/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/*
* Accommodate old non-Ansi compilers.
*/
#if defined(TRADITIONAL)
#define const
#define args( list ) ( )
#define DECLARE_DO_FUN( fun ) void fun( )
#define DECLARE_SPEC_FUN( fun ) bool fun( )
#define DECLARE_SPELL_FUN( fun ) void fun( )
#else
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#endif
/*
* Short scalar types.
* Diavolo reports AIX compiler has bugs with short types.
*/
#if !defined(FALSE)
#define FALSE 0
#endif
#if !defined(TRUE)
#define TRUE 1
#endif
#if defined(_AIX)
#if !defined(const)
#define const
#endif
typedef int sh_int;
typedef int bool;
#define unix
#else
typedef short int sh_int;
typedef unsigned char bool;
#endif
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct char_data CHAR_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_data HELP_DATA;
typedef struct kill_data KILL_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
typedef struct mob_prog_data MPROG_DATA; /* MOBprogram */
typedef struct mob_prog_act_list MPROG_ACT_LIST; /* MOBprogram */
typedef struct colour_data COLOUR_DATA;
typedef struct social_type SOCIAL_DATA;
typedef struct class_type CLASS_DATA; /* New System */
typedef struct race_type RACE_DATA; /* New System */
typedef struct part_type PART_DATA; /* New System */
typedef struct alias ALIAS;
/*
* New object style structures
*/
typedef struct weapon_data WEAPON_DATA;
typedef struct armour_data ARMOUR_DATA;
typedef struct scroll_data SCROLL_DATA;
typedef struct potion_data POTION_DATA;
typedef struct pill_data PILL_DATA;
typedef struct staff_data STAFF_DATA;
typedef struct wand_data WAND_DATA;
typedef struct light_data LIGHT_DATA;
typedef struct food_data FOOD_DATA;
typedef struct drink_data DRINK_DATA;
typedef struct cont_data CONT_DATA;
typedef struct money_data MONEY_DATA;
/*
* Function types.
*/
typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) );
typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) );
typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo ) );
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4096
#define MAX_INPUT_LENGTH 512
#define MAGIC_NUM 5288951
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_SKILL 90
#define MAX_CLASS 4
#define MAX_LEVEL 110
#define LEVEL_HERO ( MAX_LEVEL - 10 )
#define LEVEL_IMMORTAL ( MAX_LEVEL - 9 )
#define NOTE_TIMEOUT ( 604800 * PULSE_PER_SECOND ) /* 7 days */
/* TODO
* Replace These When We go Online!
*
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND )
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND )
#define PULSE_TICK ( 30 * PULSE_PER_SECOND )
#define PULSE_AREA ( 60 * PULSE_PER_SECOND )
#define PULSE_DB_DUMP ( 3600 * PULSE_PER_SECOND ) *//* 60 minutes *//*
#define PULSE_NOTES (86400 * PULSE_PER_SECOND ) *//* every day *//*
*
*/
/*
* Temporary pulse times for debugging and testing. -Ant
*/
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 2 * PULSE_PER_SECOND )
#define PULSE_MOBILE ( 2 * PULSE_PER_SECOND )
#define PULSE_TICK ( 5 * PULSE_PER_SECOND )
#define PULSE_AREA ( 10 * PULSE_PER_SECOND )
#define PULSE_DB_DUMP ( 3600 * PULSE_PER_SECOND ) /* 60 minutes */
#define PULSE_NOTES (86400 * PULSE_PER_SECOND ) /* every day */
/*
* Ascii flag conversion.
* Flags cannot exceed 'ee' (1073741824) as the maximum integer value
* on most systems is 2147483647, and setting all the flags would give
* this value. -Ant
*/
#define A 1
#define B 2
#define C 4
#define D 8
#define E 16
#define F 32
#define G 64
#define H 128
#define I 256
#define J 512
#define K 1024
#define L 2048
#define M 4096
#define N 8192
#define O 16384
#define P 32768
#define Q 65536
#define R 131072
#define S 262144
#define T 524288
#define U 1048576
#define V 2097152
#define W 4194304
#define X 8388608
#define Y 16777216
#define Z 33554432
#define aa 67108864
#define bb 134217728
#define cc 268435456
#define dd 536870912
#define ee 1073741824
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA * next;
char * name;
};
struct alias
{
char *command;
char *string;
ALIAS *next;
};
/*
* New object style structures
*/
struct weapon_data
{
WEAPON_DATA *next; /* for free list */
int type; /* weapon type */
int message; /* damage message */
long flags; /* weapon flags */
int hit; /* hit bounus */
int damage[3]; /* damage dice */
};
struct armour_data
{
ARMOUR_DATA *next; /* for free list */
int ac[4]; /* ac values */
};
struct cont_data
{
CONT_DATA *next; /* for free list */
long closed; /* open, closed, etc */
int key; /* to fit the lock */
int capacity; /* max weight carried */
int single; /* max weight for one item */
};
struct drink_data /* drink containers, fountains */
{
DRINK_DATA *next; /* for free list */
int volume; /* liquid content */
int limit; /* liquid max */
int liquid; /* type of liquid */
bool poison; /* poisoned? */
};
struct food_data
{
FOOD_DATA *next; /* for free list */
int bite; /* how many food units per eat */
bool poison; /* poisoned or safe */
};
struct potion_data
{
POTION_DATA *next; /* for free list */
int level; /* level of spells */
int spell[4]; /* spells on item */
};
struct pill_data
{
PILL_DATA *next; /* for free list */
int level; /* level of spells */
int spell[4]; /* spells on item */
};
struct scroll_data
{
SCROLL_DATA *next; /* for free list */
int level; /* level of spells */
int spell[4]; /* spells on item */
};
struct staff_data
{
STAFF_DATA *next; /* for free list */
int level; /* level of spell */
int charges; /* number of charges */
int max; /* max charges */
int spell; /* spell of item */
};
struct wand_data
{
WAND_DATA *next; /* for free list */
int level; /* level of spell */
int charges; /* number of charges */
int max; /* max charges */
int spell; /* spell of item */
};
struct light_data
{
LIGHT_DATA *next; /* for free list */
int duration; /* duration of light */
int intensity; /* how bright the light is */
};
struct money_data
{
MONEY_DATA *next; /* for free list */
int gold; /* gold coins */
int silver; /* silver coins */
int copper; /* copper coins */
};
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
struct time_info_data
{
int minute;
int hour;
int day;
int month;
int year;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
};
/*
* Connected state for a channel.
*/
#define CON_PLAYING 0
#define CON_GET_NAME 1
#define CON_GET_OLD_PASSWORD 2
#define CON_CONFIRM_NEW_NAME 3
#define CON_GET_NEW_PASSWORD 4
#define CON_CONFIRM_NEW_PASSWORD 5
#define CON_GET_COLOUR 6
#define CON_GET_NEW_SEX 7
#define CON_GET_NEW_RACE 8
#define CON_GET_NEW_CLASS 9
#define CON_READ_MOTD 10
#define CON_BREAK_CONNECT 11
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
void * pEdit; /* OLC */
char ** pString; /* OLC */
int editor; /* OLC */
char * host;
char * user;
sh_int descriptor;
sh_int connected;
bool fcommand;
char inbuf [4 * MAX_INPUT_LENGTH];
char incomm [MAX_INPUT_LENGTH];
char inlast [MAX_INPUT_LENGTH];
int repeat;
char * showstr_head;
char * showstr_point;
char * outbuf;
int outsize;
int outtop;
sh_int port;
int timer;
long address;
sh_int host_name_state;
};
/*
* Hostname and User resolving stuff.
*/
#define ID_RESOLVED 0
#define ID_IN_PROGRESS 1
#define ID_PENDING 2
/*
* Attribute bonus structures.
*/
struct str_app_type
{
sh_int tohit;
sh_int todam;
sh_int carry;
};
struct dex_app_type
{
sh_int defensive;
};
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
HELP_DATA * prev;
sh_int level;
char * keyword;
char * text;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
sh_int keeper; /* Vnum of shop keeper mob */
sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */
sh_int profit_buy; /* Cost multiplier for buying */
sh_int profit_sell; /* Cost multiplier for selling */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/*
* Per-class stuff.
