/***************************************************************************
* 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. *
* *
* Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen *
* *
* 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. *
***************************************************************************/
/***************************************************************************
* _/ _/ *
* _/_/_/ _/_/ _/_/_/ _/ _/_/ _/ _/ _/_/_/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ _/ *
* _/ _/ _/ _/_/_/ _/ _/_/ _/_/_/ _/_/_/ *
***************************************************************************
* Mindcloud Copyright 2001-2003 by Jeff Boschee (Zarius), *
* Additional credits are in the help file CODECREDITS *
* All Rights Reserved. *
***************************************************************************/
#ifndef _MERC_HEADER_
#define _MERC_HEADER_
#include <stdlib.h>
#include <limits.h>
#include <sys/cdefs.h>
#include <sys/time.h>
#include <pthread.h>
#include "jobo_quest.h"
#include "jobo_comm.h"
#include "kav_soundex.h"
#include "monk.h"
#include "giant.h"
#include "fae.h"
#include "angel.h"
#include "lich.h"
#include "shapeshifter.h"
#include "undead_knight.h"
#include "tanarri.h"
#include "cyborg.h"
#include "mage.h"
#include "ninja.h"
#include "drow.h"
#include "demon.h"
#include "samurai.h"
#include "skyblade.h"
#include "drone.h"
#include "ghoul.h"
#include "draconian.h"
#include "thief.h"
#include "shadow.h"
#include "priest.h"
#include "jedi.h"
#include "class.h"
#include "ww.h"
#include "dlfcn.h"
/*
* 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( )
#define DECLARE_QUEST_FUN( fun ) void fun( )
#define DECLARE_SHOP_FUN( fun ) void fun( )
#define DECLARE_OBJ_FUN( fun ) void fun( )
#define DECLARE_ROOM_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_QUEST_FUN( fun ) QUEST_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#define DECLARE_SHOP_FUN( fun ) SHOP_FUN fun
#define DECLARE_OBJ_FUN( fun ) OBJ_FUN fun
#define DECLARE_ROOM_FUN( fun ) ROOM_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
#define COMPILE_TIME __DATE__ " "__TIME__
#define VERS __DATE__
/* mccp: support bits */
#include <zlib.h>
#define TELOPT_COMPRESS 85
#define COMPRESS_BUF_SIZE 16384
/*
* Structure types.
*/
typedef struct area_affect AREA_AFFECT;
typedef struct affect_data AFFECT_DATA;
typedef struct affect2_data AFFECT2_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct char_data CHAR_DATA;
typedef struct alias_data ALIAS_DATA;
typedef struct quest_data QUEST_DATA;
typedef struct top_board TOP_BOARD;
typedef struct wiz_data WIZ_DATA;
typedef struct history_data HISTORY_DATA;
typedef struct l_board LEADER_BOARD;
typedef struct religion_table RELIGION_TABLE;
typedef struct map_type MAP_TYPE;
typedef struct editor_data EDITOR_DATA;
typedef struct channel_storage CHANNEL_STORAGE;
typedef struct kingdom_data KINGDOM_DATA;
typedef struct war_data WAR_DATA;
typedef struct dummy_arg DUMMY_ARG;
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 time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
typedef struct prog_list PROG_LIST;
typedef struct prog_code PROG_CODE;
typedef struct disabled_data DISABLED_DATA;
typedef struct project_data PROJECT_DATA;
typedef struct mob_trigger MOB_TRIGGER;
typedef struct auction_data AUCTION_DATA;
typedef struct sleep_data SLEEP_DATA; /* mpsleep*/
typedef struct hint_data HINT_DATA;
typedef enum {sCreate,sFree,sFreeList} structure_dowhat;
typedef struct buf_type BUFFER;
struct buf_type
{
BUFFER * next;
bool valid;
sh_int state; /* error state of the buffer */
sh_int size; /* size in k */
char * string; /* buffer's string */
};
extern SLEEP_DATA *first_sleep;
/*
* Sleeping prog data
*/
struct sleep_data
{
SLEEP_DATA *next;
SLEEP_DATA *prev;
CHAR_DATA *ch;
CHAR_DATA *mob;
PROG_CODE *prog;
int valid;
int vnum;
int line;
int timer;
};
struct auction_data
{
OBJ_DATA * item;
CHAR_DATA * owner;
CHAR_DATA * high_bidder;
sh_int status;
long current_bid;
long minbid;
long bones_held;
};
#define AUCTION_LENGTH 5
extern AUCTION_DATA auction_info;
extern int arena;
extern int TOTAL_BID;
#define MINIMUM_BID 100
struct disabled_data
{
DISABLED_DATA * next; /* pointer to next node */
struct cmd_type const * command; /* pointer to the command struct */
char * disabled_by; /* name of disabler */
sh_int level; /* level of disabler */
};
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;
bool taken; /* Has someone taken project?*/
};
extern DISABLED_DATA *disabled_first;
/*
* Function types.
*/
typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) );
typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) );
typedef void QUEST_FUN args (( CHAR_DATA * questmaster, CHAR_DATA * ch, char *argument ));
typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo ) );
typedef void SHOP_FUN args (( CHAR_DATA * shopkeeper, CHAR_DATA * ch, char *argument ));
typedef void OBJ_FUN args( ( OBJ_DATA *obj, char *argument ) );
typedef void ROOM_FUN args( ( ROOM_INDEX_DATA *room, char *argument ) );
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 8192
#define MAX_INPUT_LENGTH 400
#define MAS 262144
/*
* Rotains Gobal Procedures
*/
void clear_stats args( (CHAR_DATA *ch) );
void room_is_total_darkness args( (ROOM_INDEX_DATA *pRoomIndex) );
void improve_wpn args( (CHAR_DATA *ch,int dtype, int right_hand) );
void improve_stance args( (CHAR_DATA *ch) );
void skillstance args( (CHAR_DATA *ch, CHAR_DATA *victim) );
void show_spell args( (CHAR_DATA *ch, int dtype) );
void fightaction args( (CHAR_DATA *ch, CHAR_DATA *victim, int actype , \
int dtype, int wpntype) );
void crack_head args( (CHAR_DATA *ch, OBJ_DATA *obj, char *argument) );
void critical_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam) );
void take_item args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void raw_kill args((CHAR_DATA * victim, CHAR_DATA * killer));
void trip args( (CHAR_DATA *ch, CHAR_DATA *victim) );
void disarm args( (CHAR_DATA *ch, CHAR_DATA *victim) );
void make_corpse args( (CHAR_DATA *ch) );
void one_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, int handtype) );
void special_hurl args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void make_part args( (CHAR_DATA *ch, char *argument) );
void home_write args((void));
void behead args( (CHAR_DATA *victim) );
void paradox args( (CHAR_DATA *ch) );
bool fair_fight args( (CHAR_DATA *ch, CHAR_DATA *victim) );
/*
* file stuff
*/
void load_kingdoms args( (void) );
void save_kingdoms args( (void) );
/*
* Godwars Game Parameters
* By Rotain
*/
#define SKILL_ADEPT 100
#define SKILL_THAC0_32 18
#define SKILL_THAC0_00 6
#define VERSION_NUMBER 1
#define DONATION_ROOM_WEAPON 3207
#define DONATION_ROOM_ARMOR 3207
#define DONATION_ROOM_REST 3207
#define MAX_VAMPIRE_POWER 3
#define MAX_CLAN 11
#define MAX_DISCIPLINES 44
#define MAX_ART 12
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MUDNAME "Mindcloud 2.5b"
#define ADMINNAME "Your Name Here"
#define MAX_KNUDE 500
#define MAX_HISTORY 15
#define MAX_IGNORE 10
#define MAX_ALIAS 30
#define MAX_KINGDOM 5
#define MAX_WAR 30
#define CURRENT_REVISION 1 // change this each time you update revision of pfiles
#define PARADOX_TICK 30
#define MAX_SKILL 231
#define MAX_SPELL 74
#define MAX_LEVEL 12
#define MAX_TOP_PLAYERS 20
#define MAX_RELIGIONS 5
/* Size of the map and depth of recursion to undertake */
#define MAPX 10
#define MAPY 8
#define MAXDEPTH 2
#define NO_WATCH 10
#define LEVEL_HERO (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL (MAX_LEVEL - 5)
#define LEVEL_MORTAL (MAX_LEVEL - 10)
#define LEVEL_AVATAR (MAX_LEVEL - 9)
#define LEVEL_BUILDER (MAX_LEVEL - 5)
#define LEVEL_QUESTMAKER (MAX_LEVEL - 4)
#define LEVEL_ENFORCER (MAX_LEVEL - 3)
#define LEVEL_JUDGE (MAX_LEVEL - 2)
#define LEVEL_HIGHJUDGE (MAX_LEVEL - 1)
#define LEVEL_IMPLEMENTOR (MAX_LEVEL)
#define PULSE_THIRTY (30 * PULSE_PER_SECOND)
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define PULSE_SHAPESPEC 7
#define PULSE_DB_DUMP (1800* PULSE_PER_SECOND ) /* 30 minutes */
#define PULSE_AUCTION (10 * PULSE_PER_SECOND)
#define PULSE_EMBRACE ( 4 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_PLAYERS ( 4 * PULSE_PER_SECOND)
#define PULSE_TICK (30 * PULSE_PER_SECOND)
#define PULSE_AREA (60 * PULSE_PER_SECOND)
#define PULSE_WW ( 4 * PULSE_PER_SECOND)
#define PULSE_ARENA (30 * PULSE_AREA) /* 120 minutes */
#define PULSE_RAGNAROK ( 15 * PULSE_AREA)
#define PULSE_HINT ( 3 * PULSE_AREA)
#define PULSE_MINUTE ( 60 * PULSE_PER_SECOND)
#define HINT_UPDATEFREQ 1
// Log types
#define LOG_CRIT (A)
#define LOG_ERR (B)
#define LOG_BUG (C)
#define LOG_SECURITY (D)
#define LOG_CONNECT (E)
#define LOG_GAME (F)
#define LOG_COMMAND (G)
#define LOG_ALL 127 // All the others added up
#ifdef IMC
#include "imc.h"
#endif
/*
* Let's just keep it down here - Jobo
*/
#include "board.h"
/*
* Site ban structure.
*/
struct ban_data
{
BAN_DATA * next;
char * name;
char * reason;
};
struct hint_data
{
HINT_DATA *next;
HINT_DATA *prev;
char *text;
int low;
int high;
};
extern HINT_DATA * hint;
extern HINT_DATA *first_hint;
extern HINT_DATA *last_hint;
struct struckdrunk
{
int min_drunk_level;
int number_of_rep;
char *replacement[11];
};
struct wiz_data
{
WIZ_DATA * next;
bool valid;
sh_int level;
char * name;
};
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
#define MTRIG_SAY 0
#define MTRIG_LOCATE 1
#define MTRIG_SCRY 2
#define MTRIG_HUNTER 4
struct time_info_data
{
int hour;
int day;
int month;
int year;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
};
struct bit_type
{
char *const name;
int bit_value;
};
struct war_data
{
int one;
int two;
};
struct kingdom_data
{
char * whoname; // the name used in do_who().
char * name; // the keyword name.
char * leader; // who runs the place.
char * general; // who's the right hand man.
int recall;
int kills; // amount of pkills done by kingdom members.
int deaths; // amount of pkills done agains kingdom members.
int qps; // the size of the kingdoms wealth.
int req_hit; // hps req to join.
int req_move; // move req to join.
int req_mana; // mana req to join.
int req_qps; // qps cost to join (will be donated to the kingdom vault).
};
/*
* 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;
/*
* Stable prompt ala Erwins howto.
*/
#define VT_SAVECURSOR "\e7" /* Save cursor and attrib */
#define VT_RESTORECURSOR "\e8" /* Restore cursor pos and attribs */
#define VT_SETWIN_CLEAR "\e[r" /* Clear scrollable window size */
#define VT_CLEAR_SCREEN "\e[2J" /* Clear screen */
#define VT_CLEAR_LINE "\e[2K" /* Clear this whole line */
#define VT_RESET_TERMINAL "\ec"
#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
/*
* threaded status - Jobo
*/
#define STATUS_LOOKUP 0 // New Descriptor, in lookup pr. default.
#define STATUS_DONE 1 // The lookup is done.
#define STATUS_WAIT 2 // Closed while in thread.
#define STATUS_CLOSED 3 // Closed, ready to be recycled.
/*
* Extra Descr bits - Jobo
*/
#define ED_TYPE_NONE 0
#define ED_TYPE_PULL 1
#define ED_TYPE_PRESS 2
#define ED_TYPE_PUSH 3
#define ED_TYPE_TOUCH 4
#define ED_ACTION_NONE 0
#define ED_ACTION_TELEPORT 1
#define ED_ACTION_OBJECT 2
#define ED_ACTION_SPELL 3
#define ED_ACTION_ELEVATOR 4
/*
* Mudinfo Bits
*/
#define MUDINFO_UPDATED 0
#define MUDINFO_MCCP_USERS 1
#define MUDINFO_OTHER_USERS 2
#define MUDINFO_PEAK_USERS 3
#define MUDINFO_MBYTE 4
#define MUDINFO_BYTE 5
#define MUDINFO_DATA_PEAK 6
#define MUDINFO_MSP_USERS 7
#define MUDINFO_MBYTE_S 8
#define MUDINFO_BYTE_S 9
#define MUDINFO_MAX 10
/*
* Taking care of the control center
*/
#define CCENTER_MIN_EXP 0 /* default 4K */
#define CCENTER_MAX_EXP 1 /* default 3 mill */
#define CCENTER_EXP_LEVEL 2 /* default 100 % */
#define CCENTER_QPS_LEVEL 3 /* default 100 % */
#define CCENTER_BONES_LEVEL 4 /* default 100 % */
#define CCENTER_ARTI_MKILLS 5 /* default 3000 */
#define CCENTER_MAX 6
/*
* Connected state for a channel.
*/
#define CON_PLAYING 0
#define CON_GET_NAME 1
#define CON_GET_OLD_PASSWORD 2
#define CON_CONFIRM_NEW_NAME 3
#define CON_GET_NEW_PASSWORD 4
#define CON_CONFIRM_NEW_PASSWORD 5
#define CON_GET_NEW_SEX 6
#define CON_GET_NEW_CLASS 7
#define CON_GET_NEW_ANSI 9
#define CON_READ_MOTD 10
#define CON_NOT_PLAYING 11
#define CON_EDITING 12
#define CON_COPYOVER_RECOVER 13
#define CON_WIZ 21
#define CON_CONTLOGIN 22
#define CON_PFILE 20
/*
* Character substates
*/
typedef enum
{
SUB_NONE, SUB_PAUSE, SUB_PERSONAL_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,
/* timer types ONLY below this point */
SUB_TIMER_DO_ABORT = 128, SUB_TIMER_CANT_ABORT
} char_substates;
/*
* Timer macros.
*/
#define TIMER(ch, tmr) ((ch)->tick_timer[(tmr)])
#define SET_TIMER(ch, tmr, tm) ((ch)->tick_timer[(tmr)] = (tm))
#define ADD_TIMER(ch, tmr, tm) ((ch)->tick_timer[(tmr)] += (tm))
#define SUB_TIMER(ch, tmr, tm) ((ch)->tick_timer[(tmr)] -= (tm))
#define TIME_UP(ch, tmr) ((ch)->tick_timer[(tmr)] == 0 ? TRUE : FALSE)
#define RTIMER(room, rtmr) ((room)->tick_timer[(rtmr)])
#define SET_RTIMER(room, rtmr, rtm) ((room)->tick_timer[(rtmr)] = (rtm))
#define ADD_RTIMER(room, rtmr, rtm) ((room)->tick_timer[(rtmr)] += (rtm))
#define SUB_RTIMER(room, rtmr, rtm) ((room)->tick_timer[(rtmr)] -= (rtm))
#define RTIME_UP(room, rtmr) ((room)->tick_timer[(rtmr)] == 0 ? TRUE : FALSE)
#define TIMER_LAYONHANDS 0
#define TIMER_CALLGOLEMS 1
#define TIMER_BADMOON 2
#define TIMER_VAMPCALL 3
#define TIMER_UNCONCIOUS 4
#define TIMER_PESTILENCE 5
#define TIMER_DAEMONIC_TRANSFORM 6
#define TIMER_MESMERISE 7
#define TIMER_MESMERISED 8
#define TIMER_DAMN 9
#define TIMER_DRONE_DISTORT 11
#define TIMER_REGEN 12
#define TIMER_SLOW 13
#define TIMER_HASTE 14
#define TIMER_THIRD_ARM_GROWING 15
#define TIMER_FOURTH_ARM_GROWING 16
#define TIMER_THIRD_ARM_GOING 17
#define TIMER_FOURTH_ARM_GOING 18
#define TIMER_ACCURACY 19
#define TIMER_HDESIRE 20
#define TIMER_CANT_BE_TURNED 21
#define TIMER_CANT_TURN 22
#define TIMER_TREE_WALK 23
#define TIMER_CAN_CHANGE_HAWK 24
#define TIMER_CAN_CREATE_SHARD 25
#define TIMER_CAN_GUST 26
#define TIMER_CAN_ENTER_STASIS 27
#define TIMER_CALLWILD 28
#define TIMER_ENTOMB 29
#define TIMER_CAN_BREATHE_FROST 30
#define TIMER_HELLFIRE_SUMMON 31
#define TIMER_GFURY 32
#define TIMER_WYRM_ROAR 33
#define TIMER_CAN_CALL_WAR_HORSE 35
#define TIMER_EXPERIENCE 36
#define TIMER_CAN_SPIT_VENOM 37
#define TIMER_CAN_GAIN_VOODOO 38
#define TIMER_CAN_FEATHER 39
#define TIMER_MIGHT 40
#define TIMER_CAN_POLYMORPH 41
#define TIMER_DEJAVU 42
#define TIMER_VAMPIRE_GROW 43
#define TIMER_SKILL_LEV1 44
#define TIMER_SKILL_LEV2 45
#define TIMER_SUPERNOVA 46
#define TIMER_CANT_BORROWLIFE 47
#define TIMER_SHARDS 48
#define TIMER_DJINN 49
#define TIMER_HUNTER 50
#define TIMER_MADNESS 51
#define TIMER_GENIE 52
#define TIMER_CAN_DO_NEXUS 53
#define TIMER_CAN_USE_HEALER 54
#define TIMER_DISCORD 55
#define TIMER_UNUSED 56
#define TIMER_INFERNO 57
#define TIMER_CHAOSPORT 58
#define TIMER_CANMAJESTY 59
#define TIMER_MAJESTY 60
#define TIMER_DSLEEP 61
#define TIMER_CHALLENGE 62
#define TIMER_PUMMEL 63
#define MAX_TIMER 64
#define RTIMER_STINKING_CLOUD 0
#define RTIMER_LIFE_VORTEX 1
#define RTIMER_DEATH_VORTEX 2
#define RTIMER_GLYPH_PROTECTION 3
#define RTIMER_HIDE_ROOM 4
#define RTIMER_SWARM_BEES 5
#define RTIMER_SWARM_RATS 6
#define RTIMER_SWARM_BATS 7
#define RTIMER_GHOST_LIGHT 8
#define RTIMER_NEXUS_FLAME 9
#define RTIMER_NEXUS_WATER 10
#define RTIMER_NEXUS_AIR 11
#define RTIMER_NEXUS_EARTH 12
#define RTIMER_NEXUS_ENTROPY 13
#define RTIMER_WALL_NORTH 14
#define RTIMER_WALL_EAST 15
#define RTIMER_WALL_SOUTH 16
#define RTIMER_WALL_WEST 17
#define RTIMER_WALL_UP 18
#define RTIMER_WALL_DOWN 19
#define RTIMER_DISCORD 20
#define RTIMER_DARK_ROOM 21
#define RTIMER_SILENCE 22
#define MAX_RTIMER 30
/*
* Needed for threads - Jobo
*/
struct dummy_arg {
DUMMY_ARG *next;
DESCRIPTOR_DATA *d;
char *buf;
sh_int status;
};
/*
* Part of the communication storage system, Ye Jobo.
