/* #define REQWHOARG */
#ifdef WIN32
#include <winsock.h>
#include <sys/types.h>
#pragma warning( disable: 4018 4244 4761)
/* #define NOCRYPT */
#define index strchr
#define rindex strrchr
#else
#include <unistd.h>
#ifndef SYSV
#include <sys/cdefs.h>
#else
#include <re_comp.h>
#endif
#include <sys/time.h>
#endif
typedef int ch_ret;
typedef int obj_ret;
/*
* 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 ) ch_ret 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
/*
* Short scalar types.
* Diavolo reports AIX compiler has bugs with short types.
*/
#if !defined(FALSE)
#define FALSE 0
#endif
#if !defined(TRUE)
#define TRUE 1
#endif
#if !defined(BERR)
#define BERR 255
#endif
#if defined(_AIX)
#if !defined(const)
#define const
#endif
typedef int sh_int;
typedef int bool;
#define unix
#else
typedef int sh_int;
typedef unsigned char bool;
#endif
/*
* Structure types.
*/
typedef struct channel_history CHANNEL_HISTORY;
typedef struct affect_data AFFECT_DATA;
typedef struct authorize_data AUTHORIZE_DATA; // Keeps Auth data
typedef struct area_data AREA_DATA;
typedef struct introduction_data INTRO_DATA; //introduction area
typedef struct kingdom_data KINGDOM_DATA;
typedef struct town_data TOWN_DATA;
typedef struct door_list DOOR_LIST;
typedef struct door_data DOOR_DATA;
typedef struct npcrace_data NPCRACE_DATA;
typedef struct quest_mob_data QMOB_DATA;
typedef struct quest_obj_data QOBJ_DATA;
typedef struct quest_data QUEST_DATA;
typedef struct trap_data TRAP_DATA;
typedef struct key_data KEY_DATA;
typedef struct market_data MARKET_DATA;
typedef struct schedule_data SCHEDULE_DATA;
typedef struct training_data TRAINING_DATA;
typedef struct ship_data SHIP_DATA;
typedef struct buy_holdingbin_data BUYKBIN_DATA;
typedef struct buy_kmob_data BUYKMOB_DATA;
typedef struct buy_kobj_data BUYKOBJ_DATA;
typedef struct buy_ktrainer_data BUYKTRAINER_DATA;
typedef struct bought_trainer_data BTRAINER_DATA;
typedef struct wilderblock_data WBLOCK_DATA; //Mob blocks in Wilderness
typedef struct wilderinfo_data WINFO_DATA; //Char/Time info
typedef struct auction_data AUCTION_DATA; /* auction data */
typedef struct watch_data WATCH_DATA;
typedef struct ban_data BAN_DATA;
typedef struct front_data FRONT_DATA; //front node
typedef struct tornado_data TORNADO_DATA;
typedef struct trade_data TRADE_DATA;
typedef struct imbue_data IMBUE_DATA;
typedef struct kingdom_chest_data KCHEST_DATA;
typedef struct wilderness_bin_data BIN_DATA;
typedef struct battle_arena_data BARENA_DATA;
typedef struct gem_data GEM_DATA;
typedef struct box_data BOX_DATA;
typedef struct forge_data FORGE_DATA;
typedef struct depo_ore_data DEPO_ORE_DATA;
typedef struct conquer_data CONQUER_DATA;
typedef struct depo_weapon_data DEPO_WEAPON_DATA;
typedef struct slab_data SLAB_DATA;
typedef struct char_map_data CMAP_DATA;
typedef struct obj_map_data OMAP_DATA;
typedef struct stable_data STABLE_DATA;
typedef struct extracted_char_data EXTRACT_CHAR_DATA;
typedef struct char_data CHAR_DATA;
typedef struct midata MI_DATA;
typedef struct kingdom_military_list MLIST_DATA;
typedef struct clan_member_list CMEMBER_DATA;
typedef struct kingdom_member_list KMEMBER_DATA;
typedef struct trainer_data TRAINER_DATA;
typedef struct save_arena_data SARENA_DATA;
typedef struct hunt_hate_fear HHF_DATA;
typedef struct aggression_data AGGRO_DATA;
typedef struct mpsleep_data MPSLEEP_DATA;
typedef struct fighting_data FIGHT_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct account_data ACCOUNT_DATA;
typedef struct account_name ACCOUNT_NAME;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_index_data HINDEX_DATA;
typedef struct help_data_pointer HINDEX_POINTER;
typedef struct help_index_pointer HINDEX_IPOINTER;
typedef struct help_index_name HINDEX_NAME;
typedef struct help_data HELP_DATA;
typedef struct menu_data MENU_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct char_morph CHAR_MORPH;
typedef struct morph_data MORPH_DATA;
typedef struct nuisance_data NUISANCE_DATA;
typedef struct note_data NOTE_DATA;
typedef struct comment_data COMMENT_DATA;
typedef struct board_data BOARD_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct plane_data PLANE_DATA;
typedef struct reset_data RESET_DATA;
typedef struct map_index_data MAP_INDEX_DATA; /* maps */
typedef struct map_data MAP_DATA; /* maps */
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct race_type RACE_TYPE;
typedef struct repairshop_data REPAIR_DATA;
typedef struct reserve_data RESERVE_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct hour_min_sec HOUR_MIN_SEC;
typedef struct clan_data CLAN_DATA;
typedef struct council_data COUNCIL_DATA;
typedef struct tourney_data TOURNEY_DATA;
typedef struct mob_prog_data MPROG_DATA;
typedef struct mob_prog_act_list MPROG_ACT_LIST;
typedef struct editor_data EDITOR_DATA;
typedef struct teleport_data TELEPORT_DATA;
typedef struct timer_data TIMER;
typedef struct godlist_data GOD_DATA;
typedef struct system_data SYSTEM_DATA;
typedef struct smaug_affect SMAUG_AFF;
typedef struct who_data WHO_DATA;
typedef struct skill_type SKILLTYPE;
typedef struct social_type SOCIALTYPE;
typedef struct cmd_type CMDTYPE;
typedef struct killed_data KILLED_DATA;
typedef struct pkilled_data PKILLED_DATA;
typedef struct deity_data DEITY_DATA;
typedef struct wizent WIZENT;
typedef struct ignore_data IGNORE_DATA;
typedef struct immortal_host IMMORTAL_HOST;
typedef struct project_data PROJECT_DATA;
typedef struct extended_bitvector EXT_BV;
typedef struct lcnv_data LCNV_DATA;
typedef struct lang_data LANG_DATA;
/*
* Function types.
*/
typedef void DO_FUN args((CHAR_DATA * ch, char *argument));
typedef bool SPEC_FUN args((CHAR_DATA * ch));
typedef ch_ret SPELL_FUN args((int sn, int level, CHAR_DATA * ch, void *vo));
#define DUR_CONV 23.333333333333333333333333
#define HIDDEN_TILDE '*'
/* 32bit bitvector defines */
#define BV00 (1 << 0)
#define BV01 (1 << 1)
#define BV02 (1 << 2)
#define BV03 (1 << 3)
#define BV04 (1 << 4)
#define BV05 (1 << 5)
#define BV06 (1 << 6)
#define BV07 (1 << 7)
#define BV08 (1 << 8)
#define BV09 (1 << 9)
#define BV10 (1 << 10)
#define BV11 (1 << 11)
#define BV12 (1 << 12)
#define BV13 (1 << 13)
#define BV14 (1 << 14)
#define BV15 (1 << 15)
#define BV16 (1 << 16)
#define BV17 (1 << 17)
#define BV18 (1 << 18)
#define BV19 (1 << 19)
#define BV20 (1 << 20)
#define BV21 (1 << 21)
#define BV22 (1 << 22)
#define BV23 (1 << 23)
#define BV24 (1 << 24)
#define BV25 (1 << 25)
#define BV26 (1 << 26)
#define BV27 (1 << 27)
#define BV28 (1 << 28)
#define BV29 (1 << 29)
#define BV30 (1 << 30)
#define BV31 (1 << 31)
/* 32 USED! DO NOT ADD MORE! SB */
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 2048
#define MAX_STRING_LENGTH 4096*2 /* buf */
#define MAX_INPUT_LENGTH 1024*2 /* arg */
#define MAX_INBUF_SIZE 1024*2
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH
#define MAX_VNUM 300000
#define MAX_IMM_VNUM 100000
#define MAX_HPMANA 100000
#define MAX_QUEST_DIFF 13 //Maximum quest difficulty
#define LAST_FILE_SIZE 500 //maximum entries in the last file
#define MAX_LOADED_MOBS 100000 //maximum serials for mobs...if for some reason you have more than 100k, increase in 100k incriments, this
//will increase RAM 12.5K a shot, but force another 100k item loop in db.c, so don't make it too high
#define START_QUEST_VNUM 100000
#define END_QUEST_VNUM 199999
#define START_STATICQUEST_VNUM 200000
#define END_STATICQUEST_VNUM 299999
#define GAME_RESET_VALUE 1 // Set to 1 for reset games, 0 for normal games
#define HINDEX_GENERAL_NAME "General"
//Uncomment this below to turn on MXP support for hindex code
#define HINDEX_MXP
//#define HASHSTR /* use string hashing */
#define MAX_LAYERS 8 /* maximum clothing layers */
#define MAX_NEST 100 /* maximum container nesting */
#define MAX_KILLTRACK 25 /* track mob vnums killed */
#define MAX_PKILLTRACK 10 /* track players who are killed */
#define MAX_QDIFF 13
#define MAX_QDIFF_VALUE 130
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_REXITS 20 /* Maximum exits allowed in 1 room */
/* Below two are used in the new skill system. It takes a point ranking and
a mastery ranking. The higher the better -- Xerves 00*/
#define MAX_SKPOINTS 20
#define MAX_RANKING 6
#define MAX_GROUP 18 /* The top number of skill groups -- Xerves 1/00 */
#define MAX_SPHERE 5 //Spheres of Groups
#define MAX_TIER 5 //Maximum tier, 5 for now
#define MAX_SKILL 400
#define MAX_NPC_CLASS 26
#define START_INV_TRAP 10000000 //First uid for inventory traps
/*#define MAX_RACE 20 Trying to fix a bunch of problems-- Scryn*/
#define MAX_RACE 6 /* 6 Races now -- Xerves */
#define LAST_H_RACE 22 //Last humanoid npc race
#define MAX_KINGDOM 20
#define MAX_PEACEVALUE 4
#define MAX_NPCRACE_TABLE 200
#define MAX_LEVEL 7 /* Tracker1 -- Xerves 4/10/99 */
#define MAX_CLAN 50
#define MAX_DEITY 50
#define MAX_TOHITAC 50
#define MAX_CPD 4 /* Maximum council power level difference */
#define MAX_HERB 20
#define MAX_DISEASE 20
#define MAX_PERSONAL 5 /* Maximum personal skills */
#define MAX_WHERE_NAME 29
#define MAX_MOB_COUNT 10
#define TOHIT_SYS 50 //Value that is rolled in the tohit system. Making this a larger margin will increase hits and
//making this smaller will decrease it. Want to keep this around 30-70 due to how values are
//applied from spells/skills
#define MAX_PC_ENDURANCE 74
#define TRAINING_TIME 6480 //6480 - 3 days GT 1.8 Hours RL time Time for 1 session of training time, max on stock is 36
#define LEVEL_PC (MAX_LEVEL - 6) //1
#define LEVEL_NPC (MAX_LEVEL - 7) //0
#define LEVEL_GUEST (MAX_LEVEL - 5) //2
#define LEVEL_IMM (MAX_LEVEL - 4) //3
#define LEVEL_HI_IMM (MAX_LEVEL - 3) //4
#define LEVEL_STAFF (MAX_LEVEL - 2) //5
#define LEVEL_HI_STAFF (MAX_LEVEL - 1) //6
#define LEVEL_ADMIN (MAX_LEVEL) //7
#define LEVEL_IMMORTAL (MAX_LEVEL - 5) //2
#define LEVEL_LOG LEVEL_STAFF
#define LEVEL_HIGOD LEVEL_HI_IMM
/* Caste numbers...Each Set gets 10 */
#define caste_Serf 1
#define caste_Peasant 2
#define caste_Laborer 3
#define caste_Apprentice 4
#define caste_Journeymen 5
#define caste_Master 6
#define caste_Merchant 7
#define caste_Trader 8
#define caste_Businessman 9
#define caste_Mayor 10
#define caste_Page 11
#define caste_Squire 12
#define caste_Knight 13
#define caste_Baronet 14
#define caste_Baron 15
#define caste_Earl 16
#define caste_Viscount 17
#define caste_Count 18
#define caste_Duke 19
#define caste_Marquis 20
#define caste_Vassal 21
#define caste_LordVassal 22
#define caste_Lord 23
#define caste_HiLord 24
#define caste_Captain 25
#define caste_Minister 26
#define caste_Prince 27
#define caste_King 28
#define caste_Avatar 29
#define caste_Legend 30
#define caste_Ascender 31
#define caste_Immortal 32
#define caste_God 33
#define caste_Staff 34
#define caste_Admin 35
#define MAX_CASTE caste_Admin
/*
* Include .h section to help break up the mud.h file
*/
#include "color.h"
#include "bank.h"
#include "pfiles.h"
#include "finger.h"
#include "board.h"
#include "alias.h"
#include "slay.h"
#include "overland.h"
#include "dns.h"
#define is_full_name is_name
#define SECONDS_PER_TICK 70
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE 2
#define PULSE_MOBILE (4 * PULSE_PER_SECOND)
#define PULSE_TICK (SECONDS_PER_TICK * PULSE_PER_SECOND)
#define PULSE_AREA (60 * PULSE_PER_SECOND)
#define PULSE_AUCTION (20 * PULSE_PER_SECOND)
#define PULSE_WEATHER (8 * PULSE_PER_SECOND)
#define PULSE_ARENA (60 * PULSE_PER_SECOND)
/*
* Stuff for area versions --Shaddai
*/
int area_version;
#define HAS_SPELL_INDEX -1
/*
* Increment with every major format change.
*/
#define TRAINERLISTVERSION 2
/**************************************
Version Write History
1 - Pre SN Fix
2 - Post SN FIX
**************************************/
#define CASTEBUYVERSION 2
/**************************************
Version Write History
1 - Pre SN Fix
2 - Post SN FIX
**************************************/
#define SAVEVERSION 5
/**************************************
Version Write History
3 - Stock SMAUG
4 - Added the aff mods for sanctify, hpgen, etc
5 - For gemnum affect to save on fwrite_obj
**************************************/
#define AREA_VERSION_WRITE 53
/**************************************
Version Write History
1 - Stock SMAUG
11 - Added Cvnum
12 - Add goldmin goldmax goldlim
levelmin levelmax
13 - Added caste slot on mobs/obj to
see what kinda of mob/obj it is.
14 - Version write for new room extends
15 - goldmin, etc changed to m1 to m5
while m6 was added for this version
16 - Fields for Mining/etc
17 - Adding quad (Quadrants) for wilderness
18 - Added movement save for mobs
19 - Solan Maps
20 - Mob Coord Resets
21 - Obj Coord Resets
22 - V6 added for levels for all items
23 - Kingdom variable in the area file
24 - v7 and v8 added for do_connect -- altered to do_setgem
25 - Population Variable in Areas
26 - m7, m8, m9. Used for variable things
27 - miflags for mobs
28 - x,y,map for Areas (weather)
29 - Element for ch/mob
30 - v9 added for objects, probably will not use do_connect (altered to do_setgem, WILL be used!)
31 - v10 added for weapon durability (man it is getting full)
32 - Spells on weapons (staves)
33 - Added the Forging Resets
34 - Added ac back in, kind of need it....
35 - Fixed Forging REsets
36 - Tohit values added to mobs
37 - Agility added to mobs :-)
38 - Mana nodes
39 - bless value for weapons
40 - New Time based Resets added into the reset code (there is no area_version for the serial)
41 - LastTaxChange for Hometowns (should of done this years ago)
42 - v11 added for more FUN!!!
43 - Reset value added for race on an object (G only)
44 - kpid on areas
45 - m10-m12 Added, More Kingdom related fun
46 - v12-v13 Added for Parry on weapons, god I am running out of room, rofl
47 - A Reset added for new Trap code
48 - Weight on objects changed to a floating value
49 - New Sworth Restrictions for Equipment
50 - New Resist percent values for players/mobs
51 - New Value for imbueslots
52 - Damadd for mobs, REALLY need this bad to keep up with damage output
53 - GEM ID on an affect
**************************************/
/*************************************
Cident values
1 - Manuel
2 - Shopkeeper
3 - Shells Gambler
4 - Flipcoin Gambler
5 - Blackjack Gambler
***********************************/
/*
* Command logging types.
*/
typedef enum
{
LOG_NORMAL, LOG_ALWAYS, LOG_NEVER, LOG_BUILD, LOG_HIGH, LOG_COMM,
LOG_WARN, LOG_ALL
}
log_types;
/*
* Return types for move_char, damage, greet_trigger, etc, etc
* Added by Thoric to get rid of bugs
*/
/* Chewed used for mount food -- Xerves 11/99 */
typedef enum
{
rNONE, rCHAR_DIED, rVICT_DIED, rBOTH_DIED, rCHAR_QUIT, rVICT_QUIT,
rBOTH_QUIT, rSPELL_FAILED, rOBJ_SCRAPPED, rOBJ_EATEN, rOBJ_EXPIRED,
rOBJ_TIMER, rOBJ_SACCED, rOBJ_QUAFFED, rOBJ_USED, rOBJ_EXTRACTED,
rOBJ_DRUNK, rCHAR_IMMUNE, rVICT_IMMUNE, rCHAR_AND_OBJ_EXTRACTED = 128,
rERROR, rSTOP = 255, rOBJ_CHEWED
}
ret_types;
/* Echo types for echo_to_all */
#define ECHOTAR_ALL 0
#define ECHOTAR_PC 1
#define ECHOTAR_IMM 2
/* defines for new do_who */
#define WT_MORTAL 0
#define WT_DEADLY 1
#define WT_IMM 2
#define WT_GROUPED 3
#define WT_GROUPWHO 4
/*
* Defines for extended bitvectors
*/
#ifndef INTBITS
#define INTBITS 32
#endif
#define XBM 31 /* extended bitmask ( INTBITS - 1 ) */
#define RSV 5 /* right-shift value ( sqrt(XBM+1) ) */
#define XBI 4 /* integers in an extended bitvector */
#define MAX_BITS XBI * INTBITS
/*
* Structure for extended bitvectors -- Thoric
*/
struct extended_bitvector
{
int bits[XBI];
};
/*
* Structure for a morph -- Shaddai
*/
/*
* Morph structs.
*/
#define ONLY_PKILL 1
#define ONLY_PEACEFULL 2
struct char_morph
{
MORPH_DATA *morph;
EXT_BV affected_by; /* New affected_by added */
int immune; /* Immunities added */
EXT_BV no_affected_by; /* Prevents affects from being added */
int no_immune; /* Prevents Immunities */
int no_resistant; /* Prevents resistances */
int no_suscept; /* Prevents Susceptibilities */
int resistant; /* Resistances added */
int suscept; /* Suscepts added */
int timer; /* How much time is left */
sh_int ac;
sh_int blood;
sh_int cha;
sh_int con;
sh_int damroll;
sh_int dex;
sh_int dodge;
sh_int hit;
sh_int hitroll;
sh_int inte;
sh_int lck;
sh_int mana;
sh_int move;
sh_int parry;
sh_int saving_breath;
sh_int saving_para_petri;
sh_int saving_poison_death;
sh_int saving_spell_staff;
sh_int saving_wand;
sh_int str;
sh_int tumble;
sh_int wis;
};
struct morph_data
{
MORPH_DATA *next; /* Next morph file */
MORPH_DATA *prev; /* Previous morph file */
char *blood; /* Blood added vamps only */
char *damroll;
char *deity;
char *description;
char *help; /* What player sees for info on morph */
char *hit; /* Hitpoints added */
char *hitroll;
char *key_words; /* Keywords added to your name */
char *long_desc; /* New long_desc for player */
char *mana; /* Mana added not for vamps */
char *morph_other; /* What others see when you morph */
char *morph_self; /* What you see when you morph */
char *move; /* Move added */
char *name; /* Name used to polymorph into this */
char *short_desc; /* New short desc for player */
char *no_skills; /* Prevented Skills */
char *skills;
char *unmorph_other; /* What others see when you unmorph */
char *unmorph_self; /* What you see when you unmorph */
EXT_BV affected_by; /* New affected_by added */
int class; /* Classes not allowed to use this */
int defpos; /* Default position */
int immune; /* Immunities added */
EXT_BV no_affected_by; /* Prevents affects from being added */
int no_immune; /* Prevents Immunities */
int no_resistant; /* Prevents resistances */
int no_suscept; /* Prevents Susceptibilities */
int obj[3]; /* Object needed to morph you */
int race; /* Races not allowed to use this */
int resistant; /* Resistances added */
int suscept; /* Suscepts added */
int timer; /* Timer for how long it lasts */
int used; /* How many times has this morph been used */
int vnum; /* Unique identifier */
sh_int ac;
sh_int bloodused; /* Amount of blood morph requires Vamps only */
sh_int cha; /* Amount Cha gained/Lost */
sh_int con; /* Amount of Con gained/Lost */
sh_int dayfrom; /* Starting Day you can morph into this */
sh_int dayto; /* Ending Day you can morph into this */
sh_int dex; /* Amount of dex added */
sh_int dodge; /* Percent of dodge added IE 1 = 1% */
sh_int favourused; /* Amount of favour to morph */
sh_int gloryused; /* Amount of glory used to morph */
sh_int hpused; /* Amount of hps used to morph */
sh_int inte; /* Amount of Int gained/lost */
sh_int lck; /* Amount of Lck gained/lost */
sh_int level; /* Minimum level to use this morph */
sh_int manaused; /* Amount of mana used to morph */
sh_int moveused; /* Amount of move used to morph */
sh_int parry; /* Percent of parry added IE 1 = 1% */
sh_int pkill; /* Pkill Only, Peacefull Only or Both */
sh_int saving_breath; /* Below are saving adjusted */
sh_int saving_para_petri;
sh_int saving_poison_death;
sh_int saving_spell_staff;
sh_int saving_wand;
sh_int sex; /* The sex that can morph into this */
sh_int str; /* Amount of str gained lost */
sh_int timefrom; /* Hour starting you can morph */
sh_int timeto; /* Hour ending that you can morph */
sh_int tumble; /* Percent of tumble added IE 1 = 1% */
sh_int wis; /* Amount of Wis gained/lost */
bool no_cast; /* Can you cast a spell to morph into it */
bool objuse[3]; /* Objects needed to morph */
};
/*
* Tongues / Languages structures
*/
struct lcnv_data
{
LCNV_DATA *next;
LCNV_DATA *prev;
char *old;
int olen;
char *new;
int nlen;
};
struct wilderblock_data
{
WBLOCK_DATA *next;
WBLOCK_DATA *prev;
int stx;
int sty;
int endx;
int endy;
int map;
int kills;
int timecheck;
WINFO_DATA *first_player;
WINFO_DATA *last_player;
int lvl;
};
struct wilderinfo_data
{
WINFO_DATA *next;
WINFO_DATA *prev;
int pid; //Player pid value, to uniquely track players
int time; //Time last in, so players just cannot walk back/forth to clear out an area.
};
struct buy_kobj_data
{
BUYKOBJ_DATA *next;
BUYKOBJ_DATA *prev;
int tree;
int corn;
int grain;
int iron;
int gold;
int stone;
int coins;
int vnum;
EXT_BV flags;
int mincaste;
};
typedef enum
{
KOBJ_HOMETOWN, KOBJ_WILDERNESS, KOBJ_CONTAINER, KOBJ_SIGIL, KOBJ_NOTEBOARD, KOBJ_TOROOM,
KOBJ_TOCHAR, KOBJ_ADDRESET, KOBJ_BIN, KOBJ_WALLREPAIR
}
kobj_type;
struct bought_trainer_data
{
BTRAINER_DATA *next;
BTRAINER_DATA *prev;
int rvnum;
int x;
int y;
int map;
int pid;
};
struct buy_ktrainer_data
{
BUYKTRAINER_DATA *next;
BUYKTRAINER_DATA *prev;
int sn[20];
int mastery[20];
char *name;
int pid;
int cost;
};
struct buy_holdingbin_data
{
BUYKBIN_DATA *next;
BUYKBIN_DATA *prev;
char *name;
int stone;
int coins;
int hold;
int mincaste;
};
struct buy_kmob_data
{
BUYKMOB_DATA *next;
BUYKMOB_DATA *prev;
int tree;
int corn;
int grain;
int iron;
int gold;
int stone;
int coins;
int vnum;
EXT_BV flags;
int mincaste;
};
typedef enum
{
KMOB_WILDERNESS, KMOB_MILITARY, KMOB_HOUR, KMOB_4MONTH, KMOB_ADDRESET, KMOB_REPAIR, KMOB_FORGE, KMOB_CLERIC,
KMOB_WORKER, KMOB_GUARD, KMOB_SOLDIER, KMOB_SCOUT, KMOB_MAGE, KMOB_SOLDIERAGI, KMOB_SOLDIERMOVE, KMOB_SOLDIERDAM,
KMOB_SOLDIERUNARMED, KMOB_MOUNTED, KMOB_SOLDIERADDAGI, KMOB_SOLDIERADDMOVE, KMOB_SOLDIERONEMOVE,
KMOB_TOHIT1, KMOB_TOHIT2, KMOB_TOHIT3, KMOB_TOHIT4, KMOB_AC1, KMOB_AC2, KMOB_AC3, KMOB_AC4, KMOB_DAM1,
KMOB_DAM2, KMOB_DAM3, KMOB_DAM4, KMOB_CURELIGHT, KMOB_CURESERIOUS, KMOB_CURECRITICAL, KMOB_HEAL, KMOB_DIVINITY,
KMOB_POWERHEAL, KMOB_BLESS, KMOB_ARMOR, KMOB_STONESKIN, KMOB_SANCTIFY, KMOB_FLEETARMS, KMOB_SANCTUARY,
KMOB_HARM, KMOB_CLERICDAMAGE, KMOB_LEATHERONLY, KMOB_LIGHTONLY, KMOB_MEDIUMONLY, KMOB_SHIELD, KMOB_KINDRED,
KMOB_SLINK, KMOB_FIRESHIELD, KMOB_ICESHIELD, KMOB_SHOCKSHIELD, KMOB_ANTIMAGICSHELL, KMOB_MAGEDAMAGE1,
KMOB_MAGEDAMAGE2, KMOB_MAGEDAMAGE3, KMOB_MAGEDAMAGE4, KMOB_ARCHER
}
kmob_type;
struct conquer_data
{
CONQUER_DATA *next;
CONQUER_DATA *prev;
int time;
int akingdom;
int rkingdom;
TOWN_DATA *town;
char *ntown;
int occupied;
};
struct door_list //really don't need this, but I will leave it in.....
{
DOOR_LIST *next;
DOOR_LIST *prev;
DOOR_DATA *first_door;
DOOR_DATA *last_door;
};
//Note: There is a 30 point hardcount per room, if you wish to change this, change these
//values int roomcoordx[30] int roomcoordy[30] int roomcoordmap[30] in mud.h to whatever
//value you want, and make sure to change it below to search more than 30. Also, don't
//set it higher than you need, it is to keep players from screwing things up
#define MAX_HPOINTS 30
struct key_data
{
KEY_DATA *next;
KEY_DATA *prev;
int flag;
char *name;
};
struct door_data
{
DOOR_DATA *next;
DOOR_DATA *prev;
int doorvalue[10]; //max of 10 doors
int roomcoordx[30]; //30 rooms max per "room"
int roomcoordy[30];
int roomcoordmap[30];
int cansee; //0 - can't see 1 - can see
int cannotsee;
};
struct training_data
{
TRAINING_DATA *next;
TRAINING_DATA *prev;
BUYKMOB_DATA *kmob;
int speed;
int kingdom;
int town;
int stime;
int etime;
int x;
int y;
int map;
int bin;
int resource;
};
struct schedule_data
{
SCHEDULE_DATA *next;
SCHEDULE_DATA *prev;
int start_period;
int end_period;
int resource;
int reoccur;
int ran;
int x;
int y;
int map;
};
struct town_data
{
TOWN_DATA *next;
TOWN_DATA *prev;
SCHEDULE_DATA *first_schedule;
SCHEDULE_DATA *last_schedule;
KEY_DATA *first_key;
KEY_DATA *last_key;
char *name;
char *mayor;
int kingdom;
int kpid;
int tpid;
int corn;
int grain;
int coins;
int gold;
int iron;
int lumber;
int stone;
int fish;
int hold;
int recall[3];
int death[3];
int poptax;
int ctax;
int salestax;
int size;
int rooms;
int maxsize;
int moral;
int month;
int growthcheck;
int growth;
int startx;
int starty;
int units;
int unitstraining;
int startmap;
int foodconsump;
int stoneconsump;
int lumberconsump;
int coinconsump;
int barracks[3]; //Vnum used to store soldiers
int roomcoords[151][3]; //x, y, map
char roomtitles[151][80]; //title
EXT_BV roomflags[151]; //flags
int minhappoint;
int minwithdraw;
int lasttaxchange;
int allowexpansions;
int expansions; //expansions allowed per year
DOOR_LIST *first_doorlist;
DOOR_LIST *last_doorlist;
int doorstate[8][100]; //max 100 doors, 0 - open/close, 1 - locked, 2 - unique key value, 3 - master door, 4 - unique door value
//5 - x coord, 6 - y coord, 7 - map coord
int max_dvalue; //it is possible to have "made" more than 100 doors, just in case they all get destroyed or something...
int usedpoint[60][60]; //Check to see if a point is already connected to a room, make sure there are no overlaps.
int bincoords[60][60]; //For bins...
int banksize; //Adding in banks for towns, allows storage of player gold and other crap
OBJ_DATA *first_bankobj;
OBJ_DATA *last_bankobj;
int balance; //Gold in the bank...
};
struct kingdom_data
{
TOWN_DATA *first_town;
TOWN_DATA *last_town;
char *name;
char *ruler;
char *logfile;
char *dtown;
char *number1;
char *number2;
int num;
int kpid;
sh_int tree_tax;
sh_int corn_tax;
sh_int grain_tax;
sh_int iron_tax;
sh_int gold_tax;
sh_int stone_tax;
sh_int fish_tax;
int salestax;
int ctax;
int poptax;
int minbuild;
int minplace;
int minappoint;
int minhappoint;
int mintoperate;
int minwithdraw;
int mincommand; //Minimum level to command local troops
int mingeneral; //Minimum level to command all troops
int minreadlog;
int mindepository;
int minlogsettings;
int mintrainertax;
int minswitchtown;
int minbooktax;
int tier1;
int tier2;
int tier3;
int tier4;
int tvisitor;
int tier1book;
int tier2book;
int tier3book;
int tier4book;
int bvisitor;
int allowjoin; //Allow players to join?
sh_int mob_que[26]; //26 ALWAYS needs to be 0
sh_int obj_que[26]; //26 ALWAYS needs to be 0
sh_int trainer_que[26]; //26 ALWAYS needs to be 0
sh_int peace[MAX_KINGDOM]; //At peace/war with other kingdoms?
sh_int cpeace[MAX_KINGDOM]; //For changing peace with other kingdoms
int lasttaxchange;
int race;
int raceset;
EXT_BV logsettings; //What things are being logged (flag on means it is not logged)
DEPO_ORE_DATA *first_ore;
DEPO_ORE_DATA *last_ore;
INTRO_DATA *first_introduction;
INTRO_DATA *last_introduction;
int lastintrocheck;
int maxlinelog;
int maxtimelog;
};
struct trade_data
{
TRADE_DATA *prev;
TRADE_DATA *next;
int offering_kingdom; //kingdom offering (starting) the trade
int receiving_kingdom; //kingdom receiving the trade
int offering_res_tree;
int offering_res_corn;
int offering_res_grain;
int offering_res_iron;
int offering_res_gold;
int offering_res_stone;
int offering_res_fish;
int offering_gold;
int receiving_res_tree;
int receiving_res_corn;
int receiving_res_grain;
int receiving_res_iron;
int receiving_res_gold;
int receiving_res_stone;
int receiving_res_fish;
int receiving_gold;
int offering_read; //marks the deal as read, so kingdoms know they have received trade offers/counter offers
int receiving_read; //marks the deal as read, so kingdoms know they have received trade offers/counter offers
int time; //time it was posted, trades are removed after so much time has been spent
int posted; //rather it has been sent or not.
};
struct lang_data
{
LANG_DATA *next;
LANG_DATA *prev;
char *name;
LCNV_DATA *first_precnv;
LCNV_DATA *last_precnv;
char *alphabet;
LCNV_DATA *first_cnv;
LCNV_DATA *last_cnv;
};
/*
* do_who output structure -- Narn
*/
struct who_data
{
WHO_DATA *prev;
WHO_DATA *next;
char *text;
int type;
};
/*
* Player watch data structure --Gorog
*/
struct watch_data
{
WATCH_DATA *next;
WATCH_DATA *prev;
sh_int imm_level;
char *imm_name; /* imm doing the watching */
char *target_name; /* player or command being watched */
char *player_site; /* site being watched */
};
/*
* Nuisance structure
*/
#define MAX_NUISANCE_STAGE 10 /* How many nuisance stages */
struct nuisance_data
{
long int time; /* The time nuisance flag was set */
long int max_time; /* Time for max penalties */
int flags; /* Stage of nuisance */
int power; /* Power of nuisance */
};
/*
* Ban Types --- Shaddai
*/
#define BAN_SITE 1
#define BAN_CLASS 2
#define BAN_RACE 3
#define BAN_WARN -1
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA *next;
BAN_DATA *prev;
char *name; /* Name of site/class/race banned */
char *user; /* Name of user from site */
char *note; /* Why it was banned */
char *ban_by; /* Who banned this site */
char *ban_time; /* Time it was banned */
int flag; /* Class or Race number */
int unban_date; /* When ban expires */
sh_int duration; /* How long it is banned for */
sh_int level; /* Level that is banned */
bool warn; /* Echo on warn channel */
bool prefix; /* Use of *site */
bool suffix; /* Use of site* */
};
/*
* Yeesh.. remind us of the old MERC ban structure? :)
*/
struct reserve_data
{
RESERVE_DATA *next;
RESERVE_DATA *prev;
char *name;
};
/*
* Time and weather stuff.
*/
typedef enum
{
SUN_DARK, SUN_RISE, SUN_LIGHT, SUN_SET
}
sun_positions;
typedef enum
{
SKY_CLOUDLESS, SKY_CLOUDY, SKY_RAINING, SKY_LIGHTNING
}
sky_conditions;
struct time_info_data
{
int sunlight;
};
struct hour_min_sec
{
int hour;
int min;
int sec;
int manual;
};
/* Define maximum number of climate settings - FB */
#define MAX_CLIMATE 5
/*
* Structure used to build wizlist
*/
struct wizent
{
WIZENT *next;
WIZENT *last;
char *name;
sh_int level;
};
/*
* Structure to only allow immortals domains to access their chars.
*/
struct immortal_host
{
IMMORTAL_HOST *next;
IMMORTAL_HOST *prev;
char *name;
char *host;
bool prefix;
bool suffix;
};
struct authorize_data
{
AUTHORIZE_DATA *next;
AUTHORIZE_DATA *prev;
char *name;
char *lastname;
char *authedby;
char *authdate;
char *host;
};
struct project_data
{
PROJECT_DATA *next; /* Next project in list */
PROJECT_DATA *prev; /* Previous project in list */
NOTE_DATA *first_log; /* First log on project */
NOTE_DATA *last_log; /* Last log on project */
char *name;
char *owner;
char *coder;
char *status;
char *date;
char *description;
char *rewardee;
int points;
int rewardedpoints;
int time;
int type;
bool taken; /* Has someone taken project? */
};
/*
* Connected state for a channel.
*/
typedef enum
{
CON_PLAYING, CON_GET_ACCOUNT, CON_CONFIRM_NEW_ACCOUNT, CON_GET_EMAIL,
CON_CONFIRM_EMAIL, CON_CONFIRM_ACCOUNT_PASSWORD, CON_SHOW_ACCOUNT_MENU,
CON_IMPORT_MENU, CON_NEWPASS_MENU, CON_NEWEMAIL_MENU, CON_DELETEACCOUNT_MENU,
CON_DELETEPLAYER_MENU, CON_RELEASEPLAYER_MENU,
CON_GET_NAME, CON_CREATE_NAME, CON_LAST_MENU_OPTION,
CON_CONFIRM_NEW_NAME, CON_GET_NEW_PASSWORD, CON_CONFIRM_NEW_PASSWORD,
CON_GET_NEW_SEX, CON_GET_NEW_CLASS, CON_READ_MOTD,
CON_GET_NEW_RACE, CON_GET_EMULATION, CON_EDITING,
CON_GET_WANT_RIPANSI, CON_TITLE, CON_PRESS_ENTER,
CON_WAIT_1, CON_WAIT_2, CON_WAIT_3,
CON_ACCEPTED, CON_GET_PKILL, CON_READ_IMOTD,
CON_GET_HOMETOWN, CON_BEGIN_REMORT,
CON_ROLL_STATS, CON_GET_ALIGNMENT, CON_NOTE_TO,
CON_NOTE_SUBJECT, CON_NOTE_EXPIRE, CON_NOTE_FINISH,
CON_LOGIN_MENU, CON_FIRST_SCREEN, CON_FIRST_SKILLS,
CON_COPYOVER_RECOVER, CON_GETDNS, CON_HAND, CON_ELEMENT, CON_SOURCE,
CON_SKIN, CON_HAIRCOLOR, CON_HAIRLENGTH, CON_HAIRSTYLE, CON_EYECOLOR,
CON_HEIGHT, CON_WEIGHT, CON_GET_LAST_NAME, CON_CONFIRM_LAST_NAME,
CON_BYPASS_LOGIN, CON_CHANGE_EDIT_STATUS, CON_CHOOSE_EMAIL,
CON_CHANGE_EMAILSTATUS, CON_USE_RESET_CHAR
}
connection_types;
/*
* Character substates
*/
typedef enum
{
SUB_NONE, SUB_PAUSE, SUB_PERSONAL_DESC, SUB_BAN_DESC, SUB_OBJ_SHORT,
SUB_OBJ_LONG, SUB_OBJ_EXTRA, SUB_MOB_LONG, SUB_MOB_DESC, SUB_ROOM_DESC,
SUB_ROOM_EXTRA, SUB_ROOM_EXIT_DESC, SUB_WRITING_NOTE, SUB_MPROG_EDIT,
SUB_HELP_EDIT, SUB_WRITING_MAP, SUB_PERSONAL_BIO, SUB_REPEATCMD,
SUB_RESTRICTED, SUB_DEITYDESC, SUB_MORPH_DESC, SUB_MORPH_HELP,
SUB_PROJ_DESC, SUB_SLAYCMSG, SUB_SLAYVMSG, SUB_SLAYRMSG, SUB_WRITING_EMAIL,
SUB_CHANGES,
/* timer types ONLY below this point */
SUB_TIMER_DO_ABORT = 128, SUB_TIMER_CANT_ABORT
}
char_substates;
struct account_name
{
ACCOUNT_NAME *next;
ACCOUNT_NAME *prev;
char *name;
};
#define ABAN_BAN 1
#define ABAN_ALLOW 0
struct account_data
{
ACCOUNT_NAME *first_player;
ACCOUNT_NAME *last_player;
int editing;
int changes; //changes you made in the last hour...
int lasttimereset; //Last time reset on an account...
int timesave;
int ban;
int skiplmenu;
int noemail;
char *name;
char *passwd;
char *email;
char *qplayer1;
char *qplayer2;
char *qplayer3;
char *qplayer4;
//Hrm it kind of hit me I need these 4 on the accounts so they don't get written over by another account
int passvalue;
char *pbuffer;
char pbuf[150];
char nbuf[100];
};
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA *next;
DESCRIPTOR_DATA *prev;
DESCRIPTOR_DATA *snoop_by;
CHAR_DATA *character;
CHAR_DATA *original;
ACCOUNT_DATA *account;
SARENA_DATA *arena;
#ifndef DNS_SLAVE
char *host;
#endif
int port;
int descriptor;
sh_int connected;
sh_int idle;
sh_int lines;
sh_int scrlen;
sh_int mxp;
char *mxpclient;
float mxpversion;
bool fcommand;
char inbuf[MAX_INBUF_SIZE];
char incomm[MAX_INPUT_LENGTH];
char inlast[MAX_INPUT_LENGTH];
int repeat;
char *outbuf;
unsigned long outsize;
int outtop;
char *pagebuf;
unsigned long pagesize;
int pagetop;
char *pagepoint;
char pagecmd;
char pagecolor;
char *user;
int newstate;
unsigned char prevcolor;
#ifdef MCCP
unsigned char compressing;
z_stream * out_compress;
unsigned char * out_compress_buf;
#endif
char *run_buf;
char *run_head;
sh_int speed; /* descriptor speed settings */
#ifdef DNS_SLAVE
int wait; /*wait for how many loops */
long site_info;
char host[60];
u_long addr;
time_t contime;
#endif
int ifd;
pid_t ipid;
};
/*
* Attribute bonus structures.