* Adapted for new System. -Ant
*/
struct class_type
{
CLASS_DATA *next;
CLASS_DATA *prev;
char *name; /* Name of this class/subclass */
char who_name[ 5 ]; /* Four-letter name for 'who' */
sh_int number; /* Class number for identification */
sh_int type; /* Class type 0+ 0 = primary class */
sh_int attr_prime; /* Prime attribute */
sh_int weapon; /* First weapon */
sh_int skill_adept; /* Maximum skill level */
sh_int defence; /* Base Defence rating */
sh_int attack; /* Base Attack rating */
sh_int hp_min; /* Min hp gained on leveling */
sh_int hp_max; /* Max hp gained on leveling */
sh_int mana_min; /* Min Class mana gain on level */
sh_int mana_max; /* Max Class mana gain on level */
int guild; /* Vnum of guild recall room */
long sub_classes; /* Which Sub-classes are possible. */
};
#define CLASS_PRIMARY 0
#define CLASS_SUB 1
#define CLASS_SUBSUB 2
/*
* Per-race stuff.
* -Ant
*/
struct race_type
{
RACE_DATA *next; /* For Free list and stuff */
RACE_DATA *prev; /* For Free list and stuff */
char *name; /* Real race name */
char who_name[ 7 ]; /* Six-letter name for 'who' */
sh_int number; /* race number for ident */
sh_int base_stats[ 5 ]; /* Basic stats for this race */
sh_int max_stats[ 5 ]; /* Maximum stat including mods */
sh_int train_stats[ 5 ]; /* Maximum trained stat */
long affects; /* Flag of perm affects */
long parts; /* Flag of body parts */
long classes; /* Classes available to us */
long sub_classes; /* Sub-Classes available */
bool playable; /* Can players use this? */
};
/*
* Part stuff.
* Parts are used for combat and a few other bits and pieces...
* The idea is that an area builder just has to set the part flag
* when the creature is loaded the parts will be added automagically :>
* -Ant
*/
struct part_type
{
PART_DATA *next; /* For Linked lists */
PART_DATA *prev; /* For Linked lists */
sh_int armour; /* For calculation of damages */
sh_int scars; /* For some nice touches */
long type; /* Flag of body part type */
};
#define PART_HEAD (A) /* Most things should have a head.... */
#define PART_CHEST (B) /* Humanoid and four legged things */
#define PART_ABDOMIN (C) /* " " " " " */
#define PART_LEFT_ARM (D) /* Left arm */
#define PART_RIGHT_ARM (E) /* Right arm */
#define PART_LEFT_LEG (F) /* Yer Yer Yer....Left leg */
#define PART_RIGHT_LEG (G) /* Right Leg */
#define PART_LFRONT_LEG (H) /* Left Front Leg, for quadrupeds */
#define PART_RFRONT_LEG (I) /* Right Front Leg */
#define PART_LREAR_LEG (J) /* Left Rear Leg */
#define PART_RREAR_LEG (K) /* Right Rear Leg */
#define PART_LEFT_WING (L) /* Left Wing */
#define PART_RIGHT_WING (M) /* Right Wing */
#define PART_TAIL (N) /* Tail, how sweet, is it spiky too? */
#define PART_BODY (O) /* Body, if none of the above :> */
#define PART_NONE (P) /* Ghosts and the like */
#define PART_MAX (Q)
/*
* New data structure for notes.
*/
struct note_data
{
NOTE_DATA * next;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
time_t date_stamp;
int spool;
bool anon;
};
/*
* Note types/spools
*/
#define SPOOL_NOTE 0
#define SPOOL_IDEA 1
#define SPOOL_MAIL 2
#define SPOOL_BUG 3
#define SPOOL_QUEST 4
#define MAX_SPOOL 5
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
sh_int type;
sh_int duration;
sh_int location;
sh_int modifier;
long bitvector;
};
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
};
/*
* ColoUr stuff v2.0, by Lope.
*/
#define CLEAR "\e[0m" /* Resets Colour */
#define C_RED "\e[0;31m" /* Normal Colours */
#define C_GREEN "\e[0;32m"
#define C_YELLOW "\e[0;33m"
#define C_BLUE "\e[0;34m"
#define C_MAGENTA "\e[0;35m"
#define C_CYAN "\e[0;36m"
#define C_WHITE "\e[0;37m"
#define C_D_GREY "\e[1;30m" /* Light Colors */
#define C_B_RED "\e[1;31m"
#define C_B_GREEN "\e[1;32m"
#define C_B_YELLOW "\e[1;33m"
#define C_B_BLUE "\e[1;34m"
#define C_B_MAGENTA "\e[1;35m"
#define C_B_CYAN "\e[1;36m"
#define C_B_WHITE "\e[1;37m"
#define COLOUR_NONE 7 /* White, hmm... */
#define RED 1 /* Normal Colours */
#define GREEN 2
#define YELLOW 3
#define BLUE 4
#define MAGENTA 5
#define CYAN 6
#define WHITE 7
#define BLACK 0
#define NORMAL 0 /* Bright/Normal colours */
#define BRIGHT 1
#define ALTER_COLOUR( type ) if( !str_prefix( argument, "red" ) ) \
{ \
ch->pcdata->code->type[0] = NORMAL; \
ch->pcdata->code->type[1] = RED; \
} \
else if( !str_prefix( argument, "hi-red" ) ) \
{ \
ch->pcdata->code->type[0] = BRIGHT; \
ch->pcdata->code->type[1] = RED; \
} \
else if( !str_prefix( argument, "green" ) ) \
{ \
ch->pcdata->code->type[0] = NORMAL; \
ch->pcdata->code->type[1] = GREEN; \
} \
else if( !str_prefix( argument, "hi-green" ) ) \
{ \
ch->pcdata->code->type[0] = BRIGHT; \
ch->pcdata->code->type[1] = GREEN; \
} \
else if( !str_prefix( argument, "yellow" ) ) \
{ \
ch->pcdata->code->type[0] = NORMAL; \
ch->pcdata->code->type[1] = YELLOW; \
} \
else if( !str_prefix( argument, "hi-yellow" ) ) \
{ \
ch->pcdata->code->type[0] = BRIGHT; \
ch->pcdata->code->type[1] = YELLOW; \
} \
else if( !str_prefix( argument, "blue" ) ) \
{ \
ch->pcdata->code->type[0] = NORMAL; \
ch->pcdata->code->type[1] = BLUE; \
} \
else if( !str_prefix( argument, "hi-blue" ) ) \
{ \
ch->pcdata->code->type[0] = BRIGHT; \
ch->pcdata->code->type[1] = BLUE; \
} \
else if( !str_prefix( argument, "magenta" ) ) \
{ \
ch->pcdata->code->type[0] = NORMAL; \
ch->pcdata->code->type[1] = MAGENTA; \
} \
else if( !str_prefix( argument, "hi-magenta" ) ) \
{ \
ch->pcdata->code->type[0] = BRIGHT; \
ch->pcdata->code->type[1] = MAGENTA; \
} \
else if( !str_prefix( argument, "cyan" ) ) \
{ \
ch->pcdata->code->type[0] = NORMAL; \
ch->pcdata->code->type[1] = CYAN; \
} \
else if( !str_prefix( argument, "hi-cyan" ) ) \
{ \
ch->pcdata->code->type[0] = BRIGHT; \
ch->pcdata->code->type[1] = CYAN; \
} \
else if( !str_prefix( argument, "white" ) ) \
{ \
ch->pcdata->code->type[0] = NORMAL; \
ch->pcdata->code->type[1] = WHITE; \
} \
else if( !str_prefix( argument, "hi-white" ) ) \
{ \
ch->pcdata->code->type[0] = BRIGHT; \
ch->pcdata->code->type[1] = WHITE; \
} \
else if( !str_prefix( argument, "grey" ) ) \
{ \
ch->pcdata->code->type[0] = BRIGHT; \
ch->pcdata->code->type[1] = BLACK; \
} \
else \
{ \
send_to_char_bw( "Unrecognised colour, unchanged.\n\r", ch ); \
return; \
}
struct colour_data
{
COLOUR_DATA * next;
int text[2]; /* {t */
int auction[2]; /* {a */
int chat[2]; /* {d */
int music[2]; /* {e */
int question[2]; /* {q */
int answer[2]; /* {f */
int class_text[2]; /* {h */
int class_name[2]; /* {H */
int immtalk_text[2]; /* {i */
int immtalk_type[2]; /* {I */
int info[2]; /* {j */