*/
struct channel_storage {
char *last[MAX_STORAGE+1];
};
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
char * host;
char * showstr_head; /* From ENVY code to compile */
char * showstr_point; /* From ENVY code to compile */
char * outbuf;
char inbuf[4 * MAX_INPUT_LENGTH];
char incomm[MAX_INPUT_LENGTH];
char inlast[MAX_INPUT_LENGTH];
char ** pString; /* OLC */
sh_int descriptor;
sh_int connected;
sh_int lookup_status;
bool fcommand;
int repeat;
int outsize;
int outtop;
int editor; /* OLC */
void * pEdit; /* OLC */
z_stream * out_compress; /* MCCP */
unsigned char * out_compress_buf; /* MCCP */
};
/*
* Attribute bonus structures.
*/
struct str_app_type
{
sh_int tohit;
sh_int todam;
sh_int carry;
sh_int wield;
};
struct int_app_type
{
sh_int learn;
};
struct wis_app_type
{
sh_int practice;
};
struct dex_app_type
{
sh_int defensive;
};
struct con_app_type
{
sh_int hitp;
sh_int shock;
};
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
#define TO_ALL 4
/*
* Help table types.
*/
struct help_data
{
HELP_DATA * next;
HELP_DATA * prev;
AREA_DATA * area;
sh_int level;
char * keyword;
char * text;
};
/*
* 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;
time_t expire;
};
/*
* An affect for areas
*/
struct area_affect
{
AREA_AFFECT *next;
sh_int religion;
sh_int duration;
sh_int type;
sh_int level;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
sh_int type;
sh_int duration;
sh_int location;
sh_int modifier;
int bitvector;
};
struct affect2_data
{
AFFECT2_DATA * next;
sh_int type;
sh_int duration;
sh_int location;
sh_int modifier;
int bitvector;
};
/*
* A quest
*/
struct quest_data
{
QUEST_DATA *next; // next quest player has
sh_int time; // in mud hours
sh_int type; // the type of quest
int giver; // the questmasters vnum
int vnums[4]; // vnum of questor
};
/*
* History data used for storing messages;
*/
struct history_data
{
HISTORY_DATA *next;
char *message;
};
/*
* An alias
*/
struct alias_data
{
ALIAS_DATA * next;
char * short_n;
char * long_n;
};
/* Structure for the map itself */
struct map_type
{
char tegn; /* Character to print at this map coord */
int vnum; /* Room this coord represents */
int depth; /* Recursive depth this coord was found at */
int info;
bool can_see;
};
typedef struct heap_data
{
sh_int iVertice;
ROOM_INDEX_DATA * knude[MAX_KNUDE];
} HEAP;
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/* WIZnet flags */
#define WIZ_ON (A)
#define WIZ_TICKS (B)
#define WIZ_LOGINS (C)
#define WIZ_SITES (D)
#define WIZ_LINKS (E)
#define WIZ_DEATHS (F)
#define WIZ_RESETS (G)
#define WIZ_MOBDEATHS (H)
#define WIZ_FLAGS (I)
#define WIZ_PENALTIES (J)
#define WIZ_SACCING (K)
#define WIZ_LEVELS (L)
#define WIZ_SECURE (M)
#define WIZ_SWITCHES (N)
#define WIZ_SNOOPS (O)
#define WIZ_RESTORE (P)
#define WIZ_LOAD (Q)
#define WIZ_NEWBIE (R)
#define WIZ_PREFIX (S)
#define WIZ_SPAM (T)
#define WIZ_DEBUG (U)
#define WIZ_IMC (V)
#define WIZ_MEMCHECK (W)
/*
* MOBprog definitions
*/
#define TRIG_ACT (A)
#define TRIG_BRIBE (B)
#define TRIG_DEATH (C)
#define TRIG_ENTRY (D)
#define TRIG_FIGHT (E)
#define TRIG_GIVE (F)
#define TRIG_GREET (G)
#define TRIG_GRALL (H)
#define TRIG_KILL (I)
#define TRIG_HPCNT (J)
#define TRIG_RANDOM (K)
#define TRIG_SPEECH (L)
#define TRIG_EXIT (M)
#define TRIG_EXALL (N)
#define TRIG_DELAY (O)
#define TRIG_SURR (P)
#define TRIG_GET (Q)
#define TRIG_DROP (R)
#define TRIG_SIT (S)
#define TRIG_REGEX (T)
/*
* Prog types
*/
#define PRG_MPROG 0
#define PRG_OPROG 1
#define PRG_RPROG 2
struct prog_list
{
int trig_type;
char * trig_phrase;
int vnum;
char * code;
PROG_LIST * next;
bool valid;
};
struct prog_code
{
int vnum;
char * code;
PROG_CODE * next;
};
/* furniture flags */
#define STAND_AT (A)
#define STAND_ON (B)
#define STAND_IN (C)
#define SIT_AT (D)
#define SIT_ON (E)
#define SIT_IN (F)
#define REST_AT (G)
#define REST_ON (H)
#define REST_IN (I)
#define SLEEP_AT (J)
#define SLEEP_ON (K)
#define SLEEP_IN (L)
#define PUT_AT (M)
#define PUT_ON (N)
#define PUT_IN (O)
#define PUT_INSIDE (P)
/*
* Bits for 'affected_by'.
* Used in #MOBILES. flags2
*/
#define VAMP_ASHES (A)
#define VAMP_CLONE (B)
#define VAMP_OBJMASK (C)
#define AFF_TOTALBLIND (D)
#define AFF_SPIRITGUARD (E)
#define AFF_CLAW (L)
#define AFF_BITE (M)
#define AFF_TAIL (N)
#define AFF_WING (O)
// flag3
#define AFF3_BLINK_1ST_RD (A)
#define AFF3_BLINK_2ND_RD (B)
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_VAMPIRE 3404
#define MOB_VNUM_CANNIBAL 30069
#define MOB_VNUM_WARLORD 3011 //FIX
/*
* Immunities, for players. KaVir.
*/
#define IMM_SLASH 1 /* Resistance to slash, slice. */
#define IMM_STAB 2 /* Resistance to stab, pierce. */
#define IMM_SMASH 4 /* Resistance to blast, pound, crush. */
#define IMM_ANIMAL 8 /* Resistance to bite, claw. */
#define IMM_MISC 16 /* Resistance to grep, suck, whip. */
#define IMM_CHARM 32 /* Immune to charm spell. */
#define IMM_HEAT 64 /* Immune to fire/heat spells. */
#define IMM_COLD 128 /* Immune to frost/cold spells. */
#define IMM_LIGHTNING 256 /* Immune to lightning spells. */
#define IMM_ACID 512 /* Immune to acid spells. */
#define IMM_SUMMON 1024 /* Immune to being summoned. */
#define IMM_VOODOO 2048 /* Immune to voodoo magic. */
#define IMM_VAMPIRE 4096 /* Allow yourself to become a vampire. */
#define IMM_STAKE 8192 /* Immune to being staked (vamps only). */
#define IMM_SUNLIGHT 16384 /* Immune to sunlight (vamps only). */
#define IMM_SHIELDED 32768 /* For Obfuscate. Block scry, etc. */
#define IMM_HURL 65536 /* Cannot be hurled. */
#define IMM_BACKSTAB 131072 /* Cannot be backstabbed. */
#define IMM_KICK 262144 /* Cannot be kicked. */
#define IMM_DISARM 524288 /* Cannot be disarmed. */
#define IMM_STEAL 1048576 /* Cannot have stuff stolen. */
#define IMM_SLEEP 2097152 /* Immune to sleep spell. */
#define IMM_DRAIN 4194304 /* Immune to energy drain. */
#define IMM_SHIELD2 8388608 /* Chaotic shield */
#define IMM_TRANSPORT 16777216 /* Objects can't be transported to you. */
#define IMM_TRAVEL 33554432
/*
* 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 */
#define ACT_MOUNT (J) /* Can be mounted */
#define ACT_NOPARTS (K) /* Dead = no body parts */
#define ACT_NOEXP (L) /* No exp for killing */
#define ACT_PROTOTYPE (M)
#define ACT_NOAUTOKILL (N)
#define ACT_NOEXP2 (O)
#define ACT_NOTRAVEL (P)
#define ACT_NOSUMMON (Q)
#define ACT_NODAMAGE (R)
#define ACT_DEALER (S)
#define ACT_INTELLIGENT (T)
/*
* Thingers for Demon Warps
*/
#define WARP_CBODY 1
#define WARP_SBODY 2
#define WARP_STRONGARMS 4
#define WARP_STRONGLEGS 8
#define WARP_VENOMTONG 16
#define WARP_SPIKETAIL 32
#define WARP_BADBREATH 64
#define WARP_QUICKNESS 128
#define WARP_STAMINA 256
#define WARP_HUNT 512
#define WARP_DEVOUR 1024
#define WARP_TERROR 2048
#define WARP_REGENERATE 4096
#define WARP_STEED 8192
#define WARP_WEAPON 16384
#define WARP_INFIRMITY 32768
#define WARP_GBODY 65536
#define WARP_SCARED 131072
#define WARP_MAGMA 262144
#define WARP_WEAK 524288
#define WARP_SLOW 1048576
#define WARP_VULNER 2097152
#define WARP_SHARDS 4194304
#define WARP_WINGS 8388608
#define WARP_CLUMSY 16777216
#define WARP_STUPID 33554432
#define WARP_SPOON 67108864
#define WARP_FORK 134217728
#define WARP_KNIFE 268435456
#define WARP_SALADBOWL 536870912
/* Bits for the Discie thing Numbers.. really.. not bits */
#define DISC_VAMP_CELE 2
#define DISC_VAMP_FORT 3
#define DISC_VAMP_OBTE 4
#define DISC_VAMP_PRES 5
#define DISC_VAMP_QUIE 6
#define DISC_VAMP_THAU 7
#define DISC_VAMP_AUSP 8
#define DISC_VAMP_DOMI 9
#define DISC_VAMP_OBFU 10
#define DISC_VAMP_POTE 11
#define DISC_VAMP_PROT 12
#define DISC_VAMP_SERP 13
#define DISC_VAMP_VICI 14
#define DISC_VAMP_DAIM 15
#define DISC_VAMP_ANIM 16
#define DISC_FAE_NATURE 1
#define DISC_FAE_ARCANE 17
#define DISC_WERE_BEAR 18
#define DISC_WERE_LYNX 19
#define DISC_WERE_BOAR 20
#define DISC_WERE_OWL 21
#define DISC_WERE_SPID 22
#define DISC_WERE_WOLF 23
#define DISC_WERE_HAWK 24
#define DISC_WERE_MANT 25
#define DISC_WERE_RAPT 26
#define DISC_WERE_LUNA 27
#define DISC_WERE_PAIN 28
#define DISC_WERE_CONG 29
#define DISC_DAEM_HELL 30
#define DISC_DAEM_ATTA 31
#define DISC_DAEM_TEMP 32
#define DISC_DAEM_MORP 33
#define DISC_DAEM_CORR 34
#define DISC_DAEM_GELU 35
#define DISC_DAEM_DISC 36
#define DISC_DAEM_NETH 37
#define DISC_DAEM_IMMU 38
#define DISC_VAMP_CHIM 39
#define DISC_VAMP_THAN 40
#define DISC_VAMP_OBEA 41
#define DISC_VAMP_NECR 42
#define DISC_VAMP_MELP 43
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND 1
#define AFF_INVISIBLE 2
#define AFF_DETECT_EVIL 4
#define AFF_DETECT_INVIS 8
#define AFF_DETECT_MAGIC 16
#define AFF_DETECT_HIDDEN 32
#define AFF_SHADOWPLANE 64 /* Creatures in shadow plane - KaVir */
#define AFF_SANCTUARY 128
#define AFF_FAERIE_FIRE 256
#define AFF_INFRARED 512
#define AFF_CURSE 1024
#define AFF_FLAMING 2048 /* For burning creatures - KaVir */
#define AFF_POISON 4096
#define AFF_PROTECT 8192
#define AFF_ETHEREAL 16384 /* For ethereal creatures - KaVir */
#define AFF_SNEAK 32768
#define AFF_HIDE 65536
#define AFF_SLEEP 131072
#define AFF_CHARM 262144
#define AFF_FLYING 524288
#define AFF_PASS_DOOR 1048576
#define AFF_POLYMORPH 2097152 /* For polymorphed creatures - KaVir */
#define AFF_SHADOWSIGHT 4194304 /* Can see between planes - KaVir */
#define AFF_WEBBED 8388608 /* Cannot move - KaVir */
#define AFF_PROTECT_GOOD 16777216
#define AFF_DROWFIRE 33554432 /* Drow Darkness - Rotain */
#define AFF_ZULOFORM 67108864
#define AFF_SHIFT 134217728
#define AFF_PEACE 268435456
#define AFF_INFIRMITY 536870912
#define AFF_HOLYAURA 1073741824
/* Affected_by 2 */
#define AFF_CONTRACEPTION 1
#define AFF_BEASTIE 2
#define PLR_IMPLAG 4
#define PLR_PSYCHO 8
#define EXTRA_BLINKY 16
#define AFF2_TENDRILS 32
#define AFF2_BLINK_1ST_RD 64
#define AFF2_BLINK_2ND_RD 128
#define AFF2_BALOR 256
#define AFF2_FARMOR 512
#define AFF2_THORNS 1024
#define AFF2_DARMOR 2048
#define AFF2_FROZEN 4096
#define OBJ_VNUM_HOLYSYMBOL 2220
#define OBJ_VNUM_LEGS 46
#define OBJ_VNUM_QUEST_MIN 9425
#define OBJ_VNUM_QUEST_MAX 9435
/*
* Bits for 'itemaffect'.
* Used in #MOBILES.