*/
struct str_app_type
{
sh_int tohit;
sh_int todam;
sh_int carry;
sh_int wield;
sh_int weight;
};
struct int_app_type
{
sh_int learn;
sh_int lore; /* Lore Int bonus */
};
struct wis_app_type
{
sh_int practice;
sh_int lore;
};
struct dex_app_type
{
sh_int defensive;
};
struct con_app_type
{
sh_int hitp;
sh_int shock;
};
struct cha_app_type
{
sh_int charm;
};
struct lck_app_type
{
sh_int luck;
};
/* the races */
typedef enum
{
RACE_HUMAN, RACE_ELF, RACE_DWARF, RACE_OGRE, RACE_HOBBIT, RACE_FAIRY, MAX_PC_RACE
}
race_types;
/* npc races */
#define RACE_DRAGON 31
/*
* Languages -- Altrag
*/
#define LANG_COMMON BV00 /* Human base language */
#define LANG_ELVEN BV01 /* Elven base language */
#define LANG_DWARVEN BV02 /* Dwarven base language */
#define LANG_OGRE BV03 /* Ogre base language */
#define LANG_HOBBIT BV04 /* Hobbit language */
#define LANG_FAIRY BV05 /* Fairy language */
#define LANG_TROLLISH BV06 /* Troll base language */
#define LANG_RODENT BV07 /* Small mammals */
#define LANG_INSECTOID BV08 /* Insects */
#define LANG_MAMMAL BV09 /* Larger mammals */
#define LANG_REPTILE BV10 /* Small reptiles */
#define LANG_DRAGON BV11 /* Large reptiles, Dragons */
#define LANG_SPIRITUAL BV12 /* Necromancers or undeads/spectres */
#define LANG_MAGICAL BV13 /* Spells maybe? Magical creatures */
#define LANG_GOBLIN BV14 /* Goblin base language */
#define LANG_GOD BV15 /* Clerics possibly? God creatures */
#define LANG_ANCIENT BV16 /* Prelude to a glyph read skill? */
#define LANG_HALFLING BV17 /* Halfling base language */
#define LANG_CLAN BV18 /* Clan language */
#define LANG_GITH BV19 /* Gith Language */
#define LANG_UNKNOWN 0 /* Anything that doesnt fit a category */
#define VALID_LANGS ( LANG_COMMON | LANG_ELVEN | LANG_DWARVEN | LANG_HOBBIT \
| LANG_OGRE | LANG_FAIRY )
/* 18 Languages */
/*
* TO types for act.
*/
/* CAUTION!!! Using allmud on anything else in the code might cause crashes or
problems, consult Xerves before using -- XERVES */
typedef enum
{ TO_ROOM, TO_NOTVICT, TO_VICT, TO_CHAR, TO_CANSEE, TO_MUD, TO_ALLMUD, TO_FIGHT }
to_types;
/*
* Real action "TYPES" for act.
*/
/*
#define AT_BLACK 0
#define AT_BLOOD 1
#define AT_DGREEN 2
#define AT_ORANGE 3
#define AT_DBLUE 4
#define AT_PURPLE 5
#define AT_CYAN 6
#define AT_GREY 7
#define AT_DGREY 8
#define AT_RED 9
#define AT_GREEN 10
#define AT_YELLOW 11
#define AT_BLUE 12
#define AT_PINK 13
#define AT_LBLUE 14
#define AT_WHITE 15
#define AT_BLINK 16
#define AT_PLAIN AT_GREY
#define AT_ACTION AT_GREY
#define AT_SAY AT_LBLUE
#define AT_GOSSIP AT_LBLUE
#define AT_YELL AT_GREEN
#define AT_TELL AT_WHITE
#define AT_WHISPER AT_YELLOW
#define AT_HIT AT_WHITE
#define AT_HITME AT_LBLUE
#define AT_IMMORT AT_YELLOW
#define AT_HURT AT_RED
#define AT_FALLING AT_WHITE + AT_BLINK
#define AT_DANGER AT_RED + AT_BLINK
#define AT_MAGIC AT_BLUE
#define AT_CONSIDER AT_GREY
#define AT_REPORT AT_GREY
#define AT_POISON AT_GREEN
#define AT_SOCIAL AT_CYAN
#define AT_DYING AT_YELLOW
#define AT_DEAD AT_RED
#define AT_SKILL AT_GREEN
#define AT_CARNAGE AT_BLOOD
#define AT_DAMAGE AT_WHITE
#define AT_FLEE AT_YELLOW
#define AT_RMNAME AT_WHITE
#define AT_RMDESC AT_LBLUE
#define AT_OBJECT AT_GREEN
#define AT_PERSON AT_PINK
#define AT_LIST AT_BLUE
#define AT_BYE AT_GREEN
#define AT_GOLD AT_YELLOW
#define AT_GTELL AT_BLUE
#define AT_NOTE AT_GREEN
#define AT_HUNGRY AT_ORANGE
#define AT_THIRSTY AT_BLUE
#define AT_FIRE AT_RED
#define AT_SOBER AT_WHITE
#define AT_WEAROFF AT_YELLOW
#define AT_EXITS AT_WHITE
#define AT_SCORE AT_LBLUE
#define AT_RESET AT_DGREEN
#define AT_LOG AT_PURPLE
#define AT_DIEMSG AT_WHITE
#define AT_WARTALK AT_RED
#define AT_RACETALK AT_DGREEN
#define AT_IGNORE AT_GREEN
#define AT_DIVIDER AT_PLAIN
#define AT_MORPH AT_GREY
*/
#define INIT_ARMOR_CONDITION 1000
#define MAX_ITEM_IMPACT 30
/*
* Help Index Table
*/
struct help_index_data
{
char *keyword;
HINDEX_DATA *next; //Next index
HINDEX_DATA *prev; //Prev index
HINDEX_DATA *fnext; //next flat index
HINDEX_DATA *fprev; //prev flat index
HINDEX_DATA *tnext; //Next index at the top level
HINDEX_DATA *tprev; //Prev index at the top level
HINDEX_DATA *first_hindex; //First index below this one
HINDEX_DATA *last_hindex; //Last index below this one
HINDEX_DATA *first_top_hindex; //First index above this one
HINDEX_DATA *last_top_hindex; //Last index below this one
HINDEX_IPOINTER *first_help; //First helpfile in this index
HINDEX_IPOINTER *last_help; //Last helpfile in this index
};
//Points back to help index data since I need to store this data on every helpfile....
struct help_data_pointer
{
HINDEX_POINTER *next;
HINDEX_POINTER *prev;
HINDEX_DATA *pointer;
};
//Points back to the help data since I need to store this data on every index....
struct help_index_pointer
{
HINDEX_IPOINTER *next;
HINDEX_IPOINTER *prev;
HELP_DATA *pointer;
};
//Used to store the actual groups on a helpfile since it is really hard to track them back...
struct help_index_name
{
HINDEX_NAME *next;
HINDEX_NAME *prev;
char *name;
};
/*
* Help table types.
*/
struct help_data
{
HELP_DATA *next;
HELP_DATA *prev;
HINDEX_POINTER *first_hindex; //First index structure helpfile is in
HINDEX_POINTER *last_hindex; //Last index structure helpfile is in
sh_int level;
char *keyword;
HINDEX_NAME *first_iname;
HINDEX_NAME *last_iname;
char *text;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA *next; /* Next shop in list */
SHOP_DATA *prev; /* Previous shop in list */
int keeper; /* Vnum of shop keeper mob */
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 */
};
#define MAX_FIX 3
#define SHOP_FIX 1
#define SHOP_RECHARGE 2
struct repairshop_data
{
REPAIR_DATA *next; /* Next shop in list */
REPAIR_DATA *prev; /* Previous shop in list */
int keeper; /* Vnum of shop keeper mob */
sh_int fix_type[MAX_FIX]; /* Item types shop will fix */
sh_int profit_fix; /* Cost multiplier for fixing */
sh_int shop_type; /* Repair shop type */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/* Mob program structures */
/* Mob program structures and defines */
/* Moved these defines here from mud_prog.c as I need them -rkb */
#define MAX_IFS 20 /* should always be generous */
#define IN_IF 0
#define IN_ELSE 1
#define DO_IF 2
#define DO_ELSE 3
#define MAX_PROG_NEST 20
struct act_prog_data
{
struct act_prog_data *next;
void *vo;
};
struct mob_prog_act_list
{
MPROG_ACT_LIST *next;
char *buf;
CHAR_DATA *ch;
OBJ_DATA *obj;
void *vo;
};
struct mob_prog_data
{
MPROG_DATA *next;
sh_int type;
bool triggered;
int resetdelay;
char *arglist;
char *comlist;
};
/* Used to store sleeping mud progs. -rkb */
typedef enum
{ MP_MOB, MP_ROOM, MP_OBJ }
mp_types;
struct mpsleep_data
{
MPSLEEP_DATA *next;
MPSLEEP_DATA *prev;
int timer; /* Pulses to sleep */
mp_types type; /* Mob, Room or Obj prog */
ROOM_INDEX_DATA *room; /* Room when type is MP_ROOM */
/* mprog_driver state variables */
int ignorelevel;
int iflevel;
bool ifstate[MAX_IFS][DO_ELSE + 1]; //bug fix
/* mprog_driver arguments */
char *com_list;
CHAR_DATA *mob;
CHAR_DATA *actor;
OBJ_DATA *obj;
void *vo;
bool single_step;
};
bool MOBtrigger;
/*
* Per-class stuff.
*/
struct class_type
{
char *who_name; /* Name for 'who' */
sh_int attr_prime; /* Prime attribute */
int weapon; /* First weapon */
int guild; /* Vnum of guild room */
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 */
int exp_base; /* Class base exp */
bool remort_class;
};
/* race dedicated stuff */
struct race_type
{
char race_name[16]; /* Race name */
EXT_BV affected; /* Default affect bitvectors */
sh_int str_plus; /* Str bonus/penalty */
sh_int dex_plus; /* Dex " */
sh_int wis_plus; /* Wis " */
sh_int int_plus; /* Int " */
sh_int con_plus; /* Con " */
sh_int cha_plus; /* Cha " */
sh_int lck_plus; /* Lck " */
sh_int agi_plus; // Agi "
sh_int agi_start; // Agi Start
sh_int agi_range; // Range of values + and - for agility
sh_int str_range; // Range of values + and - for str
sh_int dex_range; // Range of values + and - for dex
sh_int int_range; // Range of values + and - for int
sh_int wis_range; // Range of values + and - for wis
sh_int con_range; // Range of values + and - for con
sh_int hit;
sh_int mana;
int resist;
int suscept;
int class_restriction; /* Flags for illegal classes */
int language; /* Default racial language */
sh_int ac_plus;
sh_int alignment;
EXT_BV attacks;
EXT_BV defenses;
sh_int minalign;
sh_int maxalign;
sh_int exp_multiplier;
sh_int height;
sh_int weight;
sh_int weaponmin; /* Weapon size Min -- Xerves */
sh_int weaponstd; /* Weapon size Standard (not Used) -- Xerves */
sh_int weaponmax; /* Weapon sise Max -- Xerves */
bool remort_race;
sh_int hunger_mod;
sh_int thirst_mod;
sh_int saving_poison_death;
sh_int saving_wand;
sh_int dodge_bonus;
sh_int saving_para_petri;
sh_int saving_breath;
sh_int saving_spell_staff;
char *where_name[MAX_WHERE_NAME];
sh_int mana_regen;
sh_int hp_regen;
sh_int race_recall;
};
typedef enum
{
CLAN_PLAIN, CLAN_VAMPIRE, CLAN_WARRIOR, CLAN_DRUID, CLAN_MAGE, CLAN_CELTIC,
CLAN_THIEF, CLAN_CLERIC, CLAN_UNDEAD, CLAN_CHAOTIC, CLAN_NEUTRAL, CLAN_LAWFUL,
CLAN_NOKILL, CLAN_ORDER, CLAN_GUILD
}
clan_types;
typedef enum
{
GROUP_CLAN, GROUP_COUNCIL, GROUP_GUILD
}
group_types;
struct clan_data
{
CLAN_DATA *next; /* next clan in list */
CLAN_DATA *prev; /* previous clan in list */
char *filename; /* Clan filename */
char *name; /* Clan name */
char *motto; /* Clan motto */
char *description; /* A brief description of the clan */
char *deity; /* Clan's deity */
char *leader; /* Head clan leader */
char *number1; /* First officer */
char *number2; /* Second officer */
char *badge; /* Clan badge on who/where/to_room */
int pkills[7]; /* Number of pkills on behalf of clan */
int pdeaths[7]; /* Number of pkills against clan */
int mkills; /* Number of mkills on behalf of clan */
int mdeaths; /* Number of clan deaths due to mobs */
int illegal_pk; /* Number of illegal pk's by clan */
int score; /* Overall score */
sh_int clan_type; /* See clan type defines */
sh_int favour; /* Deities favour upon the clan */
sh_int strikes; /* Number of strikes against the clan */
sh_int members; /* Number of clan members */
sh_int mem_limit; /* Number of clan members allowed */
sh_int alignment; /* Clan's general alignment */
int board; /* Vnum of clan board */
int clanobj1; /* Vnum of first clan obj */
int clanobj2; /* Vnum of second clan obj */
int clanobj3; /* Vnum of third clan obj */
int clanobj4; /* Vnum of fourth clan obj */
int clanobj5; /* Vnum of fifth clan obj */
int recall; /* Vnum of clan's recall room */
int storeroom; /* Vnum of clan's store room */
int guard1; /* Vnum of clan guard type 1 */
int guard2; /* Vnum of clan guard type 2 */
int class; /* For guilds */
};
struct council_data
{
COUNCIL_DATA *next; /* next council in list */
COUNCIL_DATA *prev; /* previous council in list */
char *filename; /* Council filename */
char *name; /* Council name */
char *description; /* A brief description of the council */
char *head; /* Council head */
char *head2; /* Council co-head */
char *powers; /* Council powers */
sh_int members; /* Number of council members */
int board; /* Vnum of council board */
int meeting; /* Vnum of council's meeting room */
};
struct deity_data
{
DEITY_DATA *next;
DEITY_DATA *prev;
char *filename;
char *name;
char *description;
sh_int alignment;
sh_int worshippers;
sh_int scorpse;
sh_int sdeityobj;
sh_int savatar;
sh_int srecall;
sh_int flee;
sh_int flee_npcrace;
sh_int flee_npcfoe;
sh_int kill;
sh_int kill_magic;
sh_int kill_npcrace;
sh_int kill_npcfoe;
sh_int sac;
sh_int bury_corpse;
sh_int aid_spell;
sh_int aid;
sh_int backstab;
sh_int steal;
sh_int die;
sh_int die_npcrace;
sh_int die_npcfoe;
sh_int spell_aid;
sh_int dig_corpse;
int race;
int race2;
int class;
int element;
int sex;
EXT_BV affected;
int npcrace;
int npcfoe;
int suscept;
int susceptnum;
int elementnum;
int affectednum;
int objstat;
};
struct tourney_data
{
int open;
int low_level;
int hi_level;
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA *next;
NOTE_DATA *prev;
char *sender;
char *date;
char *to_list;
char *subject;
int voting;
char *yesvotes;
char *novotes;
char *abstentions;
char *text;
time_t expire;
time_t date_stamp;
};
struct board_data
{
BOARD_DATA *next; /* Next board in list */
BOARD_DATA *prev; /* Previous board in list */
NOTE_DATA *first_note; /* First note on board */
NOTE_DATA *last_note; /* Last note on board */
char *note_file; /* Filename to save notes to */
char *read_group; /* Can restrict a board to a */
char *post_group; /* council, clan, guild etc */
char *extra_readers; /* Can give read rights to players */
char *extra_removers; /* Can give remove rights to players */
int board_obj; /* Vnum of board object */
sh_int num_posts; /* Number of notes on this board */
sh_int min_read_level; /* Minimum level to read a note */
sh_int min_post_level; /* Minimum level to post a note */
sh_int min_remove_level; /* Minimum level to remove a note */
sh_int max_posts; /* Maximum amount of notes allowed */
int type; /* Normal board or mail board? */
};
/*
* An affect.
*
* So limited... so few fields... should we add more?
*/
struct affect_data
{
AFFECT_DATA *next;
AFFECT_DATA *prev;
sh_int type;
sh_int duration;
sh_int location;
int modifier;
EXT_BV bitvector;
int gemnum;
};
/*
* A SMAUG spell
*/
struct smaug_affect
{
SMAUG_AFF *next;
char *duration;
sh_int location;
char *modifier;
int bitvector; /* this is the bit number */
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_VAMPIRE 80
#define MOB_VNUM_ANIMATED_CORPSE 5
#define MOB_VNUM_POLY_WOLF 10
#define MOB_VNUM_POLY_MIST 11
#define MOB_VNUM_POLY_BAT 12
#define MOB_VNUM_POLY_HAWK 13
#define MOB_VNUM_POLY_CAT 14
#define MOB_VNUM_POLY_DOVE 15
#define MOB_VNUM_POLY_FISH 16
#define MOB_VNUM_DEITY 17
#define MOB_VNUM_TRAINER 30
#define MOB_BEGIN_LUMBERJACK 16201
#define MOB_INTER_LUMBERJACK 16202
#define MOB_ADVAN_LUMBERJACK 16203
#define MOB_EXPERT_LUMBERJACK 16204
#define MOB_MASTER_LUMBERJACK 16205
#define MOB_CORN_WORKER 16206
#define MOB_CORN_T_WORKER 16207
#define MOB_CORN_M_WORKER 16208
#define MOB_WHEAT_WORKER 16209
#define MOB_WHEAT_T_WORKER 16210
#define MOB_WHEAT_M_WORKER 16211
#define MOB_IRON_WORKER 16212
#define MOB_IRON_T_WORKER 16213
#define MOB_IRON_M_WORKER 16214
#define MOB_GOLD_WORKER 16215
#define MOB_GOLD_T_WORKER 16216
#define MOB_GOLD_M_WORKER 16217
//Start Mobs that can be used to attack/defend
#define MOB_KWARRIOR 16218
#define MOB_KCLERIC 16219
#define MOB_KMAGE 16220
#define MOB_KARCHER 16221
#define MOB_KBARBARIAN 16222
#define MOB_KHORSEMAN 16223
#define MOB_KHORSE 16224
#define MOB_KGUARD 16225
#define MOB_KKNIGHT 16226
#define MOB_KSLINGER 16227
#define MOB_KCHAPLAIN 16228
#define MOB_KCROSSBOW 16229
#define MOB_KTHIEF 16230
#define MOB_KMOB_HORSE 16300
#define MOB_PEASANT_START 20
#define MOB_PEASANT_END 25
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
/* Due to mob flags being shared with other flags on the act, don't use the
R# flags -- Xerves */
/*typedef enum
{
ACT_IS_NPC, ACT_SENTINEL, ACT_SCAVENGER, ACT_BANKER, ACT_CASTEMOB, ACT_AGGRESSIVE,
ACT_STAY_AREA, ACT_WIMPY, ACT_PET, ACT_TRAIN, ACT_PRACTICE, ACT_IMMORTAL,
ACT_NOQUEST, ACT_POLYSELF, ACT_META_AGGR, ACT_GUARDIAN, ACT_RUNNING, ACT_NOWANDER,
ACT_MOUNTABLE, ACT_MOUNTED, ACT_SCHOLAR, ACT_SECRETIVE, ACT_NOTRACK, ACT_MOBINVIS,
ACT_NOASSIST, ACT_AUTONOMOUS, ACT_PACIFIST, ACT_NOATTACK, ACT_ANNOYING, ACT_HEALER,
ACT_PROTOTYPE, ACT_R1, ACT_PROTECT, ACT_SCARED
} mob_act_types; */
//Fight states for players, just a reason to lag :-)
#define FSTATE_GRIP BV01
#define FSTATE_LIMB BV02
#define FSTATE_WIELD BV03
//Elemental types for mobiles/players
#define ELEMENT_AIR BV00
#define ELEMENT_EARTH BV01
#define ELEMENT_WATER BV02
#define ELEMENT_FIRE BV03
#define ELEMENT_ENERGY BV04
#define ELEMENT_UNHOLY BV05
#define ELEMENT_DIVINE BV06
#define ELEMENT_UNDEAD BV07
#define INTRO_ATTACKER BV00
#define INTRO_KILLER BV01
#define INTRO_MYATTACKER BV02
#define INTRO_MYKILLER BV03
#define INTRO_THIEF BV04
#define INTRO_MYTHIEF BV05
#define ACT_IS_NPC 0 /* Auto set for mobs */
#define ACT_SENTINEL 1 /* Stays in one room */
#define ACT_SCAVENGER 2 /* Picks up objects */
#define ACT_BANKER 3 /* Can store money */
#define ACT_CASTEMOB 4 /* Can change caste */
#define ACT_AGGRESSIVE 5 /* Attacks PC's */
#define ACT_STAY_AREA 6 /* Won't leave area */
#define ACT_WIMPY 7 /* Flees when hurt */
#define ACT_PET 8 /* Auto set for pets */
#define ACT_TRAIN 9 /* Can train PC's */
#define ACT_PRACTICE 10 /* Can practice PC's */
#define ACT_IMMORTAL 11 /* Cannot be killed */
#define ACT_NOQUEST 12 /* Deadly removed because it was not used */
#define ACT_POLYSELF 13
#define ACT_META_AGGR 14 /* Attacks other mobs */
#define ACT_GUARDIAN 15 /* Protects master */
#define ACT_RUNNING 16 /* Hunts quickly */
#define ACT_NOWANDER 17 /* Doesn't wander */
#define ACT_MOUNTABLE 18 /* Can be mounted */
#define ACT_MOUNTED 19 /* Is mounted */
#define ACT_SCHOLAR 20 /* Can teach languages */
#define ACT_SECRETIVE 21 /* actions aren't seen */
#define ACT_NOTRACK 22 /* Cannot Track --Xerves */
#define ACT_MOBINVIS 23 /* Like wizinvis */
#define ACT_NOASSIST 24 /* Doesn't assist mobs */
#define ACT_AUTONOMOUS 25 /* Doesn't auto switch tanks */
#define ACT_PACIFIST 26 /* Doesn't ever fight */
#define ACT_NOATTACK 27 /* No physical attacks */
#define ACT_ANNOYING 28 /* Other mobs will attack */
#define ACT_HEALER 29 /* Sell spells */
#define ACT_PROTOTYPE 30 /* A prototype mob */
#define ACT_R1 31 /* DO NOT USE!!!! DO NOT REPLACE!!! */
#define ACT_PROTECT 32 /* Protects against lower level changes */
#define ACT_SCARED 33 /* Scared flag, flipside of nowander -- Xerves */
#define ACT_TRAINER 34 /* Can teach skills/groups, part of new system */
#define ACT_ONMAP 35 /* Solon Map */
#define ACT_MOUNTSAVE 36 /* Saveable Mount */
#define ACT_WATERMOB 37 /* Mob only loads in the water areas of Rafermand */
#define ACT_EXTRACTMOB 38 // Can Hire this mob to do work -- Xerves
#define ACT_DUMPGOODS 39 // Is in the process of dumping goods -- Xerves
#define ACT_NOUPDN 40 // Cannot automatically move up or down. -- Xerves
#define ACT_MOVEMAP 41 // Can move on the map -- Xerves
#define ACT_UNDEAD 42 //Only hurt by blessed/sanctified weapons... noblood -- SKAN
#define ACT_KINGDOMMOB 43 //To keep track of number of mobs loading in a kingdom
#define ACT_MILITARY 44 //Soldier mob buyable by kingdoms
#define ACT_SBSELLER 45 //Sells Spell Books
#define ACT_RESTORELIMBS 46 //Mob that can restore limbs
#define ACT_LIVING_DEAD 47 //Unblessed/sanctified weapons do 1/2 damage, blessed/sanct'd weapons do 2x dmg -- SKAN
#define ACT_NORESET 48 //Flag that is added to a mob that does not reset, do not set manually....
#define ACT_TIMERESET 49 //Flag that is added to a mob that is a time based reset, do not set manually....
#define ACT_EXTRACTGOODS 50 //Is in the process of extracting goods -- Xerves
#define ACT_REPAIR 51 //Repair mobile, only really needed for kingdom purchased repair mobiles
#define ACT_NOINSTA 52 //No Instant kill
#define ACT_NOMERCY 53 //Ha ha show nomercy to a player and kill them if they are wounded!!!!
#define ACT_FORGEMOB 54 //More for mxp than anything, the flag isn't need (it is in the room)
#define ACT_EXTRACTTOWN 55 //Will dump goods into a town instead of a bin
#define ACT_GRABBED 56 //Has had a grab attempt done, will not allow more than 1
#define ACT_CAPTAIN 57 //Mob is a captain in a quest
#define ACT_BOSS 58 //Mob is a boss in a quest
#define ACT_QUESTMOB 59 //Mob hands out quests
#define ACT_ALLOWRIDE 60 //Mob allows itself to be piggybacked
/* Used in portalloc for PCs, able to go to portal locations using it */
typedef enum
{
PT_P1, PT_P2, PT_P3, PT_P4, PT_P5, PT_P6, PT_P7, PT_P8, PT_P9, PT_P10,
PT_P11, PT_P12, PT_P13, PT_P14, PT_P15, PT_P16, PT_P17, PT_P18, PT_P19, PT_P20,
PT_P21, PT_P22, PT_P23, PT_P24, PT_P25, PT_P26, PT_P27, PT_P28, PT_P29, PT_P30,
PT_P31, PT_P32, PT_P33, PT_P34, PT_P35, PT_P36, PT_P37, PT_P38, PT_P39, PT_P40,
PT_P41, PT_P42, PT_P43, PT_P44, PT_P45, PT_P46, PT_P47, PT_P48, PT_P49, PT_P50,
PT_P51, PT_P52, PT_P53, PT_P54, PT_P55, PT_P56, PT_P57, PT_P58, PT_P59, PT_P60,
PT_P61, PT_P62, PT_P63, PT_P64, PT_P65, PT_P66, PT_P67, PT_P68, PT_P69, PT_P70,
PT_P71, PT_P72, PT_P73, PT_P74, PT_P75, PT_P76, PT_P77, PT_P78, PT_P79, PT_P80,
}
portal_types;
typedef enum
{
KM_STATIONARY, KM_PATROL, KM_WARN, KM_ATTACKE, KM_ATTACKN, KM_ATTACKA,
KM_NOPASS, KM_REPORT, KM_INVITE, KM_NOASSIST, KM_SENTINEL, KM_CONQUER,
KM_NOCLOAK, KM_NOHOOD, KM_ATTACKH, KM_ATTACKC, KM_NEEDINTRO, KM_KEQUIPED
}
kmob_types;
//KLOG_LASTENTRY Needs to be the last flag
typedef enum
{
KLOG_SETJOB, KLOG_TRADEGOODS, KLOG_RESOURCES, KLOG_PLACEOBJ, KLOG_KREMOVE_TRAINER, KLOG_KREMOVE_OBJ, KLOG_PLACETRAINER,
KLOG_PLACEMOB, KLOG_PLANTGRAIN, KLOG_PLANTCORN, KLOG_PLANTGRASS, KLOG_PLANTTREE, KLOG_STOPFIRE, KLOG_PLAINS, KLOG_SURVEY,
KLOG_SURVEY_STRIKES, KLOG_LEAVEKINGDOM, KLOG_TKICKOUT, KLOG_KICKOUT, KLOG_TINDUCT, KLOG_KINDUCT, KLOG_JOINKINGDOM,
KLOG_DECLARE, KLOG_COMMAND, KLOG_GIVEORDERS, KLOG_USELICENSE, KLOG_GRANTLICENSE, KLOG_ROADS, KLOG_FIRE, KLOG_CUTPATH,
KLOG_MAKEWORKER, KLOG_GETRESOURCES, KLOG_DEPOSIT, KLOG_WITHDRAW, KLOG_CREATE_ROOM, KLOG_EDIT_ROOM, KLOG_POP_VICTIM,
KLOG_POP_ATTACKER, KLOG_MIL_VICTIM, KLOG_MIL_ATTACKER, KLOG_MIL_COLLECTION, KLOG_TAX, KLOG_POPULATION, KLOG_EXTRACTION,
KLOG_TRAINERTAX, KLOG_BOOKTAX, KLOG_CASTEVALUES, KLOG_TOWNVALUES, KLOG_KREMOVE_MOB, KLOG_WARLOSSES, KLOG_UNKNOWN,
KLOG_SCHEDULE, KLOG_ARMMILITARY, KLOG_LASTENTRY
}
klog_types;
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*
* hold and flaming are yet uncoded
*/
//Aqua Breath - 32, everything after must use APPLY_EXT_AFFECT to apply the affect
typedef enum
{
AFF_BLIND, AFF_INVISIBLE, AFF_DETECT_EVIL, AFF_DETECT_INVIS,
AFF_DETECT_MAGIC, AFF_DETECT_HIDDEN, AFF_HOLD, AFF_SANCTUARY,
AFF_FAERIE_FIRE, AFF_INFRARED, AFF_CURSE, AFF_FLAMING, AFF_POISON,
AFF_PROTECT, AFF_PARALYSIS, AFF_SNEAK, AFF_HIDE, AFF_SLEEP, AFF_CHARM,
AFF_FLYING, AFF_PASS_DOOR, AFF_FLOATING, AFF_TRUESIGHT, AFF_DETECTTRAPS,
AFF_SCRYING, AFF_FIRESHIELD, AFF_SHOCKSHIELD, AFF_HAUS1, AFF_ICESHIELD,
AFF_POSSESS, AFF_BERSERK, AFF_AQUA_BREATH, AFF_RECURRINGSPELL,
AFF_CONTAGIOUS, AFF_WIZARDEYE, AFF_E_WIZARDEYE, AFF_M_WIZARDEYE, AFF_BALANCE,
AFF_NOHUNGER, AFF_NOTHIRST, AFF_GAGGED, AFF_REZ, AFF_WEB, AFF_SNARE,
AFF_NERVEPINCH, AFF_NYIJI, AFF_STALK, MAX_AFFECTED_BY
}
affected_by_types;
typedef enum
{
TALENT_HP1, TALENT_HP2, TALENT_HP3, TALENT_HP4, TALENT_HP5, TALENT_MP1, TALENT_MP2,
TALENT_MP3, TALENT_MP4, TALENT_MP5, TALENT_STR1, TALENT_STR2, TALENT_STR3, TALENT_CON1,
TALENT_CON2, TALENT_CON3, TALENT_INT1, TALENT_INT2, TALENT_INT3, TALENT_WIS1, TALENT_WIS2,
TALENT_WIS3, TALENT_DEX1, TALENT_DEX2, TALENT_DEX3, TALENT_AGI1, TALENT_AGI2, TALENT_AGI3,
TALENT_END1, TALENT_END2, TALENT_END3, TALENT_SP1, TALENT_SP2, TALENT_SP3, TALENT_SP4,
TALENT_SP5, TALENT_DAMCAP1, TALENT_DAMCAP2, TALENT_DAMCAP3, TALENT_MAX
}
talent_types;
/*
* Resistant Immune Susceptible flags
*/
#define RIS_FIRE BV00
#define RIS_WATER BV01
#define RIS_EARTH BV02
#define RIS_ENERGY BV03
#define RIS_BLUNT BV04
#define RIS_PIERCE BV05
#define RIS_SLASH BV06
#define RIS_ACID BV07 //Not used
#define RIS_POISON BV08
#define RIS_DRAIN BV09 //Not used
#define RIS_SLEEP BV10
#define RIS_CHARM BV11
#define RIS_HOLD BV12 //Not used
#define RIS_NONMAGIC BV13
#define RIS_PLUS1 BV14
#define RIS_PLUS2 BV15
#define RIS_PLUS3 BV16
#define RIS_PLUS4 BV17
#define RIS_PLUS5 BV18
#define RIS_PLUS6 BV19
#define RIS_MAGIC BV20
#define RIS_PARALYSIS BV21 //Stun
#define RIS_AIR BV22
#define RIS_UNHOLY BV23
#define RIS_HOLY BV24
#define RIS_UNDEAD BV25
/* 26 RIS's*/
/*
* Attack types
*/
typedef enum
{
ATCK_BITE, ATCK_CLAWS, ATCK_TAIL, ATCK_STING, ATCK_PUNCH, ATCK_KICK,
ATCK_TRIP, ATCK_BASH, ATCK_STUN, ATCK_GOUGE, ATCK_BACKSTAB, ATCK_FEED,
ATCK_DRAIN, ATCK_FIREBREATH, ATCK_FROSTBREATH, ATCK_ACIDBREATH,
ATCK_LIGHTNBREATH, ATCK_GASBREATH, ATCK_POISON, ATCK_NASTYPOISON, ATCK_GAZE,
ATCK_BLINDNESS, ATCK_CAUSESERIOUS, ATCK_EARTHQUAKE, ATCK_CAUSECRITICAL,
ATCK_CURSE, ATCK_FLAMESTRIKE, ATCK_HARM, ATCK_FIREBALL, ATCK_COLORSPRAY,
ATCK_WEAKEN, ATCK_SPIRALBLAST, MAX_ATTACK_TYPE
}
attack_types;
/*
* Defense types
*/
typedef enum
{
DFND_PARRY, DFND_DODGE, DFND_HEAL, DFND_CURELIGHT, DFND_CURESERIOUS,
DFND_CURECRITICAL, DFND_DISPELMAGIC, DFND_DISPELEVIL, DFND_SANCTUARY,
DFND_FIRESHIELD, DFND_SHOCKSHIELD, DFND_SHIELD, DFND_BLESS, DFND_STONESKIN,
DFND_TELEPORT, DFND_MONSUM1, DFND_MONSUM2, DFND_MONSUM3, DFND_MONSUM4,
DFND_DISARM, DFND_ICESHIELD, DFND_GRIP, DFND_TRUESIGHT, MAX_DEFENSE_TYPE
}
defense_types;
/*
* Body parts
*/
#define PART_HEAD BV00
#define PART_ARMS BV01
#define PART_LEGS BV02
#define PART_HEART BV03
#define PART_BRAINS BV04
#define PART_GUTS BV05
#define PART_HANDS BV06
#define PART_FEET BV07
#define PART_FINGERS BV08
#define PART_EAR BV09
#define PART_EYE BV10
#define PART_LONG_TONGUE BV11
#define PART_EYESTALKS BV12
#define PART_TENTACLES BV13
#define PART_FINS BV14
#define PART_WINGS BV15
#define PART_TAIL BV16
#define PART_SCALES BV17
/* for combat */
#define PART_CLAWS BV18
#define PART_FANGS BV19
#define PART_HORNS BV20
#define PART_TUSKS BV21
#define PART_TAILATTACK BV22
#define PART_SHARPSCALES BV23
#define PART_BEAK BV24
#define PART_HAUNCH BV25
#define PART_HOOVES BV26
#define PART_PAWS BV27
#define PART_FORELEGS BV28
#define PART_FEATHERS BV29
/*
* Autosave flags
*/
#define SV_DEATH BV00 /* Save on death */
#define SV_KILL BV01 /* Save when kill made */
#define SV_PASSCHG BV02 /* Save on password change */
#define SV_DROP BV03 /* Save on drop */
#define SV_PUT BV04 /* Save on put */
#define SV_GIVE BV05 /* Save on give */
#define SV_AUTO BV06 /* Auto save every x minutes (define in cset) */
#define SV_ZAPDROP BV07 /* Save when eq zaps */
#define SV_AUCTION BV08 /* Save on auction */
#define SV_GET BV09 /* Save on get */
#define SV_RECEIVE BV10 /* Save when receiving */
#define SV_IDLE BV11 /* Save when char goes idle */
#define SV_BACKUP BV12 /* Make backup of pfile on save */
#define SV_QUITBACKUP BV13 /* Backup on quit only --Blod */
/*
* Pipe flags
*/
#define PIPE_TAMPED BV01
#define PIPE_LIT BV02
#define PIPE_HOT BV03
#define PIPE_DIRTY BV04
#define PIPE_FILTHY BV05
#define PIPE_GOINGOUT BV06
#define PIPE_BURNT BV07
#define PIPE_FULLOFASH BV08
/*
* Flags for act_string -- Shaddai
*/
#define STRING_NONE 0
#define STRING_IMM BV01
/*
* old flags for conversion purposes -- will not conflict with the flags below
*/
#define OLD_SF_SAVE_HALF_DAMAGE BV18 /* old save for half damage */
#define OLD_SF_SAVE_NEGATES BV19 /* old save negates affect */
/*
* Skill/Spell flags The minimum BV *MUST* be 11!
*/
#define SF_WATER BV00
#define SF_EARTH BV01
#define SF_AIR BV02
#define SF_ASTRAL BV03
#define SF_AREA BV04 /* is an area spell */
#define SF_DISTANT BV05 /* affects something far away */
#define SF_REVERSE BV06
#define SF_NOSELF BV07 /* Can't target yourself! */
#define SF_UNUSED2 BV08 /* free for use! */
#define SF_ACCUMULATIVE BV09 /* is accumulative */
#define SF_RECASTABLE BV10 /* can be refreshed */
#define SF_NOSCRIBE BV11 /* cannot be scribed */
#define SF_NOBREW BV12 /* cannot be brewed */
#define SF_GROUPSPELL BV13 /* only affects group members */
#define SF_OBJECT BV14 /* directed at an object */
#define SF_CHARACTER BV15 /* directed at a character */
#define SF_SECRETSKILL BV16 /* hidden unless learned */
#define SF_PKSENSITIVE BV17 /* much harder for plr vs. plr */
#define SF_STOPONFAIL BV18 /* stops spell on first failure */
#define SF_NOFIGHT BV19 /* stops if char fighting */
#define SF_NODISPEL BV20 /* stops spell from being dispelled */
#define SF_DEQ BV21 /* Spell damages equipment */
#define SF_NOAPPLYSTACK BV22 /* Won't allow an affect to stack, such if there are 3 strengths of a spell */
typedef enum
{ SS_NONE, SS_POISON_DEATH, SS_ROD_WANDS, SS_PARA_PETRI,
SS_BREATH, SS_SPELL_STAFF
}
save_types;
#define ALL_BITS INT_MAX
#define SDAM_MASK ALL_BITS & ~(BV00 | BV01 | BV02)
#define SACT_MASK ALL_BITS & ~(BV03 | BV04 | BV05)
#define SCLA_MASK ALL_BITS & ~(BV06 | BV07 | BV08)
#define SPOW_MASK ALL_BITS & ~(BV09 | BV10)
#define SSAV_MASK ALL_BITS & ~(BV11 | BV12 | BV13)
typedef enum
{ SD_NONE, SD_FIRE, SD_WATER, SD_EARTH, SD_ENERGY, SD_AIR,
SD_HOLY, SD_UNHOLY, SD_UNDEAD
}
spell_dam_types;
typedef enum
{ SA_NONE, SA_CREATE, SA_DESTROY, SA_RESIST, SA_SUSCEPT,
SA_DIVINATE, SA_OBSCURE, SA_CHANGE
}
spell_act_types;
typedef enum
{ SP_NONE, SP_MINOR, SP_GREATER, SP_MAJOR }
spell_power_types;
typedef enum
{ SC_NONE, SC_LUNAR, SC_SOLAR, SC_TRAVEL, SC_SUMMON,
SC_LIFE, SC_DEATH, SC_ILLUSION
}
spell_class_types;
typedef enum
{ SE_NONE, SE_NEGATE, SE_EIGHTHDAM, SE_QUARTERDAM, SE_HALFDAM,
SE_3QTRDAM, SE_REFLECT, SE_ABSORB
}
spell_save_effects;
/*
* Sex.
* Used in #MOBILES.