int say[2]; /* {u */
int tell[2]; /* {k */
int reply[2]; /* {l */
int gtell_text[2]; /* {n */
int gtell_type[2]; /* {N */
int bbro[2]; /* {B */
int room_title[2]; /* {s */
int room_text[2]; /* {S */
int room_exits[2]; /* {o */
int room_things[2]; /* {O */
int prompt[2]; /* {p */
int fight_death[2]; /* {1 */
int fight_yhit[2]; /* {2 */
int fight_ohit[2]; /* {3 */
int fight_thit[2]; /* {4 */
int fight_skill[2]; /* {5 */
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAMPIRE 3404
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC (A) /* Auto set for mobs */
#define ACT_SENTINEL (B) /* Stays in one room */
#define ACT_SCAVENGER (C) /* Picks up objects */
#define ACT_AGGRESSIVE (D) /* Attacks PC's */
#define ACT_STAY_AREA (E) /* Won't leave area */
#define ACT_WIMPY (F) /* Flees when hurt */
#define ACT_PET (G) /* Auto set for pets */
#define ACT_TRAIN (H) /* Can train PC's */
#define ACT_PRACTICE (I) /* Can practice PC's */
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND (A)
#define AFF_INVISIBLE (B)
#define AFF_DETECT_EVIL (C)
#define AFF_DETECT_INVIS (D)
#define AFF_DETECT_MAGIC (E)
#define AFF_DETECT_HIDDEN (F)
#define AFF_HOLD (G) /* Unused */
#define AFF_SANCTUARY (H)
#define AFF_FAERIE_FIRE (I)
#define AFF_INFRARED (J)
#define AFF_CURSE (K)
#define AFF_FLAMING (L) /* Unused */
#define AFF_POISON (M)
#define AFF_PROTECT (N)
#define AFF_PARALYSIS (O) /* Unused */
#define AFF_SNEAK (P)
#define AFF_HIDE (Q)
#define AFF_SLEEP (R)
#define AFF_CHARM (S)
#define AFF_FLYING (T)
#define AFF_PASS_DOOR (U)
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_MONEY_ONE 2
#define OBJ_VNUM_MONEY_SOME 3
#define OBJ_VNUM_CORPSE_NPC 10
#define OBJ_VNUM_CORPSE_PC 11
#define OBJ_VNUM_SEVERED_HEAD 12
#define OBJ_VNUM_TORN_HEART 13
#define OBJ_VNUM_SLICED_ARM 14
#define OBJ_VNUM_SLICED_LEG 15
#define OBJ_VNUM_FINAL_TURD 16
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_NOTE 23
#define OBJ_VNUM_SCHOOL_MACE 3700
#define OBJ_VNUM_SCHOOL_DAGGER 3701
#define OBJ_VNUM_SCHOOL_SWORD 3702
#define OBJ_VNUM_SCHOOL_VEST 3703
#define OBJ_VNUM_SCHOOL_SHIELD 3704
#define OBJ_VNUM_SCHOOL_BANNER 3716
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT (A)
#define ITEM_SCROLL (B)
#define ITEM_WAND (C)
#define ITEM_STAFF (D)
#define ITEM_WEAPON (E)
#define ITEM_TREASURE (F)
#define ITEM_ARMOUR (G)
#define ITEM_POTION (H)
#define ITEM_FURNITURE (I)
#define ITEM_TRASH (J)
#define ITEM_CONTAINER (K)
#define ITEM_DRINK_CON (L)
#define ITEM_KEY (M)
#define ITEM_FOOD (N)
#define ITEM_MONEY (O)
#define ITEM_BOAT (P)
#define ITEM_CORPSE_NPC (Q)
#define ITEM_CORPSE_PC (R)
#define ITEM_FOUNTAIN (S)
#define ITEM_PILL (T)
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW (A)
#define ITEM_HUM (B)
#define ITEM_DARK (C)
#define ITEM_LOCK (D)
#define ITEM_EVIL (E)
#define ITEM_INVIS (F)
#define ITEM_MAGIC (G)
#define ITEM_NODROP (H)
#define ITEM_BLESS (I)
#define ITEM_ANTI_GOOD (J)
#define ITEM_ANTI_EVIL (K)
#define ITEM_ANTI_NEUTRAL (L)
#define ITEM_NOREMOVE (M)
#define ITEM_INVENTORY (N)
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE (A)
#define ITEM_WEAR_FINGER (B)
#define ITEM_WEAR_NECK (C)
#define ITEM_WEAR_BODY (D)
#define ITEM_WEAR_HEAD (E)
#define ITEM_WEAR_LEGS (F)
#define ITEM_WEAR_FEET (G)
#define ITEM_WEAR_HANDS (H)
#define ITEM_WEAR_ARMS (I)
#define ITEM_WEAR_SHIELD (J)
#define ITEM_WEAR_ABOUT (K)
#define ITEM_WEAR_WAIST (L)
#define ITEM_WEAR_WRIST (M)
#define ITEM_WIELD (N)
#define ITEM_HOLD (O)
/*
* Weapon Classes
*/
#define WEAPON_EXOTIC 0
#define WEAPON_SWORD 1
#define WEAPON_DAGGER 2
#define WEAPON_SPEAR 3
#define WEAPON_MACE 4
#define WEAPON_AXE 5
#define WEAPON_POLEARM 6
/*
* Weapon Extra Flags
*/
#define WEAPON_FLAMING (A)
#define WEAPON_FROST (B)
#define WEAPON_VAMPIRIC (C)
#define WEAPON_SHARP (D)
#define WEAPON_VORPAL (E)
#define WEAPON_TWO_HANDS (F)
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_SEX 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
#define APPLY_GOLD 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE (A)
#define CONT_PICKPROOF (B)
#define CONT_CLOSED (C)
#define CONT_LOCKED (D)
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 3001
#define ROOM_VNUM_ALTAR 3054
#define ROOM_VNUM_SCHOOL 3700
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK (A)
#define ROOM_NO_MOB (B)
#define ROOM_INDOORS (C)
#define ROOM_PRIVATE (D)
#define ROOM_SAFE (E)
#define ROOM_SOLITARY (F)
#define ROOM_PET_SHOP (G)
#define ROOM_NO_RECALL (H)
/*
* Directions.
* Used in #ROOMS.
*/
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
#define DIR_NE 6
#define DIR_NORTHEAST 6
#define DIR_NW 7
#define DIR_NORTHWEST 7
#define DIR_SE 8
#define DIR_SOUTHEAST 8
#define DIR_SW 9
#define DIR_SOUTHWEST 9
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR (A)
#define EX_CLOSED (B)
#define EX_LOCKED (C)
#define EX_PICKPROOF (D)
/*
* Sector types.
* Used in #ROOMS.
*/
#define SECT_INSIDE 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SWIM 6
#define SECT_WATER_NOSWIM 7
#define SECT_UNUSED 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_MAX 11
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define WEAR_NONE 0
#define WEAR_LIGHT (A)
#define WEAR_FINGER_L (B)
#define WEAR_FINGER_R (C)
#define WEAR_NECK_1 (D)
#define WEAR_NECK_2 (E)
#define WEAR_BODY (F)
#define WEAR_HEAD (G)
#define WEAR_LEGS (H)
#define WEAR_FEET (I)
#define WEAR_HANDS (J)
#define WEAR_ARMS (K)
#define WEAR_SHIELD (L)
#define WEAR_ABOUT (M)
#define WEAR_WAIST (N)
#define WEAR_WRIST_L (O)
#define WEAR_WRIST_R (P)
#define WEAR_WIELD (Q)
#define WEAR_HOLD (R)
#define MAX_WEAR (S)
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
#define COND_DRUNK 0
#define COND_FULL 1
#define COND_THIRST 2
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_RESTING 5
#define POS_FIGHTING 6
#define POS_STANDING 7
/*
* ACT bits for players.
*/
#define PLR_IS_NPC (A) /* Don't EVER set. */
#define PLR_BOUGHT_PET (B)
#define PLR_AUTOEXIT (C)
#define PLR_AUTOLOOT (D)
#define PLR_AUTOSAC (E)
#define PLR_BLANK (F)
#define PLR_BRIEF (G)
#define PLR_COMBINE (H)
#define PLR_PROMPT (I)
#define PLR_TELNET_GA (J)
#define PLR_HOLYLIGHT (K)
#define PLR_WIZINVIS (L)
#define PLR_COLOUR (M) /* NEW OCT 94 Ant */
#define PLR_SWITCH (N)
#define PLR_THIEF (T)
#define PLR_KILLER (U)
/*
* PENalty bits for players.
*/
#define PEN_LOG (A)
#define PEN_DENY (B)
#define PEN_FREEZE (C)
#define PEN_SILENCE (D)
#define PEN_NOEMOTE (E)
#define PEN_NOTELL (F)
#define PEN_NOCHAT (G)
/*
* CHAN bits for players.