*/
#define ITEMA_SHOCKSHIELD 1
#define ITEMA_FIRESHIELD 2
#define ITEMA_ICESHIELD 4
#define ITEMA_ACIDSHIELD 8
#define ITEMA_MONKCHI 16
#define ITEMA_CHAOSSHIELD 32
#define ITEMA_ARTIFACT 64
#define ITEMA_REGENERATE 128
#define ITEMA_SPEED 256
#define ITEMA_VORPAL 512
#define ITEMA_TATTOO 1024
#define ITEMA_RIGHT_SILVER 2048
#define ITEMA_LEFT_SILVER 4096
#define ITEMA_MADNESS 8192
#define ITEMA_RESISTANCE 16384
#define ITEMA_VISION 32768
#define ITEMA_STALKER 65536
#define ITEMA_VANISH 131072
#define ITEMA_RAGER 262144
#define ITEMA_TALON 524288
#define ITEMA_CHAOSHANDS 1048576
#define ITEMA_AFFMANTIS 2097152
#define ITEMA_AFFENTROPY 4194304
#define ITEMA_AFFEYE 8388608
#define ITEMA_MAGESHIELD 16777216 /* Mage free attacks */
#define ITEMA_STEELSHIELD 33554432 /* Mage tougness */
#define ITEMA_DEFLECTOR 67108864 /* Mage dodge/parry */
#define ITEMA_ILLUSIONS 134217728 /* Mage dodge/parry */
#define ITEMA_BEAST 268435456 /* Mage extra attacks */
#define ITEMA_HOLYSYMBOL 536870912 /* Religion Symobl */
#define ITEMA_DROIDSPEED 1073741824 /* Droids Static Speed */
#define NO_COLOUR "" /* Blank */
#define GREY "[0;1;30m" /* Dark Grey */
#define D_RED "[0;0;31m" /* Dark Red */
#define L_RED "[0;1;31m" /* Light Red */
#define D_GREEN "[0;0;32m" /* Dark Green */
#define L_GREEN "[0;1;32m" /* Light Green */
#define BROWN "[0;0;33m" /* Brown */
#define YELLOW "[0;1;33m" /* Yellow */
#define D_BLUE "[0;0;34m" /* Dark Blue */
#define L_BLUE "[0;1;34m" /* Light Blue */
#define MAGENTA "[0;0;35m" /* Magenta */
#define PINK "[0;1;35m" /* Pink */
#define D_CYAN "[0;0;36m" /* Dark Cyan */
#define L_CYAN "[0;1;36m" /* Light Cyan */
#define NORMAL "[0;0;37m" /* Light Grey */
#define WHITE "[0;0;38m" /* White */
#define ADD_COLOUR(_player, _str, _col) \
{ \
char swh_temp[255]; \
if (!IS_NPC(_player) && IS_SET(_player->act, PLR_ANSI)) \
{ \
swh_temp[0] = '\0'; \
strcpy(swh_temp, _col); \
strcat(swh_temp, _str); \
strcat(swh_temp, NORMAL); \
strcpy(_str, swh_temp); \
} \
}
#define SCALE_COLS 4
#define COL_SCALE(_swh_str,_swh_ch,_swh_curr,_swh_max) \
ADD_COLOUR(_swh_ch, _swh_str, \
(_swh_curr < 1) ? L_RED : \
(_swh_curr < _swh_max) ? \
scale[(SCALE_COLS * _swh_curr) / ((_swh_max > 0) \
? _swh_max : 1)] : L_CYAN)
extern char *scale[SCALE_COLS];
/*
* Bits for 'vampire'.
* Used for player vampires.
*/
#define VAM_FANGS 1
#define VAM_CLAWS 2
#define VAM_NIGHTSIGHT 4
#define VAM_FLYING 8 /* For flying creatures */
#define VAM_SONIC 16 /* For creatures with full detect */
#define VAM_CHANGED 32 /* Changed using a vampire power */
#define VAM_PROTEAN 64 /* Claws, nightsight, and change */
#define VAM_CELERITY 128 /* 66%/33% chance 1/2 extra attacks */
#define VAM_FORTITUDE 256 /* 5 hp less per hit taken */
#define VAM_POTENCE 512 /* Deal out 1.5 times normal damage */
#define VAM_OBFUSCATE 1024 /* Disguise and invis */
#define VAM_AUSPEX 2048 /* Truesight, etc */
#define VAM_OBTENEBRATION 4096 /* Shadowplane/sight and shadowbody */
#define VAM_SERPENTIS 8192 /* Eyes/serpent, heart/darkness, etc */
#define VAM_DISGUISED 16384 /* For the Obfuscate disguise ability */
#define VAM_MORTAL 32768 /* For Obfuscate mortal ability. */
#define VAM_DOMINATE 65536 /* Evileye, command */
#define VAM_EVILEYE 131072 /* Evileye, command */
#define VAM_PRESENCE 262144 /* Presence discipline */
#define VAM_VICISSITUDE 524288 /* Vicissitude discipline */
#define VAM_THAU 1048576 /* Thaumaturgy discipline */
#define VAM_ANIMAL 2097152 /* Animalism discipline */
#define VAM_SHIFTED 4194304 /* Non-poly shift */
#define VAM_QUIETUS 8388608 /* Quietus discipline */
#define VAM_HEAD 16777216
#define VAM_TAIL 33554432
#define VAM_EXOSKELETON 67108864
#define VAM_HORNS 134217728
#define VAM_WINGS 268435456
/*
* Bits for 'polymorph'.
* Used for players.
*/
#define POLY_BAT 1
#define POLY_WOLF 2
#define POLY_MIST 4
#define POLY_SERPENT 8
#define POLY_RAVEN 16
#define POLY_FISH 32
#define POLY_FROG 64
#define POLY_ZULOFORM 128
#define POLY_SHIFT 256
#define POLY_SPIDER 512
#define POLY_DRAGON 1024
#define POLY_LIZARDFORM 2048
#define POLY_PFORM 4096
/*
* Languages.
*/
#define LANG_COMMON 0
#define DIA_OLDE 1
#define DIA_BAD 2
#define LANG_DARK 4
/*
* Score.
*/
#define SCORE_TOTAL_XP 0
#define SCORE_HIGH_XP 1
#define SCORE_TOTAL_LEVEL 2
#define SCORE_HIGH_LEVEL 3
#define SCORE_QUEST 4
#define SCORE_NUM_QUEST 5
/*
* Zombie Lord.
*/
#define ZOMBIE_NOTHING 0
#define ZOMBIE_TRACKING 1
#define ZOMBIE_ANIMATE 2
#define ZOMBIE_CAST 3
#define ZOMBIE_REST 4
/*
* Damcap values.
*/
#define DAM_CAP 0
#define DAM_CHANGE 1
/* return values for check_imm */
#define IS_NORMAL 0
#define IS_DIMMUNE 1
#define IS_RESISTANT 2
#define IS_VULNERABLE 3
/* damage classes */
#define DAM_NONE 0
#define DAM_BASH 1
#define DAM_PIERCE 2
#define DAM_SLASH 3
#define DAM_FIRE 4
#define DAM_COLD 5
#define DAM_LIGHTNING 6
#define DAM_ACID 7
#define DAM_POISON 8
#define DAM_NEGATIVE 9
#define DAM_HOLY 10
#define DAM_ENERGY 11
#define DAM_MENTAL 12
#define DAM_DISEASE 13
#define DAM_DROWNING 14
#define DAM_LIGHT 15
#define DAM_OTHER 16
#define DAM_HARM 17
#define DAM_CHARM 18
#define DAM_SOUND 19
/* IMM bits for mobs */
#define DIMM_SUMMON (A)
#define DIMM_CHARM (B)
#define DIMM_MAGIC (C)
#define DIMM_WEAPON (D)
#define DIMM_BASH (E)
#define DIMM_PIERCE (F)
#define DIMM_SLASH (G)
#define DIMM_FIRE (H)
#define DIMM_COLD (I)
#define DIMM_LIGHTNING (J)
#define DIMM_ACID (K)
#define DIMM_POISON (L)
#define DIMM_NEGATIVE (M)
#define DIMM_HOLY (N)
#define DIMM_ENERGY (O)
#define DIMM_MENTAL (P)
#define DIMM_DISEASE (Q)
#define DIMM_DROWNING (R)
#define DIMM_LIGHT (S)
#define DIMM_SOUND (T)
#define DIMM_WOOD (X)
#define DIMM_SILVER (Y)
#define DIMM_IRON (Z)
/*
* Mounts
*/
#define IS_ON_FOOT 0
#define IS_MOUNT 1
#define IS_RIDING 2
#define IS_CARRIED 4
#define IS_CARRYING 8
/*
* 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
/* Demonic Transformation */
#define OBJ_VNUM_DHELM 27924
#define OBJ_VNUM_DGREAVES 27925
#define OBJ_VNUM_DCLOAK 27926
#define OBJ_VNUM_DARMOR 27927
#define OBJ_VNUM_DRING 27928
#define OBJ_VNUM_DSWORD 27929
#define OBJ_VNUM_DSHIELD 27930
#define OBJ_VNUM_BROD 30073
#define OBJ_VNUM_LKLAIVE 33114
#define OBJ_VNUM_GKLAIVE 29697
#define OBJ_VNUM_STAKE 30011
#define OBJ_VNUM_MEDAL 29521
#define OBJ_VNUM_KHORNE 29664
#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_BLOOD_SPRING 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
/* For KaVir's stuff */
#define OBJ_VNUM_SOULBLADE 30000
#define OBJ_VNUM_GATE 30042
#define OBJ_VNUM_GATE2 30072
#define OBJ_VNUM_PORTAL 30001
#define OBJ_VNUM_EGG 30002
#define OBJ_VNUM_EMPTY_EGG 30003
#define OBJ_VNUM_SPILLED_ENTRAILS 30004
#define OBJ_VNUM_QUIVERING_BRAIN 30005
#define OBJ_VNUM_SQUIDGY_EYEBALL 30006
#define OBJ_VNUM_SPILT_BLOOD 30007
#define OBJ_VNUM_VOODOO_DOLL 30010
#define OBJ_VNUM_RIPPED_FACE 30012
#define OBJ_VNUM_TORN_WINDPIPE 30013
#define OBJ_VNUM_CRACKED_HEAD 30014
#define OBJ_VNUM_SLICED_EAR 30025
#define OBJ_VNUM_SLICED_NOSE 30026
#define OBJ_VNUM_KNOCKED_TOOTH 30027
#define OBJ_VNUM_TORN_TONGUE 30028
#define OBJ_VNUM_SEVERED_HAND 30029
#define OBJ_VNUM_SEVERED_FOOT 30030
#define OBJ_VNUM_SEVERED_THUMB 30031
#define OBJ_VNUM_SEVERED_INDEX 30032
#define OBJ_VNUM_SEVERED_MIDDLE 30033
#define OBJ_VNUM_SEVERED_RING 30034
#define OBJ_VNUM_SEVERED_LITTLE 30035
#define OBJ_VNUM_SEVERED_TOE 30036
#define OBJ_VNUM_PROTOPLASM 30037
#define OBJ_VNUM_COPPER 30049
#define OBJ_VNUM_IRON 30050
#define OBJ_VNUM_STEEL 30051
#define OBJ_VNUM_ADAMANTITE 30052
#define OBJ_VNUM_MITHRIL 30048
#define MOB_VNUM_GUARDIAN 33001
#define MOB_VNUM_SERVANT 33002
#define MOB_VNUM_MOUNT 6
#define MOB_VNUM_FROG 7
#define MOB_VNUM_RAVEN 8
#define MOB_VNUM_CAT 9
#define MOB_VNUM_DOG 10
#define MOB_VNUM_EYE 12
#define MOB_VNUM_SATAN 30003
#define MOB_VNUM_DEMON 30005
#define MOB_VNUM_SERPENT 33003
#define MOB_VNUM_ILLUSION 33004
#define MOB_VNUM_FIRE 93361
#define MOB_VNUM_STONE 93362
#define MOB_VNUM_IRON 93363
#define MOB_VNUM_CLAY 93364
#define MOB_VNUM_HUNTER 78013
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_WINDOW 7
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_FURNITURE 12
#define ITEM_TRASH 13
#define ITEM_CONTAINER 15
#define ITEM_DRINK_CON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_BOAT 22
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_FOUNTAIN 25
#define ITEM_PILL 26
#define ITEM_PORTAL 27
#define ITEM_EGG 28
#define ITEM_VOODOO 29
#define ITEM_STAKE 30
#define ITEM_MISSILE 31 /* Ammo vnum, cur, max, type */
#define ITEM_AMMO 32 /* ???, dam min, dam max, type */
#define ITEM_QUEST 33
#define ITEM_PIECE 34
#define ITEM_MITHRIL 35
#define ITEM_SYMBOL 36
#define ITEM_BOOK 37
#define ITEM_PAGE 38
#define ITEM_TOOL 39
#define ITEM_WALL 40
#define ITEM_COPPER 41
#define ITEM_IRON 42
#define ITEM_STEEL 43
#define ITEM_ADAMANTITE 44
#define ITEM_GEMSTONE 45
#define ITEM_HILT 46
#define ITEM_DTOKEN 47
#define ITEM_HEAD 48
#define ITEM_JUKEBOX 49
#define ITEM_COOKINGPOT 50
#define ITEM_DRAGONGEM 51
#define ITEM_WGATE 52
#define ITEM_SLOT_MACHINE 54
#define ITEM_GRENADE 55
#define ITEM_HOLYSYMBOL 56
#define ITEM_FAITHTOKEN 57
/*
* Weapon Stats
*/
#define WEAPON_FLAMING (A)
#define WEAPON_FROST (B)
#define WEAPON_VAMPIRIC (C)
#define WEAPON_SHARP (D)
#define WEAPON_VORPAL (E)
#define WEAPON_TWO_HANDS (F)
#define WEAPON_SHOCKING (G)
#define WEAPON_POISON (H)
#define WEAPON_SUNBLADE (I)
#define WEAPON_DRAGONLANCE (J)
#define WEAPON_SILVER (K)
#define WEAPON_RUNE_FORCE_BOLT (L)
#define WEAPON_RUNE_SMITE_EVIL (M)
#define WEAPON_RUNE_BLAZE (N)
#define WEAPON_RUNE_LIGHTNING (O)
#define WEAPON_RUNE_DANCING (P)
#define WEAPON_ELE_FLAME (Q)
#define WEAPON_ELE_WATER (R)
#define WEAPON_ELE_EARTH (S)
#define WEAPON_ELE_AIR (T)
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW (A)
#define ITEM_HUM (B)
#define ITEM_THROWN (C)
#define ITEM_KEEP (D)
#define ITEM_VANISH (E)
#define ITEM_INVIS (F)
#define ITEM_MAGIC (G)
#define ITEM_NODROP (H)
#define ITEM_NOLOCATE (I)
#define ITEM_ANTI_GOOD (J)
#define ITEM_ANTI_EVIL (K)
#define ITEM_ANTI_NEUTRAL (L)
#define ITEM_NOREMOVE 4096
#define ITEM_INVENTORY 8192
#define ITEM_LOYAL 16384
#define ITEM_SHADOWPLANE 32768
#define ITEM_MENCHANT 65536
#define ITEM_NOCLAIM 131072
#define ITEM_BLESS 262144
#define ITEM_PROTOTYPE 524288 // 2048, same as anti_neutral.. FIX FIX
#define ITEM_ELECENCHANT 1048576
#define ITEM_ICEENCHANT 2097152
#define ITEM_FIREENCHANT 4194304
#define ITEM_MQUEST (X)
/* Item extra flags II, the return of the item flags! */
#define ITEM_ARM (A)
#define ITEM_NYSTUL (B)
#define ITEM_NO_INTERRUPT (C)
#define ITEM_DAEMONSEED (D)
#define ITEM_JUJU_BAG (F)
#define ITEM_VOO_HEAD (G)
#define ITEM_VOO_DEAD (H)
#define ITEM_VOO_BODY (I)
#define ITEM_VOO_THREAD (J)
#define ITEM_INGRED_GLOIN (K)
#define ITEM_INGRED_FROGBREATH (L)
#define ITEM_INGRED_PAPACOCO (M)
#define ITEM_INGRED_MULDALEAF (N)
#define ITEM_INGRED_SCULLYWEED (O)
#define ITEM_INGRED_WORMWART (P)
#define ITEM_INGRED_TILLIFREEN (Q)
#define ITEM_INGRED_BAJUJU (R)
#define ITEM_ATTACK_GOOD (S)
#define ITEM_ITEMHIDE (T)
#define ITEM_ICE (U)
/* artifact and relic flags */
#define ITEM_TELEPORTS (W) /* teleports upon owner death */
#define ITEM_DESTROYED (X) /* destroyed upon owner death */
#define ITEM_UNIQUE (Y) /* only 1 in game ever */
#define ITEM_DESIRED (Z) /* you can't let go of it ever */
#define ITEM_INDESTRUCTABLE (aa) /* guess */
#define ITEM_TELEPORT_PROTECTION (bb) /* teleports when attempts to destroy it */
#define ITEM_KNOW_OWNER (cc) /* owner displayed on artifact command */
#define ITEM_FLYING (dd)
#define ITEM_FORM_MELDED (ee)
/*More New Seeds of Hate custom class Bits (Trent) This is mostly mages*/
#define SOH_TALONS 1
#define SOH_SPELLREADY 2 //<==A LOT of mage flags from here on down
#define SOH_SPELLTRUESIGHT 4 //<--Magic Group //(SPELLasdf : the spell ready flag for that spell
#define SOH_SPELLSCRY 8 //(asdf) : the affect
#define SOH_SPELLTELEPORT 16
#define SOH_SPELLSLOW 32
#define SOH_SPELLHASTE 64
#define SOH_SPELLACCURACY 128 //<-- Naturalism.. EagleEye/MagicEye
#define SOH_SPELLSHARDS 256 // Shards Spells
#define SOH_SPELLHEAL 512 //Healing Spells
#define SOH_SPELLREGEN 1024 //Regen Spells
#define SOH_SPELLSORC1 2048 //<--Sorcery Spells (yes i know its superficial)
#define SOH_SPELLSORC2 4096
#define SOH_SPELLSORC3 8192
#define SOH_SPELLSORC4 16384
#define SOH_SPELLSORC5 32768
#define SOH_SPELLENCHANT1 65536 //<--Enchant Spells
#define SOH_SPELLENCHANT2 131072
#define SOH_SPELLENCHANT3 262144
#define SOH_SPELLENCHANT4 524288
#define SOH_SPELLENCHANT5 1048576
#define SOH_SPECFIRE 2097152 //<--Elemental Specializations
#define SOH_SPECICE 4194304
#define SOH_SPECLIGHTNING 8388608
#define SOH_SLOW 16777216 //<--And now.. the affects!