*/
typedef enum
{ SEX_NEUTRAL, SEX_MALE, SEX_FEMALE }
sex_types;
typedef enum
{
TRAP_TYPE_POISON_GAS = 1, TRAP_TYPE_POISON_DART, TRAP_TYPE_POISON_NEEDLE,
TRAP_TYPE_POISON_DAGGER, TRAP_TYPE_POISON_ARROW, TRAP_TYPE_BLINDNESS_GAS,
TRAP_TYPE_SLEEPING_GAS, TRAP_TYPE_FLAME, TRAP_TYPE_EXPLOSION,
TRAP_TYPE_ACID_SPRAY, TRAP_TYPE_ELECTRIC_SHOCK, TRAP_TYPE_BLADE,
TRAP_TYPE_SEX_CHANGE
}
trap_types;
#define MAX_TRAPTYPE TRAP_TYPE_SEX_CHANGE
//Normal trap flags, DO NOT add any new flags here unless you want to use old trap code
#define TRAP_ROOM BV00
#define TRAP_OBJ BV01
#define TRAP_ENTER_ROOM BV02
#define TRAP_LEAVE_ROOM BV03
#define TRAP_OPEN BV04
#define TRAP_CLOSE BV05
#define TRAP_GET BV06
#define TRAP_PUT BV07
#define TRAP_PICK BV08
#define TRAP_UNLOCK BV09
#define TRAP_N BV10
#define TRAP_S BV11
#define TRAP_E BV12
#define TRAP_W BV13
#define TRAP_U BV14
#define TRAP_D BV15
#define TRAP_EXAMINE BV16
#define TRAP_NE BV17
#define TRAP_NW BV18
#define TRAP_SE BV19
#define TRAP_SW BV20
//New trap flags for the Linked list system using the trap command. Add new flags here.
typedef enum
{
NEW_TRAP_ROOM, NEW_TRAP_OBJ, NEW_TRAP_ENTER_ROOM, NEW_TRAP_LEAVE_ROOM, NEW_TRAP_OPEN, NEW_TRAP_CLOSE,
NEW_TRAP_GET, NEW_TRAP_PUT, NEW_TRAP_PICK, NEW_TRAP_UNLOCK, NEW_TRAP_N, NEW_TRAP_S, NEW_TRAP_E, NEW_TRAP_W,
NEW_TRAP_U, NEW_TRAP_D, NEW_TRAP_EXAMINE, NEW_TRAP_NE, NEW_TRAP_NW, NEW_TRAP_SE, NEW_TRAP_SW,
NEW_TRAP_GETOBJ, NEW_TRAP_PUTOBJ, NEW_TRAP_WEAROBJ, NEW_TRAP_DROPOBJ, NEW_TRAP_IDENTOBJ, NEW_TRAP_GIVEOBJ,
NEW_TRAP_SACOBJ, NEW_TRAP_REMOVEOBJ
}
new_trap_flags;
/*
* 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_SPILLED_GUTS 16
#define OBJ_VNUM_BLOOD 17
#define OBJ_VNUM_BLOODSTAIN 18
#define OBJ_VNUM_SCRAPS 19
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_SKIN 23
#define OBJ_VNUM_SLICE 24
#define OBJ_VNUM_SHOPPING_BAG 25
#define OBJ_VNUM_BLOODLET 26
#define OBJ_VNUM_FIRE 30
#define OBJ_VNUM_TRAP 31
#define OBJ_VNUM_PORTAL 32
#define OBJ_VNUM_IDOL 88
#define OBJ_VNUM_TINDER 89
#define OBJ_VNUM_BLACK_POWDER 33
#define OBJ_VNUM_SCROLL_SCRIBING 34
#define OBJ_VNUM_FLASK_BREWING 35
#define OBJ_VNUM_NOTE 36
#define OBJ_VNUM_FLASK_BREWING_TIER2 38
#define OBJ_VNUM_FLASK_BREWING_TIER3 39
#define OBJ_VNUM_SCROLL_SCRIBING_TIER2 40
#define OBJ_VNUM_SCROLL_SCRIBING_TIER3 41
#define OBJ_EXTRADIMENSIONAL_PORTAL 63
#define OBJ_VNUM_DEITY 64
#define OBJ_VNUM_QUESTOBJ 66
//Kingdom vnums
#define OBJ_KINGDOM_MERCHANT 9114
#define OBJ_KINGDOM_MAYOR 9113
#define OBJ_KINGDOM_QUIVER 16175
#define OBJ_KINGDOM_KEY 16128
#define OBJ_MIL_CROSSBOW 91
#define OBJ_MIL_QUIVER 21326
//forge shit
#define OBJ_FORGE_COPPERSLAB 21101
#define OBJ_FORGE_BRONZESLAB 21103
#define OBJ_FORGE_IRONSLAB 21105
#define OBJ_FORGE_STEELSLAB 21107
#define OBJ_FORGE_D_STEELSLAB 21109
#define OBJ_FORGE_MITHRILSLAB 21111
#define OBJ_FORGE_D_MITHRIL 21113
#define OBJ_FORGE_BRASS 21115
#define OBJ_FORGE_COBALT 21117
#define OBJ_FORGE_TITANIUM 21119
#define OBJ_FORGE_TUNGSTEN 21121
#define OBJ_FORGE_MAEGLUIN 21123
#define OBJ_FORGE_GURTHNAI 21125
#define OBJ_FORGE_DARGLIN 21127
#define OBJ_FORGE_VALTHRAN 21129
#define OBJ_FORGE_SARNOS 21131
#define OBJ_FORGE_ANGANAR 21133
#define OBJ_FORGE_FALASIN 21135
#define OBJ_FORGE_KHELEKIR 21137
#define OBJ_FORGE_URVAAL 21139
#define OBJ_FORGE_RAUKONAR 21141
#define OBJ_FORGE_HAND_AXE 21000
#define OBJ_FORGE_AXE 21001
#define OBJ_FORGE_WARAXE 21002
#define OBJ_FORGE_DOUBLE_AXE 21003
#define OBJ_FORGE_MATTOCK 21004
#define OBJ_FORGE_GREAT_AXE 21005
#define OBJ_FORGE_BATTLE_AXE 21006
#define OBJ_FORGE_SHORT_SWORD 21007
#define OBJ_FORGE_CUTLASS 21008
#define OBJ_FORGE_RAPIER 21009
#define OBJ_FORGE_KATANA 21010
#define OBJ_FORGE_BROAD_SWORD 21011
#define OBJ_FORGE_LONG_SWORD 21012
#define OBJ_FORGE_BASTARD_SWORD 21013
#define OBJ_FORGE_CLAYMORE 21014
#define OBJ_FORGE_FLAMBERGE 21015
#define OBJ_FORGE_KNIFE 21016
#define OBJ_FORGE_DAGGER 21017
#define OBJ_FORGE_DIRK 21018
#define OBJ_FORGE_KRIS 21019
#define OBJ_FORGE_CLEAVER 21020
#define OBJ_FORGE_MAIN_GAUCHE 21021
#define OBJ_FORGE_STILETTO 21022
#define OBJ_FORGE_PILUM 21023
#define OBJ_FORGE_LANCE 21024
#define OBJ_FORGE_SPEAR 21025
#define OBJ_FORGE_HALBERD 21026
#define OBJ_FORGE_GLAIVE 21027
#define OBJ_FORGE_GUISARME 21028
#define OBJ_FORGE_TRIDENT 21029
#define OBJ_FORGE_CLUB 21030
#define OBJ_FORGE_HAMMER 21031
#define OBJ_FORGE_MACE 21032
#define OBJ_FORGE_WAR_HAMMER 21033
#define OBJ_FORGE_FLAIL 21034
#define OBJ_FORGE_GREAT_FLAIL 21035
#define OBJ_FORGE_MORNING_STAR 21036
#define OBJ_FORGE_MAUL 21037
#define OBJ_FORGE_SCEPTRE 21038
#define OBJ_FORGE_ROD 21039
#define OBJ_FORGE_WEIGHTED_ROD 21040
#define OBJ_FORGE_STAFF 21041
#define OBJ_FORGE_QUARTER_STAFF 21042
#define OBJ_FORGE_BATTLE_STAFF 21043
#define OBJ_FORGE_BLADED_STAFF 21044
#define OBJ_FORGE_STUDDED_LEATHER_ARMOR 21206
#define OBJ_FORGE_STUDDED_LEATHER_GAUNTLET 21207
#define OBJ_FORGE_STUDDED_LEATHER_GREAVE 21208
#define OBJ_FORGE_STUDDED_LEATHER_NECK 21209
#define OBJ_FORGE_STUDDED_LEATHER_HEAD 21210
#define OBJ_FORGE_CHAIN_MAIL 21045
#define OBJ_FORGE_CHAIN_HAUBERK 21046
#define OBJ_FORGE_RING_MAIL 21047
#define OBJ_FORGE_DOUBLE_RING_MAIL 21048
#define OBJ_FORGE_BREASTPLATE 21049
#define OBJ_FORGE_CUIRASS 21050
#define OBJ_FORGE_CHAIN_GAUNTLET 21051
#define OBJ_FORGE_RING_GAUNTLET 21052
#define OBJ_FORGE_GAUNTLET 21053
#define OBJ_FORGE_VAMBRACE 21054
#define OBJ_FORGE_CHAIN_GREAVE 21055
#define OBJ_FORGE_RING_GREAVE 21056
#define OBJ_FORGE_GREAVE 21057
#define OBJ_FORGE_CUISS 21058
#define OBJ_FORGE_AVENTAIL 21059
#define OBJ_FORGE_COIF 21060
#define OBJ_FORGE_DOUBLE_COIF 21061
#define OBJ_FORGE_GORGET 21062
#define OBJ_FORGE_CABASSET 21063
#define OBJ_FORGE_CASQUE 21064
#define OBJ_FORGE_ARMET 21065
#define OBJ_FORGE_HEAUME 21066
#define OBJ_FORGE_BUCKLER 21067
#define OBJ_FORGE_ROUNDSHIELD 21068
#define OBJ_FORGE_HEATER 21069
#define OBJ_FORGE_KITESHIELD 21070
#define OBJ_FORGE_TOWERSHIELD 21071
#define OBJ_FORGE_PAVIS 21072
#define OBJ_FORGE_ARROW 21073
//spellbooks
#define OBJ_FIRST_SBOOK 4100
#define OBJ_LAST_SBOOK 4399
/*
* Item types.
* Used in #OBJECTS.
*/
/* 66 at Holdresource -- Xerves 12/99 */
typedef enum
{
ITEM_NONE, ITEM_LIGHT, ITEM_SCROLL, ITEM_WAND, ITEM_STAFF, ITEM_WEAPON,
ITEM_FIREWEAPON, ITEM_MISSILE, ITEM_TREASURE, ITEM_ARMOR, ITEM_POTION,
ITEM_WORN, ITEM_FURNITURE, ITEM_TRASH, ITEM_OLDTRAP, ITEM_CONTAINER,
ITEM_NOTE, ITEM_DRINK_CON, ITEM_KEY, ITEM_FOOD, ITEM_MONEY, ITEM_PEN,
ITEM_BOAT, ITEM_CORPSE_NPC, ITEM_CORPSE_PC, ITEM_FOUNTAIN, ITEM_PILL,
ITEM_BLOOD, ITEM_BLOODSTAIN, ITEM_SCRAPS, ITEM_PIPE, ITEM_HERB_CON,
ITEM_HERB, ITEM_INCENSE, ITEM_FIRE, ITEM_BOOK, ITEM_SWITCH, ITEM_LEVER,
ITEM_PULLCHAIN, ITEM_BUTTON, ITEM_DIAL, ITEM_RUNE, ITEM_RUNEPOUCH,
ITEM_MATCH, ITEM_TRAP, ITEM_MAP, ITEM_PORTAL, ITEM_PAPER,
ITEM_TINDER, ITEM_LOCKPICK, ITEM_SPIKE, ITEM_DISEASE, ITEM_OIL, ITEM_FUEL,
ITEM_EMPTY1, ITEM_EMPTY2, ITEM_MISSILE_WEAPON, ITEM_PROJECTILE, ITEM_QUIVER,
ITEM_SHOVEL, ITEM_SALVE, ITEM_COOK, ITEM_KEYRING, ITEM_ODOR, ITEM_MOUNTFOOD,
ITEM_HOLDRESOURCE, ITEM_EXTRACTOBJ, ITEM_SPELLBOOK, ITEM_SHEATH, ITEM_NOTEBOARD,
ITEM_REPAIR, ITEM_MCLIMB, ITEM_GAG, ITEM_FLINT, ITEM_TRAPTOOL, ITEM_TGEM,
ITEM_QTOKEN,
ITEM_LASTTYPE
}
item_types;
#define MAX_ITEM_TYPE ITEM_LASTTYPE-1
//Different kind of "hits/misses"
#define DM_MISS -1
#define DM_HIT 0
#define DM_COUNTER 1
#define DM_PENETRATE_PERCUSSION 2
#define DM_CRITICAL 3
#define DM_DEATH 4
#define DM_UNDEAD 5
#define DM_BLOCK 6
#define DM_SLICEDLIMB 7
//Defines Armor Size types
#define ASIZE_LEATHER 1
#define ASIZE_LIGHT 2
#define ASIZE_MEDIUM 3
#define ASIZE_HEAVY 4
#define ASIZE_HEAVIEST 5
//Different limbs that you can target
#define LM_BODY 0
#define LM_RARM 1
#define LM_LARM 2
#define LM_RLEG 3
#define LM_LLEG 4
#define LM_HEAD 5
#define LM_NECK 6
/*
* Extra flags.
* Used in #OBJECTS.
*/
typedef enum
{
ITEM_GLOW, ITEM_HUM, ITEM_DARK, ITEM_LOYAL, ITEM_EVIL, ITEM_INVIS, ITEM_MAGIC,
ITEM_NODROP, ITEM_BLESS, ITEM_ANTI_GOOD, ITEM_ANTI_EVIL, ITEM_ANTI_NEUTRAL,
ITEM_NOREMOVE, ITEM_INVENTORY, ITEM_ANTI_MAGE, ITEM_ANTI_THIEF,
ITEM_ANTI_WARRIOR, ITEM_ANTI_CLERIC, ITEM_ORGANIC, ITEM_METAL, ITEM_DONATION,
ITEM_CLANOBJECT, ITEM_CLANCORPSE, ITEM_ANTI_VAMPIRE, ITEM_ANTI_DRUID,
ITEM_HIDDEN, ITEM_POISONED, ITEM_COVERING, ITEM_DEATHROT, ITEM_BURIED,
ITEM_PROTOTYPE, ITEM_NOLOCATE, ITEM_GROUNDROT, ITEM_NOGIVE, ITEM_NOPURGE,
ITEM_ANTI_MONK, ITEM_ANTI_PALADIN, ITEM_ANTI_RANGER, ITEM_ANTI_AUGURER,
ITEM_NODISARM, ITEM_NOBREAK, ITEM_ONMAP, ITEM_LODGED, ITEM_PIECE, ITEM_ARTIFACT,
ITEM_FORGEABLE, ITEM_COAL, ITEM_ORE, ITEM_SLAB, ITEM_TWOHANDED,ITEM_IMBUABLE,
ITEM_GEM, ITEM_GEM_SETTING, ITEM_SANCTIFIED, ITEM_NORESET, ITEM_TIMERESET,
ITEM_CLOAK, ITEM_MORTAR, ITEM_POWREAG, ITEM_AFFREAG, ITEM_MIXED, ITEM_PERMREAG, ITEM_HIDEIDENTITY,
ITEM_REPAIRWALL, ITEM_KINGDOMKEY, ITEM_KINGDOMEQ, ITEM_GAGREMOVE,
ITEM_CORPSEREVIVE, ITEM_UNIQUE, ITEM_QUESTOBJ, ITEM_TYPE_SWORD, ITEM_TYPE_AXE, ITEM_TYPE_DAGGER,
ITEM_TYPE_POLEARM, ITEM_TYPE_STAVES, ITEM_TYPE_BLUNT, ITEM_QTOKEN_LOOTED,
ITEM_MONKWEAPON,
ITEM_MAX_ITEM_FLAG
}
item_extra_flags;
/* Magic flags - extra extra_flags for objects that are used in spells */
#define ITEM_RETURNING BV00
#define ITEM_BACKSTABBER BV01
#define ITEM_BANE BV02
#define ITEM_MAGIC_LOYAL BV03
#define ITEM_HASTE BV04
#define ITEM_DRAIN BV05
#define ITEM_LIGHTNING_BLADE BV06
#define ITEM_PKDISARMED BV07 /* Maybe temporary, not a perma flag */
/* Lever/dial/switch/button/pullchain flags */
#define TRIG_UP BV00
#define TRIG_UNLOCK BV01
#define TRIG_LOCK BV02
#define TRIG_D_NORTH BV03
#define TRIG_D_SOUTH BV04
#define TRIG_D_EAST BV05
#define TRIG_D_WEST BV06
#define TRIG_D_UP BV07
#define TRIG_D_DOWN BV08
#define TRIG_DOOR BV09
#define TRIG_CONTAINER BV10
#define TRIG_OPEN BV11
#define TRIG_CLOSE BV12
#define TRIG_PASSAGE BV13
#define TRIG_OLOAD BV14
#define TRIG_MLOAD BV15
#define TRIG_TELEPORT BV16
#define TRIG_TELEPORTALL BV17
#define TRIG_TELEPORTPLUS BV18
#define TRIG_DEATH BV19
#define TRIG_CAST BV20
#define TRIG_FAKEBLADE BV21
#define TRIG_RAND4 BV22
#define TRIG_RAND6 BV23
#define TRIG_TRAPDOOR BV24
#define TRIG_ANOTHEROOM BV25
#define TRIG_USEDIAL BV26
#define TRIG_ABSOLUTEVNUM BV27
#define TRIG_SHOWROOMDESC BV28
#define TRIG_AUTORETURN BV29
#define TELE_SHOWDESC BV00
#define TELE_TRANSALL BV01
#define TELE_TRANSALLPLUS BV02
// Grip flags, used for how you hold a weapon, example: slash
#define GRIP_BASH BV00
#define GRIP_STAB BV01
#define GRIP_SLASH BV02
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE BV00
#define ITEM_WEAR_FINGER BV01
#define ITEM_WEAR_NECK BV02
#define ITEM_WEAR_BODY BV03
#define ITEM_WEAR_HEAD BV04
#define ITEM_WEAR_LEGS BV05
#define ITEM_WEAR_ARMS BV06
#define ITEM_WEAR_SHIELD BV07
#define ITEM_WEAR_WAIST BV08
#define ITEM_WIELD BV09
#define ITEM_DUAL_WIELD BV10
#define ITEM_MISSILE_WIELD BV11
#define ITEM_LODGE_RIB BV12
#define ITEM_LODGE_ARM BV13
#define ITEM_LODGE_LEG BV14
#define ITEM_WEAR_ABOUT_NECK BV15
#define ITEM_WEAR_NOCKED BV16
#define ITEM_WEAR_BACK BV17 //added back in for backpacks, etc
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
//94 at arrowcatch
typedef enum
{
APPLY_NONE, APPLY_STR, APPLY_DEX, APPLY_INT, APPLY_WIS, APPLY_CON,
APPLY_SEX, APPLY_CLASS, APPLY_LEVEL, APPLY_AGE, APPLY_HEIGHT, APPLY_WEIGHT,
APPLY_MANA, APPLY_HIT, APPLY_MOVE, APPLY_GOLD, APPLY_EXP, APPLY_AC,
APPLY_HITROLL, APPLY_DAMROLL, APPLY_SAVING_POISON, APPLY_SAVING_ROD,
APPLY_SAVING_PARA, APPLY_SAVING_BREATH, APPLY_SAVING_SPELL, APPLY_CHA,
APPLY_AFFECT, APPLY_RESISTANT, APPLY_IMMUNE, APPLY_SUSCEPTIBLE,
APPLY_WEAPONSPELL, APPLY_LCK, APPLY_BACKSTAB, APPLY_PICK, APPLY_TRACK,
APPLY_STEAL, APPLY_SNEAK, APPLY_HIDE, APPLY_PALM, APPLY_DETRAP, APPLY_DODGE,
APPLY_PEEK, APPLY_SCAN, APPLY_GOUGE, APPLY_SEARCH, APPLY_MOUNT, APPLY_DISARM,
APPLY_KICK, APPLY_PARRY, APPLY_BASH, APPLY_STUN, APPLY_PUNCH, APPLY_CLIMB,
APPLY_GRIP, APPLY_SCRIBE, APPLY_BREW, APPLY_WEARSPELL, APPLY_REMOVESPELL,
APPLY_EMOTION, APPLY_MENTALSTATE, APPLY_STRIPSN, APPLY_REMOVE, APPLY_DIG,
APPLY_FULL, APPLY_THIRST, APPLY_DRUNK, APPLY_BLOOD, APPLY_COOK,
APPLY_RECURRINGSPELL, APPLY_CONTAGIOUS, APPLY_EXT_AFFECT, APPLY_ODOR,
APPLY_ROOMFLAG, APPLY_SECTORTYPE, APPLY_ROOMLIGHT, APPLY_TELEVNUM,
APPLY_TELEDELAY, APPLY_AGI, APPLY_ARMOR, APPLY_SHIELD, APPLY_STONE,
APPLY_SANCTIFY, APPLY_TOHIT, APPLY_MANATICK, APPLY_HPTICK, APPLY_WMOD,
APPLY_MANAFUSE, APPLY_FASTING, APPLY_MANASHELL, APPLY_MANASHIELD, APPLY_MANAGUARD,
APPLY_MANABURN, APPLY_WEAPONCLAMP, APPLY_ARROWCATCH, APPLY_BRACING,
APPLY_HARDENING, APPLY_RFIRE, APPLY_RWATER, APPLY_RAIR, APPLY_REARTH,
APPLY_RENERGY, APPLY_RMAGIC, APPLY_RNONMAGIC, APPLY_RBLUNT, APPLY_RPIERCE,
APPLY_RSLASH, APPLY_RPOISON, APPLY_RPARALYSIS, APPLY_RHOLY, APPLY_RUNHOLY, APPLY_RUNDEAD,
MAX_APPLY_TYPE
}
apply_types;
#define REVERSE_APPLY 1000
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE BV00
#define CONT_PICKPROOF BV01
#define CONT_CLOSED BV02
#define CONT_LOCKED BV03
#define CONT_EATKEY BV04
/*
* Sitting/Standing/Sleeping/Sitting on/in/at Objects - Xerves
* Used for furniture (value[2]) in the #OBJECTS Section
*/
#define SIT_ON BV00
#define SIT_IN BV01
#define SIT_AT BV02
#define STAND_ON BV03
#define STAND_IN BV04
#define STAND_AT BV05
#define SLEEP_ON BV06
#define SLEEP_IN BV07
#define SLEEP_AT BV08
#define REST_ON BV09
#define REST_IN BV10
#define REST_AT BV11
/*
* Weapon weight type, used for weapons at V4
* Defined in #OBJECTS. -- Xerves 5-31-99
*/
#define WEIGHT_TINY 1
#define WEIGHT_LITTLE 2
#define WEIGHT_SMALL 3
#define WEIGHT_LIGHT 4
#define WEIGHT_MODERATE 5
#define WEIGHT_HEAVY 6
#define WEIGHT_LARGE 7
#define WEIGHT_HUGE 8
#define WEIGHT_MASSIVE 9
#define WEIGHT_GIGANTIC 10
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_POLY 3
#define ROOM_VNUM_CHAT 9003
#define ROOM_VNUM_TEMPLE 21303
#define ROOM_VNUM_ALTAR 21303
#define ROOM_VNUM_SCHOOL 21303
#define ROOM_AUTH_START 21300
#define ROOM_VNUM_PORTAL 21034
#define ROOM_VNUM_STOWN 60000
#define ROOM_VNUM_ETOWN 90000
#define VNUM_ROOM_MORGUE 21101
/*
* Room flags. Holy cow! Talked about stripped away..
* Used in #ROOMS. Those merc guys know how to strip code down.
* Lets put it all back... ;)
*/
typedef enum
{
ROOM_DARK, ROOM_DEATH, ROOM_NO_MOB, ROOM_INDOORS, ROOM_LAWFUL, ROOM_NEUTRAL,
ROOM_CHAOTIC, ROOM_NO_MAGIC, ROOM_TUNNEL, ROOM_PRIVATE, ROOM_SAFE, ROOM_SOLITARY,
ROOM_PET_SHOP, ROOM_NO_RECALL, ROOM_DONATION, ROOM_NODROPALL, ROOM_SILENCE,
ROOM_LOGSPEECH, ROOM_NODROP, ROOM_CLANSTOREROOM, ROOM_NO_SUMMON, ROOM_NO_ASTRAL,
ROOM_TELEPORT, ROOM_TELESHOWDESC, ROOM_NOFLOOR, ROOM_NOSUPPLICATE, ROOM_ARENA,
ROOM_NOMISSILE, ROOM_NOEXIT, ROOM_IMP, ROOM_PROTOTYPE, ROOM_CASTEROOM, ROOM_MARK,
ROOM_WILDERNESS, ROOM_KEEPDESC, ROOM_MAP, ROOM_MOUNT_SHOP, ROOM_PORTAL, ROOM_FREEKILL,
ROOM_ANITEM, ROOM_NOLOOT, ROOM_TSAFE, ROOM_NOWDAM, ROOM_FORGEROOM, ROOM_MANANODE,
ROOM_NOMILITARY, ROOM_MARKETPLACE, ROOM_PERMDEATH
}
eroom_flags;
/* 32 defines Maxed, do not add anymore till it is extended!!! --Xerves */
//#define ROOM_DARK BV00
//#define ROOM_DEATH BV01
//#define ROOM_NO_MOB BV02
//#define ROOM_INDOORS BV03
//#define ROOM_LAWFUL BV04
//#define ROOM_NEUTRAL BV05
//#define ROOM_CHAOTIC BV06
//#define ROOM_NO_MAGIC BV07
//#define ROOM_TUNNEL BV08
//#define ROOM_PRIVATE BV09
//#define ROOM_SAFE BV10
//#define ROOM_SOLITARY BV11
//#define ROOM_PET_SHOP BV12
//#define ROOM_NO_RECALL BV13
//#define ROOM_DONATION BV14
//#define ROOM_NODROPALL BV15
//#define ROOM_SILENCE BV16
//#define ROOM_LOGSPEECH BV17
//#define ROOM_NODROP BV18
//#define ROOM_CLANSTOREROOM BV19
//#define ROOM_NO_SUMMON BV20
//#define ROOM_NO_ASTRAL BV21
//#define ROOM_TELEPORT BV22
//#define ROOM_TELESHOWDESC BV23
//#define ROOM_NOFLOOR BV24
//#define ROOM_NOSUPPLICATE BV25
//#define ROOM_ARENA BV26
//#define ROOM_NOMISSILE BV27
//#define ROOM_NOEXIT BV28
//#define ROOM_IMP BV29
//#define ROOM_PROTOTYPE BV30
//#define ROOM_CASTEROOM BV31
/* The above group is Maxed, do not add anymore till it is EXTENDED --Xerves */
/*
* Directions.
* Used in #ROOMS.
*/
typedef enum
{
DIR_NORTH, DIR_EAST, DIR_SOUTH, DIR_WEST, DIR_UP, DIR_DOWN,
DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST, DIR_SOMEWHERE
}
dir_types;
#define PT_WATER 100
#define PT_AIR 200
#define PT_EARTH 300
#define PT_FIRE 400
/*
* Push/pull types for exits -Thoric
* To differentiate between the current of a river, or a strong gust of wind
*/
typedef enum
{
PULL_UNDEFINED, PULL_VORTEX, PULL_VACUUM, PULL_SLIP, PULL_ICE, PULL_MYSTERIOUS,
PULL_CURRENT = PT_WATER, PULL_WAVE, PULL_WHIRLPOOL, PULL_GEYSER,
PULL_WIND = PT_AIR, PULL_STORM, PULL_COLDWIND, PULL_BREEZE,
PULL_LANDSLIDE = PT_EARTH, PULL_SINKHOLE, PULL_QUICKSAND, PULL_EARTHQUAKE,
PULL_LAVA = PT_FIRE, PULL_HOTAIR
}
dir_pulltypes;
#define MAX_DIR DIR_SOUTHWEST /* max for normal walking */
#define DIR_PORTAL DIR_SOMEWHERE /* portal direction */
/*
* Exit flags. EX_RES# are reserved for use by the
* Used in #ROOMS. SMAUG development team
*/
#define EX_ISDOOR BV00
#define EX_CLOSED BV01
#define EX_LOCKED BV02
#define EX_SECRET BV03
#define EX_SWIM BV04
#define EX_PICKPROOF BV05
#define EX_FLY BV06
#define EX_CLIMB BV07
#define EX_DIG BV08
#define EX_EATKEY BV09
#define EX_NOPASSDOOR BV10
#define EX_HIDDEN BV11
#define EX_PASSAGE BV12
#define EX_PORTAL BV13
#define EX_RES1 BV14
#define EX_RES2 BV15
#define EX_xCLIMB BV16
#define EX_xENTER BV17
#define EX_xLEAVE BV18
#define EX_xAUTO BV19
#define EX_NOFLEE BV20
#define EX_xSEARCHABLE BV21
#define EX_BASHED BV22
#define EX_BASHPROOF BV23
#define EX_NOMOB BV24
#define EX_WINDOW BV25
#define EX_xLOOK BV26
#define EX_OVERLAND BV27
#define MAX_EXFLAG 27
/*
* Sector types.
* Used in #ROOMS.
*/
typedef enum
{
SECT_INSIDE, SECT_CITY, SECT_FIELD, SECT_FOREST, SECT_HILLS, SECT_MOUNTAIN,
SECT_WATER_SWIM, SECT_WATER_NOSWIM, SECT_UNDERWATER, SECT_AIR, SECT_DESERT,
SECT_DUNNO, SECT_OCEANFLOOR, SECT_UNDERGROUND, SECT_ROAD, SECT_ENTER,
SECT_MINEGOLD, SECT_MINEIRON, SECT_HCORN, SECT_HGRAIN, SECT_STREE, SECT_NTREE,
SECT_SGOLD, SECT_NGOLD, SECT_SIRON, SECT_NIRON, SECT_SCORN, SECT_NCORN,
SECT_SGRAIN, SECT_NGRAIN, SECT_RIVER, SECT_JUNGLE, SECT_SHORE, SECT_TUNDRA,
SECT_ICE, SECT_OCEAN, SECT_LAVA, SECT_TREE, SECT_NOSTONE, SECT_QUICKSAND,
SECT_WALL, SECT_GLACIER, SECT_EXIT, SECT_SWAMP, SECT_PATH, SECT_PLAINS,
SECT_PAVE, SECT_BRIDGE, SECT_VOID, SECT_STABLE, SECT_FIRE, SECT_BURNT,
SECT_STONE, SECT_SSTONE, SECT_NSTONE, SECT_DWALL, SECT_NBWALL,
SECT_DOOR, SECT_CDOOR, SECT_LDOOR, SECT_HOLD, SECT_QEXIT,
SECT_SHIP, SECT_MAX
}
sector_types;
#define KRES_UNKNOWN -1
#define KRES_GOLD 1
#define KRES_IRON 2
#define KRES_CORN 3
#define KRES_GRAIN 4
#define KRES_LUMBER 5
#define KRES_STONE 6
#define KRES_FISH 7
/* Job defines, mostly for bug checks -- Xerves 12/99 */
#define MAX_RTYPE KRES_FISH
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define SPOWER_MIN 1001
#define SPOWER_LOW 1002
#define SPOWER_MED 1003
#define SPOWER_HI 1004
#define SPOWER_GREAT 1005
#define SPOWER_GREATER 1006
#define SPOWER_GREATEST 1007
typedef enum
{
WEAR_NONE = -1, WEAR_LIGHT = 0, WEAR_FINGER_L, WEAR_FINGER_R, WEAR_NECK,
WEAR_ABOUT_NECK, WEAR_BODY, WEAR_HEAD, WEAR_LEG_L, WEAR_LEG_R, WEAR_ARM_L,
WEAR_ARM_R, WEAR_SHIELD, WEAR_WAIST, WEAR_WIELD, WEAR_DUAL_WIELD, WEAR_MISSILE_WIELD,
WEAR_LODGE_RIB, WEAR_LODGE_ARM, WEAR_LODGE_LEG, WEAR_NOCKED, WEAR_BACK, MAX_WEAR
}
wear_locations;
/* Board Types */
typedef enum
{ BOARD_NOTE, BOARD_MAIL }
board_types;
/* Auth Flags */
#define FLAG_WRAUTH 1
#define FLAG_AUTH 2
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
typedef enum
{
COND_DRUNK, COND_FULL, COND_THIRST, COND_BLOODTHIRST, MAX_CONDS
}
conditions;
/*
* Positions.
*/
typedef enum
{
POS_DEAD, POS_MORTAL, POS_INCAP, POS_STUNNED, POS_SLEEPING, POS_BERSERK,
POS_RESTING, POS_AGGRESSIVE, POS_SITTING, POS_FIGHTING, POS_DEFENSIVE,
POS_EVASIVE, POS_STANDING, POS_MOUNTED, POS_SHOVE, POS_DRAG, POS_RIDING
}
positions;
/*
* Styles.
*/
typedef enum
{
STYLE_BERSERK, STYLE_AGGRESSIVE, STYLE_FIGHTING, STYLE_DEFENSIVE,
STYLE_EVASIVE, STYLE_DIVINE, STYLE_WIZARDRY
}
styles;
/*
* ACT bits for players.
*/
typedef enum
{
PLR_IS_NPC, PLR_BOUGHT_PET, PLR_SHOVEDRAG, PLR_AUTOEXIT, PLR_AUTOLOOT,
PLR_AUTOSAC, PLR_BLANK, PLR_OUTCAST, PLR_BRIEF, PLR_COMBINE, PLR_PROMPT,
PLR_TELNET_GA, PLR_HOLYLIGHT, PLR_WIZINVIS, PLR_ROOMVNUM, PLR_SILENCE,
PLR_NO_EMOTE, PLR_ATTACKER, PLR_NO_TELL, PLR_LOG, PLR_DENY, PLR_FREEZE,
PLR_THIEF, PLR_KILLER, PLR_LITTERBUG, PLR_ANSI, PLR_RIP, PLR_NICE, PLR_FLEE,
PLR_AUTOGOLD, PLR_AUTOMAP, PLR_AFK, PLR_INVISPROMPT, PLR_QUESTOR, PLR_REMORT,
PLR_STATQUESTOR, PLR_OSET, PLR_MSET, PLR_REDIT, PLR_GAMBLER, PLR_NOTRANS,
PLR_ONMAP, PLR_MAPEDIT, PLR_BOUGHT_MOUNT, PLR_POV, PLR_PORTALHUNT, PLR_ARENACHAR, PLR_AWAY,
PLR_PKRESET, PLR_WARNED, PLR_NOWEATHER, PLR_TARGET, PLR_CARRYBIN, PLR_MXP, PLR_RPSETUP,
PLR_SHOWASIMM, PLR_SHOWNAMES, PLR_UKNOWN, PLR_SHOWPC, PLR_HASLASTNAME, PLR_ONDUTY,
PLR_NOSIMILIAR, PLR_KRESET, PLR_MMOBILES, PLR_PARRY, PLR_DODGE, PLR_TUMBLE,
PLR_MAPWINDOW, PLR_AUTOSPLIT, PLR_WILDERTILES, PLR_NORIDERS, PLR_NOTOHIT,
PLR_QUESTLOOT, PLR_COUNTER
}
player_flags;
/* Bits for pc_data->flags. */
#define PCFLAG_R1 BV00
#define PCFLAG_DEADLY BV01
#define PCFLAG_UNAUTHED BV02
#define PCFLAG_NORECALL BV03
#define PCFLAG_NOINTRO BV04
#define PCFLAG_GAG BV05
#define PCFLAG_RETIRED BV06
#define PCFLAG_GUEST BV07
#define PCFLAG_NOSUMMON BV08
#define PCFLAG_PAGERON BV09
#define PCFLAG_NOTITLE BV10
#define PCFLAG_GROUPWHO BV11
#define PCFLAG_DIAGNOSE BV12
#define PCFLAG_HIGHGAG BV13
#define PCFLAG_WATCH BV14 /* see function "do_watch" */
#define PCFLAG_HELPSTART BV15 /* Force new players to help start */
#define PCFLAG_NOBEEP BV16 /* Added by Samson 2-15-98 */
#define PCFLAG_NOFINGER BV17 /* Finger at will? -- Xerves */
#define PCFLAG_NOFOLLOW BV18 /* Follow at will -- Xerves */
#define PCFLAG_AUTOPROTO BV19 //Will treat all objs/mobs as if they are prototype
#define PCFLAG_CNOASSIST BV20 //Charmee will not auto assist
typedef enum
{
TIMER_NONE, TIMER_RECENTFIGHT, TIMER_SHOVEDRAG, TIMER_DO_FUN,
TIMER_APPLIED, TIMER_PKILLED, TIMER_ASUPRESSED, TIMER_NUISANCE,
TIMER_FORGE, TIMER_COOLING, TIMER_AUCTION
}
timer_types;
struct timer_data
{
TIMER *prev;
TIMER *next;
DO_FUN *do_fun;
int value;
sh_int type;
int count;
};
/*
* Channel bits.