*/
#define CHAN_CHAT (A)
#define CHAN_IMM (B)
#define CHAN_TELL (C)
#define CHAN_QUIET (D)
/*
* Channel bits.
*/
#define CHANNEL_AUCTION (A)
#define CHANNEL_CHAT (B)
#define CHANNEL_HACKER (C)
#define CHANNEL_IMMTALK (D)
#define CHANNEL_MUSIC (E)
#define CHANNEL_QUESTION (F)
#define CHANNEL_SHOUT (G)
#define CHANNEL_YELL (H)
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA * next;
MPROG_DATA * mobprogs; /* Used by MOBprogram */
SPEC_FUN * spec_fun;
SHOP_DATA * pShop;
AREA_DATA * area; /* OLC */
RACE_DATA * race;
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 alignment;
sh_int hitroll;
sh_int ac;
sh_int hitnodice;
sh_int hitsizedice;
sh_int hitplus;
sh_int damnodice;
sh_int damsizedice;
sh_int damplus;
int gold;
int exp; /* For new leveless system */
int progtypes; /* Used by MOBprogram */
long act;
long affected_by;
};
/*
* One character (PC or NPC).
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * prev;
CHAR_DATA * next_in_room;
CHAR_DATA * master;
CHAR_DATA * leader;
CHAR_DATA * fighting;
CHAR_DATA * reply;
SPEC_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
MPROG_ACT_LIST * mpact; /* Used by MOBprogram */
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
NOTE_DATA * pnote;
OBJ_DATA * carrying;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
PC_DATA * pcdata;
CLASS_DATA * class;
RACE_DATA * race;
PART_DATA * parts;
char * name;
char * short_descr;
char * long_descr;
char * description;
char * prompt;
time_t logon;
time_t save_time;
time_t last_note[ MAX_SPOOL ];
bool wizbit;
bool herobit;
sh_int sex;
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;
sh_int position;
sh_int practice;
sh_int carry_weight;
sh_int carry_number;
sh_int saving_throw;
sh_int alignment;
sh_int hitroll;
sh_int damroll;
sh_int damage[ 3 ];
sh_int armour;
sh_int wimpy;
sh_int deaf;
int played;
int gold;
int exp; /* Total for pc's, worth for mobs. */
int mpactnum; /* Used by MOBprogram */
long chan; /* For toggling of channel flags */
long pen; /* For toggling of Penalty flags */
long act;
long affected_by;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
COLOUR_DATA * code; /* Data for coloUr configuration */
ALIAS * aliases;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
sh_int security; /* OLC - Builder security */
sh_int pagelen;
sh_int perm_str;
sh_int perm_int;
sh_int perm_wis;
sh_int perm_dex;
sh_int perm_con;
sh_int mod_str;
sh_int mod_int;
sh_int mod_wis;
sh_int mod_dex;
sh_int mod_con;
sh_int condition [3];
sh_int learned [MAX_SKILL];
long immortal; /* Flags for commands relating to */
/* either immortals or admin stuff. */
};
/*
* MOBprogram block
*/
struct mob_prog_act_list
{
MPROG_ACT_LIST * next;
CHAR_DATA * ch;
OBJ_DATA * obj;
char * buf;
void * vo;
};
struct mob_prog_data
{
MPROG_DATA *next;
int type;
char * arglist;
char * comlist;
};
bool MOBtrigger;
#define ERROR_PROG -1
#define IN_FILE_PROG 0
#define ACT_PROG 1
#define SPEECH_PROG 2
#define RAND_PROG 4
#define FIGHT_PROG 8
#define DEATH_PROG 16
#define HITPRCNT_PROG 32
#define ENTRY_PROG 64
#define GREET_PROG 128
#define ALL_GREET_PROG 256
#define GIVE_PROG 512
#define BRIBE_PROG 1024
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 16
struct liq_type
{
char * liq_name;
char * liq_color;
sh_int liq_affect[3];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
OBJ_INDEX_DATA * next;
OBJ_INDEX_DATA * prev;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
AREA_DATA * area; /* OLC */
WEAPON_DATA * weapon;
ARMOUR_DATA * armour;
SCROLL_DATA * scroll;
POTION_DATA * potion;
PILL_DATA * pill;
STAFF_DATA * staff;
WAND_DATA * wand;
LIGHT_DATA * light;
FOOD_DATA * food;
DRINK_DATA * drink;
CONT_DATA * cont;
MONEY_DATA * money;
char * name;
char * short_descr;
char * description;
sh_int vnum;
sh_int count;
sh_int condition;
sh_int weight;
sh_int requires[ 5 ];
long item_type;
long extra_flags;
long wear_flags;
int cost;
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * prev;
OBJ_DATA * next_content;
OBJ_DATA * prev_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
CHAR_DATA * carried_by;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
WEAPON_DATA * weapon;
ARMOUR_DATA * armour;
SCROLL_DATA * scroll;
POTION_DATA * potion;
PILL_DATA * pill;
STAFF_DATA * staff;
WAND_DATA * wand;
LIGHT_DATA * light;
FOOD_DATA * food;
DRINK_DATA * drink;
CONT_DATA * cont;
MONEY_DATA * money;
char * name;
char * short_descr;
char * description;
sh_int condition;
sh_int weight;
sh_int timer;
sh_int requires[ 5 ];
long item_type;
long extra_flags;
long wear_flags;
int wear_loc;
int cost;
};
/*
* Exit data.
*/
struct exit_data
{
EXIT_DATA * next; /* OLC */
ROOM_INDEX_DATA * to_room;
sh_int vnum;
sh_int exit_info;
sh_int key;
long rs_flags; /* OLC */
long orig_door; /* OLC */
char * keyword;
char * description;
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA * next;
char command;
sh_int arg1;
sh_int arg2;
sh_int arg3;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
char * name;
int recall;
int age;
int nplayer;
char * filename; /* OLC */
char * builders; /* OLC - Listing of builders */
int security; /* OLC - Value 0-infinity */
int lvnum; /* OLC - Lower vnum */
int uvnum; /* OLC - Upper vnum */
int vnum; /* OLC - Area vnum */
long area_flags; /* OLC */
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
RESET_DATA * reset_first; /* OLC */
RESET_DATA * reset_last; /* OLC */
CHAR_DATA * people;
OBJ_DATA * contents;
EXTRA_DESCR_DATA * extra_descr;
AREA_DATA * area;
EXIT_DATA * exit [10];
char * name;
char * description;
sh_int vnum;
long room_flags;
sh_int light;
sh_int sector_type;
};
/*
* Types of attacks.
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_HIT 1000
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
sh_int skill_level[MAX_CLASS]; /* Level needed by class */
SPELL_FUN * spell_fun; /* Spell pointer (for spells) */
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int * pgsn; /* Pointer to associated gsn */
sh_int slot; /* Slot for #OBJECT loading */
sh_int min_mana; /* Minimum mana used */
sh_int beats; /* Waiting time after use */
char * noun_damage; /* Damage message */
char * msg_off; /* Wear off message */
};
/*
* These are skill_lookup return values for common skills and spells.
*/
extern sh_int gsn_backstab;
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_sneak;
extern sh_int gsn_steal;
extern sh_int gsn_disarm;
extern sh_int gsn_enhanced_damage;
extern sh_int gsn_kick;
extern sh_int gsn_parry;
extern sh_int gsn_rescue;
extern sh_int gsn_second_attack;
extern sh_int gsn_third_attack;
extern sh_int gsn_blindness;
extern sh_int gsn_charm_person;
extern sh_int gsn_curse;
extern sh_int gsn_invis;
extern sh_int gsn_mass_invis;
extern sh_int gsn_poison;
extern sh_int gsn_sleep;
/*
* Utility Macros.
*/
#define UMIN(a, b) ((a) < (b) ? (a) : (b))
#define UMAX(a, b) ((a) > (b) ? (a) : (b))
#define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
#define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c))
#define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c))
#define IS_SET(flag, bit) ((flag) & (bit))
#define SET_BIT(var, bit) ((var) |= (bit))
#define REMOVE_BIT(var, bit) ((var) &= ~(bit))
/*
* Linked List Macros.
*/
#define LINK( obj, list ) if( !( list ) ) \
{ \
( list ) = ( obj ); \
( list )->next = NULL; \
( list )->prev = NULL; \
} \
else \
{ \
( obj )->next = ( list ); \
( obj )->prev = NULL; \
( list )->prev = ( obj ); \
( list ) = ( obj ); \
}
#define UNLINK( obj, list ) if( ( obj ) == ( list ) ) \
{ \
( list ) = ( obj )->next; \
if( ( obj )->next ) \
( obj )->next->prev = NULL; \
} \
else if( !( obj )->next ) \
{ \
( obj )->prev->next = NULL; \
} \
else \
{ \
( obj )->next->prev = ( obj )->prev; \
( obj )->prev->next = ( obj )->next; \
}
/*
* Character macros.