#define SOH_HASTE 33554432
#define SOH_ACCURACY 67108864
#define SOH_SPELLMIGHT 134217728 //<--Woops forgot that one
#define SOH_MIGHT 268435456
#define SOH_REGEN 536870912
#define SOH_SHARDS 1073741824
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE 1
#define ITEM_WEAR_FINGER 2
#define ITEM_WEAR_NECK 4
#define ITEM_WEAR_BODY 8
#define ITEM_WEAR_HEAD 16
#define ITEM_WEAR_LEGS 32
#define ITEM_WEAR_FEET 64
#define ITEM_WEAR_HANDS 128
#define ITEM_WEAR_ARMS 256
#define ITEM_WEAR_SHIELD 512
#define ITEM_WEAR_ABOUT 1024
#define ITEM_WEAR_WAIST 2048
#define ITEM_WEAR_WRIST 4096
#define ITEM_WIELD 8192
#define ITEM_HOLD 16384
#define ITEM_WEAR_FACE 32768
#define ITEM_WEAR_SPECIAL 65536
#define ITEM_WEAR_BODYART 131072
#define ITEM_WEAR_MEDAL 262144
#define ITEM_WEAR_FLOAT 524288
/*
* Special types.
* Used in #OBJECTS for special items - KaVir.
*/
#define SITEM_ACTIVATE 1
#define SITEM_TWIST 2
#define SITEM_PRESS 4
#define SITEM_PULL 8
#define SITEM_TARGET 16
#define SITEM_SPELL 32
#define SITEM_TRANSPORTER 64
#define SITEM_TELEPORTER 128
#define SITEM_DELAY1 256
#define SITEM_DELAY2 512
#define SITEM_OBJECT 1024
#define SITEM_MOBILE 2048
#define SITEM_ACTION 4096
#define SITEM_MORPH 8192
#define SITEM_SILVER 16384
#define SITEM_WOLFWEAPON 32768
#define SITEM_DROW 65536
#define SITEM_CHAMPWEAPON 131072
#define SITEM_DEMONIC 262144
#define SITEM_MITHRIL 524288
#define SITEM_COPPER 1048576
#define SITEM_MAGE 2097152
#define SITEM_STEEL 4194304
#define SITEM_ADAMANTITE 8388608
#define SITEM_GEMSTONE 16777216
#define SITEM_HILT 33554432
#define SITEM_PDEMONIC 67108864
#define SITEM_MONK 134217728
#define SITEM_IRON 268435456
#define SITEM_SKYBLADE 536870912
/*
* Apply types (for quest affects).
* Used in #OBJECTS.
*/
#define QUEST_STR 1
#define QUEST_DEX 2
#define QUEST_INT 4
#define QUEST_WIS 8
#define QUEST_CON 16
#define QUEST_HITROLL 32
#define QUEST_DAMROLL 64
#define QUEST_HIT 128
#define QUEST_MANA 256
#define QUEST_MOVE 512
#define QUEST_AC 1024
#define QUEST_ENCHANTED 2048
#define QUEST_SPELLPROOF 4096
#define QUEST_ARTIFACT 8192
#define QUEST_IMPROVED 16384
#define QUEST_PRIZE 32768
#define QUEST_RELIC 65536
#define QUEST_NAME 131072
#define QUEST_BLOODA 262144
#define QUEST_CLONED 1048576
#define QUEST_ZOMBIE 2097152
#define QUEST_FORGE 4194304
#define QUEST_MQUEST 8388608
#define QUEST_SHORT 16777216
#define QUEST_LONG 33554432
#define QUEST_FREENAME 67108864
#define QUEST_WWPOISON 134217728
#define QUEST_PLATING 268435456
#define QUEST_HOLYSYMBOL 536870912
#define QUEST_GIANTSTONE 1073741824
/*
* Tool types.
*/
#define TOOL_PEN 1
#define TOOL_PLIERS 2
#define TOOL_SCALPEL 4
/* furniture flags */
#define STAND_AT (A)
#define STAND_ON (B)
#define STAND_IN (C)
#define SIT_AT (D)
#define SIT_ON (E)
#define SIT_IN (F)
#define REST_AT (G)
#define REST_ON (H)
#define REST_IN (I)
#define SLEEP_AT (J)
#define SLEEP_ON (K)
#define SLEEP_IN (L)
#define PUT_AT (M)
#define PUT_ON (N)
#define PUT_IN (O)
#define PUT_INSIDE (P)
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_SEX 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
#define APPLY_GOLD 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
#define APPLY_POLY 25
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 3005
#define ROOM_VNUM_ALTAR 3054
#define ROOM_VNUM_SCHOOL 3700
#define ROOM_VNUM_HELL 93420
#define ROOM_VNUM_CRYPT 30001
#define ROOM_VNUM_DISCONNECTION 3
#define ROOM_VNUM_IN_OBJECT 33000
#define ROOM_VNUM_AWINNER 70
#define ROOM_VNUM_ALOSER 69
#define ROOM_VNUM_CAINE 27000
#define ROOM_VNUM_DEVOUR 30006
#define ROOM_VNUM_ELKOR 100300
#define ROOM_VNUM_FORTRESS2 151
#define ROOM_VNUM_VICTORY 155
#define ROOM_VNUM_FORTRESS1 156
#define ROOM_VNUM_SAM_HOME 93320
#define ROOM_VNUM_LICH_HOME 93360
#define ROOM_VNUM_SHIFTER_HOME 93312
#define ROOM_VNUM_DROID_HOME 93350
#define ROOM_VNUM_ANGEL_HOME 93340
#define ROOM_VNUM_UK_HOME 93300
#define ROOM_VNUM_TAN_HOME 93330
#define ROOM_VNUM_VAMP_HOME 93450
#define ROOM_VNUM_WW_HOME 93430
#define ROOM_VNUM_DEMON_HOME 93420
#define ROOM_VNUM_NINJA_HOME 93460
#define ROOM_VNUM_MONK_HOME 93410
#define ROOM_VNUM_SKY_HOME 93480
#define ROOM_VNUM_DRAC_HOME 93500
#define ROOM_VNUM_GHOUL_HOME 93490
#define ROOM_VNUM_THIEF_HOME 93510
#define ROOM_VNUM_WIZARD_HOME 93520
#define ROOM_VNUM_MAGE_HOME 93400
#define ROOM_VNUM_HOBBIT_HOME 93590
#define ROOM_VNUM_DROW_HOME 93440
#define ROOM_VNUM_SHADOW_HOME 93540
#define ROOM_VNUM_PRIEST_HOME 93550
#define ROOM_VNUM_JEDI_HOME 93570
#define ROOM_VNUM_FAE_HOME 93580
#define ROOM_VNUM_DRONE_HOME 93530
#define ROOM_VNUM_GIANT_HOME 93560
#define ROOM_VNUM_REL_HALL1 99091
#define ROOM_VNUM_REL_HALL2 99092
#define ROOM_VNUM_REL_HALL3 99093
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK 1
#define ROOM_NO_OTRANS 2
#define ROOM_NO_MOB 4
#define ROOM_INDOORS 8
#define ROOM_SEX 16
#define ROOM_HOME 32
#define ROOM_PRIVATE 512
#define ROOM_SAFE 1024
#define ROOM_SOLITARY 2048
#define ROOM_BANK 4096
#define ROOM_NO_RECALL 8192
#define ROOM_NO_TELEPORT 16384
#define ROOM_TOTAL_DARKNESS 32768
#define ROOM_BLADE_BARRIER 65536
#define ROOM_ARENA 131072
#define ROOM_FLAMING 262144
#define ROOM_SILENCE 524288
#define ROOM_ASTRAL 1048576
#define ROOM_PROTOTYPE 2097152
#define ROOM_ORDER 4194304
#define ROOM_NO_CHANT 8388608
#define ROOM_LIGHT 16777216
/*
* Room text flags (KaVir).
* Used in #ROOMS.
*/
#define RT_LIGHTS 1 /* Toggles lights on/off */
#define RT_SAY 2 /* Use this if no others powers */
#define RT_ENTER 4
#define RT_CAST 8
#define RT_THROWOUT 16 /* Erm...can't remember ;) */
#define RT_OBJECT 32 /* Creates an object */
#define RT_MOBILE 64 /* Creates a mobile */
#define RT_LIGHT 128 /* Lights on ONLY */
#define RT_DARK 256 /* Lights off ONLY */
#define RT_OPEN_LIFT 512 /* Open lift */
#define RT_CLOSE_LIFT 1024 /* Close lift */
#define RT_MOVE_LIFT 2048 /* Move lift */
#define RT_SPELL 4096 /* Cast a spell */
#define RT_PORTAL 8192 /* Creates a one-way portal */
#define RT_TELEPORT 16384 /* Teleport player to room */
#define RT_ACTION 32768
#define RT_BLANK_1 65536
#define RT_BLANK_2 131072
#define RT_TEXT 262144 /* Send a block of text to char */
#define RT_RETURN 1048576 /* Perform once */
#define RT_PERSONAL 2097152 /* Only shows message to char */
#define RT_TIMER 4194304 /* Sets object timer to 1 tick */
/*
* Directions.
* Used in #ROOMS.
*/
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR 1
#define EX_CLOSED 2
#define EX_LOCKED 4
#define EX_PICKPROOF 32
#define EX_NOPASS 64
#define EX_EASY 128
#define EX_HARD 256
#define EX_INFURIATING 512
#define EX_NOCLOSE 1024
#define EX_NOLOCK 2048
#define EX_ICE_WALL 4096
#define EX_FIRE_WALL 8192
#define EX_SWORD_WALL 16384
#define EX_PRISMATIC_WALL 32768
#define EX_IRON_WALL 65536
#define EX_MUSHROOM_WALL 131072
#define EX_CALTROP_WALL 262144
#define EX_ASH_WALL 524288
#define EX_WARDING 1048576
#define MAX_EXFLAG 20
#define MAX_WALL 8
/*
* 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
/*
* Equipment wear locations.
* Used in #RESETS.
*/
#define WEAR_NONE -1
#define WEAR_LIGHT 0
#define WEAR_FINGER_L 1
#define WEAR_FINGER_R 2
#define WEAR_NECK_1 3
#define WEAR_NECK_2 4
#define WEAR_BODY 5
#define WEAR_HEAD 6
#define WEAR_LEGS 7
#define WEAR_FEET 8
#define WEAR_HANDS 9
#define WEAR_ARMS 10
#define WEAR_SHIELD 11
#define WEAR_ABOUT 12
#define WEAR_WAIST 13
#define WEAR_WRIST_L 14
#define WEAR_WRIST_R 15
#define WEAR_WIELD 16
#define WEAR_HOLD 17
#define WEAR_THIRD 18
#define WEAR_FOURTH 19
#define WEAR_FACE 20
#define WEAR_SCABBARD_L 21
#define WEAR_SCABBARD_R 22
#define WEAR_SPECIAL 23
#define WEAR_FLOAT 24
#define WEAR_MEDAL 25
#define WEAR_BODYART 26
#define MAX_WEAR 27
/*
* Locations for damage.
*/
#define LOC_HEAD 0
#define LOC_BODY 1
#define LOC_ARM_L 2
#define LOC_ARM_R 3
#define LOC_LEG_L 4
#define LOC_LEG_R 5
/*
* For Head
*/
#define LOST_EYE_L 1
#define LOST_EYE_R 2
#define LOST_EAR_L 4
#define LOST_EAR_R 8
#define LOST_NOSE 16
#define BROKEN_NOSE 32
#define BROKEN_JAW 64
#define BROKEN_SKULL 128
#define LOST_HEAD 256
#define LOST_TOOTH_1 512 /* These should be added..... */
#define LOST_TOOTH_2 1024 /* ...together to caculate... */
#define LOST_TOOTH_4 2048 /* ...the total number of.... */
#define LOST_TOOTH_8 4096 /* ...teeth lost. Total..... */
#define LOST_TOOTH_16 8192 /* ...possible is 31 teeth. */
#define LOST_TONGUE 16384
/*
* For Body
*/
#define BROKEN_RIBS_1 1 /* Remember there are a total */
#define BROKEN_RIBS_2 2 /* of 12 pairs of ribs in the */
#define BROKEN_RIBS_4 4 /* human body, so not all of */
#define BROKEN_RIBS_8 8 /* these bits should be set */
#define BROKEN_RIBS_16 16 /* at the same time. */
#define BROKEN_SPINE 32
#define BROKEN_NECK 64
#define CUT_THROAT 128
#define CUT_STOMACH 256
#define CUT_CHEST 512
/*
* For Arms
*/
#define BROKEN_ARM 1
#define LOST_ARM 2
#define LOST_HAND 4
#define LOST_FINGER_I 8 /* Index finger */
#define LOST_FINGER_M 16 /* Middle finger */
#define LOST_FINGER_R 32 /* Ring finger */
#define LOST_FINGER_L 64 /* Little finger */
#define LOST_THUMB 128
#define BROKEN_FINGER_I 256 /* Index finger */
#define BROKEN_FINGER_M 512 /* Middle finger */
#define BROKEN_FINGER_R 1024 /* Ring finger */
#define BROKEN_FINGER_L 2048 /* Little finger */
#define BROKEN_THUMB 4096
/*
* For Legs
*/
#define BROKEN_LEG 1
#define LOST_LEG 2
#define LOST_FOOT 4
#define LOST_TOE_A 8
#define LOST_TOE_B 16
#define LOST_TOE_C 32
#define LOST_TOE_D 64 /* Smallest toe */
#define LOST_TOE_BIG 128
#define BROKEN_TOE_A 256
#define BROKEN_TOE_B 512
#define BROKEN_TOE_C 1024
#define BROKEN_TOE_D 2048 /* Smallest toe */
#define BROKEN_TOE_BIG 4096
/*
* For Bleeding
*/
#define BLEEDING_HEAD 1
#define BLEEDING_THROAT 2
#define BLEEDING_ARM_L 4
#define BLEEDING_ARM_R 8
#define BLEEDING_HAND_L 16
#define BLEEDING_HAND_R 32
#define BLEEDING_LEG_L 64
#define BLEEDING_LEG_R 128
#define BLEEDING_FOOT_L 256
#define BLEEDING_FOOT_R 512
/*
* For Spec powers on players
*/
#define EYE_SPELL 1 /* Spell when they look at you */
#define EYE_SELFACTION 2 /* You do action when they look */
#define EYE_ACTION 4 /* Others do action when they look */
/***************************************************************************
* *
* 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
/*
* Stats - KaVir.
*/
#define STAT_STR 0
#define STAT_END 1
#define STAT_REF 2
#define STAT_FLE 2
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_MEDITATING 5
#define POS_SITTING 6
#define POS_RESTING 7
#define POS_FIGHTING 8
#define POS_STANDING 9
/* Status of Arena */
#define FIGHT_OPEN 0
#define FIGHT_START 1
#define FIGHT_BUSY 2
#define FIGHT_LOCK 3
/* ACT bits for Autos */
#define PLR_AUTOEXIT 1
#define PLR_AUTOLOOT 2
#define PLR_AUTOSAC 4
#define PLR_AUTOBONES 8 // Can use both hands well.
#define PLR_AUTOSLAB 16
#define PLR_AUTOHEAD 32
#define PLR_AUTOGEM 64
#define PLR_AUTOHILT 128
#define PLR_AUTOSTORE 256
#define PLR_AUTOSPLIT 512
#define PLR_WIPED 1024
/*
* ACT bits for players.
*/
#define PLR_IS_NPC 1 /* Don't EVER set. */
#define PLR_BRIEF3 2
#define PLR_LEFTHAND 4
#define PLR_BRIEF5 8
#define PLR_BRIEF 16
#define PLR_MAP 32
#define PLR_BRIEF2 64
#define PLR_BRIEF4 128
#define PLR_HOLYLIGHT 256
#define PLR_COMBINE 512
#define PLR_PROMPT 1024
#define PLR_TELNET_GA 2048
#define PLR_WIZINVIS 8192
#define PLR_ANSI 16384
#define PLR_SILENCE 32768
#define PLR_AMBI 65536
#define PLR_RIGHTHAND 131072
#define PLR_NO_TELL 262144
#define PLR_LOG 524288
#define PLR_DENY 1048576
#define PLR_FREEZE 2097152
#define PLR_SOUND 4194304
#define PLR_MUSIC 8388608
#define PLR_ACID 16777216
#define PLR_BRIEF6 33554432
#define PLR_BRIEF7 67108864
#define PLR_NOMUSIC (aa)
/*New bits for playrs (Infidel)*/
#define NEW_SLAM 1
#define NEW_QUILLS 2
#define NEW_JAWLOCK 4
#define NEW_PERCEPTION 8
#define NEW_SKIN 16
#define NEW_TIDE 32
#define NEW_COIL 64
#define NEW_REND 128
#define NEW_MONKFLAME 256
#define NEW_SCLAWS 512
#define NEW_IRONMIND 1024
#define NEW_MONKCLOAK 2048
#define NEW_MONKADAM 4096
#define NEW_MONKSKIN 8192
#define NEW_MONKFAVOR 16384
#define NEW_CLOAK 32768
#define NEW_DROWHATE 65536
#define NEW_DARKNESS 131072
#define THIRD_HAND 262144
#define FOURTH_HAND 524288
#define NEW_CLOUDBLESS 1048576
#define NEW_VISION 2097152
#define NEW_NATURAL 4194304
#define NEW_POWER 8388608
#define NEW_DFORM 16777216
#define NEW_MASTERY 33554432
#define NEW_DARKTENDRILS 67108864
#define NEW_MULTIARMS 134217728
#define NEW_BLADESPIN 268435456
#define NEW_FIGHTDANCE 536870912
#define NEW_CUBEFORM 1073741824
#define NEW2_EAGLES 1
#define NEW2_HAWKEYES 2
#define NEW2_VVIGOR 4
#define NEW2_SCALES 8
#define NEW2_ACIDBLOOD 16
#define NEW2_VIOLATION 32
#define NEW2_NEUTRAL 64
#define NEW2_REINA 128
#define NEW2_MENTALBLOCK 256
// exactly like newbits wheeeeee!