*/
#define CHANNEL_AUCTION BV00
#define CHANNEL_CHAT BV01
#define CHANNEL_TALKQUEST BV02
#define CHANNEL_IMMTALK BV03
#define CHANNEL_MUSIC BV04
#define CHANNEL_ASK BV05
#define CHANNEL_SHOUT BV06
#define CHANNEL_YELL BV07
#define CHANNEL_MONITOR BV08
#define CHANNEL_LOG BV09
#define CHANNEL_HIGHGOD BV10
#define CHANNEL_CLAN BV11
#define CHANNEL_BUILD BV12
#define CHANNEL_HIGH BV13
#define CHANNEL_AVTALK BV14
#define CHANNEL_PRAY BV15
#define CHANNEL_COUNCIL BV16
#define CHANNEL_GUILD BV17
#define CHANNEL_COMM BV18
#define CHANNEL_TELLS BV19
#define CHANNEL_ORDER BV20
#define CHANNEL_NEWBIE BV21
#define CHANNEL_WARTALK BV22
#define CHANNEL_RACETALK BV23
#define CHANNEL_WARN BV24
#define CHANNEL_WHISPER BV25
#define CHANNEL_AUTH BV26
#define CHANNEL_INFO BV27
#define CHANNEL_GSOCIAL BV28
#define CHANNEL_IMMREMINDER BV29
#define CHANNEL_KINGDOM BV30
struct channel_history
{
CHANNEL_HISTORY *next;
CHANNEL_HISTORY *prev;
int channel;
char *sender;
char *text;
int pid;
int flags;
int level;
int kpid;
};
#define CHISTORY_CLOAKED BV00
#define CHISTORY_INVIS BV01
#define CHISTORY_WIZINVIS BV02
#define CHISTORY_FAMOUS BV03
/* Area defines - Scryn 8/11
*
*/
#define AREA_DELETED BV00
#define AREA_LOADED BV01
/* Area flags - Narn Mar/96 */
#define AFLAG_NOKILL BV00 // S in FANS
#define AFLAG_FREEKILL BV01 // F in FANS
#define AFLAG_NOTELEPORT BV02
#define AFLAG_NOQUEST BV03 /* No mob/obj Quest in area -- Xerves 9/14/99 */
#define AFLAG_CHANGED BV04
#define AFLAG_RESOURCE BV05 /* Save some processing, check to see if the area
even has natural resources -- Xerves 10/27/99 */
#define AFLAG_CARPENTER BV06 /* Editable by carpenter job -- Xerves 12/99 */
#define AFLAG_NOAREA BV07 // No Area Attacks like hitall in the area
#define AFLAG_ANITEM BV08 // A in FANS
#define AFLAG_NOLOOT BV09 // N in FANS
#define AFLAG_NOWDAM BV10 // No damage from weather received
struct npcrace_data //Linked list for NPC Race Data, used with quest system too
{
NPCRACE_DATA *next;
NPCRACE_DATA *prev;
int racenum;
char *racename;
int willload[MAX_QUEST_DIFF];
char *description[MAX_QUEST_DIFF];
int sex[MAX_QUEST_DIFF];
int fulldescription[MAX_QUEST_DIFF];
EXT_BV flags[MAX_QUEST_DIFF];
EXT_BV nflags[MAX_QUEST_DIFF];
};
//119 Flags at DETECTHIDDEN, if more than 128 is needed add another flag variable
typedef enum
{
QMOB_HP, QMOB_AGI, QMOB_STR, QMOB_STR2, QMOB_INT, QMOB_INT2, QMOB_LINT, QMOB_LINT2,
QMOB_LHP, QMOB_LAGI, QMOB_LSTR, QMOB_LSTR2, QMOB_DEX, QMOB_LDEX, QMOB_CON, QMOB_LCON,
QMOB_WIS, QMOB_WIS2, QMOB_LWIS, QMOB_LWIS2,
QMOB_LCK, QMOB_LLCK, QMOB_ARMOR, QMOB_ARMOR2, QMOB_LARMOR, QMOB_LARMOR2, QMOB_BASH,
QMOB_LBASH, QMOB_SLASH, QMOB_LSLASH, QMOB_STAB, QMOB_LSTAB, QMOB_DAM, QMOB_DAM2,
QMOB_LDAM, QMOB_LDAM2, QMOB_NOGOLD, QMOB_GOLD1, QMOB_GOLD2, QMOB_LGOLD1, QMOB_LGOLD2,
QMOB_NOAGGRO, QMOB_RUNNING, QMOB_UNDEAD, QMOB_LIVINGDEAD, QMOB_SENTINEL, QMOB_DODGE, QMOB_PARRY,
QMOB_LIGHT, QMOB_SERIOUS, QMOB_CRITICAL, QMOB_HEAL, QMOB_SANCTUARY, QMOB_FSHIELD,
QMOB_SSHIELD, QMOB_ISHIELD, QMOB_STONESKIN, QMOB_DISARM, QMOB_TRIP, QMOB_ABASH,
QMOB_STUN, QMOB_GOUGE, QMOB_BACKSTAB, QMOB_BLINDNESS, QMOB_LBREATH, QMOB_GBREATH,
QMOB_FIREBREATH, QMOB_FROSTBREATH, QMOB_ACIDBREATH, QMOB_CURSE, QMOB_HARM, QMOB_FIREBALL,
QMOB_WEAKEN, QMOB_POISON, QMOB_SFIRE, QMOB_SCOLD, QMOB_SELECT, QMOB_SENERGY, QMOB_SBLUNT,
QMOB_SPIERCE, QMOB_SSLASH, QMOB_SSLEEP, QMOB_SCHARM, QMOB_SNONMAGIC, QMOB_SMAGIC,
QMOB_SPARALYSIS, QMOB_SAIR, QMOB_RFIRE, QMOB_RCOLD, QMOB_RELECT, QMOB_RENERGY, QMOB_RBLUNT,
QMOB_RPIERCE, QMOB_RSLASH, QMOB_RSLEEP, QMOB_RCHARM, QMOB_RNONMAGIC, QMOB_RMAGIC,
QMOB_RPARALYSIS, QMOB_RAIR, QMOB_IFIRE, QMOB_ICOLD, QMOB_IELECT, QMOB_IENERGY, QMOB_IBLUNT,
QMOB_IPIERCE, QMOB_ISLASH, QMOB_ISLEEP, QMOB_ICHARM, QMOB_INONMAGIC, QMOB_IMAGIC,
QMOB_IPARALYSIS, QMOB_IAIR, QMOB_INVISIBLE, QMOB_DETECTINVIS, QMOB_HIDE,
QMOB_TRUESIGHT, QMOB_SNEAK, QMOB_DETECTHIDDEN
}
qmob_types;
struct quest_mob_data //Structure for quest mobs
{
QMOB_DATA *next;
QMOB_DATA *prev;
char *name;
int lowdiff;
int hidiff;
int race;
int sex;
int boss;
EXT_BV flags;
};
//FULL 128 FLAGS, DO NOT ADD MORE!!!
typedef enum
{
QOBJ_FINGER, QOBJ_NECK, QOBJ_BODY, QOBJ_HEAD, QOBJ_LEGS, QOBJ_ARMS, QOBJ_WSHIELD,
QOBJ_ANECK, QOBJ_WAIST, QOBJ_WIELD, QOBJ_MAGIC, QOBJ_NODROP, QOBJ_BLESS, QOBJ_INVENTORY,
QOBJ_ORGANIC, QOBJ_METAL, QOBJ_POISONED, QOBJ_DEATHROT, QOBJ_NOLOCATE, QOBJ_GROUNDROT,
QOBJ_NOGIVE, QOBJ_NODISARM, QOBJ_NOBREAK, QOBJ_ARTIFACT, QOBJ_TWOHANDED, QOBJ_IMBUABLE,
QOBJ_GEM, QOBJ_GEM_SETTING, QOBJ_SANCTIFIED, QOBJ_CLOAK, QOBJ_UNIQUE, QOBJ_STR, QOBJ_STR2,
QOBJ_STR3, QOBJ_LSTR, QOBJ_LSTR2, QOBJ_DEX, QOBJ_DEX2, QOBJ_DEX3, QOBJ_LDEX, QOBJ_LDEX2,
QOBJ_INT, QOBJ_INT2, QOBJ_INT3, QOBJ_LINT, QOBJ_LINT2, QOBJ_WIS, QOBJ_WIS2, QOBJ_WIS3,
QOBJ_LWIS, QOBJ_LWIS2, QOBJ_CON, QOBJ_CON2, QOBJ_CON3, QOBJ_LCON, QOBJ_LCON2,
QOBJ_HP, QOBJ_HP2, QOBJ_HP3, QOBJ_HP4, QOBJ_HP5, QOBJ_HP6, QOBJ_HP7, QOBJ_LHP, QOBJ_LHP2,
QOBJ_LHP3, QOBJ_MP, QOBJ_MP2, QOBJ_MP3, QOBJ_MP4, QOBJ_MP5, QOBJ_MP6, QOBJ_MP7, QOBJ_LMP,
QOBJ_LMP2, QOBJ_LMP3, QOBJ_DAM, QOBJ_DAM2, QOBJ_DAM3, QOBJ_DAM4, QOBJ_DAM5, QOBJ_LDAM,
QOBJ_LDAM2, QOBJ_TOHIT, QOBJ_TOHIT2, QOBJ_TOHIT3, QOBJ_LTOHIT, QOBJ_LTOHIT2, QOBJ_SSKIN,
QOBJ_SSKIN2, QOBJ_SSKIN3, QOBJ_SSKIN4, QOBJ_SSKIN5, QOBJ_LSSKIN, QOBJ_LSSKIN2, QOBJ_SAVE,
QOBJ_SAVE2, QOBJ_SAVE3, QOBJ_SAVE4, QOBJ_SAVE5, QOBJ_LSAVE, QOBJ_LSAVE2, QOBJ_LSAVE3,
QOBJ_RBLUNT, QOBJ_RSLASH, QOBJ_RPIERCE, QOBJ_RFIRE, QOBJ_RCOLD, QOBJ_RELECT, QOBJ_RENERGY,
QOBJ_RAIR, QOBJ_RNONMAGIC, QOBJ_RMAGIC, QOBJ_SBLUNT, QOBJ_SSLASH, QOBJ_SPIERCE, QOBJ_SFIRE,
QOBJ_SCOLD, QOBJ_SELECT, QOBJ_SENERGY, QOBJ_SAIR, QOBJ_SNONMAGIC, QOBJ_SMAGIC,
QOBJ_IBLUNT, QOBJ_ISLASH, QOBJ_IPIERCE, QOBJ_IFIRE, QOBJ_ICOLD
}
qobj_types;
//36 Flags at LMPGEN2, ADD HERE!
//71 at LWMOD3
//73 at NOTHIRST
typedef enum
{
QOBJ_IELECT, QOBJ_IENERGY, QOBJ_IAIR, QOBJ_INONMAGIC, QOBJ_IMAGIC, QOBJ_INVISIBLE, QOBJ_DETECT_INVIS, QOBJ_DETECT_MAGIC,
QOBJ_DETECT_HIDDEN, QOBJ_SANCTUARY, QOBJ_FLYING, QOBJ_PASS_DOOR, QOBJ_FLOATING, QOBJ_TRUESIGHT,
QOBJ_DETECT_TRAPS, QOBJ_SCRYING, QOBJ_FIRESHIELD, QOBJ_SHOCKSHIELD, QOBJ_ICESHIELD, QOBJ_AQUA_BREATH,
QOBJ_WIZARDEYE, QOBJ_EWIZARDEYE, QOBJ_MWIZARDEYE, QOBJ_HPGEN, QOBJ_HPGEN2, QOBJ_HPGEN3, QOBJ_HPGEN4,
QOBJ_HPGEN5, QOBJ_LHPGEN, QOBJ_LHPGEN2, QOBJ_MPGEN, QOBJ_MPGEN2, QOBJ_MPGEN3, QOBJ_MPGEN4, QOBJ_MPGEN5,
QOBJ_LMPGEN, QOBJ_LMPGEN2, QOBJ_SHIELD, QOBJ_SHIELD2, QOBJ_SHIELD3, QOBJ_SHIELD4, QOBJ_SHIELD5,
QOBJ_LSHIELD, QOBJ_LSHIELD2, QOBJ_AGI, QOBJ_AGI2, QOBJ_AGI3, QOBJ_AGI4, QOBJ_AGI5, QOBJ_LAGI, QOBJ_LAGI2,
QOBJ_LAGI3, QOBJ_LCK, QOBJ_LCK2, QOBJ_LCK3, QOBJ_LLCK, QOBJ_LLCK2, QOBJ_WMOD, QOBJ_WMOD2, QOBJ_WMOD3,
QOBJ_WMOD4, QOBJ_WMOD5, QOBJ_LWMOD, QOBJ_LWMOD2, QOBJ_LWMOD3, QOBJ_NOHUNGER, QOBJ_NOTHIRST, QOBJ_STAT,
QOBJ_STAT2, QOBJ_STAT3, QOBJ_STAT4, QOBJ_STAT5, QOBJ_LSTAT, QOBJ_LSTAT2, QOBJ_BATTLE, QOBJ_BATTLE2, QOBJ_BATTLE3,
QOBJ_BATTLE4, QOBJ_LBATTLE, QOBJ_LBATTLE2, QOBJ_BACK
}
qobj_types2;
struct quest_obj_data //Structure for quest objs
{
QOBJ_DATA *next;
QOBJ_DATA *prev;
int value[14];
int type;
int gold;
float weight;
char *name;
int lowdiff;
int hidiff;
int race; //If set the object will modify itself based on race
int boss;
int qps;
EXT_BV flags;
EXT_BV flags2;
};
struct quest_data //Structure for the actual quests
{
QUEST_DATA *next;
QUEST_DATA *prev;
int player[6];
int qp[6];
int timeleft;
int traveltime;
int tillnew;
int mission;
int tokill;
int killed;
int x;
int y;
int map;
int difficulty;
AREA_DATA *questarea;
};
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA *next;
MOB_INDEX_DATA *next_sort;
SPEC_FUN *spec_fun;
SHOP_DATA *pShop;
REPAIR_DATA *rShop;
MPROG_DATA *mudprogs;
EXT_BV progtypes;
char *player_name;
char *short_descr;
char *long_descr;
char *description;
sh_int vnum;
sh_int count;
sh_int killed;
sh_int sex;
sh_int level;
EXT_BV act;
EXT_BV affected_by;
sh_int alignment;
sh_int mobthac0; /* Unused */
sh_int ac;
sh_int hitnodice;
sh_int hitsizedice;
sh_int hitplus;
sh_int damnodice;
sh_int damsizedice;
sh_int damplus;
sh_int damaddlow;
sh_int damaddhi;
sh_int max_move; /* Will save movement on mobs now -- Xerves */
int gold;
int xflags;
int resistant;
int immune;
int susceptible;
int elementb;
int mover; //move rating
EXT_BV attacks;
EXT_BV defenses;
int speaks;
int speaking;
sh_int position;
sh_int defposition;
int height;
int weight;
sh_int race;
sh_int class;
sh_int hitroll;
sh_int damroll;
/* Going to change these to m1 to m6 -- Xerves */
int m1; /* goldmin */
int m2; /* goldmax */
int m3; /* goldlim */
sh_int m4; /* levelmin */
sh_int m5; /* levelmax */
sh_int m6; /* 3rd sh_int */
int m7; /* For whatever */
int m8; /* For whatever */
int m9; // For whatever
int m10;
int m11;
int m12;
//For Perm applies
int apply_res_fire;
int apply_res_water;
int apply_res_air;
int apply_res_earth;
int apply_res_energy;
int apply_res_magic;
int apply_res_nonmagic;
int apply_res_blunt;
int apply_res_pierce;
int apply_res_slash;
int apply_res_poison;
int apply_res_paralysis;
int apply_res_holy;
int apply_res_unholy;
int apply_res_undead;
EXT_BV miflags;
sh_int cident; /* Used to identify the Caste Mob --Xerves */
sh_int perm_str;
sh_int perm_int;
sh_int perm_wis;
sh_int perm_dex;
sh_int perm_con;
sh_int perm_cha;
sh_int perm_lck;
sh_int perm_agi;
sh_int tohitbash;
sh_int tohitslash;
sh_int tohitstab;
sh_int saving_poison_death;
sh_int saving_wand;
sh_int saving_para_petri;
sh_int saving_breath;
sh_int saving_spell_staff;
};
struct hunt_hate_fear
{
char *name;
CHAR_DATA *who;
};
struct fighting_data
{
CHAR_DATA *who;
int xp;
int twinkpoints;
sh_int align;
sh_int duration;
sh_int timeskilled;
};
/*
struct editor_data
{
sh_int numlines;
sh_int on_line;
sh_int size;
char line[49][81];
}; */
struct char_map_data
{
CMAP_DATA *next;
CMAP_DATA *prev;
CHAR_DATA *mapch;
};
struct obj_map_data
{
OMAP_DATA *next;
OMAP_DATA *prev;
OBJ_DATA *mapobj;
};
struct kingdom_chest_data
{
KCHEST_DATA *next;
KCHEST_DATA *prev;
OBJ_DATA *obj;
};
struct tornado_data
{
TORNADO_DATA *next;
TORNADO_DATA *prev;
sh_int x;
sh_int y;
sh_int map;
sh_int power;
sh_int turns;
sh_int dir;
};
struct front_data
{
FRONT_DATA *next;
FRONT_DATA *prev;
sh_int type;
sh_int typec;
sh_int x;
sh_int y;
sh_int map;
sh_int speed;
sh_int size;
sh_int f[35];
};
struct wilderness_bin_data
{
BIN_DATA *next;
BIN_DATA *prev;
int bin1;
int bin2;
int x;
int y;
int map;
int room;
int vnum;
int serial;
};
struct battle_arena_data
{
BARENA_DATA *next;
BARENA_DATA *prev;
char *name;
int wins;
int losses;
int ties;
int games;
int numavg;
int kills;
int pranking;
int pkills;
int pdeaths;
};
struct gem_data
{
GEM_DATA *next;
GEM_DATA *prev;
int cost;
int vnum;
int rarity;
};
struct box_data
{
BOX_DATA *next;
BOX_DATA *prev;
int vnum;
};
struct stable_data
{
STABLE_DATA *next;
STABLE_DATA *prev;
sh_int vnum;
char *name;
char *short_descr;
char *long_descr;
char *description;
sh_int level;
sh_int exp;
sh_int hit;
sh_int max_hit;
sh_int move;
sh_int max_move;
};
struct extracted_char_data
{
EXTRACT_CHAR_DATA *next;
CHAR_DATA *ch;
ROOM_INDEX_DATA *room;
ch_ret retcode;
bool extract;
};
struct clan_member_list
{
CMEMBER_DATA *next;
CMEMBER_DATA *prev;
char *name;
char *rank;
char *clan;
int level;
int class;
int race;
int sex;
};
struct kingdom_member_list
{
KMEMBER_DATA *next;
KMEMBER_DATA *prev;
char *name;
int caste;
int kingdom;
int kpid;
int level;
int class;
int race;
int sex;
};
struct trainer_data
{
TRAINER_DATA *next;
TRAINER_DATA *prev;
int vnum;
sh_int sn[20]; //Up to 20 skills/groups
sh_int mastery[20];
};
struct military_eq
{
sh_int obj1;
sh_int obj2;
sh_int obj3;
sh_int obj4;
sh_int obj5;
sh_int obj6;
};
//Saves some critical info for putting back into the character.
struct save_arena_data
{
int pflags;
EXT_BV act;
sh_int perm_str;
sh_int perm_int;
sh_int perm_wis;
sh_int perm_dex;
sh_int perm_con;
sh_int perm_cha;
sh_int perm_lck;
sh_int perm_agi;
sh_int mod_str;
sh_int mod_int;
sh_int mod_wis;
sh_int mod_dex;
sh_int mod_con;
sh_int mod_cha;
sh_int mod_lck;
sh_int mod_agi;
sh_int hit;
sh_int mana;
sh_int move;
sh_int max_hit;
sh_int max_move;
sh_int max_mana;
int resistant;
int susceptible;
int immune;
sh_int pcondition[MAX_CONDS];
sh_int pwizinvis;
sh_int mental_state;
sh_int saving_poison_death;
sh_int saving_wand;
sh_int saving_para_petri;
sh_int saving_breath;
sh_int saving_spell_staff;
sh_int style;
int wimpy;
EXT_BV affected_by;
CHAR_DATA *ppet;
CHAR_DATA *pmount;
char *pbamfin;
char *pbamfout;
char *prank;
char *pbestowments;
sh_int level;
sh_int trust;
sh_int hitroll;
sh_int damroll;
sh_int armor;
sh_int plearned[MAX_SKILL];
sh_int pranking[MAX_SKILL];
sh_int pspellgroups[MAX_GROUP + 1];
sh_int pspellpoints[MAX_GROUP + 1];
};
struct forge_data
{
FORGE_DATA *next;
FORGE_DATA *prev;
sh_int vnum;
int slabnum;
char *name;
int type;
};
struct slab_data
{
SLAB_DATA *next;
SLAB_DATA *prev;
sh_int vnum;
sh_int kmob; //Used by the armmilitary routine for default eq.
char *name;
char *adj;
int qps;
};
struct depo_ore_data
{
DEPO_ORE_DATA *next;
DEPO_ORE_DATA *prev;
int vnum; //just for a bit of checking
int count; //amount of raw slabs
DEPO_WEAPON_DATA *first_weapon;
DEPO_WEAPON_DATA *last_weapon;
};
struct depo_weapon_data
{
DEPO_WEAPON_DATA *next;
DEPO_WEAPON_DATA *prev;
int vnum; //match the vnum
int count; //number in kingdom
};
struct kingdom_military_list
{
char *name;
char *short_descr;
char *long_descr;
sh_int race;
sh_int str;
sh_int intelligence;
sh_int wis;
sh_int lck;
sh_int dex;
sh_int agi;
sh_int con;
sh_int vnum;
sh_int room;
sh_int kingdom;
sh_int cost;
sh_int x;
sh_int y;
sh_int map;
int speed;
int time;
EXT_BV miflags;
sh_int irange;
sh_int warange;
sh_int prange;
sh_int px;
sh_int py;
};
//For military mobiles, contains some important info. Done to save memory
struct midata
{
char *command; //Command buffer, works like the run for players
sh_int x;
sh_int y;
sh_int map;
ROOM_INDEX_DATA *in_room;
sh_int mspeed;
sh_int mtick;
};
struct aggression_data
{
AGGRO_DATA *next;
AGGRO_DATA *prev;
AGGRO_DATA *next_global;
AGGRO_DATA *prev_global;
CHAR_DATA *ch;
CHAR_DATA *owner;
int value;
};
/*
* One character (PC or NPC).
* (Shouldn't most of that build interface stuff use substate, dest_buf,
* spare_ptr and tempnum? Seems a little redundant)
*/
struct char_data
{
CHAR_DATA *next;
CHAR_DATA *prev;
CHAR_DATA *next_in_room;
CHAR_DATA *prev_in_room;
CHAR_DATA *next_ship;
CHAR_DATA *prev_ship;
CHAR_DATA *master;
CHAR_DATA *leader;
FIGHT_DATA *fighting;
CHAR_DATA *reply;
CHAR_DATA *retell;
CHAR_DATA *switched;
CHAR_DATA *mount;
SHIP_DATA *ship;
HHF_DATA *hunting;
HHF_DATA *fearing;
HHF_DATA *hating;
AGGRO_DATA *first_aggro;
AGGRO_DATA *last_aggro;
SPEC_FUN *spec_fun;
TOWN_DATA *dumptown; //Used by extraction workers to make sure they extract to a town...
MPROG_ACT_LIST *mpact;
int mpactnum;
sh_int mpscriptpos;
MOB_INDEX_DATA *pIndexData;
DESCRIPTOR_DATA *desc;
AFFECT_DATA *first_affect;
AFFECT_DATA *last_affect;
NOTE_DATA *pnote;
NOTE_DATA *comments;
OBJ_DATA *first_carrying;
OBJ_DATA *last_carrying;
OBJ_DATA *on;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *was_in_room;
PC_DATA *pcdata;
MI_DATA *midata; //for moving or anything else military needed. Save memory
DO_FUN *last_cmd;
DO_FUN *prev_cmd; /* mapping */
void *dest_buf; /* This one is to assign to differen things */
char *alloc_ptr; /* Must str_dup and free this one */
void *spare_ptr;
int tempnum;
int fight_state; // Used for different fight lags...
sh_int fight_timer; // Timer in rounds
EDITOR_DATA *editor;
TIMER *first_timer;
TIMER *last_timer;
CHAR_MORPH *morph;
char *name;
char *short_descr;
char *long_descr;
char *description;
sh_int num_fighting;
sh_int substate;
sh_int sex;
sh_int class;
sh_int race;
sh_int level;
sh_int trust;
int managen;
int hpgen;
int begatt; //Begging attemps, to prevent someone getting rich by doing this for 12 hours...
int apply_armor;
int apply_stone;
int apply_tohit;
int apply_sanctify;
int apply_shield;
int apply_wmod;
int apply_fasting;
int apply_manafuse;
int apply_manashell;
int apply_manashield;
int apply_managuard;
int apply_manaburn;
int apply_weaponclamp;
int apply_arrowcatch;
int apply_bracing;
int apply_hardening;
int apply_res_fire[2];
int apply_res_water[2];
int apply_res_air[2];
int apply_res_earth[2];
int apply_res_energy[2];
int apply_res_magic[2];
int apply_res_nonmagic[2];
int apply_res_blunt[2];
int apply_res_pierce[2];
int apply_res_slash[2];
int apply_res_poison[2];
int apply_res_paralysis[2];
int apply_res_holy[2];
int apply_res_unholy[2];
int apply_res_undead[2];
int elementb;
sh_int speed; /* descriptor speed settings */
int played;
sh_int timer;
sh_int wait;
sh_int hit;
sh_int max_hit;
sh_int mana;
sh_int max_mana;
sh_int move;
sh_int max_move;
//Below 4 are health on limbs, increases by time/curing
sh_int con_rarm;
sh_int con_larm;
sh_int con_lleg;
sh_int con_rleg;
sh_int practice;
int gold;
int grip;
EXT_BV act;
EXT_BV affected_by;
EXT_BV no_affected_by;
int carry_weight;
int carry_number;
int xflags;
int resistant;
int mover; //Move rating
int no_resistant;
int immune;
int no_immune;
int susceptible;
int no_susceptible;
EXT_BV attacks;
EXT_BV defenses;
int speaks;
int speaking;
sh_int saving_poison_death;
sh_int saving_wand;
sh_int saving_para_petri;
sh_int saving_breath;
sh_int saving_spell_staff;
sh_int alignment;
sh_int barenumdie;
sh_int baresizedie;
sh_int mobthac0;
sh_int hitroll;
sh_int damroll;
sh_int hitplus;
sh_int damplus;
sh_int damaddlow;
sh_int damaddhi;
sh_int position;
sh_int defposition;
sh_int style;
sh_int height;
sh_int weight;
sh_int armor;
sh_int wimpy;
int deaf;
/* Going to change these to m1 to m6 -- Xerves */
int m1; /* goldmin */
int m2; /* goldmax */
int m3; /* goldlim */
sh_int m4; /* levelmin */
sh_int m5; /* levelmax */
sh_int m6; /* 3rd sh_int */
int m7; /* For whatever */
int m8; /* For whatever */
int m9; // For whatever
int m10; // Speed of the unit
int m11; // Extra
int m12; // Extra
EXT_BV miflags;
sh_int cident; /* Caste Identify -- Xerves */
sh_int perm_str;
sh_int perm_int;
sh_int perm_wis;
sh_int perm_dex;
sh_int perm_con;
sh_int perm_cha;
sh_int perm_lck;
sh_int perm_agi;
sh_int mod_str;
sh_int mod_int;
sh_int mod_wis;
sh_int mod_dex;
sh_int mod_con;
sh_int mod_cha;
sh_int mod_lck;
sh_int mod_agi;
sh_int agi_meter;
sh_int tohitbash;
sh_int tohitslash;
sh_int tohitstab;
sh_int mental_state; /* simplified */
sh_int emotional_state; /* simplified */
int retran;
int retran_x;
int retran_y;
int retran_map;
int regoto;
int regoto_x;
int regoto_y;
int regoto_map;
int tcount; //For mprogs, can be used for any kind of things, mainly counting or TRUE/FALSE check on ifchecks
sh_int mobinvis; /* Mobinvis level SB */
sh_int resx;
sh_int resy;
sh_int resmap;
sh_int stx;
sh_int sty;
sh_int stmap;
COORD_DATA *coord; /* Coordinates on the overland map - Samson 7-31-99 */
sh_int map; /* Which map are they on? - Samson 8-3-99 */
sh_int fightm; /* Fighting map - Xerves 5-13-00 */
sh_int fcounter;
sh_int cmd_recurse;
sh_int hit_regen_counter;
sh_int mana_regen_counter;
sh_int move_regen_counter;
sh_int hburn_regen_counter;
sh_int mburn_regen_counter;
int serial;
char *last_name;
int fame;
char * tone;
char * movement;
CHAR_DATA *rider; //Person who is being rode
CHAR_DATA *riding; //Person you are riding
};
struct killed_data
{
sh_int vnum;
char count;
};
struct pkilled_data
{
PKILLED_DATA *next;
PKILLED_DATA *prev;
char *name;
};
/* Structure for link list of ignored players */
struct ignore_data
{
IGNORE_DATA *next;
IGNORE_DATA *prev;
char *name;
};
/* Max number of people you can ignore at once */
#define MAX_IGN 6
struct introduction_data
{
INTRO_DATA *next;
INTRO_DATA *prev;
int pid;
int lastseen;
int flags;
int value;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
CHAR_DATA *pet;
CHAR_DATA *mount;
CHAR_DATA *aimtarget; //Target for the aim command
CLAN_DATA *clan;
COUNCIL_DATA *council;
AREA_DATA *area;
TOWN_DATA *town;
DEITY_DATA *deity;
STABLE_DATA *first_stable;
STABLE_DATA *last_stable;
PKILLED_DATA *first_pkilled;
PKILLED_DATA *last_pkilled;
INTRO_DATA *first_introduction;
INTRO_DATA *last_introduction;
CHANNEL_HISTORY *first_messagehistory;
CHANNEL_HISTORY *last_messagehistory;
OBJ_DATA *first_bankobj;
OBJ_DATA *last_bankobj;
int banksize;
int gprompt;
int xsize;
int ysize;
int consent;
char *sendmail; //buffer used to send an email
char *homepage;
char *offeredlname;
char *clan_name;
char *council_name;
char *deity_name;
char *pwd;
char *bamfin;
char *bamfout;
char *filename; /* For the safe mset name -Shaddai */
char *rank;
char *title;
char *bestowments; /* Special bestowed commands */
char *autocommand; //For auto-target skills/spells/etc.. Will parse the command into this pointer.
int quest_curr; //Quest points left
int quest_accum; //Quest points earned lifetime
int reward_curr; //Reward points, for reporting bugs/typos/bringing newbies
int reward_accum; //Total reward points accumulated in lifetime of player
QUEST_DATA *quest; //Pointer to the quest data
int quest_wins; //Quest wins
int quest_losses; //Quest losses
int twink_points; //Twink points, 100 and delete!
int timeout_login; //Login timeout, default 3 minutes
int timeout_notes; //Notes/Menu timeout, default 10 minutes
int timeout_idle; //Playing the game, default 20 minutes
int balance; /*Balance of money in the bank */
int lastinterest; //Checks when the last time interest was done on the account
int lastintrocheck; //Last time introductions on a player where checked
int lastprankingcheck; //Last Power Ranking check
int caste; /* Caste, for caste - Xerves */
int lostcon; //Con lost after death, for resurrections
int rezpercent; //Resurrection percentage
int duel_offer_time;
int duel_receive_time;
int duel_offer_name;
int dual_receive_name;
int duel_offer_pranking;
int duel_receive_pranking;
int spar_offer_name;
int spar_receive_name;
ROOM_INDEX_DATA *rezroom; //Vnum of the room the rez will happen in
OBJ_DATA *rezcorpse; //Pointer to which corpse the rez will work on
int rezx;
int rezy;
int rezmap;
EXT_BV talent; /* Flags for talents */
sh_int hometown; /* Hometown - Xerves */
sh_int kingdompid; //Unique pid for their kingdom, mainly used in error checking
char *pretit; /* Pretitle -- Xerves 8/1/99 */
sh_int train; /* Training point */
sh_int incarnations;
sh_int gt_remort;
sh_int tier;
int pid; //Unique Indentifier for each player
sh_int pkpower; //Power level in the pkill range
sh_int colors[MAX_COLORS];
sh_int job; /* What job are they?? -- Xerves 12/99 */
sh_int authwait;
sh_int mapdir; /* What direction are they facing on the map, used for the view -- Xerves */
int flevel; /* For commands so level 55s can do some level 60 stuff */
int lore;
int spoints; //Skill points gained from winning a fight
int animate; //num of mobs animated, to keep track :-)
int power_ranking; //Power Ranking for ToC
sh_int target;
sh_int target_limb;
sh_int stable; /* Stable vnum */
sh_int stablenum; /* Amount your stable can hold in it */
sh_int stablecurr; /* Amount you have in your stable ATM */
int whonum; /* Which Who? Config option --Xerves */
int flags; /* Whether the player is deadly and whatever else we add. */
int pkills; /* Number of pkills on behalf of clan */
int pdeaths; /* Number of times pkilled (legally) */
int pranking;
int mkills; /* Number of mobs killed */
int mdeaths; /* Number of deaths due to mobs */
int illegal_pk; /* Number of illegal pk's committed */
long int outcast_time; /* The time at which the char was outcast */
NUISANCE_DATA *nuisance; /* New Nuisance structure */
EXT_BV portalfnd; /* Portal list for the player */
long int restore_time; /* The last time the char did a restore all */
sh_int r_range_lo; /* room range */
sh_int r_range_hi;
sh_int m_range_lo; /* mob range */
sh_int m_range_hi;
sh_int o_range_lo; /* obj range */
sh_int o_range_hi;
sh_int per_str; //percent in str
sh_int per_int; //percent in int
sh_int per_wis; //percent in wis
sh_int per_dex; //percent in dex
sh_int per_con; //percent in con
sh_int per_lck; //percent in luck
sh_int per_agi; //percent in agility
sh_int per_hp; //percent in hp
sh_int per_mana;//percent in mana
sh_int per_move;//percent in movement
sh_int hit_cnt; //so players don't go out naked and ramp up hp/con
sh_int mana_cnt;
sh_int keeper; /* PC's Shop Keeper */
sh_int wizinvis; /* wizinvis level */
sh_int min_snoop; /* minimum snoop level */
sh_int snum[5]; /* Used to hold the number of skills they can get in the beginning -- Xer */
sh_int condition[MAX_CONDS];
sh_int learned[MAX_SKILL];
sh_int ranking[MAX_SKILL]; /* Mastery ranking -- Xerves */
sh_int spercent[MAX_SKILL]; //Percent of a point earned for a skill/spell
sh_int spellgroups[MAX_GROUP + 1]; /* Not used anymore*/
sh_int spellpoints[MAX_GROUP + 1]; /* Not used anymore*/
int spherepoints[MAX_SPHERE+1];
int grouppoints[MAX_GROUP+6];
/* Please note use above 2 only for spells unless you change the system -- Xerves */
KILLED_DATA killed[MAX_KILLTRACK];
int pkilled; //keep track of how many pkilled
sh_int favor; /* deity favor */
int auth_state;
time_t release_date; /* Auto-helling.. Altrag */
char *helled_by;
char *bio; /* Personal Bio */
char *came_from; //Where did they come from anyway?
char *authed_by; /* what crazy imm authed this name ;) */
SKILLTYPE *special_skills[MAX_PERSONAL]; /* personalized skills/spells */
char *prompt; /* User config prompts */
char *fprompt; /* Fight prompts */
char *subprompt; /* Substate prompt */
sh_int pagerlen; /* For pager (NOT menus) */
bool openedtourney;
bool righthanded;
bool slastname; //used to see if they have saved their lastname yet -- for newbies
IGNORE_DATA *first_ignored; /* keep track of who to ignore */
IGNORE_DATA *last_ignored;
char **tell_history; /* for immortal only command lasttell */
sh_int lt_index; /* last_tell index */
char *email; /* Email address for finger - Samson */
int icq; /* ICQ# for finger - Samson 1-4-99 */
long imc_deaf; /* IMC channel def flags */
long imc_allow; /* IMC channel allow flags */
long imc_deny; /* IMC channel deny flags */
char *rreply; /* IMC reply-to */
char *rreply_name; /* IMC reply-to shown to char */
char *ice_listen; /* ICE channels */
ALIAS_DATA *first_alias;
ALIAS_DATA *last_alias;
GLOBAL_BOARD_DATA *board;
time_t last_note[MAX_BOARD];
int secedit; /* Overland Map OLC - Samson 8-1-99 */
NOTE_DATA *in_progress;
int battletype; //Arena
CHAR_DATA *challenged; /* Arena *///pcdata - dump
CHAR_DATA *betted_on; /* Arena *///pcdata - dump
int bet_amt; /* Arena */
int resource; //Pcdata-dump
sh_int resourcetype; //Pcdata-dump
time_t logon; //pcdata -Dump
time_t save_time; //pcdata -Dump
sh_int forget[5];
sh_int nolearn[5];
char stackbuf[MAX_STRING_LENGTH];
sh_int skincolor;
sh_int haircolor;
sh_int hairlength;
sh_int hairstyle;
sh_int eyecolor;
sh_int cheight;
sh_int cweight;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 18
struct liq_type
{
char *liq_name;
char *liq_color;
sh_int liq_affect[3];
};
/*
* Damage types from the attack_table[]
* 24 types for new weapon types -- Xerves
*/
typedef enum
{
DAM_HIT
}
damage_types;
#define MAX_DAM 1;
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
EXTRA_DESCR_DATA *prev; /* Previous in list */
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
OBJ_INDEX_DATA *next;
OBJ_INDEX_DATA *next_sort;
EXTRA_DESCR_DATA *first_extradesc;
EXTRA_DESCR_DATA *last_extradesc;
AFFECT_DATA *first_affect;
AFFECT_DATA *last_affect;
MPROG_DATA *mudprogs; /* objprogs */
EXT_BV progtypes; /* objprogs */
char *name;
char *short_descr;
char *description;
char *action_desc;
int vnum;
sh_int level;
sh_int item_type;
EXT_BV extra_flags;
int magic_flags; /*Need more bitvectors for spells - Scryn */
int wear_flags;
sh_int count;
float weight;
int cost;
int value[14];
int serial;
int imbueslots;
sh_int layers;
int rent; /* Unused */
int cvnum; /* Copy of a Obj? Used for merchants */
sh_int cident; /* Identify the Caste Obj */
int bless_dur;
int sworthrestrict; //Minimum sworth restriction
};
//Trap data
struct trap_data
{
TRAP_DATA *next;
TRAP_DATA *prev;
int uid; //Unique id for the trap
int charges;
int maxcharges;
int type;
int damlow;
int damhigh;
int room; // 0 - Single target 1 - Damage all in room
int difficulty; //0 - 300. Sets the difficulty to disarm without the tool set. Use tool negate to set the value with the kit
int toolkit; //Unique ID set in v0 of the tool kit. Can use 1 vnum for all tool kits if wanted
OBJ_DATA *obj;
AREA_DATA *area; //Save us some time of finding the reset this way.
int onetime;
int disarmed;
EXT_BV trapflags;
int resetvalue; //-1 Reset every time area resets, 0 - Reset everytime obj resets, 1 > reset every minute (if obj exists)
int toolnegate; //How much of the difficulty does the tool negate, 100 = all 50 = half 0 = none (tool must be set/found)
int frag; //Destroy obj if triggered.
int sworthrestrict; //Minimum sworth restriction
};
struct imbue_data
{
IMBUE_DATA *next;
IMBUE_DATA *prev;
int type;
int sworth;
int lowvalue;
int highvalue;
int value;
int type2;
int sworth2;
int lowvalue2;
int highvalue2;
int value2;
int type3;
int sworth3;
int lowvalue3;
int highvalue3;
int value3;
int plevel;
int gemnum;
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA *next;
OBJ_DATA *prev;
OBJ_DATA *next_content;
OBJ_DATA *prev_content;
OBJ_DATA *first_content;
OBJ_DATA *last_content;
OBJ_DATA *in_obj;
CHAR_DATA *carried_by;
CHAR_DATA *possessed_by;
EXTRA_DESCR_DATA *first_extradesc;
EXTRA_DESCR_DATA *last_extradesc;
AFFECT_DATA *first_affect;
AFFECT_DATA *last_affect;
OBJ_INDEX_DATA *pIndexData;
ROOM_INDEX_DATA *in_room;
TIMER *first_timer;
TIMER *last_timer;
TRAP_DATA *trap;
IMBUE_DATA *first_imbue;
IMBUE_DATA *last_imbue;
int imbueslots;
char *name;
char *short_descr;
char *description;
char *action_desc;
sh_int item_type;
sh_int mpscriptpos;
EXT_BV extra_flags;
int magic_flags; /*Need more bitvectors for spells - Scryn */
int wear_flags;
MPROG_ACT_LIST *mpact; /* mudprogs */
int mpactnum; /* mudprogs */
sh_int wear_loc;
float weight;
int cost;
sh_int level;
sh_int timer;
int value[14];
sh_int count; /* support for object grouping */
int serial; /* serial number */
int cvnum; /* Copy of Obj? Merchant use LP1 */
sh_int cident; /* Used to identify Caste Objs */
COORD_DATA *coord; /* Object coordinates on overland maps - Samson 8-21-99 */
sh_int map; /* Which map is it on? - Samson 8-21-99 */
sh_int fightm;
int bless_dur;
int sworthrestrict; //Minimum sworth restriction
};
/*
* Exit data.