*/
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch) (ch->wizbit)
#define IS_HERO(ch) (ch->wizbit || ch->herobit)
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define IS_GOOD(ch) (ch->alignment >= 350)
#define IS_EVIL(ch) (ch->alignment <= -350)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define IS_AWAKE(ch) (ch->position > POS_SLEEPING)
#define GET_AC(ch) ((ch)->armour \
+ ( IS_AWAKE(ch) \
? dex_app[get_curr_dex(ch)].defensive \
: 0 ))
#define GET_HITROLL(ch) ((ch)->hitroll+str_app[get_curr_str(ch)].tohit)
#define GET_DAMROLL(ch) ((ch)->damroll+str_app[get_curr_str(ch)].todam)
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
#define MANA_COST( ch, sn ) ( IS_NPC( ch ) ? 0 : skill_table[sn].min_mana )
/*
* Object macros.
*/
#define CAN_WEAR(obj, part) ( IS_SET( ( obj )->wear_flags, ( part ) ) )
#define IS_OBJ_STAT(obj, stat) ( IS_SET( ( obj )->extra_flags, ( stat ) ) )
/*
* Description macros.
*/
#define PERS(ch, looker) ( can_see( looker, ( ch ) ) ? \
( IS_NPC( ch ) ? ( ch )->short_descr \
: ( ch )->name ) : "someone" )
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
char * const name;
DO_FUN * do_fun;
sh_int position;
long flag;
sh_int log;
bool show;
};
/*
* Immortal Command Flags.
* -Ant
*/
#define ICOM_NONE (0)
#define ICOM_BANS (A)
#define ICOM_OLC (B)
#define ICOM_ASAVE (C)
#define ICOM_SET (D)
#define ICOM_STAT (E)
#define ICOM_LOAD (F)
#define ICOM_PENALTY (G)
#define ICOM_SLAY (H)
#define ICOM_SNOOP (I)
#define ICOM_GOTO (J)
#define ICOM_AT (K)
#define ICOM_ECHO (L)
#define ICOM_SWITCH (M)
#define ICOM_SOCKET (N)
#define ICOM_BASIC (O)
#define ICOM_TRANS (P)
#define ICOM_FORCE (Q)
#define ICOM_ADMIN (R)
/*
* Other command related flags.
*/
#define ICOM_MOB (Y)
#define ICOM_PKILL (Z)
/*
* Structure for a social in the socials table.
*/
struct social_type
{
SOCIAL_DATA *next;
SOCIAL_DATA *prev;
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;
int social_num;
};
/*
* Global constants.
*/
extern const struct str_app_type str_app [101];
extern const struct dex_app_type dex_app [101];
extern const struct cmd_type cmd_table [];
extern const struct liq_type liq_table [LIQ_MAX];
extern const struct skill_type skill_table [MAX_SKILL];
extern char * const title_table [MAX_CLASS]
[MAX_LEVEL+1]
[2];
/*
* Global variables.
*/
extern HELP_DATA * help_first[ 126 ];
extern HELP_DATA * help_last[ 126 ];
extern SHOP_DATA * shop_first;
extern BAN_DATA * ban_list;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern NOTE_DATA * note_list;
extern OBJ_DATA * object_list;
extern CLASS_DATA * class_list;
extern RACE_DATA * race_list;
extern AFFECT_DATA * affect_free;
extern BAN_DATA * ban_free;
extern CHAR_DATA * char_free;
extern DESCRIPTOR_DATA * descriptor_free;
extern EXTRA_DESCR_DATA * extra_descr_free;
extern NOTE_DATA * note_free;
extern OBJ_DATA * obj_free;
extern PC_DATA * pcdata_free;
extern CLASS_DATA * class_free;
extern RACE_DATA * race_free;
extern COLOUR_DATA * coldata_free;
extern SOCIAL_DATA * social_first[ 126 ];
extern SOCIAL_DATA * social_last[ 126 ];
extern char bug_buf [];
extern time_t current_time;
extern bool fLogAll;
extern FILE * fpReserve;
extern KILL_DATA kill_table [];
extern char log_buf [];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern int Hash_commands [ 126 ];
/*
* New object style structures
*/
extern WEAPON_DATA *weapon_free;
extern ARMOUR_DATA *armour_free;
extern SCROLL_DATA *scroll_free;
extern POTION_DATA *potion_free;
extern PILL_DATA *pill_free;
extern STAFF_DATA *staff_free;
extern WAND_DATA *wand_free;
extern LIGHT_DATA *light_free;
extern FOOD_DATA *food_free;
extern DRINK_DATA *drink_free;
extern CONT_DATA *cont_free;
extern MONEY_DATA *money_free;
/*****************************************************************************
* OLC *
*****************************************************************************/
/*
* This structure is used in special.c to lookup spec funcs and
* also in olc_act.c to display listings of spec funcs.
*/
struct spec_type
{
char * spec_name;
SPEC_FUN * spec_fun;
};
/*
* This structure is used in bit.c to lookup flags and stats.
*/
struct flag_type
{
char * name;
int bit;
bool settable;
};
/*
* Object defined in limbo.are
* Used in save.c to load objects that don't exist.
*/
#define OBJ_VNUM_DUMMY 1
/*
* Area flags.
*/
#define AREA_NONE 0
#define AREA_CHANGED (A) /* Area has been modified. */
#define AREA_ADDED (B) /* Area has been added to. */
#define AREA_LOADING (C) /* Used for counting in db.c */
#define AREA_VERBOSE (D) /* Used for saving format */
#define MAX_DIR 9
#define NO_FLAG -99 /* Must not be used in flags or stats. */
/*
* Interp.c
*/
DECLARE_DO_FUN( do_aedit ); /* OLC 1.1b */
DECLARE_DO_FUN( do_redit ); /* OLC 1.1b */
DECLARE_DO_FUN( do_oedit ); /* OLC 1.1b */
DECLARE_DO_FUN( do_medit ); /* OLC 1.1b */
DECLARE_DO_FUN( do_asave );
DECLARE_DO_FUN( do_alist );
DECLARE_DO_FUN( do_resets );
/*
* Global Constants
*/
extern char * const dir_name [];
extern const sh_int rev_dir [];
extern const struct spec_type spec_table [];
/*
* Global variables
*/
extern AREA_DATA * area_first;
extern AREA_DATA * area_last;
extern SHOP_DATA * shop_last;
extern int top_affect;
extern int top_area;
extern int top_ed;
extern int top_exit;
extern int top_help;
extern int top_mob_index;
extern int top_obj_index;
extern int top_reset;
extern int top_room;
extern int top_shop;
extern int top_social;
extern int top_part;
extern int top_vnum_mob;
extern int top_vnum_obj;
extern int top_vnum_room;
/*
* New Object Code Memory Stuff.
*/
extern int top_weapon;
extern int top_armour;
extern int top_cont;
extern int top_drink;
extern int top_food;
extern int top_potion;
extern int top_pill;
extern int top_scroll;
extern int top_staff;
extern int top_wand;
extern int top_light;
extern int top_money;
extern char str_empty [1];
extern MOB_INDEX_DATA * mob_index_hash [MAX_KEY_HASH];
extern OBJ_INDEX_DATA * obj_index_hash [MAX_KEY_HASH];
extern ROOM_INDEX_DATA * room_index_hash [MAX_KEY_HASH];
/*
* Command functions.
* Defined in act_*.c (mostly).