#define MORE_ANIMAL_MASTER 1
#define MORE_SPIRIT 2
#define MORE_GUARDIAN 4
#define GAME_NONE 0
#define GAME_SLOTS 1
#define GAME_HIGH_DICE 2
void do_slots(CHAR_DATA *ch, char *argument );
void do_high_dice(CHAR_DATA *ch, char *argument);
/*
* JFLAGS : ch->pcdata->jflags
*/
#define JFLAG_SETDECAP 1
#define JFLAG_SETLOGIN 2
#define JFLAG_SETLOGOUT 4
#define JFLAG_SETAVATAR 8
#define JFLAG_BULLY 16
#define JFLAG_SETTIE 32
#define JFLAG_NOSET 64
#define JFLAG_SS1 128
#define JFLAG_SS2 256
#define JFLAG_SS3 512
#define JFLAG_SS4 1024
#define JFLAG_SS5 2048
#define JFLAG_MADNESS 4096
#define JFLAG_POLICY 8192
#define JFLAG_POLICE 16384
#define JFLAG_WANT_KINGDOM 32768
#define JFLAG_KNOWS_FORGING 65536
#define JFLAG_DRONEWORLD 131072
#define JFLAG_DRONE_HORRID 262144
#define JFLAG_DRONE_DISTORT 524288
#define JFLAG_NOHINT 1048576
/*
* RELPOWERS : ch->pcdata->rel_powers
*/
#define REL_DARMOR 1
#define REL_HOLYWORD 2
#define REL_GZONE 4
#define REL_GAIA 8
#define REL_THORNS 16
#define REL_CALLWILD 32
#define REL_DEJA 64
#define REL_PESTILENCE 128
#define REL_MADNESS 256
#define REL_AREAHEAL 512
#define REL_BANISHMENT 1024
#define REL_STARSIGHT 2048
#define REL_RPURGE 4096
#define REL_DBATTLE 8192
#define REL_GFURY 16384
#define REL_BADMOON 32768
#define REL_HDESIRE 65536
#define REL_DSCRY 131072
#define REL_SUBVERT 262144
#define REL_REBIRTH 524288
#define REL_CHAOS 1048576
#define REL_NOVA 2097152
#define REL_FARMOR 4194304
#define RELIGION_LOA 1
#define RELIGION_STARS 2
#define RELIGION_ONE 3
#define RELIGION_WILD 4
#define RELIGION_GAHR 5
/*
* Religion Area Affects
*/
#define AREA_AFF_GZONE 1
#define AREA_AFF_THORNS 2
#define AREA_AFF_PESTILENCE 3
#define AREA_AFF_BADMOON 4
#define AREA_AFF_GAIA 5
#define AREA_AFF_CHAOS 6
/*
* special flags
*/
#define SPC_CHOSE_RELIGION 1 /* To set when new religion must be chosen */
#define SPC_HAS_CHOSEN_RELIGION 2 /* Have chosen the religion */
#define SPC_WOLFMAN 4
#define SPC_PRINCE 8 /* No longer used, is just kept because of old pfiles */
#define SPC_INCONNU 64
#define SPC_DROW_WAR 128
#define SPC_DROW_MAG 256
#define SPC_DROW_CLE 512
#define SPC_JEDI_FSHIELD 1024
#define SPC_JEDI_LEVITATE 2048
#define SPC_JEDI_QUICKEN 4096
#define SPC_LOG2 8192 // silent logging
/*
* TEMPFLAGS : ch->pcdata->tempflag
*/
#define TEMP_ARTIFACT 1
#define TEMP_VT100 2
#define TEMP_AGGRESSIVE 4
#define TEMP_EDGE 8
/*
* EXTRA bits for players. (KaVir)
*/
/* 1 */
#define EXTRA_NOAUCTION 2
#define EXTRA_TRUSTED 4
#define EXTRA_NEWPASS 8
#define EXTRA_OSWITCH 16
#define EXTRA_SWITCH 32
#define EXTRA_FAKE_CON 64
#define TIED_UP 128
#define GAGGED 256
#define BLINDFOLDED 512
#define EXTRA_STANCE 1024
#define EXTRA_DONE 2048
#define EXTRA_EXP 4096
#define EXTRA_PREGNANT 8192
#define EXTRA_LABOUR 16384
#define EXTRA_BORN 32768
#define EXTRA_PROMPT 65536
#define EXTRA_MARRIED 131072
#define EXTRA_AFK 262144
#define EXTRA_DRAGON 524288
#define EXTRA_CALL_ALL 1048576
#define EXTRA_CODING 2097152 /* unused */
#define EXTRA_BSD 4194304
#define EXTRA_EARTHMELD 8388608
#define EXTRA_PLASMA 16777216
#define EXTRA_BUILDING 33554432 /* This one is free for use */
#define EXTRA_AWE 67108864
#define EXTRA_ROT 134217728
#define EXTRA_ZOMBIE 268435456
#define EXTRA_BAAL 536870912
#define EXTRA_FLASH 1073741824
/*
* AGE Bits.
*/
#define AGE_CHILDE 0
#define AGE_NEONATE 1
#define AGE_ANCILLA 2
#define AGE_ELDER 3
#define AGE_METHUSELAH 4
#define AGE_LA_MAGRA 5
#define AGE_TRUEBLOOD 6
#define BELT_ONE 7
#define BELT_TWO 8
#define BELT_THREE 9
#define BELT_FOUR 10
#define BELT_FIVE 11
#define BELT_SIX 12
#define BELT_SEVEN 13
#define BELT_EIGHT 14
#define BELT_NINE 15
#define BELT_TEN 16
/*
* Stances for combat
*/
#define STANCE_NONE -1
#define STANCE_NORMAL 0
#define STANCE_VIPER 1
#define STANCE_CRANE 2
#define STANCE_CRAB 3
#define STANCE_MONGOOSE 4
#define STANCE_BULL 5
#define STANCE_MANTIS 6
#define STANCE_DRAGON 7
#define STANCE_TIGER 8
#define STANCE_MONKEY 9
#define STANCE_SWALLOW 10
#define STANCE_WOLF 11
#define STANCE_AUTOSTANCE 12
#define STANCE_SS1 13
#define STANCE_SS2 14
#define STANCE_SS3 15
#define STANCE_SS4 16
#define STANCE_SS5 17
/*
* Bits for superstances
*/
#define STANCEPOWER_DODGE 1 /* more dodge */
#define STANCEPOWER_PARRY 2 /* more parry */
#define STANCEPOWER_SPEED 4 /* 2 extra attack */
#define STANCEPOWER_BYPASS 8 /* bypass dodge/parry */
#define STANCEPOWER_DAMAGE_1 16 /* lesser increase damage and chance to hit */
#define STANCEPOWER_DAMAGE_2 32 /* greater increase damage and chance to hit */
#define STANCEPOWER_DAMAGE_3 64 /* supreme increase damage and chance to hit */
#define STANCEPOWER_RESIST_1 128 /* lesser resist damage */
#define STANCEPOWER_RESIST_2 256 /* greater resist damage */
#define STANCEPOWER_RESIST_3 512 /* supreme resist damage */
#define STANCEPOWER_DAMCAP_1 1024 /* lesser damcap bonus */
#define STANCEPOWER_DAMCAP_2 2048 /* greater damcap bonus */
#define STANCEPOWER_DAMCAP_3 4096 /* supreme damcap bonus */
#define STANCEPOWER_REV_DAMCAP_1 8192 /* lesser damcap penalty for opponent */
#define STANCEPOWER_REV_DAMCAP_2 16384 /* greater damcap penalty for opponent */
#define STANCEPOWER_REV_DAMCAP_3 32768 /* supreme damcap penalty for opponent */
/*
* Channel bits.
*/
#define CHANNEL_KINGDOM 1
#define CHANNEL_CHAT 2
#define CHANNEL_CLASS 4
#define CHANNEL_IMMTALK 8
#define CHANNEL_MUSIC 16
#define CHANNEL_AUCTION 32
#define CHANNEL_HINT 64
#define CHANNEL_YELL 128
#define CHANNEL_TRIVIA 256
#define CHANNEL_HOWL 512
#define CHANNEL_LOG 1024
#define CHANNEL_PRAY 2048
#define CHANNEL_INFO 4096
#define CHANNEL_FLAME 8192
#define CHANNEL_TELL 16384
#define CHANNEL_RELIGION 32768
#define CHANNEL_ROLEPLAY 65536
#define CHANNEL_NEWBIE 131072
#define CHANNEL_QUEST 262144
#define CHANNEL_SOCIAL 524288
struct top_board
{
int pkscore;
char *name;
};
struct l_board
{
char * pk_name;
char * time_name;
char * quest_name;
char * mobkills_name;
char * pkscore_name;
char * arena_name;
int arena_number;
int pk_number;
int time_number;
int quest_number;
int mobkills_number;
int pkscore_number;
};
struct religion_table
{
char * name;
char * truename;
char * channel;
char * decapmessage;
char * rankname[5];
};
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA * next;
SPEC_FUN * spec_fun;
QUEST_FUN * quest_fun;
SHOP_FUN * shop_fun;
CHAR_DATA * mount;
CHAR_DATA * wizard;
AREA_DATA * area; /* OLC */
PROG_LIST * mprogs;
char * hunting;
MOB_TRIGGER * triggers;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
char * lord;
char * morph;
char * createtime;
char * pload;
char * lasttime;
char * lasthost;
char * powertype;
char * poweraction;
char * prompt;
char * cprompt;
sh_int spectype;
sh_int specpower;
int loc_hp [7];
int vnum;
sh_int count;
sh_int killed;
sh_int sex;
sh_int mounted;
int home;
sh_int natural_attack;
int level;
int immune;
int polyaff;
int vampaff;
int itemaffect;
int form;
int act;
int extra;
int bones;
int affected_by;
int affected_by2;
int alignment;
/* values 0-2 in OLC */
int toughness;
int dam_modifier;
int extra_attack;
long mprog_flags;
sh_int default_pos;
};
struct editor_data
{
sh_int numlines;
sh_int on_line;
sh_int size;
char line[49][81];
};
/*
* One character (PC or NPC).
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * prev_in_room;
CHAR_DATA * next_in_room;
CHAR_DATA * master;
CHAR_DATA * leader;
CHAR_DATA * fighting;
CHAR_DATA * embracing;
CHAR_DATA * embraced;
CHAR_DATA * blinkykill;
CHAR_DATA * reply;
CHAR_DATA * mount;
CHAR_DATA * wizard;
CHAR_DATA * challenger; /* person who challenged you */
CHAR_DATA * challenged; /* person who you challenged */
CHAR_DATA * gladiator; /* ARENA player wagered on */
CHAR_DATA * mprog_target;
SPEC_FUN * spec_fun;
QUEST_FUN * quest_fun;
SHOP_FUN * shop_fun;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
AFFECT2_DATA * affected2;
OBJ_DATA * carrying;
OBJ_DATA * on;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
PC_DATA * pcdata;
DO_FUN * last_cmd;
NOTE_DATA * pnote;
DO_FUN * prev_cmd;
MOB_TRIGGER * triggers;
char * hunting;
char * name;
char * pload;
char * short_descr;
char * long_descr;
char * long_descr_orig;
char * description;
char * lord;
char * morph;
char * createtime;
char * lasttime;
char * lasthost;
char * poweraction;
char * powertype;
char * prompt;
char * cprompt;
char * prefix;
bool deathmatch;
bool tracking;
sh_int mprog_delay;
sh_int sex;
sh_int amount_attacks_recieved;
sh_int amount_attacks_dealt;
sh_int decay_pulse;
sh_int hunt_pointer;
sh_int hunt_playerid;
sh_int agg;
int tier;
int tks;
int amount_damage_recieved;
int amount_damage_dealt;
int total_exp_gained;
int total_disc_gained;
int total_cp_gained;
int total_kills;
int class;
int tells;
sh_int invis_level;
sh_int incog_level;
sh_int ghost_level;
sh_int race;
sh_int default_pos;
int immune;
int polyaff;
int vampaff_a;
int fight_timer;
int itemaffect;
int form;
int warp;
int explevel;
int expgained;
int talkcolor;
int power[MAX_DISCIPLINES];
/* SMAUUUUUUUUUUUG */
void * dest_buf;
void * spare_ptr;
int tempnum;
EDITOR_DATA * editor;
sh_int substate;
int pagelen; /* BUILD INTERFACE */
sh_int inter_page; /* BUILD INTERFACE */
sh_int inter_type; /* BUILD INTERFACE */
char *inter_editing; /* BUILD INTERFACE */
int inter_editing_vnum; /* BUILD INTERFACE */
sh_int inter_substate; /* BUILD INTERFACE */
int cclan;
int flag2;
int flag3;
int flag4;
sh_int generation;
int genexp;
sh_int primary;
sh_int proper_size;
sh_int size;
sh_int cur_form;
sh_int dragtype;
sh_int rage;
sh_int siltol;
sh_int tick_timer[MAX_TIMER];
sh_int warpcount;
sh_int vampgen_a;
sh_int spectype;
sh_int specpower;
sh_int loc_hp [7];
sh_int wpn [13];
sh_int spl [8];
sh_int cmbt [8];
int stance [24];
sh_int beast;
sh_int mounted;
int mflags;
int more;
sh_int spheres[10];
sh_int imms[3];
int home;
int level;
int majesty_timer;
int obeah_timer;
int reina_timer;
int cobra_timer;
int wyld_timer;
sh_int trust;
int played;
time_t logon;
time_t save_time;
sh_int timer;
sh_int wait;
sh_int wait2;
int pkill;
int pdeath;
int mkill;
int mdeath;
int hit;
int max_hit;
int mana;
int max_mana;
int move;
int max_move;
int exp;
int act;
int act2;
int extra;
int newbits;
int newbits2;
int sohbits;
int special;
int affected_by;
int affected_by2;
int position;
int practice;
int carry_weight;
int carry_number;
int saving_throw;
int alignment;
int hitroll;
int damroll;
int armor;
int wimpy;
int deaf;
int paradox [3];
int damcap [2];
int monkstuff;
int monkcrap;
int monkab [4];
sh_int chi [2];
char * clan;
int garou1;
sh_int gnosis[2];
CHAR_DATA * unveil;
char * objdesc;
sh_int monkblock;
sh_int focus[2];
int bones;
long wiznet;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA * next;
BUFFER * buffer;
CHAR_DATA * familiar;
CHAR_DATA * partner;
CHAR_DATA * propose;
CHAR_DATA * pfile;
OBJ_DATA * chobj;
BOARD_DATA * board; /* The current board */
time_t last_note[MAX_BOARD]; /* last note for the boards */
NOTE_DATA * in_progress;
ALIAS_DATA * alias;
QUEST_DATA * quests;
AREA_DATA * prev_area;
HISTORY_DATA * history;
#ifdef IMC
IMC_CHARDATA * imcchardata;
#endif
char * last_decap[2];
char * retaliation;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
char * conception;
char * parents;
char * cparents;
char * marriage;
char * switchname;
char * decapmessage;
char * loginmessage;
char * logoutmessage;
char * avatarmessage;
char *last_global;
char * tiemessage;
char * soultarget;
char * host; /* Used to tell PC last login site */
char * love;
time_t denied;
sh_int revision;
sh_int alias_count;
sh_int vt100_size;
sh_int rune_count;
sh_int souls;
sh_int voted;
sh_int relrank;
sh_int faith;
sh_int current_faith;
sh_int agg_counter;
sh_int bully_points;
sh_int bully_counter;
int aggress_towards;
int aggress_from;
int rel_powers;
int tempflag;
sh_int safe_counter;
sh_int logout_counter;
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 time_tick;
sh_int log_count;
sh_int willpower[2];
sh_int resist[5];
int betting_amount;
int betting_char;
int ignore[MAX_IGNORE];
int playerid;
int jflags;
int bank;
int membership;
int questsrun;
int questtotal;
int quest;
sh_int kingdom;
sh_int religion;
int pagelen;
int sit_safe;
sh_int mortal;
int powers[20];
int stats[12];
int disc_points;
int disc_research;
bool lwrgen;
sh_int wolf;
sh_int rank;
sh_int demonic_a;
sh_int stage[3];
sh_int language[2];
sh_int wolfform[2];
int score[6];
sh_int disc_a[11];
int genes[10];
sh_int fake_skill;
sh_int fake_stance;
sh_int fake_hit;
sh_int fake_dam;
sh_int fake_hp;
sh_int fake_mana;
sh_int fake_move;
int fake_ac;
int obj_vnum;
sh_int condition [3];
sh_int learned [MAX_SKILL];
sh_int stat_ability [4];
sh_int stat_amount [4];
sh_int stat_duration [4];
sh_int exhaustion;
sh_int followers;
int awins; /* ARENA number of wins */
int alosses; /* ARENA number of losses */
int comm;
int security; /* OLC - Builder security */
int bounty;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
#define LIQ_MAX 19
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 */
EXTRA_DESCR_DATA *prev; /* Previous */
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
char *buffer1; /* special action buffer 1 */
char *buffer2; /* special action buffer 2 */
sh_int type; /* activation type */
int vnum; /* action related vnum */
sh_int action; /* action type */
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
OBJ_INDEX_DATA * next;
EXTRA_DESCR_DATA * extra_descr;
EXTRA_DESCR_DATA * first_extradesc;
EXTRA_DESCR_DATA * last_extradesc;
AFFECT_DATA * first_affect;
AFFECT_DATA * last_affect;
AFFECT_DATA * affected;
AREA_DATA * area;
char * name;
char * short_descr;
char * description;
char * chpoweron;
char * chpoweroff;
char * chpoweruse;
char * victpoweron;
char * victpoweroff;
char * victpoweruse;
char * questmaker;
char * questowner;
int vnum;
sh_int item_type;
int extra_flags;
int extra_flags2;
int wear_flags;
sh_int count;
sh_int weight;
sh_int weapflags;
int spectype;
int specpower;
sh_int condition;
sh_int toughness;
sh_int resistance;
int quest;
sh_int points;
int cost; /* Unused */
int value [4];
PROG_LIST * oprogs;
long oprog_flags;
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA * next;
OBJ_DATA * next_content;
OBJ_DATA * contains;
OBJ_DATA * in_obj;
OBJ_DATA * on;
CHAR_DATA * carried_by;
CHAR_DATA * chobj;
EXTRA_DESCR_DATA * extra_descr;
EXTRA_DESCR_DATA * first_extradesc;
EXTRA_DESCR_DATA * last_extradesc;
AFFECT_DATA * first_affect;
AFFECT_DATA * last_affect;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
CHAR_DATA * oprog_target;
sh_int oprog_delay;
char * name;
char * short_descr;
char * description;
char * chpoweron;
char * chpoweroff;
char * chpoweruse;
char * victpoweron;
char * victpoweroff;
char * victpoweruse;
char * questmaker;
char * questowner;
int item_type;
int ownerid;
int extra_flags;
int extra_flags2;
int wear_flags;
int wear_loc;
int weight;
int weapflags;
int spectype;
int specpower;
int condition;
int toughness;
int resistance;
int quest;
sh_int points;
int cost;
int level;
int timer;
int value [4];
};
/*
* Exit data.