*/
struct exit_data
{
EXIT_DATA *prev; /* previous exit in linked list */
EXIT_DATA *next; /* next exit in linked list */
EXIT_DATA *rexit; /* Reverse exit pointer */
ROOM_INDEX_DATA *to_room; /* Pointer to destination room */
char *keyword; /* Keywords for exit or door */
char *description; /* Description of exit */
int vnum; /* Vnum of room exit leads to */
int rvnum; /* Vnum of room in opposite dir */
int exit_info; /* door states & other flags */
int key; /* Key vnum */
sh_int vdir; /* Physical "direction" */
sh_int distance; /* how far to the next room */
sh_int pull; /* pull of direction (current) */
sh_int pulltype; /* type of pull (current, wind) */
COORD_DATA *coord; /* Coordinates to Overland Map - Samson 7-31-99 */
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'H': hide an object
* 'B': set a bitvector
* 'T': trap an object
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA *next;
RESET_DATA *prev;
char command;
int extra;
int arg1;
int arg2;
int arg3;
/* New Three are for new Wilderness/Overland..x, y, map */
int arg4;
int arg5;
int arg6;
int arg7; //for Forge Item Resets
int serial; //For mobile Resets, removing the "numbered" crap for resets.
int resetlast;
int resettime;
};
/* Constants for arg2 of 'B' resets. */
#define BIT_RESET_DOOR 0
#define BIT_RESET_OBJECT 1
#define BIT_RESET_MOBILE 2
#define BIT_RESET_ROOM 3
#define BIT_RESET_TYPE_MASK 0xFF /* 256 should be enough */
#define BIT_RESET_DOOR_THRESHOLD 8
#define BIT_RESET_DOOR_MASK 0xFF00 /* 256 should be enough */
#define BIT_RESET_SET BV30
#define BIT_RESET_TOGGLE BV31
#define BIT_RESET_FREEBITS 0x3FFF0000 /* For reference */
// Ship structure, for ships. Rejoice
struct ship_data
{
SHIP_DATA *next;
SHIP_DATA *prev;
CHAR_DATA *first_char;
CHAR_DATA *last_char;
int uid;
int x;
int y;
int map;
int tx;
int ty;
int occupants;
int tmap;
int direction;
int size;
int ticket;
char *travelroute;
int routeplace;
int routedir;
int routetime; //Amount of ticks (5 seconds a tick) to wait before running back down route
int routetick;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA *next;
AREA_DATA *prev;
AREA_DATA *next_sort;
AREA_DATA *prev_sort;
AREA_DATA *next_sort_name; /* Used for alphanum. sort */
AREA_DATA *prev_sort_name; /* Ditto, Fireblade */
RESET_DATA *first_reset;
RESET_DATA *last_reset;
char *name;
char *filename;
int flags;
sh_int status; /* h, 8/11 */
sh_int age;
sh_int nplayer;
int res_tree;
int res_corn;
int res_grain;
int res_iron;
int res_gold;
int res_stone;
int gold;
int salestax;
int poptax;
char *kowner;
int recall;
int death;
int minhappoint;
int minwithdraw;
int lasttaxchange;
sh_int reset_frequency;
int low_r_vnum;
int hi_r_vnum;
int low_o_vnum;
int hi_o_vnum;
sh_int low_m_vnum;
sh_int hi_m_vnum;
int low_soft_range;
int hi_soft_range;
int low_hard_range;
int hi_hard_range;
char *author; /* Scryn */
char *resetmsg; /* Rennard */
RESET_DATA *last_mob_reset;
RESET_DATA *last_obj_reset;
sh_int max_players;
int population; //For Kingdoms, actual peasant population
int numroom; //Number of rooms, for population control
int mload; //Number of "population" mobs loaded
int mloadtop; //Max number of "population" loadable
int mkills;
int mdeaths;
int pkills;
int pdeaths;
int gold_looted;
int illegal_pk;
int high_economy;
int low_economy;
int kingdom;
int kpid;
sh_int map;
sh_int x;
sh_int y;
};
/*
* Load in the gods building data. -- Altrag
*/
struct godlist_data
{
GOD_DATA *next;
GOD_DATA *prev;
int level;
int low_r_vnum;
int hi_r_vnum;
int low_o_vnum;
int hi_o_vnum;
sh_int low_m_vnum;
sh_int hi_m_vnum;
};
int start_marketpid;
//Market data
struct market_data
{
MARKET_DATA *next;
MARKET_DATA *prev;
int cost;
char *name;
int pid;
int mpid;
int count;
int scount;
OBJ_DATA *obj;
};
/*
* Used to keep track of system settings and statistics -Thoric
*/
struct system_data
{
int maxplayers; /* Maximum players this boot */
int alltimemax; /* Maximum players ever */
int global_looted; /* Gold looted this boot */
int upill_val; /* Used pill value */
int upotion_val; /* Used potion value */
int brewed_used; /* Brewed potions used */
int scribed_used; /* Scribed scrolls used */
int start_calender; //RL start time of the calender
int lastrescheck; //Last time a resource was checked, again real time
int lastpopcheck; //Last time a population was checked, again real time
int lasttaxcheck; //Last time a population tax was checked
int accounts; //Accounts made this hour
int max_accounts; //Maximum accounts allowed per hour
int max_account_changes; //Maximum amount of account changes per hour
int lastaccountreset; //Last time the account per hour time was reset
char *time_of_max; /* Time of max ever */
char *mud_name; /* Name of mud */
char *mversion; //Version of the mud (The version of your code, can change to whatever you like)
char *cversion; //Version of the code used (the original code, like Fear 1.0.1)
int firstrun;
bool NO_NAME_RESOLVING; /* Hostnames are not resolved */
bool DENY_NEW_PLAYERS; /* New players cannot connect */
bool WAIT_FOR_AUTH; /* New players must be auth'ed */
sh_int read_all_mail; /* Read all player mail(was 54) */
sh_int read_mail_free; /* Read mail for free (was 51) */
sh_int write_mail_free; /* Write mail for free(was 51) */
sh_int take_others_mail; /* Take others mail (was 54) */
sh_int imc_mail_vnum; /* Board vnum for IMC mail */
sh_int imc_mail_level; /* Min level to send IMC mail */
sh_int muse_level; /* Level of muse channel */
int timeout_login; //Login timeout, default 3 minutes
int timeout_notes; //Notes/Menu timeout, default 10 minutes
int timeout_idle; //Playing the game, default 20 minutes
int gem_vnum; // Default gem vnum
sh_int think_level; /* Level of think channel LEVEL_HIGOD */
sh_int build_level; /* Level of build channel LEVEL_BUILD */
sh_int log_level; /* Level of log channel LEVEL LOG */
sh_int level_modify_proto; /* Level to modify prototype stuff LEVEL_LESSER */
sh_int level_override_private; /* override private flag */
sh_int level_mset_player; /* Level to mset a player */
sh_int bash_plr_vs_plr; /* Bash mod player vs. player */
sh_int bash_nontank; /* Bash mod basher != primary attacker */
sh_int gouge_plr_vs_plr; /* Gouge mod player vs. player */
sh_int gouge_nontank; /* Gouge mod player != primary attacker */
sh_int stun_plr_vs_plr; /* Stun mod player vs. player */
sh_int stun_regular; /* Stun difficult */
sh_int dodge_mod; /* Divide dodge chance by */
sh_int parry_mod; /* Divide parry chance by */
sh_int tumble_mod; /* Divide tumble chance by */
sh_int max_kingdom; // Max kingdoms, don't adjust unless you know what you are doing.
sh_int last_portal;
sh_int last_trap_uid;
sh_int last_invtrap_uid;
sh_int dam_plr_vs_plr; /* Damage mod player vs. player */
sh_int dam_plr_vs_mob; /* Damage mod player vs. mobile */
sh_int dam_mob_vs_plr; /* Damage mod mobile vs. player */
sh_int dam_mob_vs_mob; /* Damage mod mobile vs. mobile */
sh_int level_getobjnotake; /* Get objects without take flag */
sh_int level_forcepc; /* The level at which you can use force on players. */
sh_int bestow_dif; /* Max # of levels between trust and command level for a bestow to work --Blodkai */
sh_int max_sn; /* Max skills */
int top_pid; //Top pid
int top_kpid; //Top Kingdom pid
int top_tpid; //Top Town Pid
char *guild_overseer; /* Pointer to char containing the name of the */
char *guild_advisor; /* guild overseer and advisor. */
int save_flags; /* Toggles for saving conditions */
sh_int save_frequency; /* How old to autosave someone */
sh_int check_imm_host; /* Do we check immortal's hosts? */
sh_int morph_opt; /* Do we optimize morph's? */
sh_int save_pets; /* Do pets save? */
sh_int ban_site_level; /* Level to ban sites */
sh_int ban_class_level; /* Level to ban classes */
sh_int ban_race_level; /* Level to ban races */
sh_int ident_retries; /* Number of times to retry broken pipes. */
sh_int newbie_purge; /* Level to auto-purge newbies at - Samson 12-27-98 */
sh_int regular_purge; /* Level to purge normal players at - Samson 12-27-98 */
bool CLEANPFILES; /* Should the mud clean up pfiles daily? - Samson 12-27-98 */
time_t purgetime; /* Time at which to purge the files - Samson 5-9-99 */
int top_gem_num; //Top number for a gem;
sh_int exp_percent; /* Now adjusts spoints gained in a victory, is a percentage. Also affects learn_from_succ */
sh_int stat_gain; // Adjusts the stat gain formulas for the game, search the variable for values */
sh_int quest_item1; //No longer used, really need to delete sometime soon.
sh_int quest_value1;
sh_int quest_item2;
sh_int quest_value2;
sh_int quest_item3;
sh_int quest_value3;
sh_int quest_item4;
sh_int quest_value4;
sh_int quest_item5;
sh_int quest_value5;
sh_int quest_item6;
sh_int quest_value6;
sh_int quest_item7;
sh_int quest_value7;
sh_int quest_item8;
sh_int quest_value8;
sh_int quest_item9;
sh_int quest_value9;
sh_int quest_item10;
sh_int quest_value10;
sh_int quest_item11;
sh_int quest_value11;
sh_int quest_item12;
sh_int quest_value12;
//number of spheres by number of groups by Tier 2 and up.
sh_int toadvance[MAX_SPHERE][MAX_GROUP][MAX_TIER-1]; //Stores the toadvance values used in listgroups and learn.
int accountemail;
int resetgame; //Reset game or not...
};
struct plane_data
{
PLANE_DATA *next;
PLANE_DATA *prev;
char *name;
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA *next;
ROOM_INDEX_DATA *next_sort;
CHAR_DATA *first_person; /* people in the room */
CHAR_DATA *last_person; /* .. */
OBJ_DATA *first_content; /* objects on floor */
OBJ_DATA *last_content; /* .. */
EXTRA_DESCR_DATA *first_extradesc; /* extra descriptions */
EXTRA_DESCR_DATA *last_extradesc; /* .. */
AREA_DATA *area;
EXIT_DATA *first_exit; /* exits from the room */
EXIT_DATA *last_exit; /* .. */
AFFECT_DATA *first_affect; /* effects on the room */
AFFECT_DATA *last_affect; /* .. */
MAP_DATA *map; /* maps */
PLANE_DATA *plane; /* do it by room rather than area */
MPROG_ACT_LIST *mpact; /* mudprogs */
int mpactnum; /* mudprogs */
MPROG_DATA *mudprogs; /* mudprogs */
sh_int mpscriptpos;
char *name;
char *description;
int vnum;
EXT_BV room_flags;
EXT_BV progtypes; /* mudprogs */
sh_int light; /* amount of light in the room */
sh_int sector_type;
int tele_vnum;
sh_int tele_delay;
sh_int tunnel; /* max people that will fit */
int resource; /* For Mining and Fielding --Xerves */
int quad; /* Used for Quadrants in the Wilderness */
int node_mana; /* if room is a node, how much mana is stored there */
};
/*
* Delayed teleport type.
*/
struct teleport_data
{
TELEPORT_DATA *next;
TELEPORT_DATA *prev;
ROOM_INDEX_DATA *room;
sh_int timer;
};
/*
* Types of skill numbers. Used to keep separate lists of sn's
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_PROJECTILE 999 //Projectile hit
#define TYPE_HIT 1000 /* allows for 1000 skills/spells */
#define TYPE_HERB 2000 /* allows for 1000 attack types */
#define TYPE_PERSONAL 3000 /* allows for 1000 herb types */
#define TYPE_RACIAL 4000 /* allows for 1000 personal types */
#define TYPE_DISEASE 5000 /* allows for 1000 racial types */
/*
* Target types.
*/
typedef enum
{
TAR_IGNORE, TAR_CHAR_OFFENSIVE, TAR_CHAR_DEFENSIVE, TAR_CHAR_SELF,
TAR_OBJ_INV, TAR_OBJ_ROOM
}
target_types;
typedef enum
{
SKILL_UNKNOWN, SKILL_SPELL, SKILL_SKILL, SKILL_WEAPON, SKILL_TONGUE,
SKILL_HERB, SKILL_RACIAL, SKILL_DISEASE
}
skill_types;
struct timerset
{
int num_uses;
struct timeval total_time;
struct timeval min_time;
struct timeval max_time;
};
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char *name; /* Name of skill */
sh_int bookv; // Vnum of book if it exists */
sh_int race_level[MAX_RACE]; /* Racial abilities: level */
sh_int race_adept[MAX_RACE]; /* Racial abilities: adept */
/* The below's values are in handler.c in add_group */
sh_int group[1]; /* In a group, 0 is no */
sh_int stype; //Sphere Type, Warrior, Mage, etc
sh_int masterydiff[1]; /* At what mastery can they learn it? */
sh_int mastery[1]; /* not really used anymore */
sh_int bookinfo[1]; /* Who sells the spell book */
SPELL_FUN *spell_fun; /* Spell pointer (for spells) */
DO_FUN *skill_fun; /* Skill pointer (for skills) */
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int slot; /* Slot for #OBJECT loading */
sh_int min_mana; /* Minimum mana used */
sh_int beats; /* Rounds required to use skill */
sh_int targetlimb;
char *noun_damage; /* Damage message */
char *msg_off; /* Wear off message */
sh_int guild; /* Which guild the skill belongs to */
sh_int min_level; /* Minimum level to be able to cast */
sh_int type; /* Spell/Skill/Weapon/Tongue */
sh_int range; /* Range of spell (rooms) */
int info; /* Spell action/class/etc */
int flags; /* Flags */
char *hit_char; /* Success message to caster */
char *hit_vict; /* Success message to victim */
char *hit_room; /* Success message to room */
char *hit_dest; /* Success message to dest room */
char *miss_char; /* Failure message to caster */
char *miss_vict; /* Failure message to victim */
char *miss_room; /* Failure message to room */
char *die_char; /* Victim death msg to caster */
char *die_vict; /* Victim death msg to victim */
char *die_room; /* Victim death msg to room */
char *imm_char; /* Victim immune msg to caster */
char *imm_vict; /* Victim immune msg to victim */
char *imm_room; /* Victim immune msg to room */
char *dice; /* Dice roll */
char *made_char; /* Made by??? -- Xerves 8/7/99 */
sh_int prototype; /* Check for new spells/skills -- Xerves */
int value; /* Misc value */
char saves; /* What saving spell applies */
char difficulty; /* Difficulty of casting/learning */
SMAUG_AFF *affects; /* Spell affects, if any */
char *components; /* Spell components, if any */
char *teachers; /* Skill requires a special teacher */
char participants; /* # of required participants */
struct timerset userec; /* Usage record */
};
/* how many items to track.... prevent repeat auctions */
//This removes this function, I really don't care much for it anyway
#define AUCTION_MEM 0
struct auction_data
{
OBJ_DATA *item; /* a pointer to the item */
CHAR_DATA *seller; /* a pointer to the seller - which may NOT quit */
CHAR_DATA *buyer; /* a pointer to the buyer - which may NOT quit */
int bet; /* last bet - or 0 if noone has bet anything */
sh_int going; /* 1,2, sold */
sh_int pulse; /* how many pulses (.25 sec) until another call-out ? */
int starting;
OBJ_INDEX_DATA *history[AUCTION_MEM]; /* store auction history */
sh_int hist_timer; /* clear out history buffer if auction is idle */
};
/*
* So we can have different configs for different ports -- Shaddai
*/
extern int port;
/*
* These are skill_lookup return values for common skills and spells.
*/
//New 2.1 skills, should be a lot :-)
extern sh_int gsn_combatart;
extern sh_int gsn_weapon_axe;
extern sh_int gsn_weapon_sword;
extern sh_int gsn_weapon_polearm;
extern sh_int gsn_weapon_blunt;
extern sh_int gsn_weapon_staff;
extern sh_int gsn_weapon_projectile;
extern sh_int gsn_weapon_dagger;
extern sh_int gsn_roar;
extern sh_int gsn_bash;
extern sh_int gsn_inhuman_strength;
extern sh_int gsn_krundo_style;
extern sh_int gsn_rwundo_style;
extern sh_int gsn_krundi_style;
extern sh_int gsn_rwundi_style;
extern sh_int gsn_pincer;
extern sh_int gsn_weaponbreak;
extern sh_int gsn_powerslice;
extern sh_int gsn_deshield;
extern sh_int gsn_perfect_shot;
extern sh_int gsn_drive;
extern sh_int gsn_insult;
extern sh_int gsn_draw_aggression;
extern sh_int gsn_greater_draw_aggression;
extern sh_int gsn_focus_aggression;
extern sh_int gsn_greater_focus_aggression;
extern sh_int gsn_weapon_twohanded;
extern sh_int gsn_escapism;
extern sh_int gsn_prawl;
extern sh_int gsn_nightprawl;
extern sh_int gsn_lightprawl;
extern sh_int gsn_shadowfoot;
extern sh_int gsn_strongfoot;
extern sh_int gsn_swimming;
extern sh_int gsn_retreat;
extern sh_int gsn_gag;
extern sh_int gsn_climbwall;
extern sh_int gsn_vanish;
extern sh_int gsn_begging;
extern sh_int gsn_thiefeye;
extern sh_int gsn_cutpurse;
extern sh_int gsn_grab;
extern sh_int gsn_haggling;
extern sh_int gsn_swindling;
extern sh_int gsn_assassinate;
extern sh_int gsn_forage;
extern sh_int gsn_kickdirt;
extern sh_int gsn_weapon_daggerstudy;
extern sh_int gsn_weapon_daggerstrike;
extern sh_int gsn_startfire;
extern sh_int gsn_featherfoot;
extern sh_int gsn_cleansing;
extern sh_int gsn_concentration;
extern sh_int gsn_manafuse;
extern sh_int gsn_fasting;
extern sh_int gsn_nervepinch;
extern sh_int gsn_featherback;
extern sh_int gsn_manashot;
extern sh_int gsn_manaburst;
extern sh_int gsn_quickcombo;
extern sh_int gsn_nervestrike;
extern sh_int gsn_style_evasive;
extern sh_int gsn_style_wizardry;
extern sh_int gsn_style_divine;
extern sh_int gsn_style_defensive;
extern sh_int gsn_style_standard;
extern sh_int gsn_style_aggressive;
extern sh_int gsn_style_berserk;
extern sh_int gsn_detrap;
extern sh_int gsn_backstab;
extern sh_int gsn_circle;
extern sh_int gsn_cook;
extern sh_int gsn_study; /* Samson */
extern sh_int gsn_mountain_climb;
extern sh_int gsn_dodge;
extern sh_int gsn_hide;
extern sh_int gsn_peek;
extern sh_int gsn_pick_lock;
extern sh_int gsn_scan;
extern sh_int gsn_sneak;
extern sh_int gsn_steal;
extern sh_int gsn_gouge;
extern sh_int gsn_track;
extern sh_int gsn_search;
extern sh_int gsn_dig;
extern sh_int gsn_bashdoor;
extern sh_int gsn_berserk;
extern sh_int gsn_hitall;
extern sh_int gsn_stun;
extern sh_int gsn_daze;
extern sh_int gsn_repair;
extern sh_int gsn_balance;
extern sh_int gsn_unsheath;
extern sh_int gsn_disarm;
extern sh_int gsn_enhanced_damage;
extern sh_int gsn_parry;
extern sh_int gsn_rescue;
extern sh_int gsn_dual_wield;
extern sh_int gsn_shieldblock;
extern sh_int gsn_battle_knowledge;
/* Attack Skills -- Xerves */
extern sh_int gsn_roundhouse;
extern sh_int gsn_spinkick;
extern sh_int gsn_tornadokick;
extern sh_int gsn_niburo;
extern sh_int gsn_neckpinch;
extern sh_int gsn_neckchop;
extern sh_int gsn_neckrupture;
extern sh_int gsn_emeru;
extern sh_int gsn_elbowjab;
extern sh_int gsn_elbowstab;
extern sh_int gsn_elbowbreak;
extern sh_int gsn_amberio;
extern sh_int gsn_sidekick;
extern sh_int gsn_kneestrike;
extern sh_int gsn_kneecrusher;
extern sh_int gsn_lembecu;
extern sh_int gsn_blitz;
extern sh_int gsn_spear;
extern sh_int gsn_ribpuncture;
extern sh_int gsn_timmuru;
/* Swordsman new skills -- Xerves */
extern sh_int gsn_kick_back;
extern sh_int gsn_deadly_accuracy;
extern sh_int gsn_attack_frenzy;
extern sh_int gsn_critical;
extern sh_int gsn_counter;
extern sh_int gsn_possess;
extern sh_int gsn_lore;
extern sh_int gsn_aid;
/* used to do specific lookups */
extern sh_int gsn_first_spell;
extern sh_int gsn_first_skill;
extern sh_int gsn_first_weapon;
extern sh_int gsn_first_tongue;
extern sh_int gsn_top_sn;
/* spells */
extern sh_int gsn_blindness;
extern sh_int gsn_charm_person;
extern sh_int gsn_aqua_breath;
extern sh_int gsn_curse;
extern sh_int gsn_invis;
extern sh_int gsn_mass_invis;
extern sh_int gsn_poison;
extern sh_int gsn_sleep;
extern sh_int gsn_wizardeye;
extern sh_int gsn_eye_of_god;
extern sh_int gsn_summon_corpse;
extern sh_int gsn_lesser_resurrection;
extern sh_int gsn_resurrection;
extern sh_int gsn_greater_resurrection;
extern sh_int gsn_web;
extern sh_int gsn_snare;
extern sh_int gsn_extradimensional_portal;
extern sh_int gsn_revitalize_spirit;
extern sh_int gsn_holy_cleansing;
//extern sh_int gsn_fireball; /* for fireshield */
//extern sh_int gsn_chill_touch; /* for iceshield */
//extern sh_int gsn_lightning_bolt; /* for shockshield */
/* newer attack skills */
extern sh_int gsn_poison_weapon;
extern sh_int gsn_scribe;
extern sh_int gsn_brew;
extern sh_int gsn_climb;
extern sh_int gsn_manatap;
extern sh_int gsn_stalk;
extern sh_int gsn_hit;
extern sh_int gsn_grip;
extern sh_int gsn_slice;
extern sh_int gsn_tumble;
/* Language gsns. -- Altrag */
extern sh_int gsn_common;
extern sh_int gsn_elven;
extern sh_int gsn_dwarven;
extern sh_int gsn_pixie;
extern sh_int gsn_ogre;
extern sh_int gsn_orcish;
extern sh_int gsn_trollish;
extern sh_int gsn_goblin;
extern sh_int gsn_halfling;
/*
* Cmd flag names --Shaddai
*/
extern char *const cmd_flags[];
/*
* 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))
/*
* Old-style Bit manipulation macros
*
* The bit passed is the actual value of the bit (Use the BV## defines)
*/
#define IS_SET(flag, bit) ((flag) & (bit))
#define SET_BIT(var, bit) ((var) |= (bit))
#define REMOVE_BIT(var, bit) ((var) &= ~(bit))
#define TOGGLE_BIT(var, bit) ((var) ^= (bit))
#define CH(d) ((d)->original ? (d)->original : (d)->character)
/*
* Macros for accessing virtually unlimited bitvectors. -Thoric
*
* Note that these macros use the bit number rather than the bit value
* itself -- which means that you can only access _one_ bit at a time
*
* This code uses an array of integers
*/
/*
* The functions for these prototypes can be found in misc.c
* They are up here because they are used by the macros below
*/
bool ext_is_empty args((EXT_BV * bits));
void ext_clear_bits args((EXT_BV * bits));
int ext_has_bits args((EXT_BV * var, EXT_BV * bits));
bool ext_same_bits args((EXT_BV * var, EXT_BV * bits));
void ext_set_bits args((EXT_BV * var, EXT_BV * bits));
void ext_remove_bits args((EXT_BV * var, EXT_BV * bits));
void ext_toggle_bits args((EXT_BV * var, EXT_BV * bits));
/*
* Here are the extended bitvector macros:
*/
#define wIS_SET(ch, bit) (is_set_wilderness((ch), (bit), (ch->coord->x), (ch->coord->y), (ch->map)))
#define wREMOVE_BIT(ch, bit) (remove_bit_wilderness((ch), (bit)))
#define wSET_BIT(ch, bit) (set_bit_wilderness((ch), (bit)))
#define xIS_SET(var, bit) ((var).bits[(bit) >> RSV] & 1 << ((bit) & XBM))
#define xSET_BIT(var, bit) ((var).bits[(bit) >> RSV] |= 1 << ((bit) & XBM))
#define xSET_BITS(var, bit) (ext_set_bits(&(var), &(bit)))
#define xREMOVE_BIT(var, bit) ((var).bits[(bit) >> RSV] &= ~(1 << ((bit) & XBM)))
#define xREMOVE_BITS(var, bit) (ext_remove_bits(&(var), &(bit)))
#define xTOGGLE_BIT(var, bit) ((var).bits[(bit) >> RSV] ^= 1 << ((bit) & XBM))
#define xTOGGLE_BITS(var, bit) (ext_toggle_bits(&(var), &(bit)))
#define xCLEAR_BITS(var) (ext_clear_bits(&(var)))
#define xIS_EMPTY(var) (ext_is_empty(&(var)))
#define xHAS_BITS(var, bit) (ext_has_bits(&(var), &(bit)))
#define xSAME_BITS(var, bit) (ext_same_bits(&(var), &(bit)))
/*
* Memory allocation macros.
*/
#define CREATE(result, type, number) \
do \
{ \
if (!((result) = (type *) calloc ((number), sizeof(type)))) \
{ \
perror("malloc failure"); \
fprintf(stderr, "Malloc failure @ %s:%d\n", __FILE__, __LINE__ ); \
abort(); \
} \
} while(0)
#define RECREATE(result,type,number) \
do \
{ \
if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\
{ \
perror("realloc failure"); \
fprintf(stderr, "Realloc failure @ %s:%d\n", __FILE__, __LINE__ ); \
abort(); \
} \
} while(0)
#define DISPOSE(point) \
do \
{ \
if (!(point)) \
{ \
bug( "Freeing null pointer %s:%d", __FILE__, __LINE__ ); \
fprintf( stderr, "DISPOSEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \
} \
else free(point); \
point = NULL; \
} while(0)
#ifdef HASHSTR
#ifdef MTRACE
#define STRALLOC(point) _str_alloc((point), __FILE__, __FUNCTION__, __LINE__)
#else
#define STRALLOC(point) str_alloc((point))
#endif
#define QUICKLINK(point) quick_link((point))
#define QUICKMATCH(p1, p2) (int) (p1) == (int) (p2)
#define STRFREE(point) \
do \
{ \
if (!(point)) \
{ \
bug( "Freeing null pointer %s:%d", __FILE__, __LINE__ ); \
fprintf( stderr, "STRFREEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \
} \
else if (str_free((point))==-1) \
fprintf( stderr, "STRFREEing bad pointer in %s, line %d\n", __FILE__, __LINE__ ); \
point = NULL; \
} while(0)
#else
#ifdef MTRACE
#define STRALLOC(point) _str_dup((point), __FILE__, __FUNCTION__, __LINE__)
#define QUICKLINK(point) _str_dup((point), __FILE__, __FUNCTION__, __LINE__)
#else
#define STRALLOC(point) str_dup((point))
#define QUICKLINK(point) str_dup((point))
#endif
#define QUICKMATCH(p1, p2) strcmp((p1), (p2)) == 0
#define STRFREE(point) \
do \
{ \
if (!(point)) \
{ \
bug( "Freeing null pointer %s:%d", __FILE__, __LINE__ ); \
fprintf( stderr, "STRFREEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \
} \
else free((point)); \
point = NULL; \
} while(0)
#endif
/* double-linked list handling macros -Thoric */
#define LINK(link, first, last, next, prev) \
do \
{ \
if ( !(first) ) \
(first) = (link); \
else \
(last)->next = (link); \
(link)->next = NULL; \
(link)->prev = (last); \
(last) = (link); \
} while(0)
#define MLINK(link, list, first, last, next, prev) \
do \
{ \
if ( !(first) ) \
(first) = (link); \
else \
(list)->next = (link); \
(list)->next = NULL; \
(list)->prev = (last); \
(last) = (link); \
} while(0)
//link - Item being inserted (the new pointer being added in)
//insert - Spot that is being inserted (the link is inserted before the insert) (the old pointer being shifted)
#define INSERT(link, insert, first, next, prev) \
do \
{ \
(link)->prev = (insert)->prev; \
if ( !(insert)->prev ) \
(first) = (link); \
else \
(insert)->prev->next = (link); \
(insert)->prev = (link); \
(link)->next = (insert); \
} while(0)
//Shifts a link down one spot...
#define SHIFT_DOWN(slink, olink, last) \
do \
{ \
if ( (last) == (olink) ) \
(last) = (slink); \
\
(olink)->prev = (slink)->prev; \
if ((olink)->prev) \
(olink)->prev->next = (olink); \
(slink)->next = (olink)->next; \
if ((slink)->next) \
(slink)->next->prev = (slink); \
\
(olink)->next = (slink); \
(slink)->prev = (olink); \
} while(0)
//Shifts a link up one spot...
#define SHIFT_UP(slink, olink, first) \
do \
{ \
if ((first) == (olink)) \
(first) = (slink); \
\
(slink)->prev = (olink)->prev; \
if ((slink)->prev) \
(slink)->prev->next = (slink); \
(olink)->next = (slink)->next; \
if ((olink)->next) \
(olink)->next->prev = (olink); \
\
(slink)->next = (olink); \
(olink)->prev = (slink); \
} while(0)
#define UNLINK(link, first, last, next, prev) \
do \
{ \
if ( !(link)->prev ) \
(first) = (link)->next; \
else \
(link)->prev->next = (link)->next; \
if ( !(link)->next ) \
(last) = (link)->prev; \
else \
(link)->next->prev = (link)->prev; \
} while(0)
#define CHECK_LINKS(first, last, next, prev, type) \
do { \
type *ptr, *pptr = NULL; \
if ( !(first) && !(last) ) \
break; \
if ( !(first) ) \
{ \
bug( "CHECK_LINKS: last with NULL first! %s.", \
__STRING(first) ); \
for ( ptr = (last); ptr->prev; ptr = ptr->prev ); \
(first) = ptr; \
} \
else if ( !(last) ) \
{ \
bug( "CHECK_LINKS: first with NULL last! %s.", \
__STRING(first) ); \
for ( ptr = (first); ptr->next; ptr = ptr->next ); \
(last) = ptr; \
} \
if ( (first) ) \
{ \
for ( ptr = (first); ptr; ptr = ptr->next ) \
{ \
if ( ptr->prev != pptr ) \
{ \
bug( "CHECK_LINKS(%s): %p:->prev != %p. Fixing.", \
__STRING(first), ptr, pptr ); \
ptr->prev = pptr; \
} \
if ( ptr->prev && ptr->prev->next != ptr ) \
{ \
bug( "CHECK_LINKS(%s): %p:->prev->next != %p. Fixing.",\
__STRING(first), ptr, ptr ); \
ptr->prev->next = ptr; \
} \
pptr = ptr; \
} \
pptr = NULL; \
} \
if ( (last) ) \
{ \
for ( ptr = (last); ptr; ptr = ptr->prev ) \
{ \
if ( ptr->next != pptr ) \
{ \
bug( "CHECK_LINKS (%s): %p:->next != %p. Fixing.", \
__STRING(first), ptr, pptr ); \
ptr->next = pptr; \
} \
if ( ptr->next && ptr->next->prev != ptr ) \
{ \
bug( "CHECK_LINKS(%s): %p:->next->prev != %p. Fixing.",\
__STRING(first), ptr, ptr ); \
ptr->next->prev = ptr; \
} \
pptr = ptr; \
} \
} \
} while(0)
#define ASSIGN_GSN(gsn, skill) \
do \
{ \
if ( ((gsn) = skill_lookup((skill))) == -1 ) \
fprintf( stderr, "ASSIGN_GSN: Skill %s not found.\n", \
(skill) ); \
} while(0)
#define CHECK_SUBRESTRICTED(ch) \
do \
{ \
if ( (ch)->substate == SUB_RESTRICTED ) \
{ \
send_to_char( "You cannot use this command from within another command.\n\r", ch ); \
return; \
} \
} while(0)
/*
* Character macros.
*/
/* Skill routines...Some are new, see skillmacros in /doc folder for more info */
#define GET_POINTS(ch, sn, isobj, lv) (get_point_value((ch), (sn), (isobj), (lv)))
#define POINT_LEVEL(points, mastery) (UMIN(100, (10*(mastery-1))+(3*(points))))
#define GET_MASTERY(ch, sn, isobj, lv) (get_mastery_value((ch), (sn), (isobj), (lv)))
#define MASTERED(ch, sn) (get_mastered_value((ch), (sn)))
#define LEARNED(ch,sn) (get_learned_value((ch), (sn)))
#define IS_VALID_COORDS(x, y) ((x) > 0 && (y) > 0 && (x) <= MAX_X && (y) <= MAX_Y)
#define IN_WILDERNESS(ch) ((ch)->coord->x > 0 && (ch)->coord->y > 0 && (ch)->map > -1)
#define IN_WILDERNESS_OBJ(obj) ((obj)->coord->x > 0 && (obj)->coord->y > 0 && (obj)->map > -1)
#define IN_SAME_ROOM(ch, victim) ((ch)->in_room && (victim)->in_room && (ch)->in_room->vnum == (victim)->in_room->vnum && \
(ch)->coord->x == (victim)->coord->x && (ch)->coord->y == (victim)->coord->y && (ch)->map == (victim)->map)
#define IN_SAME_ROOM_OBJ(ch, obj) ((ch)->in_room && (obj)->in_room && (ch)->in_room->vnum == (obj)->in_room->vnum && \
(ch)->coord->x == (obj)->coord->x && (ch)->coord->y == (obj)->coord->y && (ch)->map == (obj)->map)
#define IS_NPC(ch) (xIS_SET((ch)->act, ACT_IS_NPC))
#define IS_WILDERMOB(ch) ((ch)->pIndexData->vnum >= OVERLAND_LOW_MOB && (ch)->pIndexData->vnum <= OVERLAND_HI_MOB)
#define IS_IMMORTAL(ch) (get_trust((ch)) >= LEVEL_IMMORTAL)
#define IS_HERO(ch) (get_trust((ch)) >= LEVEL_IMMORTAL)
#define IS_AFFECTED(ch, sn) (xIS_SET((ch)->affected_by, (sn)))
#define HAS_BODYPART(ch, part) ((ch)->xflags == 0 || IS_SET((ch)->xflags, (part)))
#define IS_STAFF(ch) (!IS_NPC(ch) \
&& (get_trust((ch)) >= LEVEL_STAFF \
|| (ch)->pcdata->caste >= caste_Staff)) /* Staff check -- Xerves */
#define CAN_CAST(ch) (1)
#define IS_VAMPIRE(ch) (0)
#define IS_QUESTOR(ch) (xIS_SET((ch)->act, PLR_QUESTOR)) /* Questor -- Xerves */
#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 ) \
+ VAMP_AC(ch))
/* Thanks to Chriss Baeke for noticing damplus was unused */
/* Hitroll/Damroll was changed into a function due to checking based on mastery */
/* A bunch of flag checking functions from Samson's code */
/* Problems with mobs/players, so make a finding routine -- Xerves */
#define IS_ONMAP_FLAG(ch) (IS_NPC(ch) ? xIS_SET((ch)->act, ACT_ONMAP) \
: xIS_SET((ch)->act, PLR_ONMAP))
#define REMOVE_ONMAP_FLAG(ch) (IS_NPC(ch) ? xREMOVE_BIT((ch)->act, ACT_ONMAP) \
: xREMOVE_BIT((ch)->act, PLR_ONMAP))
#define SET_ONMAP_FLAG(ch) (IS_NPC(ch) ? xSET_BIT((ch)->act, ACT_ONMAP) \
: xSET_BIT((ch)->act, PLR_ONMAP))
#define REMOVE_PLR_FLAG(ch, flag) (xREMOVE_BIT((ch)->act, flag))
#define IS_PLR_FLAG(ch, flag) (xIS_SET((ch)->act, flag))
#define SET_PLR_FLAG(ch, flag) (xSET_BIT((ch)->act, flag))
#define REMOVE_ACT_FLAG(ch, flag) (xREMOVE_BIT((ch)->act, flag))
#define IS_ACT_FLAG(ch, flag) (xIS_SET((ch)->act, flag))
#define SET_ACT_FLAG(ch, flag) (xSET_BIT((ch)->act, flag))
#define REMOVE_OBJ_STAT(obj, flag) (xREMOVE_BIT((obj)->extra_flags, flag))
#define SET_OBJ_STAT(obj, flag) (xSET_BIT((obj)->extra_flags, flag))
#define GET_DAMROLL(ch) (get_dam_roll(ch))
#define GET_HITROLL(ch) (get_hit_roll(ch))
#define IN_SECTOR(ch, sect) (find_sector(ch, sect))
#define IS_OUTSIDE(ch) (IS_ONMAP_FLAG((ch)) ? !IN_SECTOR((ch), SECT_INSIDE) \
: !xIS_SET((ch)->in_room->room_flags, ROOM_INDOORS) \
&& !xIS_SET((ch)->in_room->room_flags, ROOM_TUNNEL))
#define NO_WEATHER_SECT(sect) ( sect == SECT_UNDERWATER || \
sect == SECT_OCEANFLOOR || \
sect == SECT_SGOLD || sect == SECT_NGOLD || \
sect == SECT_SIRON || sect == SECT_NIRON || \
sect == SECT_MINEGOLD || sect == SECT_MINEIRON || \
sect == SECT_UNDERGROUND )
#define IS_MOUNTAIN(sect) ( sect == SECT_MOUNTAIN || sect == SECT_SGOLD || \
sect == SECT_NGOLD || sect == SECT_SIRON || sect == SECT_NIRON || \
sect == SECT_MINEGOLD || sect == SECT_MINEIRON )
#define IS_NOSWIM(sect) ( sect == SECT_WATER_NOSWIM || sect == SECT_RIVER)
#define IS_DRUNK(ch, drunk) (number_percent() < \
( (ch)->pcdata->condition[COND_DRUNK] \
* 2 / (drunk) ) )
#define IS_CLANNED(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->clan \
&& (ch)->pcdata->clan->clan_type != CLAN_ORDER \
&& (ch)->pcdata->clan->clan_type != CLAN_GUILD)
#define IS_ORDERED(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->clan \
&& (ch)->pcdata->clan->clan_type == CLAN_ORDER)
#define IS_GUILDED(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->clan \
&& (ch)->pcdata->clan->clan_type == CLAN_GUILD)
#define IS_DEADLYCLAN(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->clan \
&& (ch)->pcdata->clan->clan_type != CLAN_NOKILL) \
&& (ch)->pcdata->clan->clan_type != CLAN_ORDER) \
&& (ch)->pcdata->clan->clan_type != CLAN_GUILD)
#define IS_DEVOTED(ch) (!IS_NPC((ch)) \
&& (ch)->pcdata->deity)
#define IS_ROOM_SAFE(ch) (ch->in_room && (xIS_SET(ch->in_room->room_flags, ROOM_SAFE) \
|| IS_SET(ch->in_room->area->flags, AFLAG_NOKILL)))
#define IS_ROOM_NOLOOT(ch) (ch->in_room && (xIS_SET(ch->in_room->room_flags, ROOM_NOLOOT) \
|| IS_SET(ch->in_room->area->flags, AFLAG_NOLOOT)))
#define IS_ROOM_ANITEM(ch) (ch->in_room && (xIS_SET(ch->in_room->room_flags, ROOM_ANITEM) \
|| IS_SET(ch->in_room->area->flags, AFLAG_ANITEM)))
#define IS_ROOM_FREEKILL(ch) (ch->in_room && (xIS_SET(ch->in_room->room_flags, ROOM_FREEKILL) \
|| IS_SET(ch->in_room->area->flags, AFLAG_FREEKILL)))
#define IS_PKILL(ch) (ch->pcdata)
#define CAN_PKILL(ch) (ch->pcdata)
/* Addition to make people with nuisance flag have more wait */
#define HAS_WAIT(ch) (ch->pcdata && ch->wait && ch->fighting)
#define WAIT_STATE(ch, npulse) ((ch)->wait=(!IS_NPC(ch)&&ch->pcdata->nuisance&&\
(ch->pcdata->nuisance->flags>4))?UMAX((ch)->wait,\
(npulse+((ch)->pcdata->nuisance->flags-4)+ \
ch->pcdata->nuisance->power)): \
UMAX((ch)->wait, (IS_IMMORTAL(ch) ? 0 :(npulse))))
#define EXIT(ch, door) ( get_exit( (ch)->in_room, door ) )
#define CAN_GO(ch, door) (EXIT((ch),(door)) \
&& (EXIT((ch),(door))->to_room != NULL) \
&& !IS_SET(EXIT((ch), (door))->exit_info, EX_CLOSED))
#define IS_FLOATING(ch) ( IS_AFFECTED((ch), AFF_FLYING) || IS_AFFECTED((ch), AFF_FLOATING) )
#define IS_VALID_SN(sn) ( (sn) >=0 && (sn) < MAX_SKILL \
&& skill_table[(sn)] \
&& skill_table[(sn)]->name )
#define IS_VALID_HERB(sn) ( (sn) >=0 && (sn) < MAX_HERB \
&& herb_table[(sn)] \
&& herb_table[(sn)]->name )
#define IS_VALID_DISEASE(sn) ( (sn) >=0 && (sn) < MAX_DISEASE \
&& disease_table[(sn)] \
&& disease_table[(sn)]->name )
#define IS_PACIFIST(ch) (IS_NPC(ch) && xIS_SET(ch->act, ACT_PACIFIST))
#define IS_WITHIN(num, diff) ( ((num) <= (num)+(diff)) && ((num) >= (num)-(diff)))
#define SPELL_FLAG(skill, flag) ( IS_SET((skill)->flags, (flag)) )
#define SPELL_DAMAGE(skill) ( ((skill)->info ) & 7 )
#define SPELL_ACTION(skill) ( ((skill)->info >> 3) & 7 )
#define SPELL_CLASS(skill) ( ((skill)->info >> 6) & 7 )
#define SPELL_POWER(skill) ( ((skill)->info >> 9) & 3 )
#define SPELL_SAVE(skill) ( ((skill)->info >> 11) & 7 )
#define SET_SDAM(skill, val) ( (skill)->info = ((skill)->info & SDAM_MASK) + ((val) & 7) )
#define SET_SACT(skill, val) ( (skill)->info = ((skill)->info & SACT_MASK) + (((val) & 7) << 3) )
#define SET_SCLA(skill, val) ( (skill)->info = ((skill)->info & SCLA_MASK) + (((val) & 7) << 6) )
#define SET_SPOW(skill, val) ( (skill)->info = ((skill)->info & SPOW_MASK) + (((val) & 3) << 9) )
#define SET_SSAV(skill, val) ( (skill)->info = ((skill)->info & SSAV_MASK) + (((val) & 7) << 11) )
/* Retired and guest imms. */
#define IS_RETIRED(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_RETIRED))
#define IS_GUEST(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_GUEST))
/* RIS by gsn lookups. -- Altrag.
Will need to add some || stuff for spells that need a special GSN. */
#define IS_FIRE(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_FIRE )
#define IS_WATER(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_WATER )
#define IS_UNDEAD(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_UNDEAD )
#define IS_EARTH(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_EARTH)
#define IS_AIR(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_AIR )
#define IS_ENERGY(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_ENERGY )
#define IS_HOLY(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_HOLY )
#define IS_UNHOLY(dt) ( IS_VALID_SN(dt) && \
SPELL_DAMAGE(skill_table[(dt)]) == SD_UNHOLY )
#define NOT_AUTHED(ch) (!IS_NPC(ch) && ch->pcdata->auth_state <= 4 \
&& IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) )
#define IS_WAITING_FOR_AUTH(ch) (!IS_NPC(ch) && ch->desc \
&& ch->pcdata->auth_state == 1 \
&& IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) )
/*
* Object macros.
*/
#define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part)))
#define IS_OBJ_STAT(obj, stat) (xIS_SET((obj)->extra_flags, (stat)))
#define IS_UNIQUE(ch, obj) (get_obj_on_char((ch), (obj)))
/*
* MudProg macros. -Thoric
*/
#define HAS_PROG(what, prog) (xIS_SET((what)->progtypes, (prog)))
/*
* Description macros.