*/
DECLARE_DO_FUN( do_advance );
DECLARE_DO_FUN( do_alias );
DECLARE_DO_FUN( do_allow );
DECLARE_DO_FUN( do_answer );
DECLARE_DO_FUN( do_areas );
DECLARE_DO_FUN( do_at );
DECLARE_DO_FUN( do_auction );
DECLARE_DO_FUN( do_auto );
DECLARE_DO_FUN( do_autoexit );
DECLARE_DO_FUN( do_autoloot );
DECLARE_DO_FUN( do_autosac );
DECLARE_DO_FUN( do_backstab );
DECLARE_DO_FUN( do_bamfin );
DECLARE_DO_FUN( do_bamfout );
DECLARE_DO_FUN( do_ban );
DECLARE_DO_FUN( do_blank );
DECLARE_DO_FUN( do_brandish );
DECLARE_DO_FUN( do_brief );
DECLARE_DO_FUN( do_bug );
DECLARE_DO_FUN( do_buy );
DECLARE_DO_FUN( do_cast );
DECLARE_DO_FUN( do_channels );
DECLARE_DO_FUN( do_chat );
DECLARE_DO_FUN( do_close );
DECLARE_DO_FUN( do_colour );
DECLARE_DO_FUN( do_color );
DECLARE_DO_FUN( do_combine );
DECLARE_DO_FUN( do_commands );
DECLARE_DO_FUN( do_compare );
DECLARE_DO_FUN( do_config );
DECLARE_DO_FUN( do_consider );
DECLARE_DO_FUN( do_credits );
DECLARE_DO_FUN( do_deny );
DECLARE_DO_FUN( do_description );
DECLARE_DO_FUN( do_disarm );
DECLARE_DO_FUN( do_disconnect );
DECLARE_DO_FUN( do_down );
DECLARE_DO_FUN( do_drink );
DECLARE_DO_FUN( do_drop );
DECLARE_DO_FUN( do_east );
DECLARE_DO_FUN( do_eat );
DECLARE_DO_FUN( do_echo );
DECLARE_DO_FUN( do_emote );
DECLARE_DO_FUN( do_endow );
DECLARE_DO_FUN( do_equipment );
DECLARE_DO_FUN( do_examine );
DECLARE_DO_FUN( do_exits );
DECLARE_DO_FUN( do_fill );
DECLARE_DO_FUN( do_flee );
DECLARE_DO_FUN( do_follow );
DECLARE_DO_FUN( do_force );
DECLARE_DO_FUN( do_freeze );
DECLARE_DO_FUN( do_get );
DECLARE_DO_FUN( do_give );
DECLARE_DO_FUN( do_goto );
DECLARE_DO_FUN( do_group );
DECLARE_DO_FUN( do_gtell );
DECLARE_DO_FUN( do_help );
DECLARE_DO_FUN( do_hide );
DECLARE_DO_FUN( do_holylight );
DECLARE_DO_FUN( do_idea );
DECLARE_DO_FUN( do_immtalk );
DECLARE_DO_FUN( do_inventory );
DECLARE_DO_FUN( do_invis );
DECLARE_DO_FUN( do_kick );
DECLARE_DO_FUN( do_kill );
DECLARE_DO_FUN( do_list );
DECLARE_DO_FUN( do_lock );
DECLARE_DO_FUN( do_log );
DECLARE_DO_FUN( do_look );
DECLARE_DO_FUN( do_mail );
DECLARE_DO_FUN( do_memory );
DECLARE_DO_FUN( do_mfind );
DECLARE_DO_FUN( do_mload );
DECLARE_DO_FUN( do_mpasound );
DECLARE_DO_FUN( do_mpat );
DECLARE_DO_FUN( do_mpecho );
DECLARE_DO_FUN( do_mpechoaround );
DECLARE_DO_FUN( do_mpechoat );
DECLARE_DO_FUN( do_mpforce );
DECLARE_DO_FUN( do_mpgoto );
DECLARE_DO_FUN( do_mpjunk );
DECLARE_DO_FUN( do_mpkill );
DECLARE_DO_FUN( do_mpmload );
DECLARE_DO_FUN( do_mpoload );
DECLARE_DO_FUN( do_mppurge );
DECLARE_DO_FUN( do_mpstat );
DECLARE_DO_FUN( do_mptransfer );
DECLARE_DO_FUN( do_mset );
DECLARE_DO_FUN( do_mstat );
DECLARE_DO_FUN( do_mwhere );
DECLARE_DO_FUN( do_murde );
DECLARE_DO_FUN( do_murder );
DECLARE_DO_FUN( do_music );
DECLARE_DO_FUN( do_noemote );
DECLARE_DO_FUN( do_north );
DECLARE_DO_FUN( do_northeast );
DECLARE_DO_FUN( do_northwest );
DECLARE_DO_FUN( do_note );
DECLARE_DO_FUN( do_notell );
DECLARE_DO_FUN( do_ofind );
DECLARE_DO_FUN( do_oload );
DECLARE_DO_FUN( do_open );
DECLARE_DO_FUN( do_order );
DECLARE_DO_FUN( do_oset );
DECLARE_DO_FUN( do_ostat );
DECLARE_DO_FUN( do_owhere );
DECLARE_DO_FUN( do_pagelen );
DECLARE_DO_FUN( do_pardon );
DECLARE_DO_FUN( do_password );
DECLARE_DO_FUN( do_peace );
DECLARE_DO_FUN( do_pick );
DECLARE_DO_FUN( do_pose );
DECLARE_DO_FUN( do_practice );
DECLARE_DO_FUN( do_prompt );
DECLARE_DO_FUN( do_purge );
DECLARE_DO_FUN( do_put );
DECLARE_DO_FUN( do_quaff );
DECLARE_DO_FUN( do_question );
DECLARE_DO_FUN( do_qui );
DECLARE_DO_FUN( do_quit );
DECLARE_DO_FUN( do_qwest );
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_remove );
DECLARE_DO_FUN( do_rent );
DECLARE_DO_FUN( do_reply );
DECLARE_DO_FUN( do_report );
DECLARE_DO_FUN( do_rescue );
DECLARE_DO_FUN( do_rest );
DECLARE_DO_FUN( do_restore );
DECLARE_DO_FUN( do_return );
DECLARE_DO_FUN( do_rset );
DECLARE_DO_FUN( do_rstat );
DECLARE_DO_FUN( do_sacrifice );
DECLARE_DO_FUN( do_save );
DECLARE_DO_FUN( do_say );
DECLARE_DO_FUN( do_score );
DECLARE_DO_FUN( do_sell );
DECLARE_DO_FUN( do_shout );
DECLARE_DO_FUN( do_shutdow );
DECLARE_DO_FUN( do_shutdown );
DECLARE_DO_FUN( do_silence );
DECLARE_DO_FUN( do_sla );
DECLARE_DO_FUN( do_slay );
DECLARE_DO_FUN( do_sleep );
DECLARE_DO_FUN( do_slist );
DECLARE_DO_FUN( do_slookup );
DECLARE_DO_FUN( do_sneak );
DECLARE_DO_FUN( do_snoop );
DECLARE_DO_FUN( do_socials );
DECLARE_DO_FUN( do_south );
DECLARE_DO_FUN( do_southeast );
DECLARE_DO_FUN( do_southwest );
DECLARE_DO_FUN( do_spells );
DECLARE_DO_FUN( do_split );
DECLARE_DO_FUN( do_sset );
DECLARE_DO_FUN( do_stand );
DECLARE_DO_FUN( do_steal );
DECLARE_DO_FUN( do_switch );
DECLARE_DO_FUN( do_tell );
DECLARE_DO_FUN( do_time );
DECLARE_DO_FUN( do_title );
DECLARE_DO_FUN( do_train );
DECLARE_DO_FUN( do_transfer );
DECLARE_DO_FUN( do_trust );
DECLARE_DO_FUN( do_typo );
DECLARE_DO_FUN( do_unlock );
DECLARE_DO_FUN( do_unread );
DECLARE_DO_FUN( do_up );
DECLARE_DO_FUN( do_users );
DECLARE_DO_FUN( do_value );
DECLARE_DO_FUN( do_visible );
DECLARE_DO_FUN( do_wake );
DECLARE_DO_FUN( do_wear );
DECLARE_DO_FUN( do_weather );
DECLARE_DO_FUN( do_west );
DECLARE_DO_FUN( do_where );
DECLARE_DO_FUN( do_who );
DECLARE_DO_FUN( do_wimpy );
DECLARE_DO_FUN( do_wizhelp );
DECLARE_DO_FUN( do_wizify );
DECLARE_DO_FUN( do_wizlist );
DECLARE_DO_FUN( do_wizlock );
DECLARE_DO_FUN( do_yell );
DECLARE_DO_FUN( do_zap );
/*
* Spell functions.
* Defined in magic.c.