*/
struct exit_data
{
union
{
ROOM_INDEX_DATA * to_room;
sh_int vnum;
} u1;
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; /* 0,5 N\E\S\W\U\D shit */
int rs_flags; /* OLC */
int orig_door; /* OLC */
bool color; /* pathfinding */
};
/*
* Room text checking data.
*/
typedef struct roomtext_data
{
int type;
int power;
int mob;
char * input;
char * output;
char * choutput;
char * name;
struct roomtext_data *next;
} ROOMTEXT_DATA;
struct mob_trigger
{
int type;
int vnum;
char * keywords;
char * roomOutput;
char * chOutput;
MOB_TRIGGER * next;
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA * next;
char command;
int arg1;
int arg2;
int arg3;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA * next;
AREA_AFFECT * affects;
char * name;
int age;
int nplayer;
char * filename; /* OLC */
char * builders; /* OLC - Listing of builders */
char * music;
int security; /* OLC - Value 0-infinity */
int lvnum; /* OLC - Lower vnum */
int uvnum; /* OLC - Upper vnum */
int vnum; /* OLC - Area vnum */
int cvnum;
int area_flags; /* OLC */
int areabits;
bool empty;
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA * next;
ROOM_INDEX_DATA * next_room;
CHAR_DATA * people;
CHAR_DATA * first_person;
CHAR_DATA * last_person;
OBJ_DATA * contents;
OBJ_DATA * first_content;
OBJ_DATA * last_content;
EXTRA_DESCR_DATA * extra_descr;
EXTRA_DESCR_DATA * first_extradesc;
EXTRA_DESCR_DATA * last_extradesc;
AREA_DATA * area;
EXIT_DATA * exit [6];
EXIT_DATA * first_exit;
EXIT_DATA * last_exit;
ROOMTEXT_DATA * roomtext;
RESET_DATA * reset_first; /* OLC */
RESET_DATA * reset_last; /* OLC */
char * track [5];
char * name;
char * description;
int vnum;
int room_flags;
sh_int light;
sh_int blood;
sh_int track_dir [5];
sh_int sector_type;
sh_int tick_timer[MAX_RTIMER];
sh_int heap_index;
sh_int steps;
bool visited;
PROG_LIST * rprogs;
CHAR_DATA * rprog_target;
long rprog_flags;
sh_int rprog_delay;
};
/*
* 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
#define TYPE_ADD_AGG 3000
#define TYPE_AGG 3000
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
#define TAR_OBJ_CHAR_DEF 5
#define TAR_OBJ_CHAR_OFF 6
#define TAR_OBJ_ROOM 7
#define TAR_EXIT 8
#define TAR_CHAR_WORLD 9
#define TARGET_CHAR 0
#define TARGET_OBJ 1
#define TARGET_ROOM 2
#define TARGET_NONE 3
#define PURPLE_MAGIC 0
#define RED_MAGIC 1
#define BLUE_MAGIC 2
#define GREEN_MAGIC 3
#define YELLOW_MAGIC 4
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
sh_int skill_level; /* 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_tattoo;
extern sh_int gsn_bash;
extern sh_int gsn_smack;
extern sh_int gsn_thwack;
extern sh_int gsn_telekinetic;
extern sh_int gsn_plasma;
extern sh_int gsn_potato;
extern sh_int gsn_mocha;
extern sh_int gsn_thrownpie;
extern sh_int gsn_stuntubes;
extern sh_int gsn_laser;
extern sh_int gsn_stinger;
extern sh_int gsn_quills;
extern sh_int gsn_cheapshot;
extern sh_int gsn_shred;
extern sh_int gsn_heavenlyaura;
extern sh_int gsn_bladespin;
extern sh_int gsn_nova;
extern sh_int gsn_faith;
extern sh_int gsn_thorns;
extern sh_int gsn_fiery;
extern sh_int gsn_hooves;
extern sh_int gsn_claws;
extern sh_int gsn_fireball;
extern sh_int gsn_tentacle;
extern sh_int gsn_lightning;
extern sh_int gsn_supreme;
extern sh_int gsn_deathaura;
extern sh_int gsn_lightningslash;
extern sh_int gsn_wrathofgod;
extern sh_int gsn_darktendrils;
extern sh_int gsn_mageshield;
extern sh_int gsn_breath;
extern sh_int gsn_venomtong;
extern sh_int gsn_spiketail;
extern sh_int gsn_badbreath;
extern sh_int gsn_magma;
extern sh_int gsn_hellfire;
extern sh_int gsn_shards;
extern sh_int gsn_spiderform;
extern sh_int gsn_garotte;
extern sh_int gsn_backstab;
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_godbless; /* Vic - Monks */
extern sh_int gsn_totalblind; /* Vic - Monks */
extern sh_int gsn_tendrils;
extern sh_int gsn_berserk;
extern sh_int gsn_punch;
extern sh_int gsn_headbutt;
extern sh_int gsn_spiket;
extern sh_int gsn_venomt;
extern sh_int gsn_shiroken;
extern sh_int gsn_blinky;
extern sh_int gsn_inferno;
extern sh_int gsn_fangs;
extern sh_int gsn_buffet;
extern sh_int gsn_rfangs;
extern sh_int gsn_sweep;
extern sh_int gsn_knee;
extern sh_int gsn_spinkick;
extern sh_int gsn_backfist;
extern sh_int gsn_jumpkick;
extern sh_int gsn_monksweep;
extern sh_int gsn_thrustkick;
extern sh_int gsn_elbow;
extern sh_int gsn_palmstrike;
extern sh_int gsn_shinkick;
extern sh_int gsn_lightningkick;
extern sh_int gsn_tornadokick;
extern sh_int gsn_disarm;
extern sh_int gsn_hurl;
extern sh_int gsn_kick;
extern sh_int gsn_chillhand;
extern sh_int gsn_circle;
extern sh_int gsn_booming;
extern sh_int gsn_rescue;
extern sh_int gsn_track;
extern sh_int gsn_polymorph;
extern sh_int gsn_web;
extern sh_int gsn_infirmity;
extern sh_int gsn_drowfire;
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;
extern sh_int gsn_paradox;
extern sh_int gsn_spew;
extern sh_int gsn_darkness;
extern sh_int gsn_multiplearms;
/* shadow attacks */
extern sh_int gsn_knifespin;
extern sh_int gsn_wakasashislice;
extern sh_int gsn_caltrops;
extern sh_int gsn_soulreaper;
extern sh_int gsn_moonstrike;
extern sh_int gsn_shadowthrust;
extern sh_int gsn_gutcutter;
extern sh_int gsn_dirtthrow;
extern sh_int gsn_soulseeker;
/* cyberdemon attacks */
extern sh_int gsn_steam;
extern sh_int gsn_machinegun;
extern sh_int gsn_rocket;
extern sh_int gsn_pincers;
/*
* 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))
#define TOGGLE_BIT(var, bit) ((var) ^= (bit))
#define IS_NULLSTR(str) ((str) == NULL || (str)[0] == '\0')
#define ENTRE(min,num,max) ( ((min) < (num)) && ((num) < (max)) )
#define SET_AFF2(a,b) SET_BIT( (a)->affected_by2, (b) )
/* Ensure coord is on the map */
#define BOUNDARY(x, y) (((x) < 0) || ((y) < 0) || ((x) > MAPX) || ((y) > MAPY))
#define COLOUR(ch,color,bit) (ADD_COLOUR((ch),(bit),(color));)
/*
* Memory allocation macros.
*/
#define CREATE(result, type, number) \
do \
{ \
if (!((result) = (type *) calloc ((number), sizeof(type)))) \
{ \
log_string(LOG_CRIT, "Calloc failure @ \n" ); \
abort(); \
} \
} while(0)
#define RECREATE(result,type,number) \
do \
{ \
if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\
{ \
log_string(LOG_CRIT, "Realloc failure \n" ); \
abort(); \
} \
} while(0)
#define DISPOSE(point) \
do \
{ \
if((point)) \
{ \
free((point)); \
(point) = NULL; \
} \
} while(0)
#ifdef HASHSTR
#define STRALLOC(point) str_dup((point))
#define QUICKLINK(point) quick_link((point))
#define QUICKMATCH(p1, p2) (int) (p1) == (int) (p2)
#define STRFREE(point) \
do \
{ \
if((point)) \
{ \
if( str_free((point)) == -1 ) \
log_string(LOG_CRIT, "STRFREEing bad pointer\n"); \
(point) = NULL; \
} \
} while(0)
#else
#define STRALLOC(point) str_dup((point))
#define QUICKLINK(point) str_dup((point))
#define QUICKMATCH(p1, p2) strcmp((p1), (p2)) == 0
#define STRFREE(point) DISPOSE((point))
#endif
/* double-linked list handling macros -Thoric */
#define LINK(link, first, last, next, prev) \
do \
{ \
if ( !(first) ) \
{ \
(first) = (link); \
(last) = (link); \
} \
else \
(last)->next = (link); \
(link)->next = NULL; \
if ((first) == (link)) \
(link)->prev = NULL; \
else \
(link)->prev = (last); \
(last) = (link); \
} while(0)
#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)
#define UNLINK(link, first, last, next, prev) \
do \
{ \
if ( !(link)->prev ) \
{ \
(first) = (link)->next; \
if ((first)) \
(first)->prev = NULL; \
} \
else \
{ \
(link)->prev->next = (link)->next; \
} \
if ( !(link)->next ) \
{ \
(last) = (link)->prev; \
if ((last)) \
(last)->next = NULL; \
} \
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.
*/
#define MOUNTED(ch) \
((!IS_NPC(ch) && ch->mount) ? ch->mount : NULL)
#define RIDDEN(ch) \
((IS_NPC(ch) && ch->mount) ? ch->mount : NULL)
#define IS_COMB(ch, sn) (IS_SET((ch)->monkcrap, (sn)))
#define IS_FS(ch, sn) (IS_SET((ch)->monkstuff, (sn)))
#define IS_NEWFLAG(ch, sn) (IS_SET((ch)->flag2, (sn)))
#define IS_CREATOR(ch) (get_trust(ch) >= MAX_LEVEL)
#define GET_FORM(ch) ((form_data[(ch)->cur_form].short_desc == NULL || form_data[(ch)->cur_form].short_desc[0] == '\0') ? form_data[(ch)->cur_form].name : "")
#define GET_PROPER_NAME(ch) (IS_NPC((ch)) ? (ch)->short_descr : (ch)->pcdata->switchname)
#define GET_PC_NAME(ch) (IS_NPC((ch)) ? "<npc>" : (ch)->pcdata->switchname)
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_JUDGE(ch) (get_trust(ch) >= LEVEL_JUDGE)
#define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO)
#define IS_DAY() ((weather_info.sunlight == SUN_RISE || weather_info.sunlight == SUN_LIGHT))
#define IS_NIGHT() ((!IS_DAY()))
#define CAN_PK(ch) (get_trust(ch)>= 3 && get_trust(ch)<= 12)
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define IS_AFFECTED2(ch, sn) (IS_SET((ch)->affected_by2, (sn)))
#define IS_AFF2(ch, sn) (IS_SET((ch)->affected_by2, (sn)))
#define IS_SPEAKING(ch, sn) (IS_SET((ch)->pcdata->language[0], (sn)))
#define CAN_SPEAK(ch, sn) (IS_SET((ch)->pcdata->language[1], (sn)))
#define IS_ITEMAFF(ch, sn) (IS_SET((ch)->itemaffect, (sn)))
#define IS_IMMUNE(ch, sn) (IS_SET((ch)->immune, (sn)))
#define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level))
#define IS_VAMPAFF(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_AFF], (sn)))
#define IS_VAMPPASS(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_CURRENT], (sn)))
#define IS_FORM(ch, sn) (IS_SET((ch)->form, (sn)))
#define IS_POLYAFF(ch, sn) (IS_SET((ch)->polyaff, (sn)))
#define IS_EXTRA(ch, sn) (IS_SET((ch)->extra, (sn)))
#define IS_MORE(ch, sn) (IS_SET((ch)->more, (sn)))
#define IS_WILLPOWER(ch, sn) (IS_SET((ch)->pcdata->resist[0], (sn)))
#define IS_STANCE(ch, sn) (ch->stance[0] == sn)
#define IS_DEMPOWER(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_FLAGS], (sn)))
#define IS_DEMAFF(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_CURRENT], (sn)))
#define IS_CLASS(ch, CLASS) (IS_SET((ch)->class, CLASS) && (ch->level >= LEVEL_AVATAR))
#define IS_HEAD(ch, sn) (IS_SET((ch)->loc_hp[0], (sn)))
#define IS_BODY(ch, sn) (IS_SET((ch)->loc_hp[1], (sn)))
#define IS_ARM_L(ch, sn) (IS_SET((ch)->loc_hp[2], (sn)))
#define IS_ARM_R(ch, sn) (IS_SET((ch)->loc_hp[3], (sn)))
//#define IS_ARM_T(ch, sn) (IS_SET((ch)->loc_hp[7], (sn)))
//#define IS_ARM_F(ch, sn) (IS_SET((ch)->loc_hp[8], (sn)))
#define IS_LEG_L(ch, sn) (IS_SET((ch)->loc_hp[4], (sn)))
#define IS_LEG_R(ch, sn) (IS_SET((ch)->loc_hp[5], (sn)))
#define IS_BLEEDING(ch, sn) (IS_SET((ch)->loc_hp[6], (sn)))
#define STR(dat, field) (( (dat)->field != NULL \
? (dat)->field \
: (dat)->pIndexData->field ))
#define IS_PLAYING( d ) (d->connected==CON_PLAYING)
#define PCF(ch,field) ((ch)->pcdata->field) /* OLC */
#define CH(descriptor) ((descriptor)->original ? \
(descriptor)->original : (descriptor)->character)
#define IS_GOOD(ch) (ch->alignment >= 1)
#define IS_EVIL(ch) (ch->alignment <= -1)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define IS_AWAKE(ch) (ch->position > POS_SLEEPING)
#define GET_AC(ch) ((ch)->armor \
+ ( IS_AWAKE(ch) \
? dex_app[get_curr_dex(ch)].defensive \
: 0 ))
#define 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) \
if (!IS_IMMORTAL((ch))) \
((ch)->wait = UMAX((ch)->wait, (npulse)))
/*
* Object Macros.
*/
#define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part)))
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat)))
#define IS_OBJ_STAT2(obj, stat) (IS_SET((obj)->extra_flags2,(stat)))
#define IS_WEAP(obj, stat) (IS_SET((obj)->weapflags, (stat)))
#define IS_ARTIFACT( obj ) (IS_SET((obj)->quest, QUEST_ARTIFACT) )
/*
* Description macros.
*/
//#define PERS(ch, looker) ( can_see( looker, (ch) ) ?
// ( IS_NPC(ch) ? (ch)->short_descr
// : ( IS_AFFECTED( (ch), AFF_POLYMORPH) ?
// (ch)->morph : (ch)->name ) )
// : "someone" )
char *PERS args( (CHAR_DATA *ch, CHAR_DATA *looker) );
#define NAME(ch) ( IS_NPC(ch) ? (ch)->short_descr : (ch)->name )
/*
* J.O.P.E.
*/
struct jope_type
{
char *const name;
DO_FUN *do_fun;
sh_int level;
};
/*
* Structure for a command in the command lookup table.
*/
struct cmd_type
{
char * const name;
DO_FUN * do_fun;
sh_int position;
sh_int level;
sh_int log;
int race; /* 0 = all, other = specific race */
sh_int discipline; /* USE THE DISC_VAMP_???? etc.... */
sh_int disclevel; /* level in disc the command is granted */
};
/*
* Structure for a social in the socials table.
*/
struct social_type
{
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;
};
struct wiznet_type
{
char *name;
long flag;
int level;
};
/*
* Structure for an X-social in the socials table.