*/
#define PERS(ch, looker) ( show_pers_output((ch), (looker), 0, -1)) //Has to be in the same room
#define PERS_MAP(ch, looker) ( show_pers_output((ch), (looker), 1, -1)) //Global
#define PERS_KINGDOM(ch, kingdom) ( show_pers_output((ch), NULL, 2, (kingdom))) //For Kingdoms
#define PERS_MAP_NAME(ch, looker) ( show_pers_output((ch), (looker), 3, -1)) //Forces ch->name for NPCs
#define MORPHPERS(ch, looker) ( can_see( (looker), (ch) ) ? \
(ch)->morph->morph->short_desc \
: "someone" )
#define IN_VALID_KINGDOM(num) ( (num) >= 0 && (num)< sysdata.max_kingdom)
#define IN_PLAYER_KINGDOM(num) ( (num) >= 2 && (num) < sysdata.max_kingdom)
#define log_string(txt) ( log_string_plus( (txt), LOG_NORMAL, LEVEL_LOG ) )
/*
* Defines for the command flags. --Shaddai
*/
#define CMD_FLAG_POSSESS BV00
#define CMD_FLAG_POLYMORPHED BV01
#define CMD_WATCH BV02 /* FB */
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
CMDTYPE *next;
char *name;
DO_FUN *do_fun;
int flags; /* Added for Checking interpret stuff -Shaddai */
sh_int position;
sh_int level;
sh_int log;
sh_int fcommand; //Fight command 1 - Cannot use if timered, 0 Can
struct timerset userec;
int lag_count; /* count lag flags for this cmd - FB */
};
/*
* Structure for a social in the socials table.
*/
struct social_type
{
SOCIALTYPE *next;
char *name;
char *char_no_arg;
char *others_no_arg;
char *char_found;
char *others_found;
char *vict_found;
char *char_auto;
char *others_auto;
};
/*
* Global constants.
*/
extern time_t last_restore_all_time;
extern time_t boot_time; /* this should be moved down */
extern HOUR_MIN_SEC *set_boot_time;
extern struct tm *new_boot_time;
extern time_t new_boot_time_t;
extern time_t copyover_time;
extern int global_eworth;
extern int global_sworth;
extern int global_plevel;
extern const struct str_app_type str_app[26];
extern const struct int_app_type int_app[26];
extern const struct wis_app_type wis_app[26];
extern const struct dex_app_type dex_app[26];
extern const struct con_app_type con_app[26];
extern const struct cha_app_type cha_app[26];
extern const struct lck_app_type lck_app[26];
//extern const struct agi_app_type agi_app[201];
extern char *const sector_message[SECT_MAX];
extern const struct sect_color_type sect_show[];
extern PORTAL_DATA *portal_show[LAST_PORTAL];
extern struct race_type *race_table[MAX_RACE];
extern const struct liq_type liq_table[LIQ_MAX];
/* 24 New attacks, much more exact -- Xerves */
extern char *const attack_table[1];
extern char **const s_message_table[1];
extern char **const p_message_table[1];
extern char *const skill_tname[];
extern sh_int const movement_loss[SECT_MAX];
extern char *const dir_name[];
extern char *const where_name[MAX_WHERE_NAME];
extern const sh_int rev_dir[];
extern const int trap_door[];
extern char *const r_flags[];
extern char *const ex_flags[];
extern char *const w_flags[];
extern char *const o_flags[];
extern char *const talent_flags[];
extern char *const buykobj_types[];
extern char *const buykmob_types[];
extern char *const a_flags[];
extern char *const qmob_flags[];
extern char *const o_types[];
extern char *const a_types[];
extern char *const act_flags[];
extern char *const mi_flags[];
extern char *const plr_flags[];
extern char *const pc_flags[];
extern char *const trap_flags[];
extern char *const element_flags[];
extern char *const ris_flags[];
extern char *const trig_flags[];
extern char *const part_flags[];
extern char *const npc_class[];
extern char *const defense_flags[];
extern char *const attack_flags[];
extern char *const area_flags[];
extern char *const ex_pmisc[];
extern char *const ex_pwater[];
extern char *const ex_pair[];
extern char *const ex_pearth[];
extern char *const ex_pfire[];
extern int const lang_array[];
extern char *const lang_names[];
extern char *const temp_settings[]; /* FB */
extern char *const precip_settings[];
extern char *const wind_settings[];
extern char *const preciptemp_msg[6][6];
extern char *const windtemp_msg[6][6];
extern char *const precip_msg[];
extern char *const wind_msg[];
/*
* Global variables.
*/
extern MPSLEEP_DATA *first_mpwait; /* Storing sleeping mud progs */
extern MPSLEEP_DATA *last_mpwait; /* - */
extern MPSLEEP_DATA *current_mpwait; /* - */
extern char *bigregex;
extern char *preg;
extern int max_npc_race;
extern char *target_name;
extern char *ranged_target_name;
extern int file_ver;
extern int numobjsloaded;
extern int nummobsloaded;
extern int physicalobjects;
extern int last_pkroom;
extern int num_descriptors;
extern struct system_data sysdata;
extern int top_sn;
extern int top_vroom;
extern int top_herb;
extern int top_map_mob;
extern int global_x[1];
extern int global_y[1];
extern int global_map[1];
extern int gem_num;
extern int box_num;
extern int globaltownload; //Set to 1 when loading an object to a town bank
extern TOWN_DATA *globaltownptr;
extern MARKET_DATA *globalmarketptr;
extern int saving_mount_on_quit; //so you don't get the extraction message, etc
extern int global_drop_equip_message; //Drops equip unequip message if set...used for static quests to stop the spam
extern unsigned char battle_descriptions[7][3][100][60]; //7 types of hits, 3 messages, 6 weapons, with 100 possibilities with up to 100 characters
extern int high_value[7][3];
extern CMDTYPE *command_hash[126];
extern struct class_type *class_table[1];
extern KINGDOM_DATA *kingdom_table[MAX_KINGDOM];
extern NPCRACE_DATA *npcrace_table[MAX_NPCRACE_TABLE];
extern SKILLTYPE *skill_table[MAX_SKILL];
extern SOCIALTYPE *social_index[27];
extern CHAR_DATA *cur_char;
extern ROOM_INDEX_DATA *cur_room;
extern bool cur_char_died;
extern ch_ret global_retcode;
extern SKILLTYPE *herb_table[MAX_HERB];
extern SKILLTYPE *disease_table[MAX_DISEASE];
extern int blockdam;
extern int cur_obj;
extern int cur_obj_serial;
extern int forge_num;
extern int slab_num;
extern bool cur_obj_extracted;
extern obj_ret global_objcode;
extern bool serial_list[MAX_LOADED_MOBS];
extern int serialmobsloaded; //not quite the same as nummobsloaded, it has the ability to use past serials for "reset mobs" to reset mobs properly.
extern int cur_ship_uid;
extern HELP_DATA *first_help;
extern HELP_DATA *last_help;
extern HINDEX_DATA *first_hindex;
extern HINDEX_DATA *last_hindex;
extern HINDEX_DATA *first_fhindex; //Flat help index
extern HINDEX_DATA *last_fhindex; //Flag help index
extern SHOP_DATA *first_shop;
extern SHOP_DATA *last_shop;
extern REPAIR_DATA *first_repair;
extern REPAIR_DATA *last_repair;
extern WATCH_DATA *first_watch;
extern WATCH_DATA *last_watch;
extern CMEMBER_DATA *first_clanmember;
extern CMEMBER_DATA *last_clanmember;
extern KMEMBER_DATA *first_kingdommember;
extern KMEMBER_DATA *last_kingdommember;
extern TRAINER_DATA *first_trainer;
extern TRAINER_DATA *last_trainer;
extern GEM_DATA *first_gem;
extern GEM_DATA *last_gem;
extern AGGRO_DATA *first_global_aggro;
extern AGGRO_DATA *last_global_aggro;
extern TRADE_DATA *first_trade;
extern TRADE_DATA *last_trade;
extern TRAP_DATA *first_trap;
extern TRAP_DATA *last_trap;
extern BOX_DATA *first_box;
extern BOX_DATA *last_box;
extern FORGE_DATA *first_forge;
extern FORGE_DATA *last_forge;
extern WBLOCK_DATA *first_wblock;
extern WBLOCK_DATA *last_wblock;
extern SLAB_DATA *first_slab;
extern SLAB_DATA *last_slab;
extern KCHEST_DATA *first_kchest;
extern KCHEST_DATA *last_kchest;
extern BAN_DATA *first_ban;
extern BAN_DATA *last_ban;
extern BAN_DATA *first_ban_class;
extern BAN_DATA *last_ban_class;
extern BAN_DATA *first_ban_race;
extern BAN_DATA *last_ban_race;
extern RESERVE_DATA *first_reserved;
extern RESERVE_DATA *last_reserved;
extern CHAR_DATA *first_char;
extern CHAR_DATA *last_char;
extern MARKET_DATA *first_market;
extern MARKET_DATA *last_market;
extern SHIP_DATA *first_ship;
extern SHIP_DATA *last_ship;
extern CMAP_DATA *first_wilderchar;
extern CMAP_DATA *last_wilderchar;
extern OMAP_DATA *first_wilderobj;
extern OMAP_DATA *last_wilderobj;
extern DESCRIPTOR_DATA *first_descriptor;
extern DESCRIPTOR_DATA *last_descriptor;
extern BOARD_DATA *first_board;
extern BOARD_DATA *last_board;
extern PLANE_DATA *first_plane;
extern PLANE_DATA *last_plane;
extern PROJECT_DATA *first_project;
extern PROJECT_DATA *last_project;
extern AUTHORIZE_DATA *first_authorized;
extern AUTHORIZE_DATA *last_authorized;
extern BARENA_DATA *first_barena;
extern BARENA_DATA *last_barena;
extern BIN_DATA *first_bin;
extern BIN_DATA *last_bin;
extern OBJ_DATA *first_object;
extern OBJ_DATA *last_object;
extern CLAN_DATA *first_clan;
extern CLAN_DATA *last_clan;
extern COUNCIL_DATA *first_council;
extern COUNCIL_DATA *last_council;
extern DEITY_DATA *first_deity;
extern DEITY_DATA *last_deity;
extern AREA_DATA *first_area;
extern AREA_DATA *last_area;
extern QMOB_DATA *first_qmob;
extern QMOB_DATA *last_qmob;
extern QOBJ_DATA *first_qobj;
extern QOBJ_DATA *last_qobj;
extern NPCRACE_DATA *first_npcrace;
extern NPCRACE_DATA *last_npcrace;
extern QUEST_DATA *first_quest;
extern QUEST_DATA *last_quest;
extern AREA_DATA *first_build;
extern AREA_DATA *last_build;
extern FRONT_DATA *first_front;
extern FRONT_DATA *last_front;
extern CONQUER_DATA *first_conquer;
extern CONQUER_DATA *last_conquer;
extern TORNADO_DATA *first_tornado;
extern TORNADO_DATA *last_tornado;
extern AREA_DATA *first_asort;
extern AREA_DATA *last_asort;
extern AREA_DATA *first_bsort;
extern AREA_DATA *last_bsort;
extern AREA_DATA *first_area_name; /*alphanum. sort */
extern AREA_DATA *last_area_name; /* Fireblade */
extern LANG_DATA *first_lang;
extern LANG_DATA *last_lang;
extern BUYKBIN_DATA *first_buykbin;
extern BUYKBIN_DATA *last_buykbin;
extern BUYKMOB_DATA *first_buykmob;
extern BUYKMOB_DATA *last_buykmob;
extern BUYKOBJ_DATA *first_buykobj;
extern BUYKOBJ_DATA *last_buykobj;
extern BUYKTRAINER_DATA *first_buyktrainer;
extern BUYKTRAINER_DATA *last_buyktrainer;
extern BTRAINER_DATA *first_boughttrainer;
extern BTRAINER_DATA *last_boughttrainer;
extern TRAINING_DATA *first_training;
extern TRAINING_DATA *last_training;
extern CHANNEL_HISTORY *first_channelhistory;
extern CHANNEL_HISTORY *last_channelhistory;
/*
extern GOD_DATA * first_imm;
extern GOD_DATA * last_imm;
*/
extern TELEPORT_DATA *first_teleport;
extern TELEPORT_DATA *last_teleport;
extern OBJ_DATA *extracted_obj_queue;
extern EXTRACT_CHAR_DATA *extracted_char_queue;
extern OBJ_DATA *save_equipment[MAX_WEAR][MAX_LAYERS];
extern CHAR_DATA *quitting_char;
extern CHAR_DATA *loading_char;
extern CHAR_DATA *saving_char;
extern OBJ_DATA *all_obj;
extern char bug_buf[];
extern time_t current_time;
extern bool fLogAll;
extern FILE *fpReserve;
extern FILE *fpLOG;
extern char log_buf[];
extern TIME_INFO_DATA time_info;
extern IMMORTAL_HOST *immortal_host_start;
extern IMMORTAL_HOST *immortal_host_end;
extern int weath_unit;
extern int rand_factor;
extern int climate_factor;
extern int neigh_factor;
extern int max_vector;
extern int top_area;
extern AUCTION_DATA *auction;
extern struct act_prog_data *mob_act_list;
/*
* Command functions.
* Defined in act_*.c (mostly).
*/
DECLARE_DO_FUN(skill_notfound);
/*//T5*/
DECLARE_DO_FUN( do_aassign );
DECLARE_DO_FUN( do_accept );
DECLARE_DO_FUN( do_accounts );
DECLARE_DO_FUN( do_add_imm_host );
DECLARE_DO_FUN( do_addbox );
DECLARE_DO_FUN( do_addforge );
DECLARE_DO_FUN( do_addgem );
DECLARE_DO_FUN( do_addslab );
DECLARE_DO_FUN( do_advance );
DECLARE_DO_FUN( do_advanceclock );
DECLARE_DO_FUN( do_affected );
DECLARE_DO_FUN( do_afk );
DECLARE_DO_FUN( do_ahall );
DECLARE_DO_FUN( do_ahelp );
DECLARE_DO_FUN( do_aid );
DECLARE_DO_FUN( do_aim );
DECLARE_DO_FUN( do_allow );
DECLARE_DO_FUN( do_amberio );
DECLARE_DO_FUN( do_ansi );
DECLARE_DO_FUN( do_answer );
DECLARE_DO_FUN( do_apply );
DECLARE_DO_FUN( do_appraise );
DECLARE_DO_FUN( do_areas );
DECLARE_DO_FUN( do_arena );
DECLARE_DO_FUN( do_armmilitary );
DECLARE_DO_FUN( do_aset );
DECLARE_DO_FUN( do_ask );
DECLARE_DO_FUN( do_assassinate );
DECLARE_DO_FUN( do_astat );
DECLARE_DO_FUN( do_at );
DECLARE_DO_FUN( do_attack );
DECLARE_DO_FUN( do_atmob );
DECLARE_DO_FUN( do_atobj );
DECLARE_DO_FUN( do_auction );
DECLARE_DO_FUN( do_authorize );
DECLARE_DO_FUN( do_avtalk );
DECLARE_DO_FUN( do_awho );
DECLARE_DO_FUN( do_backstab );
DECLARE_DO_FUN( do_balzhur );
DECLARE_DO_FUN( do_bamfin );
DECLARE_DO_FUN( do_bamfout );
DECLARE_DO_FUN( do_ban );
DECLARE_DO_FUN( do_bash );
DECLARE_DO_FUN( do_bashdoor );
DECLARE_DO_FUN( do_bcard );
DECLARE_DO_FUN( do_beep );
DECLARE_DO_FUN( do_begging );
DECLARE_DO_FUN( do_berserk );
DECLARE_DO_FUN( do_bestow );
DECLARE_DO_FUN( do_bestowarea );
DECLARE_DO_FUN( do_bet );
DECLARE_DO_FUN( do_bhold );
DECLARE_DO_FUN( do_bio );
DECLARE_DO_FUN( do_bite );
DECLARE_DO_FUN( do_blackjack );
DECLARE_DO_FUN( do_blitz );
DECLARE_DO_FUN( do_blockmove );
DECLARE_DO_FUN( do_bloodlet );
DECLARE_DO_FUN( do_boards );
DECLARE_DO_FUN( do_bodybag );
DECLARE_DO_FUN( do_brandish );
DECLARE_DO_FUN( do_break );
DECLARE_DO_FUN( do_breakwall );
DECLARE_DO_FUN( do_brew );
DECLARE_DO_FUN( do_broach );
DECLARE_DO_FUN( do_bset );
DECLARE_DO_FUN( do_bstat );
DECLARE_DO_FUN( do_bug );
DECLARE_DO_FUN( do_build );
DECLARE_DO_FUN( do_buildroom );
DECLARE_DO_FUN( do_bury );
DECLARE_DO_FUN( do_buy );
DECLARE_DO_FUN( do_buycaste );
DECLARE_DO_FUN( do_cache );
DECLARE_DO_FUN( do_calmmount );
DECLARE_DO_FUN( do_carrybin );
DECLARE_DO_FUN( do_cast );
DECLARE_DO_FUN( do_caste );
DECLARE_DO_FUN( do_castevalues );
DECLARE_DO_FUN( do_cedit );
DECLARE_DO_FUN( do_challenge );
DECLARE_DO_FUN( do_changes );
DECLARE_DO_FUN( do_channels );
DECLARE_DO_FUN( do_chaos );
DECLARE_DO_FUN( do_chat );
DECLARE_DO_FUN( do_check_vnums );
DECLARE_DO_FUN( do_chistory );
DECLARE_DO_FUN( do_circle );
DECLARE_DO_FUN( do_cityvalues );
DECLARE_DO_FUN( do_clans );
DECLARE_DO_FUN( do_clantalk );
DECLARE_DO_FUN( do_cleansing );
DECLARE_DO_FUN( do_clearques );
DECLARE_DO_FUN( do_clearstack );
DECLARE_DO_FUN( do_climate );
DECLARE_DO_FUN( do_climb );
DECLARE_DO_FUN( do_climbwall );
DECLARE_DO_FUN( do_cloak );
DECLARE_DO_FUN( do_clones );
DECLARE_DO_FUN( do_close );
DECLARE_DO_FUN( do_cmdtable );
DECLARE_DO_FUN( do_command );
DECLARE_DO_FUN( do_commands );
DECLARE_DO_FUN( do_comment );
DECLARE_DO_FUN( do_compare );
DECLARE_DO_FUN( do_compress );
DECLARE_DO_FUN( do_config );
DECLARE_DO_FUN( do_conquer );
DECLARE_DO_FUN( do_consent );
DECLARE_DO_FUN( do_consider );
DECLARE_DO_FUN( do_cook );
DECLARE_DO_FUN( do_coords );
DECLARE_DO_FUN( do_copyover );
DECLARE_DO_FUN( do_council_induct );
DECLARE_DO_FUN( do_council_outcast );
DECLARE_DO_FUN( do_councils );
DECLARE_DO_FUN( do_counciltalk );
DECLARE_DO_FUN( do_counter );
DECLARE_DO_FUN( do_credits );
DECLARE_DO_FUN( do_cset );
DECLARE_DO_FUN( do_cutgag );
DECLARE_DO_FUN( do_cutpurse );
DECLARE_DO_FUN( do_daze );
DECLARE_DO_FUN( do_declare );
DECLARE_DO_FUN( do_decline );
DECLARE_DO_FUN( do_deities );
DECLARE_DO_FUN( do_delay );
DECLARE_DO_FUN( do_delet );
DECLARE_DO_FUN( do_delete );
DECLARE_DO_FUN( do_deny );
DECLARE_DO_FUN( do_depository );
DECLARE_DO_FUN( do_description );
DECLARE_DO_FUN( do_deshield );
DECLARE_DO_FUN( do_destro );
DECLARE_DO_FUN( do_destroy );
DECLARE_DO_FUN( do_detrap );
DECLARE_DO_FUN( do_devote );
DECLARE_DO_FUN( do_diagnose );
DECLARE_DO_FUN( do_dig );
DECLARE_DO_FUN( do_disarm );
DECLARE_DO_FUN( do_disconnect );
DECLARE_DO_FUN( do_dislodge );
DECLARE_DO_FUN( do_dismiss );
DECLARE_DO_FUN( do_dismount );
DECLARE_DO_FUN( do_dmesg );
DECLARE_DO_FUN( do_dodge );
DECLARE_DO_FUN( do_down );
DECLARE_DO_FUN( do_drag );
DECLARE_DO_FUN( do_draw );
DECLARE_DO_FUN( do_drink );
DECLARE_DO_FUN( do_drive );
DECLARE_DO_FUN( do_drop );
DECLARE_DO_FUN( do_duel );
DECLARE_DO_FUN( do_dumpgoods );
DECLARE_DO_FUN( do_east );
DECLARE_DO_FUN( do_eat );
DECLARE_DO_FUN( do_echo );
DECLARE_DO_FUN( do_elbowbreak );
DECLARE_DO_FUN( do_elbowjab );
DECLARE_DO_FUN( do_elbowstab );
DECLARE_DO_FUN( do_emeru );
DECLARE_DO_FUN( do_emote );
DECLARE_DO_FUN( do_empty );
DECLARE_DO_FUN( do_emptycorpses );
DECLARE_DO_FUN( do_enter );
DECLARE_DO_FUN( do_enhance );
DECLARE_DO_FUN( do_entership );
DECLARE_DO_FUN( do_equipment );
DECLARE_DO_FUN( do_examine );
DECLARE_DO_FUN( do_exits );
DECLARE_DO_FUN( do_extract );
DECLARE_DO_FUN( do_feedmount );
DECLARE_DO_FUN( do_fightoutput );
DECLARE_DO_FUN( do_fill );
DECLARE_DO_FUN( do_findnote );
DECLARE_DO_FUN( do_fire );
DECLARE_DO_FUN( do_fix );
DECLARE_DO_FUN( do_fixchar );
DECLARE_DO_FUN( do_fixed );
DECLARE_DO_FUN( do_fixgemslots );
DECLARE_DO_FUN( do_flee );
DECLARE_DO_FUN( do_flevel );
DECLARE_DO_FUN( do_flipcoin );
DECLARE_DO_FUN( do_foldarea );
DECLARE_DO_FUN( do_foldqarea );
DECLARE_DO_FUN( do_follow );
DECLARE_DO_FUN( do_for );
DECLARE_DO_FUN( do_forage );
DECLARE_DO_FUN( do_force );
DECLARE_DO_FUN( do_forceclose );
DECLARE_DO_FUN( do_forecast );
DECLARE_DO_FUN( do_forge );
DECLARE_DO_FUN( do_forgealter );
DECLARE_DO_FUN( do_forget );
DECLARE_DO_FUN( do_form_password );
DECLARE_DO_FUN( do_fprompt );
DECLARE_DO_FUN( do_fquit );
DECLARE_DO_FUN( do_free_vnums );
DECLARE_DO_FUN( do_freerooms );
DECLARE_DO_FUN( do_freeze );
DECLARE_DO_FUN( do_gag );
DECLARE_DO_FUN( do_gamereset );
DECLARE_DO_FUN( do_gaso );
DECLARE_DO_FUN( do_gathertinder );
DECLARE_DO_FUN( do_gem );
DECLARE_DO_FUN( do_generatename );
DECLARE_DO_FUN( do_get );
DECLARE_DO_FUN( do_getresources );
DECLARE_DO_FUN( do_gfighting );
DECLARE_DO_FUN( do_give );
DECLARE_DO_FUN( do_givecrown );
DECLARE_DO_FUN( do_giveorders );
DECLARE_DO_FUN( do_giveup );
DECLARE_DO_FUN( do_glance );
DECLARE_DO_FUN( do_goauth );
DECLARE_DO_FUN( do_gold );
DECLARE_DO_FUN( do_goldgive );
DECLARE_DO_FUN( do_goldtake );
DECLARE_DO_FUN( do_goto );
DECLARE_DO_FUN( do_gouge );
DECLARE_DO_FUN( do_gprompt );
DECLARE_DO_FUN( do_grab );
DECLARE_DO_FUN( do_grantlicense );
DECLARE_DO_FUN( do_grip );
DECLARE_DO_FUN( do_group );
DECLARE_DO_FUN( do_grub );
DECLARE_DO_FUN( do_gscore );
DECLARE_DO_FUN( do_gsocial );
DECLARE_DO_FUN( do_gtell );
DECLARE_DO_FUN( do_guilds );
DECLARE_DO_FUN( do_guildtalk );
DECLARE_DO_FUN( do_gwhere );
DECLARE_DO_FUN( do_heal );
DECLARE_DO_FUN( do_hedit );
DECLARE_DO_FUN( do_hell );
DECLARE_DO_FUN( do_help );
DECLARE_DO_FUN( do_helpcheck );
DECLARE_DO_FUN( do_helpweb );
DECLARE_DO_FUN( do_hide );
DECLARE_DO_FUN( do_hindex );
DECLARE_DO_FUN( do_hitall );
DECLARE_DO_FUN( do_hl );
DECLARE_DO_FUN( do_hlist );
DECLARE_DO_FUN( do_holylight );
DECLARE_DO_FUN( do_homepage );
DECLARE_DO_FUN( do_hset );
DECLARE_DO_FUN( do_huntportals );
DECLARE_DO_FUN( do_ide );
DECLARE_DO_FUN( do_idea );
DECLARE_DO_FUN( do_ignore );
DECLARE_DO_FUN( do_imbue );
DECLARE_DO_FUN( do_imm_morph );
DECLARE_DO_FUN( do_imm_unmorph );
DECLARE_DO_FUN( do_immreminder );
DECLARE_DO_FUN( do_immtalk );
DECLARE_DO_FUN( do_induct );
DECLARE_DO_FUN( do_installarea );
DECLARE_DO_FUN( do_instaroom );
DECLARE_DO_FUN( do_instazone );
DECLARE_DO_FUN( do_insult );
DECLARE_DO_FUN( do_insults );
DECLARE_DO_FUN( do_introduce );
DECLARE_DO_FUN( do_inventory );
DECLARE_DO_FUN( do_invis );
DECLARE_DO_FUN( do_ipcompare );
DECLARE_DO_FUN( do_jog );
DECLARE_DO_FUN( do_joinkingdom );
DECLARE_DO_FUN( do_junk );
DECLARE_DO_FUN( do_keeperset );
DECLARE_DO_FUN( do_keeperstat );
DECLARE_DO_FUN( do_keys );
DECLARE_DO_FUN( do_khistory );
DECLARE_DO_FUN( do_kick_back );
DECLARE_DO_FUN( do_kickdirt );
DECLARE_DO_FUN( do_kickout );
DECLARE_DO_FUN( do_kinduct );
DECLARE_DO_FUN( do_kingdomlog );
DECLARE_DO_FUN( do_kingdomtalk );
DECLARE_DO_FUN( do_kneecrusher );
DECLARE_DO_FUN( do_kneestrike );
DECLARE_DO_FUN( do_kremove );
DECLARE_DO_FUN( do_languages );
DECLARE_DO_FUN( do_last );
DECLARE_DO_FUN( do_lastname );
DECLARE_DO_FUN( do_laws );
DECLARE_DO_FUN( do_learn );
DECLARE_DO_FUN( do_leave );
DECLARE_DO_FUN( do_leavekingdom );
DECLARE_DO_FUN( do_leaveship );
DECLARE_DO_FUN( do_lembecu );
DECLARE_DO_FUN( do_light );
DECLARE_DO_FUN( do_list );
DECLARE_DO_FUN( do_listgroups );
DECLARE_DO_FUN( do_listportals );
DECLARE_DO_FUN( do_litterbug );
DECLARE_DO_FUN( do_loadarea );
DECLARE_DO_FUN( do_loadgem );
DECLARE_DO_FUN( do_loadquest );
DECLARE_DO_FUN( do_loadup );
DECLARE_DO_FUN( do_lock );
DECLARE_DO_FUN( do_log );
DECLARE_DO_FUN( do_logsettings );
DECLARE_DO_FUN( do_look );
DECLARE_DO_FUN( do_lookaround );
DECLARE_DO_FUN( do_loop );
DECLARE_DO_FUN( do_lore );
DECLARE_DO_FUN( do_low_purge );
DECLARE_DO_FUN( do_mailroom );
DECLARE_DO_FUN( do_make );
DECLARE_DO_FUN( do_make_wilderness_exits );
DECLARE_DO_FUN( do_make_wilderness_exits2 );
DECLARE_DO_FUN( do_makeboard );
DECLARE_DO_FUN( do_makeclan );
DECLARE_DO_FUN( do_makecouncil );
DECLARE_DO_FUN( do_makedeity );
DECLARE_DO_FUN( do_makeguild );
DECLARE_DO_FUN( do_makekeeper );
DECLARE_DO_FUN( do_makerepair );
DECLARE_DO_FUN( do_makeroom );
DECLARE_DO_FUN( do_makeshop );
DECLARE_DO_FUN( do_makestable );
DECLARE_DO_FUN( do_makewizlist );
DECLARE_DO_FUN( do_makeworker );
DECLARE_DO_FUN( do_manaburst );
DECLARE_DO_FUN( do_manashot );
DECLARE_DO_FUN( do_manatap );
DECLARE_DO_FUN( do_map );
DECLARE_DO_FUN( do_mapat );
DECLARE_DO_FUN( do_mapedit );
DECLARE_DO_FUN( do_mapline );
DECLARE_DO_FUN( do_market );
DECLARE_DO_FUN( do_markportal );
DECLARE_DO_FUN( do_massgoto );
DECLARE_DO_FUN( do_massign );
DECLARE_DO_FUN( do_mcreate );
DECLARE_DO_FUN( do_mdelete );
DECLARE_DO_FUN( do_memory );
DECLARE_DO_FUN( do_mfind );
DECLARE_DO_FUN( do_minfo );
DECLARE_DO_FUN( do_minvoke );
DECLARE_DO_FUN( do_mistwalk );
DECLARE_DO_FUN( do_mixpotion );
DECLARE_DO_FUN( do_mlist );
DECLARE_DO_FUN( do_moblog );
DECLARE_DO_FUN( do_morgue );
DECLARE_DO_FUN( do_morphcreate );
DECLARE_DO_FUN( do_morphdestroy );
DECLARE_DO_FUN( do_morphset );
DECLARE_DO_FUN( do_morphstat );
DECLARE_DO_FUN( do_mortalize );
DECLARE_DO_FUN( do_mount );
DECLARE_DO_FUN( do_movement );
DECLARE_DO_FUN( do_mp_close_passage );
DECLARE_DO_FUN( do_mp_damage );
DECLARE_DO_FUN( do_mp_deposit );
DECLARE_DO_FUN( do_mp_fill_in );
DECLARE_DO_FUN( do_mp_log );
DECLARE_DO_FUN( do_mp_open_passage );
DECLARE_DO_FUN( do_mp_practice );
DECLARE_DO_FUN( do_mp_restore );
DECLARE_DO_FUN( do_mp_slay );
DECLARE_DO_FUN( do_mp_withdraw );
DECLARE_DO_FUN( do_mpadvance );
DECLARE_DO_FUN( do_mpapply );
DECLARE_DO_FUN( do_mpapplyb );
DECLARE_DO_FUN( do_mpasound );
DECLARE_DO_FUN( do_mpasupress );
DECLARE_DO_FUN( do_mpat );
DECLARE_DO_FUN( do_mpbodybag );
DECLARE_DO_FUN( do_mpdelay );
DECLARE_DO_FUN( do_mpdream );
DECLARE_DO_FUN( do_mpecho );
DECLARE_DO_FUN( do_mpechoaround );
DECLARE_DO_FUN( do_mpechoat );
DECLARE_DO_FUN( do_mpechozone );
DECLARE_DO_FUN( do_mpedit );
DECLARE_DO_FUN( do_mpfavor );
DECLARE_DO_FUN( do_mpforce );
DECLARE_DO_FUN( do_mpgive );
DECLARE_DO_FUN( do_mpgoto );
DECLARE_DO_FUN( do_mpinvis );
DECLARE_DO_FUN( do_mpjunk );
DECLARE_DO_FUN( do_mpkill );
DECLARE_DO_FUN( do_mpmload );
DECLARE_DO_FUN( do_mpmorph );
DECLARE_DO_FUN( do_mpmset );
DECLARE_DO_FUN( do_mpmusic );
DECLARE_DO_FUN( do_mpmusicaround );
DECLARE_DO_FUN( do_mpmusicat );
DECLARE_DO_FUN( do_mpnothing );
DECLARE_DO_FUN( do_mpnuisance );
DECLARE_DO_FUN( do_mpoload );
DECLARE_DO_FUN( do_mposet );
DECLARE_DO_FUN( do_mppardon );
DECLARE_DO_FUN( do_mppeace );
DECLARE_DO_FUN( do_mppkset );
DECLARE_DO_FUN( do_mppurge );
DECLARE_DO_FUN( do_mpscatter );
DECLARE_DO_FUN( do_mpsound );
DECLARE_DO_FUN( do_mpsoundaround );
DECLARE_DO_FUN( do_mpsoundat );
DECLARE_DO_FUN( do_mpstat );
DECLARE_DO_FUN( do_mptake );
DECLARE_DO_FUN( do_mpteach );
DECLARE_DO_FUN( do_mptransfer );
DECLARE_DO_FUN( do_mpunmorph );
DECLARE_DO_FUN( do_mpunnuisance );
DECLARE_DO_FUN( do_mpvalue );
DECLARE_DO_FUN( do_mrange );
DECLARE_DO_FUN( do_mset );
DECLARE_DO_FUN( do_mstat );
DECLARE_DO_FUN( do_muse );
DECLARE_DO_FUN( do_music );
DECLARE_DO_FUN( do_mwhere );
DECLARE_DO_FUN( do_mxp );
DECLARE_DO_FUN( do_name );
DECLARE_DO_FUN( do_neckchop );
DECLARE_DO_FUN( do_neckpinch );
DECLARE_DO_FUN( do_neckrupture );
DECLARE_DO_FUN( do_nervepinch );
DECLARE_DO_FUN( do_nervestrike );
DECLARE_DO_FUN( do_newbiechat );
DECLARE_DO_FUN( do_newbieset );
DECLARE_DO_FUN( do_news );
DECLARE_DO_FUN( do_newscore );
DECLARE_DO_FUN( do_newzones );
DECLARE_DO_FUN( do_niburo );
DECLARE_DO_FUN( do_nock );
DECLARE_DO_FUN( do_noemote );
DECLARE_DO_FUN( do_noresolve );
DECLARE_DO_FUN( do_north );
DECLARE_DO_FUN( do_northeast );
DECLARE_DO_FUN( do_northwest );
DECLARE_DO_FUN( do_notell );
DECLARE_DO_FUN( do_noteroom );
DECLARE_DO_FUN( do_notitle );
DECLARE_DO_FUN( do_npcrace );
DECLARE_DO_FUN( do_nuisance );
DECLARE_DO_FUN( do_oassign );
DECLARE_DO_FUN( do_ocreate );
DECLARE_DO_FUN( do_odelete );
DECLARE_DO_FUN( do_offered );
DECLARE_DO_FUN( do_offername );
DECLARE_DO_FUN( do_offers );
DECLARE_DO_FUN( do_ofind );
DECLARE_DO_FUN( do_ogrub );
DECLARE_DO_FUN( do_oinvoke );
DECLARE_DO_FUN( do_oldscore );
DECLARE_DO_FUN( do_olist );
DECLARE_DO_FUN( do_opedit );
DECLARE_DO_FUN( do_open );
//DECLARE_DO_FUN( do_opentourney );
DECLARE_DO_FUN( do_opstat );
DECLARE_DO_FUN( do_orange );
DECLARE_DO_FUN( do_order );
DECLARE_DO_FUN( do_orders );
DECLARE_DO_FUN( do_ordertalk );
DECLARE_DO_FUN( do_oscatter );
DECLARE_DO_FUN( do_oset );
DECLARE_DO_FUN( do_ostat );
DECLARE_DO_FUN( do_ot );
DECLARE_DO_FUN( do_outcast );
DECLARE_DO_FUN( do_owhere );
DECLARE_DO_FUN( do_pager );
DECLARE_DO_FUN( do_pardon );
DECLARE_DO_FUN( do_parry );
DECLARE_DO_FUN( do_password );
DECLARE_DO_FUN( do_pcrename );
DECLARE_DO_FUN( do_pcshops );
DECLARE_DO_FUN( do_peace );
DECLARE_DO_FUN( do_peasant );
DECLARE_DO_FUN( do_perfectshot );
DECLARE_DO_FUN( do_pick );
DECLARE_DO_FUN( do_piggyback );
DECLARE_DO_FUN( do_pincer );
DECLARE_DO_FUN( do_pkillcheck );
DECLARE_DO_FUN( do_placemob );
DECLARE_DO_FUN( do_placeobj );
DECLARE_DO_FUN( do_placetrainer );
DECLARE_DO_FUN( do_plist );
DECLARE_DO_FUN( do_poison_weapon );
DECLARE_DO_FUN( do_portal );
DECLARE_DO_FUN( do_pose );
DECLARE_DO_FUN( do_powerslice );
DECLARE_DO_FUN( do_pretitle );
DECLARE_DO_FUN( do_project );
DECLARE_DO_FUN( do_prompt );
DECLARE_DO_FUN( do_pset );
DECLARE_DO_FUN( do_pstat );
DECLARE_DO_FUN( do_pstatus );
DECLARE_DO_FUN( do_pull );
DECLARE_DO_FUN( do_purge );
DECLARE_DO_FUN( do_push );
DECLARE_DO_FUN( do_put );
DECLARE_DO_FUN( do_qmob );
DECLARE_DO_FUN( do_qobj );
DECLARE_DO_FUN( do_qpset );
DECLARE_DO_FUN( do_qpstat );
DECLARE_DO_FUN( do_quaff );
DECLARE_DO_FUN( do_qui );
DECLARE_DO_FUN( do_quickcombo );
DECLARE_DO_FUN( do_quit );
DECLARE_DO_FUN( do_racetalk );
DECLARE_DO_FUN( do_rank );
DECLARE_DO_FUN( do_rankings );
DECLARE_DO_FUN( do_rap );
DECLARE_DO_FUN( do_rassign );
DECLARE_DO_FUN( do_rat );
DECLARE_DO_FUN( do_rdelete );
DECLARE_DO_FUN( do_reboo );
DECLARE_DO_FUN( do_reboot );
DECLARE_DO_FUN( do_recall );
DECLARE_DO_FUN( do_recho );
DECLARE_DO_FUN( do_recite );
DECLARE_DO_FUN( do_redit );
DECLARE_DO_FUN( do_regoto );
DECLARE_DO_FUN( do_remains );
DECLARE_DO_FUN( do_remove );
DECLARE_DO_FUN( do_removekingdom );
DECLARE_DO_FUN( do_removetown );
DECLARE_DO_FUN( do_rent );
DECLARE_DO_FUN( do_repair );
DECLARE_DO_FUN( do_repairset );
DECLARE_DO_FUN( do_repairshops );
DECLARE_DO_FUN( do_repairstat );
DECLARE_DO_FUN( do_repairwall );
DECLARE_DO_FUN( do_repeat );
DECLARE_DO_FUN( do_reply );
DECLARE_DO_FUN( do_report );
DECLARE_DO_FUN( do_rescue );
DECLARE_DO_FUN( do_reserve );
DECLARE_DO_FUN( do_reset );
DECLARE_DO_FUN( do_resetkeeper );
DECLARE_DO_FUN( do_rest );
DECLARE_DO_FUN( do_restore );
DECLARE_DO_FUN( do_restorelimbs );
DECLARE_DO_FUN( do_restoretime );
DECLARE_DO_FUN( do_restrict );
DECLARE_DO_FUN( do_resurrection );
DECLARE_DO_FUN( do_retell );
DECLARE_DO_FUN( do_retire );
DECLARE_DO_FUN( do_retran );
DECLARE_DO_FUN( do_return );
DECLARE_DO_FUN( do_revert );
DECLARE_DO_FUN( do_reward );
DECLARE_DO_FUN( do_rgrub );
DECLARE_DO_FUN( do_ribpuncture );
DECLARE_DO_FUN( do_rip );
DECLARE_DO_FUN( do_rlist );
DECLARE_DO_FUN( do_roar );
DECLARE_DO_FUN( do_roll );
DECLARE_DO_FUN( do_roomstat );
DECLARE_DO_FUN( do_roundhouse );
DECLARE_DO_FUN( do_rpedit );
DECLARE_DO_FUN( do_rpstat );
DECLARE_DO_FUN( do_rreset );
DECLARE_DO_FUN( do_rset );
DECLARE_DO_FUN( do_rstat );
DECLARE_DO_FUN( do_rub );
DECLARE_DO_FUN( do_run );
DECLARE_DO_FUN( do_sacrifice );
DECLARE_DO_FUN( do_save );
DECLARE_DO_FUN( do_savearea );
DECLARE_DO_FUN( do_say );
DECLARE_DO_FUN( do_say_to_char );
DECLARE_DO_FUN( do_sbook );
DECLARE_DO_FUN( do_scan );
DECLARE_DO_FUN( do_scatter );
DECLARE_DO_FUN( do_schedule );
DECLARE_DO_FUN( do_score );
DECLARE_DO_FUN( do_scribe );
DECLARE_DO_FUN( do_search );
DECLARE_DO_FUN( do_sedit );
DECLARE_DO_FUN( do_seeorders );
DECLARE_DO_FUN( do_sell );
DECLARE_DO_FUN( do_sendmail );
DECLARE_DO_FUN( do_set_boot_time );
DECLARE_DO_FUN( do_setcaste );
DECLARE_DO_FUN( do_setclan );
DECLARE_DO_FUN( do_setcouncil );
DECLARE_DO_FUN( do_setdeity );
DECLARE_DO_FUN( do_setfree );
DECLARE_DO_FUN( do_setgambler );
DECLARE_DO_FUN( do_setgem );
DECLARE_DO_FUN( do_setjob );
DECLARE_DO_FUN( do_setkingdom );
DECLARE_DO_FUN( do_setrace );
DECLARE_DO_FUN( do_settoadvance );
DECLARE_DO_FUN( do_setweather );
DECLARE_DO_FUN( do_setwilderness );
DECLARE_DO_FUN( do_sheath );
DECLARE_DO_FUN( do_shells );
DECLARE_DO_FUN( do_ships );
DECLARE_DO_FUN( do_shops );
DECLARE_DO_FUN( do_shopset );
DECLARE_DO_FUN( do_shopstat );
DECLARE_DO_FUN( do_shout );
DECLARE_DO_FUN( do_shove );
DECLARE_DO_FUN( do_show );
DECLARE_DO_FUN( do_showascii );
DECLARE_DO_FUN( do_showclan );
DECLARE_DO_FUN( do_showcontrol );
DECLARE_DO_FUN( do_showcouncil );
DECLARE_DO_FUN( do_showdeity );
DECLARE_DO_FUN( do_showentrances );
DECLARE_DO_FUN( do_showgambler );
DECLARE_DO_FUN( do_showhouse );
DECLARE_DO_FUN( do_showkingdoms );
DECLARE_DO_FUN( do_showlayers );
DECLARE_DO_FUN( do_showlist );
DECLARE_DO_FUN( do_showpic );
DECLARE_DO_FUN( do_showrace );
DECLARE_DO_FUN( do_showresources );
DECLARE_DO_FUN( do_showweather );
DECLARE_DO_FUN( do_shutdow );
DECLARE_DO_FUN( do_shutdown );
DECLARE_DO_FUN( do_sidekick );
DECLARE_DO_FUN( do_silence );
DECLARE_DO_FUN( do_sing );
DECLARE_DO_FUN( do_sit );
DECLARE_DO_FUN( do_skills );
DECLARE_DO_FUN( do_skin );
DECLARE_DO_FUN( do_sla );
DECLARE_DO_FUN( do_slay );
DECLARE_DO_FUN( do_sleep );
DECLARE_DO_FUN( do_slice );
DECLARE_DO_FUN( do_slist );
DECLARE_DO_FUN( do_slookup );
DECLARE_DO_FUN( do_smoke );
DECLARE_DO_FUN( do_sneak );
DECLARE_DO_FUN( do_snoop );
DECLARE_DO_FUN( do_sober );
DECLARE_DO_FUN( do_socials );
DECLARE_DO_FUN( do_south );
DECLARE_DO_FUN( do_southeast );
DECLARE_DO_FUN( do_southwest );
DECLARE_DO_FUN( do_spar );
DECLARE_DO_FUN( do_speak );
DECLARE_DO_FUN( do_spear );
DECLARE_DO_FUN( do_speed );
DECLARE_DO_FUN( do_spinkick );
DECLARE_DO_FUN( do_split );
DECLARE_DO_FUN( do_sset );
DECLARE_DO_FUN( do_sslist );
DECLARE_DO_FUN( do_stable );
DECLARE_DO_FUN( do_stack );
DECLARE_DO_FUN( do_stalk );
DECLARE_DO_FUN( do_stand );
DECLARE_DO_FUN( do_startarena );
DECLARE_DO_FUN( do_startfire );
DECLARE_DO_FUN( do_startkingdom );
DECLARE_DO_FUN( do_startroom );
DECLARE_DO_FUN( do_starttourney );
DECLARE_DO_FUN( do_stat );
DECLARE_DO_FUN( do_statreport );
DECLARE_DO_FUN( do_status );
DECLARE_DO_FUN( do_steal );
DECLARE_DO_FUN( do_steership );
DECLARE_DO_FUN( do_stepback );
DECLARE_DO_FUN( do_strew );
DECLARE_DO_FUN( do_strip );
DECLARE_DO_FUN( do_study );
DECLARE_DO_FUN( do_stun );
DECLARE_DO_FUN( do_style );
DECLARE_DO_FUN( do_supplicate );
DECLARE_DO_FUN( do_survey );
DECLARE_DO_FUN( do_switch );
DECLARE_DO_FUN( do_talent );
DECLARE_DO_FUN( do_talkquest );
DECLARE_DO_FUN( do_tamp );
DECLARE_DO_FUN( do_target );
DECLARE_DO_FUN( do_tcreate );
DECLARE_DO_FUN( do_tdelete );
DECLARE_DO_FUN( do_tell );
DECLARE_DO_FUN( do_terraform );
DECLARE_DO_FUN( do_think );
DECLARE_DO_FUN( do_throw );
DECLARE_DO_FUN( do_time );
DECLARE_DO_FUN( do_timecmd );
DECLARE_DO_FUN( do_timmuru );
DECLARE_DO_FUN( do_tinduct );
DECLARE_DO_FUN( do_title );
DECLARE_DO_FUN( do_tkickout );
DECLARE_DO_FUN( do_tone );
DECLARE_DO_FUN( do_tornadokick );
DECLARE_DO_FUN( do_toss );
DECLARE_DO_FUN( do_track );
DECLARE_DO_FUN( do_tradegoods );
DECLARE_DO_FUN( do_traderoutes );
DECLARE_DO_FUN( do_training );
DECLARE_DO_FUN( do_transfer );
DECLARE_DO_FUN( do_trap );
DECLARE_DO_FUN( do_trust );
DECLARE_DO_FUN( do_tset );
DECLARE_DO_FUN( do_tstat );
DECLARE_DO_FUN( do_tumble );
DECLARE_DO_FUN( do_typo );
DECLARE_DO_FUN( do_unfoldarea );
DECLARE_DO_FUN( do_unhell );
DECLARE_DO_FUN( do_unloadqarea );
DECLARE_DO_FUN( do_unlock );
DECLARE_DO_FUN( do_unnuisance );
DECLARE_DO_FUN( do_unsilence );
DECLARE_DO_FUN( do_up );
DECLARE_DO_FUN( do_updatearea );
DECLARE_DO_FUN( do_updateskills );
DECLARE_DO_FUN( do_uselicense );
DECLARE_DO_FUN( do_users );
DECLARE_DO_FUN( do_value );
DECLARE_DO_FUN( do_vassign );
DECLARE_DO_FUN( do_version );
DECLARE_DO_FUN( do_victories );
DECLARE_DO_FUN( do_viewmount );
DECLARE_DO_FUN( do_viewskills );
DECLARE_DO_FUN( do_visible );
DECLARE_DO_FUN( do_vnums );
DECLARE_DO_FUN( do_vsearch );
DECLARE_DO_FUN( do_wake );
DECLARE_DO_FUN( do_warn );
DECLARE_DO_FUN( do_wartalk );
DECLARE_DO_FUN( do_watch );
DECLARE_DO_FUN( do_wblock );
DECLARE_DO_FUN( do_weaponbreak );
DECLARE_DO_FUN( do_wear );
DECLARE_DO_FUN( do_weather );
DECLARE_DO_FUN( do_webstats );
DECLARE_DO_FUN( do_west );
DECLARE_DO_FUN( do_where );
DECLARE_DO_FUN( do_whisper );
DECLARE_DO_FUN( do_who );
DECLARE_DO_FUN( do_whois );
DECLARE_DO_FUN( do_whonumber );
DECLARE_DO_FUN( do_wimpy );
DECLARE_DO_FUN( do_wizhelp );
DECLARE_DO_FUN( do_wizlist );
DECLARE_DO_FUN( do_wizlock );
DECLARE_DO_FUN( do_wizzap );
DECLARE_DO_FUN( do_worth );
DECLARE_DO_FUN( do_yell );
DECLARE_DO_FUN( do_zap );
DECLARE_DO_FUN( do_zones );
/*//T6*/
/*
* Spell functions.