*/
DECLARE_SPELL_FUN( spell_null );
DECLARE_SPELL_FUN( spell_acid_blast );
DECLARE_SPELL_FUN( spell_armor );
DECLARE_SPELL_FUN( spell_bless );
DECLARE_SPELL_FUN( spell_blindness );
DECLARE_SPELL_FUN( spell_burning_hands );
DECLARE_SPELL_FUN( spell_call_lightning );
DECLARE_SPELL_FUN( spell_cause_critical );
DECLARE_SPELL_FUN( spell_cause_light );
DECLARE_SPELL_FUN( spell_cause_serious );
DECLARE_SPELL_FUN( spell_change_sex );
DECLARE_SPELL_FUN( spell_charm_person );
DECLARE_SPELL_FUN( spell_chill_touch );
DECLARE_SPELL_FUN( spell_colour_spray );
DECLARE_SPELL_FUN( spell_continual_light );
DECLARE_SPELL_FUN( spell_control_weather );
DECLARE_SPELL_FUN( spell_create_food );
DECLARE_SPELL_FUN( spell_create_spring );
DECLARE_SPELL_FUN( spell_create_water );
DECLARE_SPELL_FUN( spell_cure_blindness );
DECLARE_SPELL_FUN( spell_cure_critical );
DECLARE_SPELL_FUN( spell_cure_light );
DECLARE_SPELL_FUN( spell_cure_poison );
DECLARE_SPELL_FUN( spell_cure_serious );
DECLARE_SPELL_FUN( spell_curse );
DECLARE_SPELL_FUN( spell_detect_evil );
DECLARE_SPELL_FUN( spell_detect_hidden );
DECLARE_SPELL_FUN( spell_detect_invis );
DECLARE_SPELL_FUN( spell_detect_magic );
DECLARE_SPELL_FUN( spell_detect_poison );
DECLARE_SPELL_FUN( spell_dispel_evil );
DECLARE_SPELL_FUN( spell_dispel_magic );
DECLARE_SPELL_FUN( spell_earthquake );
DECLARE_SPELL_FUN( spell_enchant_weapon );
DECLARE_SPELL_FUN( spell_energy_drain );
DECLARE_SPELL_FUN( spell_faerie_fire );
DECLARE_SPELL_FUN( spell_faerie_fog );
DECLARE_SPELL_FUN( spell_fireball );
DECLARE_SPELL_FUN( spell_flamestrike );
DECLARE_SPELL_FUN( spell_fly );
DECLARE_SPELL_FUN( spell_gate );
DECLARE_SPELL_FUN( spell_general_purpose );
DECLARE_SPELL_FUN( spell_giant_strength );
DECLARE_SPELL_FUN( spell_harm );
DECLARE_SPELL_FUN( spell_heal );
DECLARE_SPELL_FUN( spell_high_explosive );
DECLARE_SPELL_FUN( spell_identify );
DECLARE_SPELL_FUN( spell_infravision );
DECLARE_SPELL_FUN( spell_invis );
DECLARE_SPELL_FUN( spell_know_alignment );
DECLARE_SPELL_FUN( spell_lightning_bolt );
DECLARE_SPELL_FUN( spell_locate_object );
DECLARE_SPELL_FUN( spell_magic_missile );
DECLARE_SPELL_FUN( spell_mass_invis );
DECLARE_SPELL_FUN( spell_pass_door );
DECLARE_SPELL_FUN( spell_poison );
DECLARE_SPELL_FUN( spell_protection );
DECLARE_SPELL_FUN( spell_refresh );
DECLARE_SPELL_FUN( spell_remove_curse );
DECLARE_SPELL_FUN( spell_sanctuary );
DECLARE_SPELL_FUN( spell_shocking_grasp );
DECLARE_SPELL_FUN( spell_shield );
DECLARE_SPELL_FUN( spell_sleep );
DECLARE_SPELL_FUN( spell_stone_skin );
DECLARE_SPELL_FUN( spell_summon );
DECLARE_SPELL_FUN( spell_teleport );
DECLARE_SPELL_FUN( spell_ventriloquate );
DECLARE_SPELL_FUN( spell_weaken );
DECLARE_SPELL_FUN( spell_word_of_recall );
DECLARE_SPELL_FUN( spell_acid_breath );
DECLARE_SPELL_FUN( spell_fire_breath );
DECLARE_SPELL_FUN( spell_frost_breath );
DECLARE_SPELL_FUN( spell_gas_breath );
DECLARE_SPELL_FUN( spell_lightning_breath );
/*
* OS-dependent declarations.
* These are all very standard library functions,
* but some systems have incomplete or non-ansi header files.
*/
#if defined(_AIX)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(apollo)
int atoi args( ( const char *string ) );
void * calloc args( ( unsigned nelem, size_t size ) );
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(hpux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(linux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(macintosh)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(MIPS_OS)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(MSDOS)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(NeXT)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(sequent)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(sun)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
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(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 NULL_FILE "/dev/null" /* To reserve one stream */
#define PLAYER_DIR "../player/" /* Player files */
#define MOB_DIR "MOBProgs/" /* MOBProg files */
#define CURRENT_DIR "current/" /* Current areafiles in use */
#define AREA_TMP_DIR "tmp/" /* buffer directory to prevent trashing
of areas by OLC crashes :> */
#define HELP_DIR "helps/" /* Current helpfiles in use */
#define AREA_LIST "area.lst" /* List of areas */
#define CLASS_FILE "classes" /* File for the classes */
#define RACE_FILE "races" /* File for the races */
#define BUG_FILE "bugs.txt" /* For 'bug' and bug( ) */
#define IDEA_FILE "ideas.txt" /* For 'idea' */
#define TYPO_FILE "typos.txt" /* For 'typo' */
#define NOTE_FILE "notes.txt" /* For 'notes' */
#define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */
#define AUTH_PROGRAM "getnameauth" /* For Identification Protocol */
/*
* Our function prototypes.
* One big lump ... this is every function in Merc.
*/
#define CD CHAR_DATA
#define MID MOB_INDEX_DATA
#define OD OBJ_DATA
#define OID OBJ_INDEX_DATA
#define RID ROOM_INDEX_DATA
#define SF SPEC_FUN
/* act_comm.c */
void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void stop_follower args( ( CHAR_DATA *ch ) );
void die_follower args( ( CHAR_DATA *ch ) );
bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
bool is_note_to args( ( CHAR_DATA *ch, NOTE_DATA *pnote ) );
void note_process args( ( CHAR_DATA *ch, char *argument, int spool ) );
void note_delete args( ( NOTE_DATA *pnote ) );
/* act_info.c */
void set_title args( ( CHAR_DATA *ch, char *title ) );
/* act_move.c */
void move_char args( ( CHAR_DATA *ch, int door ) );
/* act_obj.c */
/* act_wiz.c */
ROOM_INDEX_DATA * find_location args( ( CHAR_DATA *ch, char *arg ) );
/* bit.c */
extern const struct flag_type area_flags[];
extern const struct flag_type sex_flags[];
extern const struct flag_type exit_flags[];
extern const struct flag_type door_resets[];
extern const struct flag_type room_flags[];
extern const struct flag_type sector_flags[];
extern const struct flag_type type_flags[];
extern const struct flag_type extra_flags[];
extern const struct flag_type wear_flags[];
extern const struct flag_type act_flags[];
extern const struct flag_type affect_flags[];
extern const struct flag_type apply_flags[];
extern const struct flag_type wear_loc_strings[];
extern const struct flag_type wear_loc_flags[];
extern const struct flag_type weapon_flags[];
extern const struct flag_type weapon_extra[];
extern const struct flag_type container_flags[];
extern const struct flag_type liquid_flags[];
extern const struct flag_type immortal_flags[];
extern const struct flag_type part_flags[];
char *ascii_flag args( ( long vector ) );
/* comm.c */
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt,
int length ) );
void send_to_all_char args( ( const char *text ) );
void send_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
void send_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void page_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
void page_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void show_string args( ( DESCRIPTOR_DATA *d, char *input ) );
void act args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void act_new args( ( const char *format, CHAR_DATA *ch, const void *arg1,
const void *arg2, int type, int min_pos ) );
char *colour args( ( char type, CHAR_DATA *ch ) );
char *colourconv args( ( const char *txt, CHAR_DATA *ch ) );
/* db.c */
void boot_db args( ( void ) );
void area_update args( ( void ) );
CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) );
OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex ) );
void clear_char args( ( CHAR_DATA *ch ) );
void free_char args( ( CHAR_DATA *ch ) );
char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) );
MID * get_mob_index args( ( int vnum ) );
OID * get_obj_index args( ( int vnum ) );
RID * get_room_index args( ( int vnum ) );
char fread_letter args( ( FILE *fp ) );
int fread_number args( ( FILE *fp ) );
char * fread_string args( ( FILE *fp ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp ) );