*/
struct xsocial_type
{
char * const name;
char * const char_no_arg;
char * const others_no_arg;
char * const char_found;
char * const others_found;
char * const vict_found;
char * const char_auto;
char * const others_auto;
sh_int gender;
sh_int stage;
sh_int position;
sh_int self;
sh_int other;
sh_int extra;
bool chance;
};
/*
* Global constants.
*/
extern const struct str_app_type str_app [36];
extern const struct int_app_type int_app [36];
extern const struct wis_app_type wis_app [36];
extern const struct dex_app_type dex_app [36];
extern const struct con_app_type con_app [36];
extern const struct jope_type jope_table [];
extern const struct cmd_type cmd_table[];
extern const struct liq_type liq_table [LIQ_MAX];
extern const struct wiznet_type wiznet_table [];
extern const struct skill_type skill_table [MAX_SKILL];
extern const char * discipline [MAX_DISCIPLINES];
extern const struct xsocial_type xsocial_table [];
struct item_type
{
int type;
char * name;
};
struct position_type
{
char *name;
char *short_name;
};
/* social table */
extern struct social_type *social_table;
extern const struct item_type item_table [];
extern const struct position_type position_table[];
/*
* Global variables.
*/
extern HELP_DATA * help_first;
extern HELP_DATA * help_last;
extern HELP_DATA * first_help;
extern HELP_DATA * last_help;
extern BAN_DATA * ban_list;
extern BAN_DATA * ban_free;
extern QUEST_DATA * quest_free;
extern HISTORY_DATA * history_free;
extern BAN_DATA * newbieban_list;
extern BAN_DATA * newbieban_free;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern NOTE_DATA * note_list;
extern OBJ_DATA * object_list;
extern ROOM_INDEX_DATA * room_list;
extern AFFECT_DATA * affect_free;
extern AFFECT2_DATA * affect2_free;
extern ALIAS_DATA * alias_free;
extern MOB_TRIGGER * trigger_free;
extern DUMMY_ARG * dummy_free;
extern DUMMY_ARG * dummy_list;
extern AREA_AFFECT * area_affect_free;
extern CHAR_DATA * char_free;
extern DESCRIPTOR_DATA * descriptor_free;
extern EXTRA_DESCR_DATA * extra_descr_free;
extern ROOMTEXT_DATA * roomtext_free;
extern NOTE_DATA * note_free;
extern OBJ_DATA * obj_free;
extern PC_DATA * pcdata_free;
extern char bug_buf [];
extern time_t current_time;
extern bool fLogAll;
extern bool wizlock;
extern KILL_DATA kill_table [];
extern FILE * fpReserve;
extern char log_buf [];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern bool arena2;
extern bool arena2death;
extern bool tourney;
extern bool global_exp;
extern bool arena_open;
extern bool arena_base;
extern bool global_qp;
extern bool global_dt;
extern bool global_cp;
extern bool global_chaos;
extern bool extra_log;
extern bool cmd_done;
extern int players_logged;
extern int players_decap;
extern int players_gstolen;
extern int thread_count;
extern int iDelete;
extern bool arenaopen;
extern bool ragnarok;
extern int ragnarok_timer;
extern int ragnarok_cost;
extern int pulse_arena;
extern int total_output;
extern int mudinfo[MUDINFO_MAX];
extern int ccenter[CCENTER_MAX];
extern int top_playerid;
extern int pulse_exp;
extern int artimkills;
extern int pulse_dt;
extern int pulse_cp;
extern int exp_cost;
extern int dt_cost;
extern int cp_cost;
extern pthread_mutex_t memory_mutex;
extern bool MOBtrigger;
/*
* 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(linux)
char *crypt args((const char *key, const char *salt));
#endif
#if defined(macintosh) || defined(WIN32)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(MIPS_OS)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(MSDOS)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(NeXT)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(sequent)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(sun)
char *crypt args((const char *key, const char *salt));
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
#if defined(SYSV)
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).
*/
#if defined(macintosh)
#define PLAYER_DIR "" /* Player files */
#define NULL_FILE "proto.are" /* To reserve one stream */
#define BACKUP_DIR "" /*reimburse shit -Infidel*/
#endif
#if defined(MSDOS)
#define PLAYER_DIR "" /* Player files */
#define NULL_FILE "nul" /* To reserve one stream */
#endif
#if defined( WIN32 )
#define PLAYER_DIR "..\\player\\" /* Player files */
#define NULL_FILE "nul" /* To reserve one stream */
#define BACKUP_DIR "..\\backup\\"
#endif
#if defined(unix)
#define PLAYER_DIR "../player/" /* Player files */
#define BACKUP_DIR "../player/backup/" /*reimb shit*/
#define SYSTEM_DIR "../txt/"
#define NULL_FILE "/dev/null" /* To reserve one stream */
#endif
#define END_MARKER "END" /* All sorts of load functions */
#define DISABLED_FILE SYSTEM_DIR "disabled.txt" /* disabled commands */
#define AREA_LIST SYSTEM_DIR "area.lst" /* List of areas */
#define BAN_LIST SYSTEM_DIR "ban.txt" /* ban */
#define NEWBIEBAN_LIST SYSTEM_DIR "newban.txt" /* Newbie ban */
#define BUG_FILE SYSTEM_DIR "bugs.txt" /* For 'bug' and bug( ) */
#define SHUTDOWN_FILE SYSTEM_DIR "shutdown.txt" /* For 'shutdown' */
#define CRASH_TEMP_FILE SYSTEM_DIR "crashtmp.txt" /* Need it for crash-recover */
#define PROJECTS_FILE SYSTEM_DIR "projects.txt"
#define CHANGES_FILE SYSTEM_DIR "changes.dat"
#define VOTE_FILE SYSTEM_DIR "vote.txt"
#define WAR_FILE SYSTEM_DIR "war.txt"
#define WIZ_FILE SYSTEM_DIR "wizlist.txt"
#define CHAT_FILE SYSTEM_DIR "chat.data"
#define MUSIC_FILE SYSTEM_DIR "music.txt"
#define HINT_FILE SYSTEM_DIR "hints.txt" /* for Hints code */
/*
* 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 QF QUEST_FUN
#define ED EXIT_DATA
#define PC PROG_CODE
/* act_comm.c */
char *darktongue args((CHAR_DATA * ch, char *argument));
char *oldelang args((CHAR_DATA * ch, char *argument));
char *beasttalk args((CHAR_DATA * ch, char *argument));
char *badlang args((CHAR_DATA * ch, char *argument));
void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void stop_follower args (( CHAR_DATA * ch, bool isDead ));
void die_follower args( ( CHAR_DATA *ch ) );
bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
void room_text args( ( CHAR_DATA *ch, char *argument ) );
char *strlower args( ( char * ip ) );
void excessive_cpu args( ( int blx ) );
bool check_parse_name args( ( char *name ) );
void ask_quest_question( CHAR_DATA *ch, char *argument );
void room_message args( ( ROOM_INDEX_DATA *room, char *message ) );
/* act_info.c */
bool check_blind args( ( CHAR_DATA *ch ) );
void set_title args( ( CHAR_DATA *ch, char *title ) );
void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch,
bool fShort, bool fShowNothing ) );
void show_mlist_to_char args( ( CHAR_DATA *list, CHAR_DATA *ch ) );
int char_hitroll args( ( CHAR_DATA *ch ) );
int char_damroll args( ( CHAR_DATA *ch ) );
int char_ac args( ( CHAR_DATA *ch ) );
/* darkheart.c */
void set_pc_name args( ( CHAR_DATA *ch, char *title ) );
/* act_move.c */
void move_char args( ( CHAR_DATA *ch, int door ) );
void open_lift args( ( CHAR_DATA *ch ) );
void close_lift args( ( CHAR_DATA *ch ) );
void move_lift args( ( CHAR_DATA *ch, int to_room ) );
void move_door args( ( CHAR_DATA *ch ) );
void thru_door args( ( CHAR_DATA *ch, int doorexit ) );
void open_door args( ( CHAR_DATA *ch, bool be_open ) );
bool is_open args( ( CHAR_DATA *ch ) );
bool same_floor args( ( CHAR_DATA *ch, int cmp_room ) );
void check_hunt args( ( CHAR_DATA *ch ) );
int figure_stat_cost args( ( const int mStat ) );
int disc_points_needed args( (CHAR_DATA *ch) );
void gain_disc_points args( (CHAR_DATA *ch, int points ) );
RID *get_random_room args ( (CHAR_DATA *ch) );
RID *get_rand_room args (( void ));
RID *get_treemeld_room args((void));
RID *get_rand_room_by_sect args ( (int sect ) );
/* act_obj.c */
bool is_ok_to_wear args( ( CHAR_DATA *ch, bool wolf_ok, char *argument ) );
void quest_object args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) );
void call_all args (( CHAR_DATA * ch ));
/* act_wiz.c */
void get_reboot_string args( ( void ) );
void bind_char args( ( CHAR_DATA *ch ) );
void logchan args( ( char *argument ) );
void do_ainfo args( ( CHAR_DATA *ch, char *argument ) );
/* build.c */
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 ) );
char * copy_buffer args( ( CHAR_DATA *ch ) );
void edit_buffer args( ( CHAR_DATA *ch, char *argument ) );
char * strip_cr args( ( char *str ) );
void start_editing args( ( CHAR_DATA *ch, char *data ) );
void stop_editing args( ( CHAR_DATA *ch ) );
/* clan.c */
void do_clearcrap args( ( CHAR_DATA *ch, char *argument ) );
/* wizlist.c */
void update_wizlist args( ( CHAR_DATA *ch, int level ) );
/* comm.c */
char * mc_crypt args( ( const char *pwd ) );
void xlogf args (( char *fmt, ... ));
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
void close_socket2 args( ( DESCRIPTOR_DATA *dclose, bool kickoff ) );
void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) );
void send_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void pager_to_char args( ( const char *txt, CHAR_DATA * ch ) );
void act args( ( const char *format, CHAR_DATA *ch, void *arg1, void *arg2, int type ) );
void act2 args( ( const char *format, CHAR_DATA *ch, void *arg1, void *arg2, int type ) );
void act_brief args( ( const char *format, CHAR_DATA *ch, void *arg1, void *arg2, int type, int iBrief ) );
void kavitem args( ( const char *format, CHAR_DATA *ch, void *arg1, void *arg2, int type ) );
void printf_to_char args (( CHAR_DATA *ch, char *fmt, ... ));
bool write_to_descriptor args (( DESCRIPTOR_DATA *d, char *txt, int length ));
bool write_to_descriptor_2 args (( int desc, char *txt, int length ));
void banner_to_char args( ( char *txt, CHAR_DATA *ch ) );
void banner2_to_char args( ( char *txt, CHAR_DATA *ch ) );
void divide_to_char args( ( CHAR_DATA *ch ) );
void divide2_to_char args( ( CHAR_DATA *ch ) );
void divide3_to_char args( ( CHAR_DATA *ch ) );
void divide4_to_char args( ( CHAR_DATA *ch ) );
void divide5_to_char args( ( CHAR_DATA *ch ) );
void divide6_to_char args( ( CHAR_DATA *ch ) );
void stc args( ( const char *txt, CHAR_DATA *ch ) );
void sta args( ( const char *txt,AREA_DATA *area) );
void cent_to_char args( ( char *txt, CHAR_DATA *ch ) );
void ch_printf args( ( CHAR_DATA *ch, char *fmt, ... ) );
/* prototypes from db.c */
void load_disabled args( ( void ) );
void save_disabled args( ( void ) );
PC * get_prog_index args( ( int vnum, int type ) );
/* prototypes from social-edit.c */
void load_social_table args (( void ));
void save_social_table args (( void ));
/* db.c */
void randomize_object args( (int vnum) );
char *fread_string_eol args( ( FILE * fp ) );
void boot_db args( (bool fCopyOver ) );
void area_update args( ( void ) );
CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) );
OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
void clear_char args( ( CHAR_DATA *ch ) );
void free_char args( ( CHAR_DATA *ch ) );
char * get_extra_descr args( ( char *name, EXTRA_DESCR_DATA *ed ) );
char * get_roomtext args( ( const char *name, ROOMTEXT_DATA *rt ) );
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 add_help args( ( HELP_DATA *pHelp ) );
char * strupper args( ( const char *str ) );
void bugf args (( char *fmt, ... ));
void draconian_death args (( CHAR_DATA *ch, CHAR_DATA *victim ));
/* arena.c */
void close_arena args (( void ));
void open_arena args (( void ));
void update_bets args (( CHAR_DATA * ch, CHAR_DATA * victim, bool payoff ));
/* wizutils.c */
void aggr_test args (( CHAR_DATA * ch ));
void set_switchname args (( CHAR_DATA * ch, char *title ));
/* religion.c */
void check_faith args (( CHAR_DATA *ch ));
bool rel_oppose args (( CHAR_DATA *ch, CHAR_DATA *victim ));
/* jobo_fight.c */
void fortresskill args (( CHAR_DATA * ch, CHAR_DATA * victim ));
void ragnarokdecap args (( CHAR_DATA * ch, CHAR_DATA * victim ));
/* desc_map.c */
void draw_map args (( CHAR_DATA * ch, char *desc ));
int get_line args (( char *desc, int max_len ));
/* jobo_comm.c */
void delete_last_line_in_note args (( CHAR_DATA *ch ));
void init_tell_storage args (( void ));
void strip_history args (( CHAR_DATA * ch ));
HISTORY_DATA *generate_history args (( void ));
void update_history args (( CHAR_DATA * ch, CHAR_DATA * talker, char *buf, char *argument, bool tell ));
void attach_history args (( CHAR_DATA * ch, char *message ));
void init_channel_storage args (( void ));
void update_channel_storage args (( char *buf, int chan ));
void showchannel args (( CHAR_DATA *ch, int chan ));
void talk_channel args (( CHAR_DATA *ch, char *argument, int channel, int sub_channel, const char *verb ));
/* jobo_save.c */
void load_newbiebans args (( void ));
void save_newbiebans args (( void ));
void load_topboard args (( void ));
void save_topboard args (( void ));
void load_leaderboard args (( void ));
void save_leaderboard args (( void ));
void load_religions args (( void ));
void save_religions args (( void ));
void load_mudinfo args (( void ));
void save_mudinfo args (( void ));
void load_ccenter args (( void ));
void save_ccenter args (( void ));
void write_mudinfo_database args (( void ));
void save_coreinfo args (( void ));
void load_coreinfo args (( void ));
void load_bans args (( void ));
void save_bans args (( void ));
/* fae.c */
char *cut_after_locate args (( char *str ));
char *cut_after_scry args (( char *str ));
char *cut_after_tracking args (( char *str ));
/* jobo_update.c */
void update_trackers args (( void ));
void update_midi args (( void ));
void update_edge args (( CHAR_DATA *ch ));
/* jobo_util.c */
char *get_exits args (( CHAR_DATA *ch ));
char *pathfind args (( CHAR_DATA *ch, CHAR_DATA *victim ));
void strip_aggression args (( CHAR_DATA *ch ));
void update_aggressive_flags args (( CHAR_DATA *ch, CHAR_DATA *victim ));
void trigger_remove args (( CHAR_DATA *ch, MOB_TRIGGER *mProg ));
void mob_text args (( CHAR_DATA *ch, char *argument ));
bool will_trigger args (( char *say, char *trigger, int vnum ));
void init_vt100 args (( DESCRIPTOR_DATA *d, char *xbuf ));
char *strip_ansi args (( char *str ));
bool in_arena args (( CHAR_DATA *ch ));
char *line_indent args (( char *text, int wBegin, int wMax ));
void ragnarok_stop args (( void ));
void dump_last_command args (( void ));
void update_mudinfo args (( void ));
void recycle_dummys args (( void ));
bool in_fortress args (( CHAR_DATA * ch ));
/*
* jobo_*.c
*/
int get_ratio args (( CHAR_DATA *ch ));
void win_prize args (( CHAR_DATA *ch ));
bool is_upgrade args (( CHAR_DATA *ch ));
bool is_contained args (( const char *astr, const char *bstr ));
bool is_contained2 args (( const char *astr, const char *bstr ));
bool is_webbed args (( CHAR_DATA *ch ));
void increase_total_output args (( int clenght ));
void affect_to_area args (( AREA_DATA *pArea, AREA_AFFECT *paf ));
void area_affect_remove args (( AREA_DATA *pArea, AREA_AFFECT *paf ));
bool has_area_affect args (( AREA_DATA *pArea, int affect, int religion ));
int get_spend_qps args (( CHAR_DATA *ch ));
void log_string2 args (( const char *str ));
void panic_shutdown ( int iSignal ) __attribute__((noreturn));
void check_help_soundex args (( char *argument, CHAR_DATA * ch ));
void special_decap_message args (( CHAR_DATA *ch, CHAR_DATA *victim ));
int strlen2 args (( const char *b ));
int calc_ratio args (( int a, int b ));
void logout_message args (( CHAR_DATA *ch ));
void login_message args (( CHAR_DATA *ch ));
void avatar_message args (( CHAR_DATA *ch ));
void tie_message args (( CHAR_DATA * ch, CHAR_DATA * victim ));
void powerdown args (( CHAR_DATA *ch ));
bool multicheck args (( CHAR_DATA *ch ));
bool reachedDecapLimit args (( CHAR_DATA *ch ));
void enter_info args (( char *str ));
void leave_info args (( char *str ));
void death_info args (( char *str ));
void avatar_info args (( char *str ));
int getMight args (( CHAR_DATA *ch ));
void forge_affect args (( OBJ_DATA *obj, int value ));
void update_revision args (( CHAR_DATA *ch ));
void recycle_descriptors args (( void ));
void update_ragnarok args (( void ));
void update_arena args (( void ));
void update_doubleexp args (( void ));
void update_doubleqps args (( void ));
char *get_dystopia_banner args (( char *title, int size ));
char *drunktalk args (( char *argument ));
void update_exp args (( void ));
void update_dt args (( void ));
void update_cp args (( void ));
/* jobo_quest.c */
void quest_to_char args (( CHAR_DATA * ch, QUEST_DATA * quest ));
void quest_from_char args (( CHAR_DATA * ch, QUEST_DATA * quest ));
bool is_quest_target args (( CHAR_DATA * ch, CHAR_DATA * victim ));
QF *quest_lookup args (( const char *name ));
char *quest_string args (( QUEST_FUN * fun ));
/* auction.c */
void auction_update args( ( void ) );
void auction_channel args( ( char *msg ) );
/* msp.c */
void send_bluespell args (( CHAR_DATA * ch ));
void send_yellowspell args (( CHAR_DATA * ch ));
void send_redspell args (( CHAR_DATA * ch ));
void send_greenspell args (( CHAR_DATA * ch ));
void send_purplespell args (( CHAR_DATA * ch ));
void send_howl args (( CHAR_DATA * ch ));
void send_portal args (( CHAR_DATA * ch ));
void send_detonate args (( CHAR_DATA * ch ));
void send_losthead args (( CHAR_DATA * ch ));
void send_teleport args (( CHAR_DATA * ch ));
void send_decap args (( CHAR_DATA * ch ));
void send_thunder args (( CHAR_DATA * ch ));
void send_eagle args (( CHAR_DATA * ch ));
void update_music args (( CHAR_DATA * ch ));
/* jope.c */
bool jope_load_char args (( CHAR_DATA *ch, char *arg ));
void jope_free_char args (( CHAR_DATA *ch ));
void jope_interp args (( CHAR_DATA *ch, char *argument ));
/* jobo_shop.c */
SHOP_FUN *shop_lookup args (( const char *name ));
char *shop_string args (( SHOP_FUN * fun ));
int thread_status;
//char * last_command;
int item_lookup args( (const char *name) );
int position_lookup args( (const char *name) );
/* daemon.c */
ROOM_INDEX_DATA * locate_obj args ( ( OBJ_DATA *obj ) );
void shock_effect args( ( void *vo,int level, int dam, int target ) );
void cold_effect args( ( void *vo,int level, int dam, int target ) );
void acid_effect args( ( void *vo,int level, int dam, int target ) );
void fire_effect args( ( void *vo,int level, int dam, int target ) );
void make_wall args( ( ROOM_INDEX_DATA *room, int dir, int wall ) );
/* fight.c */
void dropinvis args (( CHAR_DATA * ch ));
int cap_dam args( ( CD *ch, CD *victim, int dam));
int up_dam args((CHAR_DATA *ch, CHAR_DATA *victim, int dam));
int randomize_damage args( ( CHAR_DATA *ch, int dam, int am ) );
void update_damcap args (( CHAR_DATA * ch, CHAR_DATA * victim ));
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 stop_embrace args( ( CHAR_DATA *ch, CHAR_DATA *victim));
bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
void hurt_person args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) );
void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim, bool aggressive));
bool has_timer args( ( CHAR_DATA *ch ) );
bool has_bad_chars args( ( CHAR_DATA *ch, char *argument ) );
void check_leaderboard args( ( CHAR_DATA *ch ));
void update_top_board args( ( CHAR_DATA *ch ));
void crashrecov args( (int) );
void iBacktrace args( (int) );
void retell_mccp args( ( DESCRIPTOR_DATA *d ));
void do_randomload args ((CHAR_DATA *ch, char *argument));
/* handler.c */
int num_changes args( ( void ) );
void extract_exit args( ( ROOM_INDEX_DATA *room, EXIT_DATA *pexit ) );
bool char_exists args (( bool backup, char *argument ));
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_full_name args( ( const char *str, char *namelist ) );
void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect2_to_char args( ( CHAR_DATA *ch, AFFECT2_DATA *paf ) );
void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect2_remove args( ( CHAR_DATA *ch, AFFECT2_DATA *paf ) );
void alias_remove args( ( CHAR_DATA *ch, ALIAS_DATA *ali ) );
void affect_strip args( ( CHAR_DATA *ch, int sn ) );
bool is_affected args( ( CHAR_DATA *ch, int sn ) );
bool is_affected2 args( ( CHAR_DATA *ch, int sn ) );
void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect2_join args( ( CHAR_DATA *ch, AFFECT2_DATA *paf ) );
void char_from_room args( ( CHAR_DATA *ch ) );
void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void obj_from_char args( ( OBJ_DATA *obj ) );
int apply_ac args( ( OBJ_DATA *obj, int iWear ) );
OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) );
void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) );
void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) );
void obj_from_room args( ( OBJ_DATA *obj ) );
void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) );
void obj_from_obj args( ( OBJ_DATA *obj ) );
void extract_obj args( ( OBJ_DATA *obj ) );
void extract_char args( ( CHAR_DATA *ch, bool fPull ) );
CD * get_char_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument ) );
CD * get_char_room2 args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument ) );
CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_area args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) );
OD * get_obj_list args( ( CHAR_DATA * ch, char *argument, OBJ_DATA * list ) );
OD * get_wall_list args( ( CHAR_DATA * ch, char *argument, OBJ_DATA * list ) );
OD * get_obj_in_obj args( ( CHAR_DATA *ch, char *argument ) );
OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument, CHAR_DATA *viewer ) );
OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument, bool character ) );
OD * get_obj_here args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument ) );
OD * get_obj_room 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 * quest_bit_name args( ( int vector ) );
char * affect2_bit_name args( ( int vector ) );
char * extra_bit_name args( ( int extra_flags ) );
void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd, OBJ_DATA *obj ) );
bool is_safe_room args( ( ROOM_INDEX_DATA *pRoom ) );
void set_learnable_disciplines args( ( CHAR_DATA *ch ) );
void update_disc args( ( CHAR_DATA *ch) );
/*mob_prog.c*/
void program_flow args( ( int vnum, char *source, CHAR_DATA *mob,
OBJ_DATA *obj, ROOM_INDEX_DATA *room,
CHAR_DATA *ch, void *arg1,
void *arg2, int numlines) );
PROG_CODE *get_mprog_by_vnum args( (int vnum) );
void p_act_trigger args( ( char *argument, CHAR_DATA *mob,
OBJ_DATA *obj, ROOM_INDEX_DATA *room,
CHAR_DATA *ch, void *arg1,
void *arg2, int type ) );
bool p_percent_trigger args( ( CHAR_DATA *mob, OBJ_DATA *obj,
ROOM_INDEX_DATA *room, CHAR_DATA *ch,
void *arg1, void *arg2, int type ) );
void p_bribe_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) );
bool p_exit_trigger args( ( CHAR_DATA *ch, int dir, int type ) );
void p_give_trigger args( ( CHAR_DATA *mob, OBJ_DATA *obj,
ROOM_INDEX_DATA *room, CHAR_DATA *ch,
OBJ_DATA *dropped, int type ) );
void p_greet_trigger args( ( CHAR_DATA *ch, int type ) );
void p_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) );
/* mob_cmds.c */
void mob_interpret args( ( CHAR_DATA *ch, char *argument ) );
void obj_interpret args( ( OBJ_DATA *obj, char *argument ) );
void room_interpret args( ( ROOM_INDEX_DATA *room, char *argument ) );
void mp_regex_trigger(char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2);
/* mudmsg.c */
void mud_message args( ( CHAR_DATA *ch, char *arg ) );
void mud_recv_message args( ( void ) );
/* interp.c */
void interpret args( ( CHAR_DATA *ch, char *argument ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
char * one_argument args( ( char *argument, char *arg_first ) );
void stage_update args( ( CHAR_DATA *ch, CHAR_DATA *victim, int stage, char *argument ) );
void make_preg args( ( CHAR_DATA *mother, CHAR_DATA *father ) );
void do_rand_typo args( ( CHAR_DATA *ch, char *argument ) );
void save_war args( ( void ) );
void load_war args( ( void ) );
/* 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 ) );
void enhance_stat args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, int apply_bit,
int bonuses, int affect_bit ) );
/* save.c */
long flag_convert args( ( char letter) );
long fread_flag args( ( FILE *fp ) );
void save_char_obj args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
bool load_char_short args( ( DESCRIPTOR_DATA *d, char *name ) );
/* special.c */
SF * spec_lookup args( ( const char *name ) );
void centre_text args( ( char *text, CHAR_DATA *ch ) );
/* mccp.c */
bool compressStart args (( DESCRIPTOR_DATA * desc ));
bool compressEnd args (( DESCRIPTOR_DATA * desc ));
bool compressEnd2 args (( DESCRIPTOR_DATA * desc )); // threadsafe version.
bool processCompressed args (( DESCRIPTOR_DATA * desc ));
bool writeCompressed args (( DESCRIPTOR_DATA * desc, char *txt, int length ));
#define HAS_TRIGGER_MOB(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig)))
#define HAS_TRIGGER_OBJ(obj,trig) (IS_SET((obj)->pIndexData->oprog_flags,(trig)))
#define HAS_TRIGGER_ROOM(room,trig) (IS_SET((room)->rprog_flags,(trig)))
#define IS_VALID(data) ((data) != NULL && (data)->valid)
#define VALIDATE(data) ((data)->valid = TRUE)
#define INVALIDATE(data) ((data)->valid = FALSE)
/* update.c */
void gain_exp args( ( CHAR_DATA *ch, int gain ) );
void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) );
void update_handler args( ( void ) );
void mobile_update args( ( void ) );
void weather_update args( ( void ) );
void char_update args( ( void ) );
void char_update2 args( ( void ) );
void obj_update args( ( void ) );
void ww_update args( ( void ) );
int get_size args( ( int val ) );
void room_update args( ( void ) );
/* kav_fight.c */
void special_move args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
/* kav_info.c */
void birth_date args( ( CHAR_DATA *ch, bool is_self ) );
void other_age args (( CHAR_DATA * ch, int extra, bool is_preg, char *argument ));
int years_old args( ( CHAR_DATA *ch ) );
/* kav_wiz.c */
void oset_affect args( ( CHAR_DATA *ch, OBJ_DATA *obj, int value, int affect, bool is_quest) );
/* clan.c */
void reg_mend args( ( CHAR_DATA *ch ) );
void vamp_rage args( ( CHAR_DATA *ch ) );
OD * get_page args( ( OBJ_DATA *book, int page_num ) );
/* update.c */
void sleep_update args( (void) );
/* vic.c */
DECLARE_DO_FUN( do_relevel2 );
void reset_weapon args( (CHAR_DATA *ch, int dtype) );
void reset_spell args( (CHAR_DATA *ch, int dtype) );
/* zarius.c */
char *centerjob args( (char *fill, const char *txt, int maxlen ) );
char *bash_color args( ( const char *txt ) );
char *pcolor args( ( CHAR_DATA * ch, const char *s, int tcolor ) );
#define xprintf(var,args...) safe_printf (__FILE__, __FUNCTION__, __LINE__, sizeof(var), (var), ##args )
#define xprintf_2(var,args...) safe_printf (__FILE__, __FUNCTION__, __LINE__, MIL, (var), ##args)
void safe_strcatf( const char *file, const char *function, int line, int size, char *prev, char *next, ... );
# define xcatf(var, args...) safe_strcatf(__FILE__,__FUNCTION__,__LINE__,sizeof(var), (var),##args )
# define xcatf_2(var, args...) safe_strcatf(__FILE__,__FUNCTION__,__LINE__,MAS, (var),##args )
/* zarius_hint.c */
char *get_hint args ( ( int level ) );
/* zarius_util.c */
void load_arti args( ( void ) );
char *MudBackTrace( void );
//size_t __mudstrlcpy( char *dst, const char *src, size_t siz, const char *dafile, const char *dafunction, int line );
//size_t __mudstrlcat( char *dst, const char *src, size_t siz, const char *dafile, const char *dafunction, int line );
//#define mudstrlcpy( dst, src, siz) __mudstrlcpy(dst, src, siz, __FILE__, __FUNCTION__, __LINE__)
//#define mudstrlcat( dst, src, siz) __mudstrlcat(dst, src, siz, __FILE__, __FUNCTION__, __LINE__)
size_t mudstrlcpy( char *dst, const char *src, size_t siz );
size_t mudstrlcat( char *dst, const char *src, size_t siz );
void log_string args( ( int type, const char *fmt, ... ) );
void wiznet_printf( CHAR_DATA * ch, OBJ_DATA * obj, long flag, long flag_skip, int min_level, char *format, ... );
void wiznet args( ( char *string, CHAR_DATA * ch, OBJ_DATA * obj, long flag, long flag_skip, int min_level ) );
long wiznet_lookup args( ( const char *name ) );
void pager_printf( CHAR_DATA * ch, char *fmt, ... );
void safe_printf args( ( const char *file, const char *function, int line, int size, char *str, char *fmt, ... ) );
/* zarius_quest.c */
void quest_inform args( ( void ) );
void quest_complete args( ( CHAR_DATA *ch ) );
void quest_cancel args( ( void ) );
void generate_auto_quest args( ( void ) );
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef ED
/*****************************************************************************
* 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;
};
/*
* Used in jobo_quest.c
*/
struct quest_type
{
char *quest_name;
QUEST_FUN *quest_fun;
};
/*
* used in jobo_shop.c
*/
struct shop_type
{
char *shop_name;
SHOP_FUN *shop_fun;
};
/*
* This structure is used in bit.c to lookup flags and stats.
*/
struct flag_type
{
char * name;
int bit;
bool settable;
};
/* tables for J.O.P.E. */
extern const struct flag_type extra_table[];
extern const struct flag_type act_table[];
extern const struct flag_type jflags_table[];
extern const struct flag_type newbits_table[];
/*
* 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 1 /* Area has been modified. */
#define AREA_ADDED 2 /* Area has been added to. */
#define AREA_LOADING 4 /* Used for counting in db.c */
#define AREA_VERBOSE 8
/*
* Area bits
*/
#define AREA_BIT_NONE 0
#define AREA_BIT_NO_TRAVEL 1 /* it is not possibly to use class travels to mobs in this area */
#define AREA_BIT_IREGEN 2 /* increases regen rate for the area */
#define AREA_BIT_DREGEN 4 /* decreates regen rate for the area */
#define AREA_BIT_NOMAGIC 8 /* no magic spells (player/object) can be cast */
#define AREA_BIT_NOHOME 16 /* it is not possible to home in this area */
#define AREA_BIT_NOEDIT 32 /* This room cannot be edited by anyone */
#define AREA_BIT_NOEDIT2 64 /* need it to actually work with noedit */
#define AREA_WASTE 128
#define AREA_UPDATEWASTE 256
#define MAX_DIR 6
#define NO_FLAG -99 /* Must not be used in flags or stats. */
/*
* Global Constants
*/
extern char * const dir_name [];
extern const sh_int rev_dir [];
extern const struct spec_type spec_table [];
extern const struct quest_type quest_table[];
extern const struct shop_type shop_table[];
/*
* Global variables
*/
extern char *last_command;
extern int mccp_mem_usage;
extern int mccp_mem_freed;
extern int nAllocPerm;
extern int nAllocString;
extern int sAllocPerm;
extern AREA_DATA * area_first;
extern AREA_DATA * area_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_vnum_mob;
extern int top_vnum_obj;
extern int top_vnum_room;
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];
LEADER_BOARD leader_board;
RELIGION_TABLE religion_table[MAX_RELIGIONS+1];
MAP_TYPE map[MAPX + 1][MAPY + 1];
TOP_BOARD top_board[MAX_TOP_PLAYERS+1];
CHANNEL_STORAGE old_messages[STORE_MAX];
extern PROG_CODE * mprog_list;
extern PROG_CODE * rprog_list;
extern PROG_CODE * oprog_list;
/* db.c */
void reset_area args( ( AREA_DATA * pArea ) );
void reset_room args( ( ROOM_INDEX_DATA *pRoom ) );
KINGDOM_DATA kingdom_table[MAX_KINGDOM+1];
WAR_DATA war_table[MAX_WAR];
/* 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 ) );
char * all_capitalize args( ( const char *str) );
char * commanum args( ( int number ) );
/* 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 ) );
/* special.c */
char * spec_string args( ( SPEC_FUN *fun ) ); /* OLC */
int flag_lookup args( (const char *name, const struct flag_type *flag_table) );
/* bit.c */
extern const struct flag_type area_flags[];
extern const struct flag_type area_bits[];
extern const struct flag_type hobbit_dishes[];
extern const struct flag_type monk_combos[];
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 furniture_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 quest_flags[];
extern const struct flag_type affect2_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 container_flags[];
extern const struct flag_type liquid_flags[];
extern const struct flag_type mprog_flags[];
extern const struct flag_type oprog_flags[];
extern const struct flag_type rprog_flags[];
extern const struct flag_type position_flags[];
/* NOTE: This file only includes two examples! write your own! */
struct slay_type
{
char * owner; /* only this player can use this option */
char * title; /* each one must have a unique title! */
char * char_msg; /* is sent to the "slayer" */
char * vict_msg; /* is sent to the "slayee" (poor sucker)*/
char * room_msg; /* is sent to everyone else in the room */
};
/* I am lazy :) */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH
char *CHAR2 (long iNum);
extern bool nodamcap;
void copyover_recover args((void));
char new_arg[MIL];
bool tctoggle;
#endif