* Defined in magic.c.
*/
DECLARE_SPELL_FUN(spell_null);
DECLARE_SPELL_FUN(spell_notfound);
DECLARE_SPELL_FUN(spell_animate_dead);
DECLARE_SPELL_FUN(spell_astral_walk);
DECLARE_SPELL_FUN(spell_bless_weapon);
DECLARE_SPELL_FUN(spell_blindness);
DECLARE_SPELL_FUN(spell_cause_critical);
DECLARE_SPELL_FUN(spell_restore_limb);
DECLARE_SPELL_FUN(spell_revitalize_limb);
DECLARE_SPELL_FUN(spell_cause_light);
DECLARE_SPELL_FUN(spell_cause_serious);
DECLARE_SPELL_FUN(spell_charm_person);
DECLARE_SPELL_FUN(spell_create_food);
DECLARE_SPELL_FUN(spell_create_water);
DECLARE_SPELL_FUN(spell_cure_blindness);
DECLARE_SPELL_FUN(spell_cure_poison);
DECLARE_SPELL_FUN(spell_curse);
DECLARE_SPELL_FUN(spell_detect_poison);
DECLARE_SPELL_FUN(spell_dispel_magic);
DECLARE_SPELL_FUN(spell_disenchant_weapon);
DECLARE_SPELL_FUN(spell_earthquake);
DECLARE_SPELL_FUN(spell_enchant_weapon);
DECLARE_SPELL_FUN(spell_faerie_fire);
DECLARE_SPELL_FUN(spell_faerie_fog);
DECLARE_SPELL_FUN(spell_farsight);
DECLARE_SPELL_FUN(spell_knock);
DECLARE_SPELL_FUN(spell_harm);
DECLARE_SPELL_FUN(spell_holy_food);
DECLARE_SPELL_FUN(spell_identify);
DECLARE_SPELL_FUN(spell_invis);
DECLARE_SPELL_FUN(spell_knowenemy);
DECLARE_SPELL_FUN(spell_locate_object);
DECLARE_SPELL_FUN(spell_pass_door);
DECLARE_SPELL_FUN(spell_poison);
DECLARE_SPELL_FUN(spell_polymorph);
DECLARE_SPELL_FUN(spell_possess);
DECLARE_SPELL_FUN(spell_recharge);
DECLARE_SPELL_FUN(spell_remove_curse);
DECLARE_SPELL_FUN(spell_remove_invis);
DECLARE_SPELL_FUN(spell_remove_trap);
DECLARE_SPELL_FUN(spell_sleep);
DECLARE_SPELL_FUN(spell_smaug);
DECLARE_SPELL_FUN(spell_summon);
DECLARE_SPELL_FUN(spell_wizard_eye);
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_portal);
DECLARE_SPELL_FUN(spell_bethsaidean_touch);
DECLARE_SPELL_FUN(spell_expurgation);
DECLARE_SPELL_FUN(spell_sacral_divinity);
DECLARE_SPELL_FUN(spell_eye_of_god);
DECLARE_SPELL_FUN(spell_resurrection);
DECLARE_SPELL_FUN(spell_summon_corpse);
DECLARE_SPELL_FUN(spell_greater_resurrection);
DECLARE_SPELL_FUN(spell_lesser_resurrection);
DECLARE_SPELL_FUN(spell_web);
DECLARE_SPELL_FUN(spell_snare);
DECLARE_SPELL_FUN(spell_extradimensional_portal);
DECLARE_SPELL_FUN(spell_revitalize_spirit);
DECLARE_SPELL_FUN(spell_holy_cleansing);
/*
* 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(interactive)
#endif
#if defined(CYGWIN)
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(MIPS_OS)
char *crypt args((const char *key, const char *salt));
#endif
#if defined(NeXT)
char *crypt args((const char *key, const char *salt));
#endif
#if defined(sequent)
char *crypt args((const char *key, const char *salt));
int fclose args((FILE * stream));
int fprintf args((FILE * stream, const char *format, ...));
int fread args((void *ptr, int size, int n, FILE * stream));
int fseek args((FILE * stream, long offset, int ptrname));
void perror args((const char *s));
int ungetc args((int c, FILE * stream));
#endif
#if defined(sun)
char *crypt args((const char *key, const char *salt));
int fclose args((FILE * stream));
int fprintf args((FILE * stream, const char *format, ...));
#if defined(SYSV)
size_t fread args((void *ptr, size_t size, size_t n, FILE * stream));
#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).
*/
#define PLAYER_DIR "../player/" /* Player files */
#define RESET_DIR "../reset/" // Player Reset Files
#define LNAME_DIR "../lname/" /* Player Lastname/Family Files */
#define ACCOUNT_DIR "../account/" //Account Files
#define WEBDIR_DIR "../../public_html/" //Webpage, if you want to publish a file, well dump it here :-)
#define PLAYERSTAT_DIR WEBDIR_DIR "toc/playerstat/"
#define SKILLOUT_DIR WEBDIR_DIR "skillout/" //Skill output to the web
#define CASTE_DIR "../caste/" // Caste related info
#define PPAGE_DIR "../../../public_html/" /* File who statement */
#define KINGDOM_DIR "../kingdom/" /* Kingdom files */
#define BACKUP_DIR "../backup/" /* Backup Player files */
#define GOD_DIR "../gods/" /* God Info Dir */
#define BOARD_DIR "../boards/" /* Board data dir */
#define CLAN_DIR "../clans/" /* Clan data dir */
#define COUNCIL_DIR "../councils/" /* Council data dir */
#define GUILD_DIR "../guilds/" /* Guild data dir */
#define DEITY_DIR "../deity/" /* Deity data dir */
#define NAMESET_DIR "../nameset/" /* Directory for name building files for quests */
#define BUILD_DIR "../building/" /* Online building save dir */
#define SYSTEM_DIR "../system/" /* Main system files */
#define PROG_DIR "mudprogs/" /* MUDProg files */
#define CORPSE_DIR "../corpses/" /* Corpses */
#ifdef WIN32
#define NULL_FILE "nul" /* To reserve one stream */
#else
#define NULL_FILE "/dev/null" /* To reserve one stream */
#endif
#define CLASS_DIR "../classes/" /* Classes */
#define WATCH_DIR "../watch/" /* Imm watch files --Gorog */
/*
* The watch directory contains a maximum of one file for each immortal
* that contains output from "player watches". The name of each file
* in this directory is the name of the immortal who requested the watch
*/
#define TOCSTAT_FILE WEBDIR_DIR "toc/modules/GameStats/pntemplates/latest.htm"
#define AREA_LIST "area.lst" /* List of areas */
#define WATCH_LIST "watch.lst" /* List of watches */
#define BAN_LIST "ban.lst" /* List of bans */
#define RESERVED_LIST "reserved.lst" /* List of reserved names */
#define CLAN_LIST "clan.lst" /* List of clans */
#define COUNCIL_LIST "council.lst" /* List of councils */
#define GUILD_LIST "guild.lst" /* List of guilds */
#define GOD_LIST "gods.lst" /* List of gods */
#define TRAP_FILE "trap.lst" // List of traps, area independent now
#define SHIP_FILE SYSTEM_DIR "ship.dat" //Ship files
#define BDESCRIPTION_LIST SYSTEM_DIR "bdesc.lst" //List of battle descriptions for every weapon
#define EMAIL_FILE SYSTEM_DIR "email.dat" //Email file for sending out email
#define CHISTORY_FILE SYSTEM_DIR "chistory.dat" //Channel history file
#define MARKET_FILE SYSTEM_DIR "market.dat" //Market data file
#define DEITY_LIST "deity.lst" /* List of deities */
#define CLASS_LIST "class.lst" /* List of classes */
#define CONQUER_FILE "conquer.lst" //Conquer list
#define RACE_LIST "race.lst" /* List of races */
#define KINGDOM_LIST "kingdom.lst" /* List of kingdoms */
#define BIN_LIST MAP_DIR "bins.lst" /* Resource Bins for Kingdoms */
#define TRAINER_LIST "trainer.lst" /* List of trainers */
#define PORTAL_FILE "portals.lst" /* List of portals */
#define TRADE_FILE "trade.lst" // List of trades in process
#define GEM_LIST "gem.lst" /* List of gems */
#define BOX_LIST "box.lst" /* List of boxes */
#define MORPH_FILE "morph.dat" /* For morph data */
#define BOARD_FILE "boards.txt" /* For bulletin boards */
#define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */
#define IMM_HOST_FILE SYSTEM_DIR "immortal.host" /* For stoping hackers */
#define ACCOUNT_LOG SYSTEM_DIR "accounts.log" //Logs Account Creation/Usage
#define LAST_LIST SYSTEM_DIR "last.lst" //last list
#define CHANGES_LIST WEBDIR_DIR "changes.txt" //changes list
#define CCHANGES_LIST WEBDIR_DIR "cchanges.txt" //file the new change list is written to when a post is done
#define LAST_TEMP_LIST SYSTEM_DIR "ltemp.lst" //temp file for the last list so the data can be copyover over
#define KCHEST_FILE "kchest.dat" //Kingdom Chest File
#define KINGDOM_MLOG_FILE KINGDOM_DIR "kmlog.txt"
#define MILIST_FILE KINGDOM_DIR "milist.dat" //Military mob listing file :-)
#define EXTRACTION_FILE KINGDOM_DIR "extract.dat" //Extraction mob listing file :-)
#define BUYK_FILE KINGDOM_DIR "buykingdom.dat" //Items you can buy in a kingdom
#define TRAINING_LIST KINGDOM_DIR "training.dat" //Training List :-)
#define RIPSCREEN_FILE SYSTEM_DIR "mudrip.rip"
#define RIPTITLE_FILE SYSTEM_DIR "mudtitle.rip"
#define ANSITITLE_FILE SYSTEM_DIR "mudtitle.ans"
#define ASCTITLE_FILE SYSTEM_DIR "mudtitle.asc"
#define AUTHLIST_FILE SYSTEM_DIR "authlist.dat"
#define NPCRACE_FILE RACEDIR "npcrace.lst"
#define WEBHELP_FILE WEBDIR_DIR "webhelp.txt"
#define SKILLOUT_FILE SKILLOUT_DIR "skillout.htm"
#define BARENA_FILE SYSTEM_DIR "barena.dat" /* Battle ARena data, replaces hall of fame */
#define HALL_FAME_FILE SYSTEM_DIR "halloffame.lst" /* Arena hall of fame */
#define BOOTLOG_FILE SYSTEM_DIR "boot.txt" /* Boot up error file */
//#define BUG_FILE SYSTEM_DIR "bugs.txt"
#define PBUG_FILE SYSTEM_DIR "pbugs.txt" /* For 'bug' command */
#define IDEA_FILE SYSTEM_DIR "ideas.txt" /* For 'idea' */
#define TYPO_FILE SYSTEM_DIR "typos.txt" /* For 'typo' */
#define FIXED_FILE SYSTEM_DIR "fixed.txt" /* For 'fixed' command */
#define LOG_FILE SYSTEM_DIR "log.txt" /* For talking in logged rooms */
#define MOBLOG_FILE SYSTEM_DIR "moblog.txt" /* For mplog messages */
#define WIZLIST_FILE SYSTEM_DIR "WIZLIST" /* Wizlist */
#define WHO_FILE SYSTEM_DIR "WHO" /* Who output file */
#define WEBWHO_FILE SYSTEM_DIR "WEBWHO" /* WWW Who output file */
#define REQUEST_PIPE SYSTEM_DIR "REQUESTS" /* Request FIFO */
#define SKILL_FILE SYSTEM_DIR "skills.dat" /* Skill table */
#define HERB_FILE SYSTEM_DIR "herbs.dat" /* Herb table */
#define TONGUE_FILE SYSTEM_DIR "tongues.dat" /* Tongue tables */
#define SOCIAL_FILE SYSTEM_DIR "socials.dat" /* Socials */
#define COMMAND_FILE SYSTEM_DIR "commands.dat" /* Commands */
#define USAGE_FILE SYSTEM_DIR "usage.txt" /* How many people are on
every half hour - trying to
determine best reboot time */
#define ECONOMY_FILE SYSTEM_DIR "economy.txt" /* Gold looted, value of
used potions/pills */
#define FORGE_LIST "forge.lst" /* List of forge items */
#define WBLOCK_FILE MAP_DIR "wblock.dat" //Wilderness Mob Blocks File
#define SLAB_LIST "slab.lst" /* List of Slab items */
#define PROJECTS_FILE SYSTEM_DIR "projects.txt" /* For projects */
#define PLANE_FILE SYSTEM_DIR "planes.dat" /* For planes */
#define COPYOVER_FILE SYSTEM_DIR "copyover.dat" /* for warm reboots */
#define PIGGYBACK_FILE SYSTEM_DIR "piggyback.dat" /* for warm reboots recording riding status */
#define QMOB_FILE SYSTEM_DIR "qmob.dat" //Quest mob Data, lots of it
#define QOBJ_FILE SYSTEM_DIR "qobj.dat" //Quest obj Data
#define QUEST_FILE SYSTEM_DIR "quest.dat" //Saved data from a copyover
#define QUEST_MFILE SYSTEM_DIR "questmob.dat" //Saved mobs from a copyover
#define QUEST_OFILE SYSTEM_DIR "questobj.dat" //Saved objs from a copyover
#define QUEST_LAREA "qarea.lst" //Areas that need to be loaded up
#define EXE_FILE "../src/fear" /* executable path */
#define CLASSDIR "../classes/"
#define RACEDIR "../races/"
#define HELP_FILE "help.txt" /* For undefined helps */
/*
* Our function prototypes.
* One big lump ... this is every function in Merc.
*/
#define CD CHAR_DATA
#define MID MOB_INDEX_DATA
#define OD OBJ_DATA
#define OID OBJ_INDEX_DATA
#define RID ROOM_INDEX_DATA
#define SF SPEC_FUN
#define BD BOARD_DATA
#define CL CLAN_DATA
#define EDD EXTRA_DESCR_DATA
#define RD RESET_DATA
#define ED EXIT_DATA
#define ST SOCIALTYPE
#define CO COUNCIL_DATA
#define DE DEITY_DATA
#define SK SKILLTYPE
// Forging shit, too lazy to put in right file --Xerves
void add_obj_timer args((OBJ_DATA * obj, sh_int type, sh_int count, DO_FUN * fun, int value));
TIMER *get_obj_timeptr args((OBJ_DATA * obj, sh_int type));
sh_int get_obj_timer args((OBJ_DATA * obj, sh_int type));
void extract_obj_timer args((OBJ_DATA * obj, TIMER * timer));
void remove_obj_timer args((OBJ_DATA * obj, sh_int type));
void load_forge_data args((void));
void save_forge_data args((void));
void load_slab_data args((void));
void save_slab_data args((void));
/* forge.c */
void ore_alter args((CHAR_DATA * ch, OBJ_DATA * obj, OBJ_DATA * slab));
void alter_forge_obj args((CHAR_DATA * ch, OBJ_DATA *fobj, OBJ_DATA *first_obj, SLAB_DATA *slab));
/* editor.c cronel new editor */
/* All Cronel Stuff, wow nice list */
#define start_editing( ch, data ) \
start_editing_nolimit( ch, data, MAX_STRING_LENGTH )
void start_editing_nolimit args((CHAR_DATA * ch, char *data, sh_int max_size));
void stop_editing args((CHAR_DATA * ch));
void edit_buffer args((CHAR_DATA * ch, char *argument));
char *copy_buffer args((CHAR_DATA * ch));
void set_editor_desc args((CHAR_DATA * ch, char *desc));
void editor_desc_printf args((CHAR_DATA * ch, char *desc_fmt, ...));
void talk_info args((sh_int AT_COLOR, char *argument)); /* Rantic's info channel */
void char_quit args((CHAR_DATA * ch, bool broadcast));
/* raferquest.c */
void load_quest_contents args((void));
void save_quest_data args((void));
void load_quest_data args((void));
void disposequestarea args((AREA_DATA *tarea, int difficulty));
void load_qobj_data args((void));
void load_qmob_data args((void));
/* caste.c */
void remove_all_towns args((int kingdom));
int get_kingdom_units args((int tpid));
int get_banksize args((int size));
bool is_valid_movement args((int *px, int *py, char *arg, CHAR_DATA *ch));
void process_movement_value args((CHAR_DATA *ch, int dir));
int get_truedir args((char *txt));
bool proper_resources_mobs_town args((TOWN_DATA *town, BUYKMOB_DATA *kmob));
void remove_resources_mobs_town args((TOWN_DATA *town, BUYKMOB_DATA * kmob));
void remove_town args((TOWN_DATA *town, int type));
int get_maxunits args((int size));
int klog_linecount args((char *logfile));
int search_logname args((char *logname));
char *return_logname args((int flag));
TOWN_DATA *get_town_tpid args((int kingdom, int pid));
int get_current_hold args((TOWN_DATA *town));
void update_master_stat args((CHAR_DATA *ch, int x, int y));
bool is_made_room args((int x, int y, int map, TOWN_DATA *town));
bool in_town_range args((TOWN_DATA *town, int x, int y, int map));
bool build_onmap args((int sector));
TOWN_DATA *get_town args((char *townname));
void remove_kingdom args((int kingdom));
char *get_resources_traded args((TRADE_DATA *trade, int type));
void write_kingdom_logfile args((int ht, char *buf, int flag));
void resetkeeper args((AREA_DATA * pArea, ROOM_INDEX_DATA * pRoom, bool dodoors));
bool can_kmodify args((CHAR_DATA * ch, ROOM_INDEX_DATA * room));
int get_resourcetype args((int sector, int type));
int alt_dir args((CHAR_DATA * ch, int x, int y, int dir));
void layroad args((CHAR_DATA * ch, char *argument));
void digstone args((CHAR_DATA * ch, char *argument));
void torchland args((CHAR_DATA * ch, char *argument));
void cutpath args((CHAR_DATA * ch, char *argument));
void change_plains args((CHAR_DATA * ch, char *argument));
void stopfire args((CHAR_DATA * ch, char *argument));
void planttree args((CHAR_DATA * ch, char *argument));
void plantgrass args((CHAR_DATA * ch, char *argument));
void plantgrain args((CHAR_DATA * ch, char *argument));
void plantcorn args((CHAR_DATA * ch, char *argument));
void scan_players args((void));
void add_player_list args((CHAR_DATA * ch, int type));
void remove_player_list args((CHAR_DATA * ch, int type));
/* act_comm.c */
void read_pfile2 args((char *dirname, char *filename));
int get_heightweight_percent args((int value));
bool circle_follow args((CHAR_DATA * ch, CHAR_DATA * victim));
void add_follower args((CHAR_DATA * ch, CHAR_DATA * master));
void stop_follower args((CHAR_DATA * ch));
void die_follower args((CHAR_DATA * ch));
bool is_same_group args((CHAR_DATA * ach, CHAR_DATA * bch));
void send_rip_screen args((CHAR_DATA * ch));
void send_rip_title args((CHAR_DATA * ch));
void send_ansi_title args((CHAR_DATA * ch));
void send_ascii_title args((CHAR_DATA * ch));
void to_channel args((const char *argument, int channel, const char *verb, sh_int level));
void talk_auction args((char *argument));
int knows_language args((CHAR_DATA * ch, int language, CHAR_DATA * cch));
bool can_learn_lang args((CHAR_DATA * ch, int language));
int countlangs args((int languages));
char *translate args((int percent, const char *in, const char *name));
char *obj_short args((OBJ_DATA * obj));
void init_profanity_checker args((void));
/* act_info.c */
int get_talent_increase args((CHAR_DATA *ch, int stat));
char *add_wspace args((int length, int maxlength));
OBJ_DATA *get_wear_hidden_cloak args((CHAR_DATA *ch));
OBJ_DATA *get_wear_cloak args((CHAR_DATA *ch));
char *show_pers_output args((CHAR_DATA *ch, CHAR_DATA *looker, int type, int kingdom));
bool check_blind args((CHAR_DATA * ch));
//Time functions
char *getgametime args((void));
char *getdayofweek args((void));
char *getampm args((int hour));
int get12hour args((int hour));
char *getmonth args((int day));
int getdayofmonth args((int day));
int getyear args((void));
int get_value_month args((void));
int getday args((void));
int gethour args((void));
int getmin args((void));
//End time Functions
char *punct args((int foo)); /* Punctuate for numbers */
int get_door args((char *arg));
bool is_player_kingdom args((int ht));
char *format_obj_to_char args((OBJ_DATA * obj, CHAR_DATA * ch, bool fShort, bool colors));
void show_list_to_char args((OBJ_DATA * list, CHAR_DATA * ch, bool fShort, bool fShowNothing, const int iDefaultAction));
bool is_ignoring args((CHAR_DATA * ch, CHAR_DATA * ign_ch));
void show_race_line args((CHAR_DATA * ch, CHAR_DATA * victim));
/* act_move.c */
int is_nighttime args((void));
int check_stalk_move args((CHAR_DATA *ch, ROOM_INDEX_DATA *room));
int check_hide_move args((CHAR_DATA *ch, int sector, ROOM_INDEX_DATA *room));
void update_indoor_status args((int doornum, CHAR_DATA *ch, TOWN_DATA *town, int x, int y, int map, int type));
char *grab_word args((char *argument, char *arg_first));
char *wordwrap args((char *txt, sh_int wrap));
void clear_vrooms args((void));
int get_hunt_cost args((ROOM_INDEX_DATA *room));
ED *find_door args((CHAR_DATA * ch, char *arg, bool quiet));
ED *get_exit args((ROOM_INDEX_DATA * room, sh_int dir));
ED *get_exit_to args((ROOM_INDEX_DATA * room, sh_int dir, int vnum));
ED *get_exit_num args((ROOM_INDEX_DATA * room, sh_int count));
ch_ret move_char args((CHAR_DATA * ch, EXIT_DATA * pexit, int fall));
void teleport args((CHAR_DATA * ch, sh_int room, int flags));
sh_int encumbrance args((CHAR_DATA * ch, sh_int move));
bool will_fall args((CHAR_DATA * ch, int fall));
ch_ret pullcheck args((CHAR_DATA * ch, int pulse));
char *rev_exit args((sh_int vdir));
/* act_obj.c */
void wear_obj args((CHAR_DATA * ch, OBJ_DATA * obj, bool fReplace, sh_int wear_bit));
bool remove_obj args((CHAR_DATA * ch, int iWear, sh_int fReplace));
bool can_layer args((CHAR_DATA * ch, OBJ_DATA * obj, sh_int wear_loc));
bool could_dual args((CHAR_DATA * ch));
bool can_dual args((CHAR_DATA * ch));
obj_ret damage_obj args((OBJ_DATA * obj, CHAR_DATA * attacker, int proj, int dam));
sh_int get_obj_resistance args((OBJ_DATA * obj, CHAR_DATA *ch));
void save_clan_storeroom args((CHAR_DATA * ch, CLAN_DATA * clan));
void obj_fall args((OBJ_DATA * obj, bool through));
/* act_wiz.c */
TRAP_DATA *copy_trap args((TRAP_DATA *otrap, OBJ_DATA *obj));
RID *find_location args((CHAR_DATA * ch, char *arg));
void echo_to_all args((sh_int AT_COLOR, char *argument, sh_int tar));
void get_reboot_string args((void));
struct tm *update_time args((struct tm * old_time));
void free_social args((SOCIALTYPE * social));
void add_social args((SOCIALTYPE * social));
void free_command args((CMDTYPE * command));
void unlink_command args((CMDTYPE * command));
void add_command args((CMDTYPE * command));
void ld_punt args((CHAR_DATA * ch)); //--Critt
/* arena.c */
CD *switch_arena_char args((CHAR_DATA * ch));
void update_barena args((CHAR_DATA * ch, int type));
//bank.c
int get_townbank_weight args((TOWN_DATA *town));
/* boards.c */
void load_boards args((void));
BD *get_board args((OBJ_DATA * obj));
void free_note args((NOTE_DATA * pnote));
//archery.c
ch_ret ranged_attack args((CHAR_DATA * ch, char *argument, OBJ_DATA * weapon, OBJ_DATA * projectile, sh_int dt, sh_int range));
int find_sqrt args((int dist));
/* gboard.c */
NOTE_DATA *note_free;
void free_global_note args((NOTE_DATA * note));
char *add_space args((int size, int tsize));
/* build.c */
float adjust_weight args((char *argument));
TOWN_DATA *find_town args((int x, int y, int map));
void write_area_list args((void));
int get_cmdflag args((char *flag));
char *flag_string args((int bitvector, char *const flagarray[]));
char *ext_flag_string args((EXT_BV * bitvector, char *const flagarray[]));
int get_npc_race args((char *type));
char *print_npc_race args((int race));
int get_exflag args((char *flag));
int get_rflag args((char *flag));
int get_mpflag args((char *flag));
int get_qmobflag args((char *flag));
int get_dir args((char *txt));
int get_new_dir args((char *txt, int type));
char *strip_cr args((char *str));
void fdarea args((CHAR_DATA * keeper, char *argument));
OBJ_DATA *shop_ocreate args((CHAR_DATA * keeper, OBJ_DATA * obj));
OBJ_DATA *shop_oclean args((CHAR_DATA * keeper, OBJ_DATA * obj));
void odelete args((CHAR_DATA * ch, char *argument));
/* clans.c */
CL *get_clan args((char *name));
void load_clans args((void));
void save_clan args((CLAN_DATA * clan));
CO *get_council args((char *name));
void load_councils args((void));
void save_council args((COUNCIL_DATA * council));
/* deity.c */
DE *get_deity args((char *name));
void load_deity args((void));
void save_deity args((DEITY_DATA * deity));
/* comm.c */
void read_pfiles_for_stats args((char *filename));
void close_socket args((DESCRIPTOR_DATA * dclose, bool force));
void write_to_buffer args((DESCRIPTOR_DATA * d, const char *txt, int length));
void write_to_pager args((DESCRIPTOR_DATA * d, const char *txt, int length));
void send_to_char args((const char *txt, CHAR_DATA * ch));
void send_to_char_color args((const char *txt, CHAR_DATA * ch));
void send_to_pager args((const char *txt, CHAR_DATA * ch));
void send_to_pager_color args((const char *txt, CHAR_DATA * ch));
void set_char_color args((sh_int AType, CHAR_DATA * ch));
void set_pager_color args((sh_int AType, CHAR_DATA * ch));
void ch_printf args((CHAR_DATA * ch, char *fmt, ...));
void ch_printf_color args((CHAR_DATA * ch, char *fmt, ...));
void log_printf args((char *fmt, ...));
void pager_printf args((CHAR_DATA * ch, char *fmt, ...));
void pager_printf_color args((CHAR_DATA * ch, char *fmt, ...));
void act args((sh_int AType, const char *format, CHAR_DATA * ch, const void *arg1, const void *arg2, int type));
void copyover_recover args((void));
void actns args((sh_int AType, const char *format, CHAR_DATA * ch, const void *arg1, const void *arg2, int type));
char *myobj args((OBJ_DATA * obj));
char *obj_short args((OBJ_DATA * obj));
void free_runbuf args((DESCRIPTOR_DATA * d));
/* reset.c */
RD *make_reset args((char letter, int extra, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int resetlast, int resettime));
RD *add_reset args((AREA_DATA * tarea, char letter, int extra, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int resetlast, int resettime));
RD *place_reset args((AREA_DATA * tarea, char letter, int extra, int arg1, int arg2, int arg3, int arg4, int arg5, int arg6, int arg7, int resetlast, int resettime));
void reset_area args((AREA_DATA * pArea, int ttype));
bool is_room_reset args((RESET_DATA * pReset, ROOM_INDEX_DATA * aRoom, AREA_DATA * pArea));
void add_obj_reset args((AREA_DATA * pArea, char cm, OBJ_DATA * obj, int v2, int v3));
void delete_reset args((AREA_DATA * pArea, RESET_DATA * pReset));
void instaroom args((CHAR_DATA * ch, AREA_DATA * pArea, ROOM_INDEX_DATA * pRoom, bool dodoors, bool allmap));
void edit_reset args((CHAR_DATA * ch, char *argument, AREA_DATA * pArea, ROOM_INDEX_DATA * aRoom));
void kupkeep args((AREA_DATA * pArea, ROOM_INDEX_DATA * pRoom));
void rsmob args((AREA_DATA * pArea, ROOM_INDEX_DATA * pRoom));
/* db.c */
float fread_float args((FILE * fp));
void delete_area args((AREA_DATA *tarea));
int parse_helpfile_index args((FILE *fp, HELP_DATA *pHelp, char *argument));
void show_file args((CHAR_DATA * ch, char *filename));
#ifdef MTRACE
#define str_dup( str ) (_str_dup( (str), __FILE__, __FUNCTION__, __LINE__ ))
char *_str_dup args( ( const char *str, char *file_n, char *funct_n, int line_n ) );
#else
char *str_dup args((char const *str));
#endif
void boot_db args((bool fCopyOver));
void area_update args((void));
void add_char args((CHAR_DATA * ch));
CD *create_mobile args((MOB_INDEX_DATA * pMobIndex));
OD *create_object args((OBJ_INDEX_DATA * pObjIndex, int level));
void clear_char args((CHAR_DATA * ch));
void free_char args((CHAR_DATA * ch));
char *get_extra_descr args((const char *name, EXTRA_DESCR_DATA * ed));
MID *get_mob_index args((sh_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));
EXT_BV fread_bitvector args((FILE * fp));
void fwrite_bitvector args((EXT_BV * bits, FILE * fp));
char *print_bitvector args((EXT_BV * bits));
char *fread_string args((FILE * fp));
char *fread_string_nohash args((FILE * fp));
void fread_to_eol args((FILE * fp));
char *fread_word args((FILE * fp));
char *fread_line args((FILE * fp));
int number_fuzzy args((int number));
int number_range args((int from, int to));
sh_int snumber_range args((sh_int from, sh_int to));
int number_percent args((void));
int number_door args((void));
int number_bits args((int width));
int number_mm args((void));
sh_int snumber_mm args((void));
int dice args((int number, int size));
sh_int sdice args((sh_int number, sh_int size));
int interpolate args((int level, int value_00, int value_32));
void smash_tilde args((char *str));
void hide_tilde args((char *str));
char *show_tilde args((char *str));
bool str_cmp args((const char *astr, const char *bstr));
bool str_prefix args((const char *astr, const char *bstr));
bool str_infix args((const char *astr, const char *bstr));
bool str_suffix args((const char *astr, const char *bstr));
char *capitalize args((const char *str));
char *strlower args((const char *str));
char *strupper args((const char *str));
char *aoran args((const char *str));
void append_file args((CHAR_DATA * ch, char *file, char *str));
void append_to_file args((char *file, char *str));
void bug args((const char *str, ...));
void log_string_plus args((const char *str, sh_int log_type, sh_int level));
RID *make_room args((int vnum));
OID *make_object args((int vnum, int cvnum, char *name, int cprog));
MID *make_mobile args((sh_int vnum, sh_int cvnum, char *name));
ED *make_exit args((ROOM_INDEX_DATA * pRoomIndex, ROOM_INDEX_DATA * to_room, sh_int door));
void add_help args((HELP_DATA * pHelp));
void fix_area_exits args((AREA_DATA * tarea));
void load_area_file args((AREA_DATA * tarea, char *filename));
void randomize_exits args((ROOM_INDEX_DATA * room, sh_int maxdir));
void make_wizlist args((void));
void tail_chain args((void));
bool delete_room args((ROOM_INDEX_DATA * room));
bool delete_obj args((OBJ_INDEX_DATA * obj));
bool delete_mob args((MOB_INDEX_DATA * mob));
/* Functions to add to sorting lists. -- Altrag */
/*void mob_sort args( ( MOB_INDEX_DATA *pMob ) );
void obj_sort args( ( OBJ_INDEX_DATA *pObj ) );
void room_sort args( ( ROOM_INDEX_DATA *pRoom ) );*/
void sort_area args((AREA_DATA * pArea, bool proto));
void sort_area_by_name args((AREA_DATA * pArea)); /* Fireblade */
void write_projects args((void));
/* editor.c */
void discard_editdata(EDITOR_DATA * edd);
/* build.c */
/*
void start_editing args( ( CHAR_DATA *ch, char *data ) );
void stop_editing args( ( CHAR_DATA *ch ) );
void edit_buffer args( ( CHAR_DATA *ch, char *argument ) );
char * copy_buffer args( ( CHAR_DATA *ch ) ); */
bool can_rmodify args((CHAR_DATA * ch, ROOM_INDEX_DATA * room));
bool can_omodify args((CHAR_DATA * ch, OBJ_DATA * obj));
bool can_mmodify args((CHAR_DATA * ch, CHAR_DATA * mob));
bool can_medit args((CHAR_DATA * ch, MOB_INDEX_DATA * mob));
void free_reset args((AREA_DATA * are, RESET_DATA * res));
void free_area args((AREA_DATA * are));
void assign_area args((CHAR_DATA * ch));
EDD *SetRExtra args((ROOM_INDEX_DATA * room, char *keywords));
bool DelRExtra args((ROOM_INDEX_DATA * room, char *keywords));
EDD *SetOExtra args((OBJ_DATA * obj, char *keywords));
bool DelOExtra args((OBJ_DATA * obj, char *keywords));
EDD *SetOExtraProto args((OBJ_INDEX_DATA * obj, char *keywords));
bool DelOExtraProto args((OBJ_INDEX_DATA * obj, char *keywords));
void fold_area args((AREA_DATA * tarea, char *filename, bool install, int message));
int get_otype args((char *type));
int get_atype args((char *type));
int get_aflag args((char *flag));
int get_oflag args((char *flag));
int get_wflag args((char *flag));
int get_talentflag args((char *flag));
void init_area_weather args((void));
void save_weatherdata args((void));
void do_addgem args((CHAR_DATA * ch, char *argument));
void do_addbox args((CHAR_DATA * ch, char *argument));
/* fight.c */
int check_powerlevel args((CHAR_DATA *ch, CHAR_DATA *victim));
int get_player_statlevel args((CHAR_DATA *ch));
int player_equipment_worth args((CHAR_DATA *ch));
int get_fightingstyle_dam args((CHAR_DATA *ch, int dam, CHAR_DATA *victim, int type, int learn));
void adjust_aggression_list args((CHAR_DATA *victim, CHAR_DATA *ch, int dam, int type, int sn));
bool legal_loot_coins args((CHAR_DATA * ch, CHAR_DATA * victim));
int player_stat_worth args((CHAR_DATA *ch));
int wielding_skill_weapon args((CHAR_DATA *ch, int missile));
int get_sore_rate args((int race, int maxhp));
int get_hit_or_miss args((CHAR_DATA *ch, CHAR_DATA *victim, int ac, int grip, int limb, int noarmor, OBJ_DATA *wield, int sn));
bool can_see_intro args((CHAR_DATA *ch, CHAR_DATA *victim));
int max_fight args((CHAR_DATA * ch));
int npcrace_agi args((int race));
int get_btimer args((CHAR_DATA *ch, int sn, CHAR_DATA *victim));
void violence_update args((void));
ch_ret one_hit args((CHAR_DATA * ch, CHAR_DATA * victim, int dt, int limb));
ch_ret projectile_hit args((CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * wield, OBJ_DATA * projectile, sh_int dist, int dt));
sh_int ris_damage args((CHAR_DATA * ch, sh_int dam, int ris));
ch_ret damage args((CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt, int spec, int limb));
void update_pos args((CHAR_DATA * victim));
void set_fighting args((CHAR_DATA * ch, CHAR_DATA * victim));
void stop_fighting args((CHAR_DATA * ch, bool fBoth));
void free_fight args((CHAR_DATA * ch));
CD *who_fighting args((CHAR_DATA * ch));
void check_killer args((CHAR_DATA * ch, CHAR_DATA * victim));
void check_attacker args((CHAR_DATA * ch, CHAR_DATA * victim));
void death_cry args((CHAR_DATA * ch));
void stop_hunting args((CHAR_DATA * ch));
void stop_hating args((CHAR_DATA * ch));
void stop_fearing args((CHAR_DATA * ch));
void start_hunting args((CHAR_DATA * ch, CHAR_DATA * victim));
void start_hating args((CHAR_DATA * ch, CHAR_DATA * victim));
void start_fearing args((CHAR_DATA * ch, CHAR_DATA * victim));
bool is_hunting args((CHAR_DATA * ch, CHAR_DATA * victim));
bool is_hating args((CHAR_DATA * ch, CHAR_DATA * victim));
bool is_fearing args((CHAR_DATA * ch, CHAR_DATA * victim));
bool is_safe args((CHAR_DATA * ch, CHAR_DATA * victim));
bool legal_loot args((CHAR_DATA * ch, CHAR_DATA * victim));
sh_int VAMP_AC args((CHAR_DATA * ch));
bool check_illegal_pk args((CHAR_DATA * ch, CHAR_DATA * victim));
void raw_kill args((CHAR_DATA * ch, CHAR_DATA * victim));
bool in_arena args((CHAR_DATA * ch));
bool can_astral args((CHAR_DATA * ch, CHAR_DATA * victim));
/* treasure.c */
OBJ_DATA *generate_tbox args((CHAR_DATA *ch));
OBJ_DATA *generate_treasure args((CHAR_DATA * mob));
/* makeobjs.c */
void update_container args((OBJ_DATA * corpse, int x, int y, int map, int fx, int fy, int fmap));
void make_corpse args((CHAR_DATA * ch, CHAR_DATA * killer));
void make_blood args((CHAR_DATA * ch));
void make_bloodstain args((CHAR_DATA * ch));
void make_scraps args((OBJ_DATA * obj, CHAR_DATA *ch));
void make_fire args((ROOM_INDEX_DATA * in_room, sh_int timer));
OD *make_trap args((int v0, int v1, int v2, int v3));
OD *create_money args((int amount));
/* misc.c */
void set_bit_wilderness args((CHAR_DATA *ch, int bits));
void remove_bit_wilderness args((CHAR_DATA *ch, int bits));
bool is_set_wilderness args((CHAR_DATA *ch, int bits, int x, int y, int map));
void actiondesc args((CHAR_DATA * ch, OBJ_DATA * obj, void *vo));
EXT_BV meb args((int bit));
EXT_BV multimeb args((int bit, ...));
/* newarena.c */
void load_hall_of_fame args((void));
/* deity.c */
void adjust_favor args((CHAR_DATA * ch, int field, int mod));
/* mud_comm.c */
char *mprog_type_to_name args((int type));
/* mud_prog.c */
#ifdef DUNNO_STRSTR
char *strstr args((const char *s1, const char *s2));
#endif
void mprog_wordlist_check args((char *arg, CHAR_DATA * mob, CHAR_DATA * actor, OBJ_DATA * object, void *vo, int type));
void mprog_percent_check args((CHAR_DATA * mob, CHAR_DATA * actor, OBJ_DATA * object, void *vo, int type));
void mprog_act_trigger args((char *buf, CHAR_DATA * mob, CHAR_DATA * ch, OBJ_DATA * obj, void *vo));
void mprog_bribe_trigger args((CHAR_DATA * mob, CHAR_DATA * ch, int amount));
void mprog_entry_trigger args((CHAR_DATA * mob));
void mprog_give_trigger args((CHAR_DATA * mob, CHAR_DATA * ch, OBJ_DATA * obj));
void mprog_greet_trigger args((CHAR_DATA * mob));
void mprog_fight_trigger args((CHAR_DATA * mob, CHAR_DATA * ch));
void mprog_hitprcnt_trigger args((CHAR_DATA * mob, CHAR_DATA * ch));
void mprog_death_trigger args((CHAR_DATA * killer, CHAR_DATA * mob));
void mprog_random_trigger args((CHAR_DATA * mob));
void mprog_speech_trigger args((char *txt, CHAR_DATA * mob));
void mprog_script_trigger args((CHAR_DATA * mob));
void mprog_hour_trigger args((CHAR_DATA * mob));
void mprog_time_trigger args((CHAR_DATA * mob));
void progbug args((char *str, CHAR_DATA * mob));
void rset_supermob args((ROOM_INDEX_DATA * room));
void release_supermob args(());
void mpsleep_update args(());
/* planes.c */
PLANE_DATA *plane_lookup args((const char *name));
void load_planes args((void));
void save_planes args((void));
void check_planes args((PLANE_DATA * p));
/* player.c */
char *get_rating args((int stat, int base));
void set_title args((CHAR_DATA * ch, char *title));
/* polymorph.c */
void fwrite_morph_data args((CHAR_DATA * ch, FILE * fp));
void fread_morph_data args((CHAR_DATA * ch, FILE * fp));
void clear_char_morph args((CHAR_MORPH * morph));
CHAR_MORPH *make_char_morph args((MORPH_DATA * morph));
void free_char_morph args((CHAR_MORPH * morph));
CHAR_MORPH *make_char_morph args((MORPH_DATA * morph));
char *race_string args((int bitvector));
char *class_string args((int bitvector));
void setup_morph_vnum args((void));
void unmorph_all args((MORPH_DATA * morph));
MORPH_DATA *get_morph args((char *arg));
MORPH_DATA *get_morph_vnum args((int arg));
int do_morph_char args((CHAR_DATA * ch, MORPH_DATA * morph));
MORPH_DATA *find_morph args((CHAR_DATA * ch, char *target, bool is_cast));
void do_unmorph_char args((CHAR_DATA * ch));
void send_morph_message args((CHAR_DATA * ch, MORPH_DATA * morph, bool is_morph));
bool can_morph args((CHAR_DATA * ch, MORPH_DATA * morph, bool is_cast));
void do_morph args((CHAR_DATA * ch, MORPH_DATA * morph));
void do_unmorph args((CHAR_DATA * ch));
void save_morphs args((void));
void fwrite_morph args((FILE * fp, MORPH_DATA * morph));
void load_morphs args((void));
MORPH_DATA *fread_morph args((FILE * fp));
void free_morph args((MORPH_DATA * morph));
void morph_defaults args((MORPH_DATA * morph));
void sort_morphs args((void));
/* skills.c */
int check_twohand_shield args((CHAR_DATA *ch));
int get_skillflux_value args((CHAR_DATA *ch, int ssn));
bool can_use_skill args((CHAR_DATA * ch, int percent, int gsn));
bool check_skill args((CHAR_DATA * ch, char *command, char *argument));
void learn_from_success args((CHAR_DATA * ch, int sn, CHAR_DATA *target));
void learn_from_failure args((CHAR_DATA * ch, int sn, CHAR_DATA *target));
int check_parry args((CHAR_DATA * ch, CHAR_DATA * victim));
bool check_dodge args((CHAR_DATA * ch, CHAR_DATA * victim, int limb));
bool check_grip args((CHAR_DATA * ch, CHAR_DATA * victim));
void disarm args((CHAR_DATA * ch, CHAR_DATA * victim));
void trip args((CHAR_DATA * ch, CHAR_DATA * victim));
bool mob_fire args((CHAR_DATA * ch, char *name, int vdir));
CD *scan_for_victim args((CHAR_DATA * ch, EXIT_DATA * pexit, char *name));
/* overland.c */
void steer_ship args((CHAR_DATA *ch, SHIP_DATA *ship, int dir));
void set_ship_sector args((SHIP_DATA *ship, int reset, int save));
void adjust_wildermob args((CHAR_DATA *mob, int lvl, int wilderness));
int get_wilder_weapon args((int lvl, int dual));
int get_slab_vnum args((int lvl, int num));
void update_objects args((CHAR_DATA * ch, sh_int map, sh_int x, sh_int y));
void update_players_map args((CHAR_DATA * ch, int x, int y, int map, int who, ROOM_INDEX_DATA * room));
void add_entrance args((int tomap, int onmap, int hereX, int hereY, int thereX, int thereY, int vnum));
void save_map args((char *name, int map));
int find_mob_level args((int x, int y, int map));
void save_resources args((char *name, int map));
char *get_map_name args((int map));
int get_wilderness_hunt_cost args((CHAR_DATA *ch, int x, int y));
/* ban.c */
int add_ban args((CHAR_DATA * ch, char *arg1, char *arg2, int time, int type));
void show_bans args((CHAR_DATA * ch, int type));
void save_banlist args((void));
void load_banlist args((void));
bool check_total_bans args((DESCRIPTOR_DATA * d));
bool check_bans args((DESCRIPTOR_DATA *d, CHAR_DATA * ch, int type, int nban));
/* imm_host.c */
bool check_immortal_domain args((CHAR_DATA * ch, char *host));
int load_imm_host args((void));
int fread_imm_host args((FILE * fp, IMMORTAL_HOST * data));
void do_write_imm_host args((void));
void do_add_imm_host args((CHAR_DATA * ch, char *argument));
/* track */
void hunt_victim_map args((CHAR_DATA * ch));
int get_x args((int currx, int dir));
int get_y args((int curry, int dir));
/* name_gen.c */
void generate_randomname args((int race, int sex, char *buffer));
/* handler.c */
char *showgemaff args((CHAR_DATA * ch, OBJ_DATA *obj, int passbuf, IMBUE_DATA *imbue));
ch_ret pre_spring_trap args((CHAR_DATA * ch, OBJ_DATA * obj, TRAP_DATA *trap, OBJ_DATA *trapobj));
void check_aff_learn args((CHAR_DATA *ch, char *skillname, int sn, CHAR_DATA *victim, int success));
char *get_group_name2 args((int group));
int is_part_sphere args((int sphere, int group));
sh_int issphere args((char *argument));
OBJ_DATA *bank_to_char args((OBJ_DATA * obj, CHAR_DATA *ch));
OBJ_DATA *obj_to_bank args((OBJ_DATA * obj, CHAR_DATA *ch));
OBJ_DATA *obj_to_townbank args((OBJ_DATA * obj, TOWN_DATA *town));
OBJ_DATA *townbank_to_char args((OBJ_DATA * obj, TOWN_DATA *town, CHAR_DATA *ch));
int get_obj_on_char args((CHAR_DATA *ch, OBJ_DATA * pobj));
int get_ch_carry_number args((CHAR_DATA *ch));
float get_ch_carry_weight args((CHAR_DATA *ch));
bool room_is_private_wilderness args((CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex, int x, int y, int map));
bool check_npc args((CHAR_DATA *ch));
sh_int get_learned_value args((CHAR_DATA *ch, int sn));
sh_int get_mastered_value args((CHAR_DATA *ch, int sn));
void find_next_target args((CHAR_DATA * ch));
char *get_wplevel args((int power));
char *get_tier_name args((int mastery));
void update_pkpower args((CHAR_DATA * ch));
void add_pkill args((CHAR_DATA * ch, CHAR_DATA * victim));
void update_pranking args((CHAR_DATA * ch, CHAR_DATA * victim));
int check_room_pk args((CHAR_DATA * ch));
bool is_room_safe args((CHAR_DATA * ch));
char *get_caste_name args((int caste, int sex));
char *get_caste_color args((int caste));
void update_movement_points args((CHAR_DATA *ch, int move));
int calculate_movement_cost args((int move, CHAR_DATA *ch));
int movement_lag args((CHAR_DATA *ch, int beats));
int get_dam_roll args((CHAR_DATA * ch));
int get_hit_roll args((CHAR_DATA * ch));
bool in_hellmaze args((CHAR_DATA * ch));
void find_next_hunt args((CHAR_DATA * ch, int type));
bool find_sector args((CHAR_DATA * ch, int sector));
char *get_sphere_name args((int sphere));
char *get_sphere_name2 args((int sphere));
int get_mastery_num args((char *mastery));
char *get_mastery_name args((int mastery));
sh_int get_mastery_value args((CHAR_DATA * ch, int sn, int isobj, int lv));
sh_int get_point_value args((CHAR_DATA * ch, int sn, int isobj, int lv));
sh_int group_high args((CHAR_DATA * ch, char *group));
sh_int isgroup args((char *argument));
bool in_same_room args((CHAR_DATA * ch, CHAR_DATA * victim));
void give_chase args((CHAR_DATA * ch, int oldmap));
char *get_group_name args((int group));
bool enough_resources args((CHAR_DATA * ch, int hometown, int needed, int ctype));
int strlen_color args((char *argument));
sh_int get_trust args((CHAR_DATA * ch));
sh_int get_ftrust args((CHAR_DATA * ch));
sh_int get_age args((CHAR_DATA * ch));
sh_int get_curr_str args((CHAR_DATA * ch));
sh_int get_curr_int args((CHAR_DATA * ch));
sh_int get_curr_wis args((CHAR_DATA * ch));
sh_int get_curr_dex args((CHAR_DATA * ch));
sh_int get_curr_con args((CHAR_DATA * ch));
sh_int get_curr_cha args((CHAR_DATA * ch));
sh_int get_curr_lck args((CHAR_DATA * ch));
sh_int get_curr_agi args((CHAR_DATA * ch));
int count_users args((OBJ_DATA * obj));
int max_weight args((OBJ_DATA * obj));
bool can_take_proto args((CHAR_DATA * ch));
int can_carry_n args((CHAR_DATA * ch));
int can_carry_w args((CHAR_DATA * ch));
bool is_name args((const char *str, char *namelist));
bool is_name_prefix args((const char *str, char *namelist));
bool nifty_is_name args((char *str, char *namelist));
bool nifty_is_name_prefix args((char *str, char *namelist));
void affect_modify args((CHAR_DATA * ch, AFFECT_DATA * paf, sh_int fAdd));
void affect_to_char args((CHAR_DATA * ch, AFFECT_DATA * paf));
void affect_remove args((CHAR_DATA * ch, AFFECT_DATA * paf));
void affect_strip args((CHAR_DATA * ch, int sn));
bool is_affected args((CHAR_DATA * ch, int sn));
void affect_join args((CHAR_DATA * ch, AFFECT_DATA * paf));
void char_from_room args((CHAR_DATA * ch));
void char_to_room args((CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex));
OD *obj_to_char args((OBJ_DATA * obj, CHAR_DATA * ch));
void obj_from_char args((OBJ_DATA * obj));
int apply_ac args((OBJ_DATA * obj, int iWear));
OD *get_eq_char args((CHAR_DATA * ch, int iWear));
void equip_char args((CHAR_DATA * ch, OBJ_DATA * obj, int iWear));
void unequip_char args((CHAR_DATA * ch, OBJ_DATA * obj));
int count_obj_list args((OBJ_INDEX_DATA * obj, OBJ_DATA * list));
int count_mob_in_room args((MOB_INDEX_DATA * mob, ROOM_INDEX_DATA * list));
void obj_from_room args((OBJ_DATA * obj));
OD *obj_to_room args((OBJ_DATA * obj, ROOM_INDEX_DATA * pRoomIndex, CHAR_DATA * ch));
OD *obj_to_obj args((OBJ_DATA * obj, OBJ_DATA * obj_to));
void obj_from_obj args((OBJ_DATA * obj));
void extract_obj args((OBJ_DATA * obj));
void extract_exit args((ROOM_INDEX_DATA * room, EXIT_DATA * pexit));
void extract_room args((ROOM_INDEX_DATA * room));
void clean_room args((ROOM_INDEX_DATA * room));
void clean_obj args((OBJ_INDEX_DATA * obj));
void clean_mob args((MOB_INDEX_DATA * mob));
void clean_resets args((AREA_DATA * tarea));
void extract_char args((CHAR_DATA * ch, bool fPull));
CD *get_char_room args((CHAR_DATA * ch, char *argument));
CD *get_char_room_new args((CHAR_DATA * ch, char *argument, int type));
CD *get_char_wilder args((CHAR_DATA * ch, char *argument));
CD *get_char_world args((CHAR_DATA * ch, char *argument));
OD *get_obj_type args((OBJ_INDEX_DATA * pObjIndexData));
OD *get_obj_list args((CHAR_DATA * ch, char *argument, OBJ_DATA * list));
OD *get_obj_list_rev args((CHAR_DATA * ch, char *argument, OBJ_DATA * list));
OD *get_obj_carry args((CHAR_DATA * ch, char *argument));
OD *get_obj_wear args((CHAR_DATA * ch, char *argument));
OD *get_obj_vnum args((CHAR_DATA * ch, int vnum));
OD *get_obj_here args((CHAR_DATA * ch, char *argument));
OD *get_obj_world args((CHAR_DATA * ch, char *argument));
OD *get_obj_mobworld args((CHAR_DATA * ch, char *argument));
int get_obj_number args((OBJ_DATA * obj));
float get_obj_weight args((OBJ_DATA * obj));
int get_real_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_see_map args((CHAR_DATA * ch, CHAR_DATA * victim));
bool can_see_index args((MOB_INDEX_DATA *ch, CHAR_DATA *victim));
bool can_see_obj_map 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((EXT_BV * vector));
char *extra_bit_name args((EXT_BV * extra_flags));
char *magic_bit_name args((int magic_flags));
char *pull_type_name args((int pulltype));
ch_ret check_for_trap args((CHAR_DATA * ch, OBJ_DATA * obj, int flag, int newflag));
ch_ret check_room_for_traps args((CHAR_DATA * ch, int flag));
bool is_trapped args((OBJ_DATA * obj));
OD *get_trap args((OBJ_DATA * obj));
ch_ret spring_trap args((CHAR_DATA * ch, OBJ_DATA * obj, TRAP_DATA *trap));
void name_stamp_stats args((CHAR_DATA * ch));
void fix_char args((CHAR_DATA * ch));
char* showaffect args((CHAR_DATA * ch, AFFECT_DATA * paf, int passbuf));
void set_cur_obj args((OBJ_DATA * obj));
bool obj_extracted args((OBJ_DATA * obj));
void queue_extracted_obj args((OBJ_DATA * obj));
void clean_obj_queue args((void));
void set_cur_char args((CHAR_DATA * ch));
bool char_died args((CHAR_DATA * ch));
void queue_extracted_char args((CHAR_DATA * ch, bool extract));
void clean_char_queue args((void));
void add_timer args((CHAR_DATA * ch, sh_int type, sh_int count, DO_FUN * fun, int value));
TIMER *get_timerptr args((CHAR_DATA * ch, sh_int type));
sh_int get_timer args((CHAR_DATA * ch, sh_int type));
void extract_timer args((CHAR_DATA * ch, TIMER * timer));
void remove_timer args((CHAR_DATA * ch, sh_int type));
bool in_soft_range args((CHAR_DATA * ch, AREA_DATA * tarea));
bool in_hard_range args((CHAR_DATA * ch, AREA_DATA * tarea));
bool chance args((CHAR_DATA * ch, sh_int percent));
bool chance_attrib args((CHAR_DATA * ch, sh_int percent, sh_int attrib));
OD *clone_object args((OBJ_DATA * obj));
OD *split_obj args((OBJ_DATA * obj, int num));
OD *separate_obj args((OBJ_DATA * obj));
bool empty_obj args((OBJ_DATA * obj, OBJ_DATA * destobj, ROOM_INDEX_DATA * destroom));
OD *find_obj args((CHAR_DATA * ch, char *argument, bool carryonly));
bool ms_find_obj args((CHAR_DATA * ch));
void worsen_mental_state args((CHAR_DATA * ch, int mod));
void better_mental_state args((CHAR_DATA * ch, int mod));
void boost_economy args((AREA_DATA * tarea, int gold));
void lower_economy args((AREA_DATA * tarea, int gold));
void economize_mobgold args((CHAR_DATA * mob));
bool economy_has args((AREA_DATA * tarea, int gold));
void add_kill args((CHAR_DATA * ch, CHAR_DATA * mob));
int times_killed args((CHAR_DATA * ch, CHAR_DATA * mob));
void update_aris args((CHAR_DATA * ch));
AREA_DATA *get_area args((char *name)); /* FB */
OD *get_objtype args((CHAR_DATA * ch, sh_int type));
/* interp.c */
bool check_pos args((CHAR_DATA * ch, sh_int position));
void interpret args((CHAR_DATA * ch, char *argument));
bool is_number args((char *arg));
int number_argument args((char *argument, char *arg));
char *one_argument args((char *argument, char *arg_first));
char *one_argument2 args((char *argument, char *arg_first));
ST *find_social args((char *command));
CMDTYPE *find_command args((char *command));
void hash_commands args(());
void displayFightTimer args((CHAR_DATA *ch));
void start_timer args((struct timeval * stime));
time_t end_timer args((struct timeval * stime));
void send_timer args((struct timerset * vtime, CHAR_DATA * ch));
void update_userec args((struct timeval * time_used, struct timerset * userec));
/* magic.c */
bool is_immune args((CHAR_DATA * ch, sh_int damtype, int othertypes));
void gain_mana_per args((CHAR_DATA *ch, CHAR_DATA *victim, int mana));
int code_identify args((CHAR_DATA *ch, OBJ_DATA *obj, CHAR_DATA *victim, int sn, char *dbuf));
bool process_spell_components args((CHAR_DATA * ch, int sn));
int ch_slookup args((CHAR_DATA * ch, const char *name));
int find_spell args((CHAR_DATA * ch, const char *name, bool know));
int find_skill args((CHAR_DATA * ch, const char *name, bool know));
int find_weapon args((CHAR_DATA * ch, const char *name, bool know));
int find_tongue args((CHAR_DATA * ch, const char *name, bool know));
int skill_lookup args((const char *name));
bool can_use_portal args((CHAR_DATA * ch, int type));
int herb_lookup args((const char *name));
int personal_lookup args((CHAR_DATA * ch, const char *name));
int slot_lookup args((int slot));
int bsearch_skill args((const char *name, int first, int top));
int bsearch_skill_exact args((const char *name, int first, int top));
int bsearch_skill_prefix args((const char *name, int first, int top));
bool saves_poison_death args((int level, CHAR_DATA * victim));
bool saves_wand args((int level, CHAR_DATA * victim));
bool saves_para_petri args((int level, CHAR_DATA * victim));
bool saves_breath args((int level, CHAR_DATA * victim));
bool saves_spell_staff args((int level, CHAR_DATA * victim));
ch_ret obj_cast_spell args((int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj));
int dice_parse args((CHAR_DATA * ch, int level, char *exp, int sn));
SK *get_skilltype args((int sn));
/* request.c */
void init_request_pipe args((void));
void check_requests args((void));
/* save.c */
/* object saving defines for fread/write_obj. -- Altrag */
#define OS_CARRY 0
#define OS_CORPSE 1
#define OS_KINGDOM 2
#define OS_BANK 3
#define OS_GROUND 4
#define OS_MARKET 5
void save_account args((DESCRIPTOR_DATA *d, int editing));
bool load_account args((DESCRIPTOR_DATA * d, char *name, bool preload));
char *fread_lastname_line args((FILE *fp));
void remove_from_lastname_file args((char *lastname, char *firstname));
void write_lastname_file args((char *lastname, char *firstname));
void save_char_obj args((CHAR_DATA * ch));
bool load_char_obj args((DESCRIPTOR_DATA * d, char *name, bool preload));
void set_alarm args((long seconds));
void requip_char args((CHAR_DATA * ch));
void fwrite_obj args((CHAR_DATA * ch, OBJ_DATA * obj, FILE * fp, int iNest, sh_int os_type));
void fread_obj args((CHAR_DATA * ch, FILE * fp, sh_int os_type));
void de_equip_char args((CHAR_DATA * ch));
void re_equip_char args((CHAR_DATA * ch));
void read_char_mobile args((char *argument));
void write_char_mobile args((CHAR_DATA * ch, char *argument));
CHAR_DATA *fread_mobile args((FILE * fp));
void fwrite_mobile args((FILE * fp, CHAR_DATA * mob));
/* shops.c */
/* special.c */
SF *spec_lookup args((const char *name));
char *lookup_spec args((SPEC_FUN * special));
/* tables.c */
void save_market_data args((void));
void load_market_data args((void));
void fwrite_ship_data args((void));
void load_ship_data args((void));
void load_npcrace_file args((void));
void save_npcrace_file args((void));
TRAP_DATA *load_trap_file args((FILE *sfp));
void save_trap_file args((TRAP_DATA *strap, FILE *sfp));
void save_portal_file args((void));
void read_channelhistory_file args((void));
void write_channelhistory_file args((void));
void fread_training_list args((void));
void fwrite_training_list args((void));
int get_control_size args((int size));
void fread_battle_descriptions args((void));
void fwrite_battle_descriptions args((void));
void save_conquer_file args((void));
void load_conquer_file args((void));
char *parse_save_file args((char *name));
void load_buykingdom_data args((void));
void load_default_depo args((void));
void load_trade_file args((void));
void save_trade_file args((void));
void write_depo_list args((void));
void load_kingdom_depo args((void));
void save_buykingdom_data args((void));
void load_portal_file args((void));
void write_portal_file args((void));
void save_extraction_data args((void));
void load_extraction_data args((void));
void load_mlist_data args((void));
void save_mlist_data args((void));
void load_wblock_data args((void));
void save_wblock_data args((void));
void load_trainer_data args((void));
void save_trainer_data args((void));
void load_kchest_file args((void));
void read_last_file args((CHAR_DATA *ch, int count, char *name));
void write_last_file args((char *entry));
void save_kingdom_chests args((CHAR_DATA * ch));
int get_skill args((char *skilltype));
char *spell_name args((SPELL_FUN * spell));
char *skill_name args((DO_FUN * skill));
void save_bin_data args((void));
void load_bin_data args((void));
void load_skill_table args((void));
void save_skill_table args((void));
void sort_skill_table args((void));
void remap_slot_numbers args((void));
void load_socials args((void));
void save_socials args((void));
void load_commands args((void));
void load_barena_data args((void));
void save_barena_data args((void));
void load_gem_data args((void));
void save_gem_data args((void));
void load_box_data args((void));
void save_box_data args((void));
void save_commands args((void));
SPELL_FUN *spell_function args((char *name));
DO_FUN *skill_function args((char *name));
void load_kingdoms args((void));
bool load_class_file args((char *fname));
void write_class_file args((int cl));
void write_kingdom_list args((void));
void write_kingdom_file args((int cl));
void fwrite_authlist args((void));
void load_authlist args((void));
void save_classes args((void));
void load_classes args((void));
void load_herb_table args((void));
void save_herb_table args((void));
void load_races args((void));
void load_tongues args((void));
/* track.c */
void found_prey args((CHAR_DATA * ch, CHAR_DATA * victim));
void hunt_victim args((CHAR_DATA * ch));
/* treasure.c */
OBJ_DATA *generate_treasure args(());
bool tchance args((int num));
/* update.c */
void auth_update args((void));
int cvttime args((int time));
void copyover_check args((void));
int totalrooms args((int size));
int max_allowedunits args((int size));
void weather_update args((void));
void update_interest args((CHAR_DATA * ch));
void gain_condition args((CHAR_DATA * ch, int iCond, int value));
void update_handler args((void));
void reboot_check args((time_t reset));
#if 0
void reboot_check args((char *arg));
#endif
void auction_update args((void));
void remove_portal args((OBJ_DATA * portal));
void weather_update args((void));
/* hashstr.c */
#ifdef MTRACE
#define str_alloc( str ) (_str_alloc( (str), __FILE__, __FUNCTION__, __LINE__ ) )
char *_str_alloc args( ( const char *str, char *file_n, char *funct_n, int line_n ) );
#else
char *str_alloc args((char *str));
#endif
char *quick_link args((char *str));
int str_free args((char *str));
void show_hash args((int count));
char *hash_stats args((void));
char *check_hash args((char *str));
void hash_dump args((int hash));
void show_high_hash args((int top));
/* newscore.c */
char *get_class args((CHAR_DATA * ch));
char *get_race args((CHAR_DATA * ch));
#undef SK
#undef CO
#undef ST
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef BD
#undef CL
#undef EDD
#undef RD
#undef ED
/*
*
* New Build Interface Stuff Follows
*
*/
/*
* Data for a menu page
*/
struct menu_data
{
char *sectionNum;
char *charChoice;
int x;
int y;
char *outFormat;
void *data;
int ptrType;
int cmdArgs;
char *cmdString;
};
#define SH_INT 1
#define INT 2
#define CHAR 3
#define STRING 4
#define SPECIAL 5
/*
#define NO_PAGE 0
#define MOB_PAGE_A 1
#define MOB_PAGE_B 2
#define MOB_PAGE_C 3
#define MOB_PAGE_D 4
#define MOB_PAGE_E 5
#define MOB_PAGE_F 17
#define MOB_HELP_PAGE 14
#define ROOM_PAGE_A 6
#define ROOM_PAGE_B 7
#define ROOM_PAGE_C 8
#define ROOM_HELP_PAGE 15
#define OBJ_PAGE_A 9
#define OBJ_PAGE_B 10
#define OBJ_PAGE_C 11
#define OBJ_PAGE_D 12
#define OBJ_PAGE_E 13
#define OBJ_HELP_PAGE 16
#define CONTROL_PAGE_A 18
#define CONTROL_HELP_PAGE 19 */
#define NO_TYPE 0
#define MOB_TYPE 1
#define OBJ_TYPE 2
#define ROOM_TYPE 3
#define CONTROL_TYPE 4
#define SUB_NORTH DIR_NORTH
#define SUB_EAST DIR_EAST
#define SUB_SOUTH DIR_SOUTH
#define SUB_WEST DIR_WEST
#define SUB_UP DIR_UP
#define SUB_DOWN DIR_DOWN
#define SUB_NE DIR_NORTHEAST
#define SUB_NW DIR_NORTHWEST
#define SUB_SE DIR_SOUTHEAST
#define SUB_SW DIR_SOUTHWEST
/*
* defines for use with this get_affect function
*/
#define RIS_000 BV00
#define RIS_R00 BV01
#define RIS_0I0 BV02
#define RIS_RI0 BV03
#define RIS_00S BV04
#define RIS_R0S BV05
#define RIS_0IS BV06
#define RIS_RIS BV07
#define GA_AFFECTED BV09
#define GA_RESISTANT BV10
#define GA_IMMUNE BV11
#define GA_SUSCEPTIBLE BV12
#define GA_RIS BV30
/*
* Map Structures
*/
DECLARE_DO_FUN(do_mapout);
DECLARE_DO_FUN(do_lookmap);
struct map_data /* contains per-room data */
{
int vnum; /* which map this room belongs to */
int x; /* horizontal coordinate */
int y; /* vertical coordinate */
char entry; /* code that shows up on map */
};
struct map_index_data
{
MAP_INDEX_DATA *next;
int vnum; /* vnum of the map */
int map_of_vnums[49][81]; /* room vnums aranged as a map */
};
MAP_INDEX_DATA *get_map_index(int vnum);
void init_maps();
/*
* mudprograms stuff
*/
extern CHAR_DATA *supermob;
void oprog_speech_trigger(char *txt, CHAR_DATA * ch);
void oprog_random_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_wear_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
bool oprog_use_trigger(CHAR_DATA * ch, OBJ_DATA * obj, CHAR_DATA * vict, OBJ_DATA * targ, void *vo);
void oprog_remove_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_sac_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_damage_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_repair_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_drop_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_zap_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
char *oprog_type_to_name(int type);
/*
* MUD_PROGS START HERE
* (object stuff)
*/
void oprog_greet_trigger(CHAR_DATA * ch);
void oprog_speech_trigger(char *txt, CHAR_DATA * ch);
void oprog_random_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_random_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_remove_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_sac_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_get_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_damage_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_repair_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_drop_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_examine_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_zap_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_pull_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
void oprog_push_trigger(CHAR_DATA * ch, OBJ_DATA * obj);
/* mud prog defines */
#define ERROR_PROG -1
#define IN_FILE_PROG -2
typedef enum
{
ACT_PROG, SPEECH_PROG, RAND_PROG, FIGHT_PROG, DEATH_PROG, HITPRCNT_PROG,
ENTRY_PROG, GREET_PROG, ALL_GREET_PROG, GIVE_PROG, BRIBE_PROG, HOUR_PROG,
TIME_PROG, WEAR_PROG, REMOVE_PROG, SAC_PROG, LOOK_PROG, EXA_PROG, ZAP_PROG,
GET_PROG, DROP_PROG, DAMAGE_PROG, REPAIR_PROG, RANDIW_PROG, SPEECHIW_PROG,
PULL_PROG, PUSH_PROG, SLEEP_PROG, REST_PROG, LEAVE_PROG, SCRIPT_PROG,
USE_PROG
}
prog_types;
/*
* For backwards compatability
*/
#define RDEATH_PROG DEATH_PROG
#define ENTER_PROG ENTRY_PROG
#define RFIGHT_PROG FIGHT_PROG
#define RGREET_PROG GREET_PROG
#define OGREET_PROG GREET_PROG
void rprog_leave_trigger(CHAR_DATA * ch);
void rprog_enter_trigger(CHAR_DATA * ch);
void rprog_sleep_trigger(CHAR_DATA * ch);
void rprog_rest_trigger(CHAR_DATA * ch);
void rprog_rfight_trigger(CHAR_DATA * ch);
void rprog_death_trigger(CHAR_DATA * killer, CHAR_DATA * ch);
void rprog_speech_trigger(char *txt, CHAR_DATA * ch);
void rprog_random_trigger(CHAR_DATA * ch);
void rprog_time_trigger(CHAR_DATA * ch);
void rprog_hour_trigger(CHAR_DATA * ch);
char *rprog_type_to_name(int type);
#define OPROG_ACT_TRIGGER
#ifdef OPROG_ACT_TRIGGER
void oprog_act_trigger(char *buf, OBJ_DATA * mobj, CHAR_DATA * ch, OBJ_DATA * obj, void *vo);
#endif
#define RPROG_ACT_TRIGGER
#ifdef RPROG_ACT_TRIGGER
void rprog_act_trigger(char *buf, ROOM_INDEX_DATA * room, CHAR_DATA * ch, OBJ_DATA * obj, void *vo);
#endif
/* Structure and macros for using long bit vectors */
#define CHAR_SIZE sizeof(char)
typedef char *LONG_VECTOR;
#define LV_CREATE(vector, bit_length) \
do \
{ \
int i; \
CREATE(vector, char, 1 + bit_length/CHAR_SIZE); \
\
for(i = 0; i <= bit_length/CHAR_SIZE; i++) \
*(vector + i) = 0; \
}while(0)
#define LV_IS_SET(vector, index) \
(*(vector + index/CHAR_SIZE) & (1 << index%CHAR_SIZE))
#define LV_SET_BIT(vector, index) \
(*(vector + index/CHAR_SIZE) |= (1 << index%CHAR_SIZE))
#define LV_REMOVE_BIT(vector, index) \
(*(vector + index/CHAR_SIZE) &= ~(1 << index%CHAR_SIZE))
#define LV_TOGGLE_BIT(vector, index) \
(*(vector + index/CHAR_SIZE) ^= (1 << index%CHAR_SIZE))
/* mxp stuff - added by Nick Gammon - 18 June 2001 */
/*
To simply using MXP we'll use special tags where we want to use MXP tags
and then change them to <, > and & at the last moment.
eg. MXP_BEG "send" MXP_END becomes: <send>
MXP_AMP "version;" becomes: &version;
*/
/* strings */
#define MXP_BEG "\x03" /* becomes < */
#define MXP_END "\x04" /* becomes > */
#define MXP_AMP "\x05" /* becomes & */
/* characters */
#define MXP_BEGc '\x03' /* becomes < */
#define MXP_ENDc '\x04' /* becomes > */
#define MXP_AMPc '\x05' /* becomes & */
// constructs an MXP tag with < and > around it
#define MXPTAG(arg) MXP_BEG arg MXP_END
// All this MXPTAG crap seemed redundant, it now is all in one macro
#define MXPFTAG(arg, string, endarg) MXP_BEG arg MXP_END string MXP_BEG endarg MXP_END
#define ESC "\x1B" /* esc character */
#define MXPMODE(arg) ESC "[" #arg "z"
/* flags for show_list_to_char */
enum {
eItemNothing, /* item is not readily accessible */
eItemGet, /* item on ground */
eItemDrop, /* item in inventory */
eItemBid /* auction item */
};
#define MXP_open 0 /* only MXP commands in the "open" category are allowed. */
#define MXP_secure 1 /* all tags and commands in MXP are allowed within the line. */
#define MXP_locked 2 /* no MXP or HTML commands are allowed in the line. The line is not parsed for any tags at all. */
#define MXP_reset 3 /* close all open tags */
#define MXP_secure_once 4 /* next tag is secure only */
#define MXP_perm_open 5 /* open mode until mode change */
#define MXP_perm_secure 6 /* secure mode until mode change */
#define MXP_perm_locked 7 /* locked mode until mode change */
#ifdef WIN32
void gettimeofday(struct timeval *tv, struct timezone *tz);
void kill_timer();
/* directory scanning stuff */
typedef struct dirent
{
char *d_name;
};
typedef struct
{
HANDLE hDirectory;
WIN32_FIND_DATA Win32FindData;
struct dirent dirinfo;
char sDirName[MAX_PATH];
} DIR;
DIR *opendir(char *sDirName);
struct dirent *readdir(DIR * dp);
void closedir(DIR * dp);
/* --------------- Stuff for Win32 services ------------------ */
/*
NJG:
When "exit" is called to handle an error condition, we really want to
terminate the game thread, not the whole process.
*/
#define exit(arg) Win32_Exit(arg)
void Win32_Exit(int exit_code);
#endif
#define send_to_char send_to_char_color
#define send_to_pager send_to_pager_color
/* Hometown Code by Ivan, Adjusted by Xerves -- 4/23/99 */
struct hometown_type
{
char *name;
int recall;
int death;
};
extern const struct hometown_type hometown_table[];
int get_hometown args((char *argument));
/* For Arena -- Xerves 6/4/99 Thanks LrdElder */
#define GET_BETTED_ON(ch) ((ch)->pcdata->betted_on)
#define GET_BET_AMT(ch) ((ch)->pcdata->bet_amt)
#define IN_ARENA(ch) (in_arena(ch))