void * alloc_mem args( ( int sMem ) );
void * alloc_perm args( ( int sMem ) );
void free_mem args( ( void *pMem, int sMem ) );
char * str_dup args( ( const char *str ) );
void free_string args( ( char *pstr ) );
int number_fuzzy args( ( int number ) );
int number_range args( ( int from, int to ) );
int number_percent args( ( void ) );
int number_door args( ( void ) );
int number_bits args( ( int width ) );
int number_mm args( ( void ) );
int dice args( ( int number, int size ) );
int interpolate args( ( int level, int value_00, int value_32 ) );
void smash_tilde args( ( char *str ) );
bool str_cmp args( ( const char *astr, const char *bstr ) );
bool str_prefix args( ( const char *astr, const char *bstr ) );
bool str_infix args( ( const char *astr, const char *bstr ) );
bool str_suffix args( ( const char *astr, const char *bstr ) );
char * capitalize args( ( const char *str ) );
void append_file args( ( CHAR_DATA *ch, char *file, char *str ) );
void bug args( ( const char *str, int param ) );
void log_string args( ( const char *str ) );
void tail_chain args( ( void ) );
void str_cat args( ( char **dest, const char *src ) );
void hash_commands args( ( void ) );
void reset_area args( ( AREA_DATA * pArea ) );
void reset_room args( ( ROOM_INDEX_DATA *pRoom ) );
void mprog_write_programs args( ( FILE* fp,
MOB_INDEX_DATA *pMobIndex ) );
int fread_flag args( ( FILE *fp ) );
int flag_convert args( ( char letter ) );
void make_parts args( ( CHAR_DATA *ch ) );
void delete_aliases args( ( ALIAS *head ) );
/* fight.c */
void violence_update args( ( void ) );
void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
void damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt ) );
void update_pos args( ( CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
void death_cry args( ( CHAR_DATA *ch ) );
void raw_kill args( ( CHAR_DATA *victim ) );
/* handler.c */
int get_trust args( ( CHAR_DATA *ch ) );
int get_age args( ( CHAR_DATA *ch ) );
int get_curr_str args( ( CHAR_DATA *ch ) );
int get_curr_int args( ( CHAR_DATA *ch ) );
int get_curr_wis args( ( CHAR_DATA *ch ) );
int get_curr_dex args( ( CHAR_DATA *ch ) );
int get_curr_con args( ( CHAR_DATA *ch ) );
int can_carry_n args( ( CHAR_DATA *ch ) );
int can_carry_w args( ( CHAR_DATA *ch ) );
bool is_name args( ( char *str, char *namelist ) );
bool is_name_old args( ( char *str, char *namelist ) );
void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_strip args( ( CHAR_DATA *ch, int sn ) );
bool is_affected args( ( CHAR_DATA *ch, int sn ) );
void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void char_from_room args( ( CHAR_DATA *ch ) );
void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void obj_from_char args( ( OBJ_DATA *obj ) );
int apply_ac args( ( OBJ_DATA *obj, int iWear ) );
OD * get_eq_char args( ( CHAR_DATA *ch, long WearFlag ) );
void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, long WearFlag ) );
void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void obj_from_room args( ( OBJ_DATA *obj ) );
void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) );
void obj_from_obj args( ( OBJ_DATA *obj ) );
void extract_obj args( ( OBJ_DATA *obj ) );
void extract_char args( ( CHAR_DATA *ch, bool fPull ) );
CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) );
OD * get_obj_list args( ( CHAR_DATA *ch, char *argument,
OBJ_DATA *list ) );
OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) );
OD * create_money args( ( int amount ) );
int get_obj_number args( ( OBJ_DATA *obj ) );
int get_obj_weight args( ( OBJ_DATA *obj ) );
bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
char * item_type_name args( ( OBJ_DATA *obj ) );
char * affect_loc_name args( ( int location ) );
char * affect_bit_name args( ( int vector ) );
char * extra_bit_name args( ( int extra_flags ) );
void default_colour args( ( CHAR_DATA *ch ) );
void all_colour args( ( CHAR_DATA *ch, char *argument ) );
CLASS_DATA *get_class args( ( int number ) );
RACE_DATA *get_race args( ( int number ) );
RACE_DATA *race_lookup args( ( char *race ) );
RACE_DATA *race_lookup_olc args( ( char *race ) );
char * strip_last_line args( ( char *buf ) );
/* interp.c */
void interpret args( ( CHAR_DATA *ch, char *argument, bool recursing ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
char * one_argument args( ( char *argument, char *arg_first ) );
bool IS_SWITCHED args( ( CHAR_DATA *ch ) );
/* magic.c */
int skill_lookup args( ( const char *name ) );
int slot_lookup args( ( int slot ) );
bool saves_spell args( ( int level, CHAR_DATA *victim ) );
void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, OBJ_DATA *obj ) );
/* mem.c */
PART_DATA *new_part args( ( void ) );
void free_part args( ( PART_DATA *pPart ) );
/* mob_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* mob ) );
void mprog_random_trigger args( ( CHAR_DATA* mob ) );
void mprog_speech_trigger args( ( char* txt, CHAR_DATA* mob ) );
void mprog_driver args( ( char* com_list, CHAR_DATA* mob,
CHAR_DATA* actor, OBJ_DATA* obj,
void* vo ) );
/* obj.c */
WEAPON_DATA *new_weapon args( ( void ) );
ARMOUR_DATA *new_armour args( ( void ) );
CONT_DATA *new_cont args( ( void ) );
DRINK_DATA *new_drink args( ( void ) );
FOOD_DATA *new_food args( ( void ) );
SCROLL_DATA *new_scroll args( ( void ) );
PILL_DATA *new_pill args( ( void ) );
POTION_DATA *new_potion args( ( void ) );
WAND_DATA *new_wand args( ( void ) );
STAFF_DATA *new_staff args( ( void ) );
LIGHT_DATA *new_light args( ( void ) );
MONEY_DATA *new_money args( ( void ) );
void free_weapon args( ( OBJ_DATA *obj ) );
void free_armour args( ( OBJ_DATA *obj ) );
void free_cont args( ( OBJ_DATA *obj ) );
void free_drink args( ( OBJ_DATA *obj ) );
void free_food args( ( OBJ_DATA *obj ) );
void free_scroll args( ( OBJ_DATA *obj ) );
void free_pill args( ( OBJ_DATA *obj ) );
void free_potion args( ( OBJ_DATA *obj ) );
void free_wand args( ( OBJ_DATA *obj ) );
void free_staff args( ( OBJ_DATA *obj ) );
void free_light args( ( OBJ_DATA *obj ) );
void free_money args( ( OBJ_DATA *obj ) );
void free_weapon_index args( ( OBJ_INDEX_DATA *obj ) );
void free_armour_index args( ( OBJ_INDEX_DATA *obj ) );
void free_cont_index args( ( OBJ_INDEX_DATA *obj ) );
void free_drink_index args( ( OBJ_INDEX_DATA *obj ) );
void free_food_index args( ( OBJ_INDEX_DATA *obj ) );
void free_scroll_index args( ( OBJ_INDEX_DATA *obj ) );
void free_pill_index args( ( OBJ_INDEX_DATA *obj ) );
void free_potion_index args( ( OBJ_INDEX_DATA *obj ) );
void free_wand_index args( ( OBJ_INDEX_DATA *obj ) );
void free_staff_index args( ( OBJ_INDEX_DATA *obj ) );
void free_light_index args( ( OBJ_INDEX_DATA *obj ) );
void free_money_index args( ( OBJ_INDEX_DATA *obj ) );
/* olc.c */
bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) );
char *olc_ed_name args( ( CHAR_DATA *ch ) );
char *olc_ed_vnum args( ( CHAR_DATA *ch ) );
int flag_value args ( ( const struct flag_type *flag_table,
char *argument) );
char *flag_string args ( ( const struct flag_type *flag_table,
int bits ) );
/* save.c */
void save_char_obj args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
/* special.c */
SF * spec_lookup args( ( const char *name ) );
char * spec_string args( ( SPEC_FUN *fun ) ); /* OLC */
/* string.c */
void string_edit args( ( CHAR_DATA *ch, char **pString ) );
void string_append args( ( CHAR_DATA *ch, char **pString ) );
char * string_replace args( ( char * orig, char * old, char * new ) );
void string_add args( ( CHAR_DATA *ch, char *argument ) );
char * format_string args( ( char *oldstring /*, bool fSpace */ ) );
char * first_arg args( ( char *argument, char *arg_first, bool fCase ) );
char * string_unpad args( ( char * argument ) );
char * string_proper args( ( char * argument ) );
/* update.c */
void advance_level args( ( CHAR_DATA *ch ) );
void gain_exp args( ( CHAR_DATA *ch, int gain ) );
void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) );
void update_handler args( ( void ) );
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF