/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
/*
* Accommodate old non-Ansi compilers.
*/
#if defined(TRADITIONAL)
#define DECLARE_OBJ_FUN( fun ) void fun( )
#define DECLARE_ROOM_FUN( fun ) void fun( )
#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_SONG_FUN( fun ) void fun( int songnum, int level, CHAR_DATA *ch )
#define DECLARE_OBJ_FUN( fun ) OBJ_FUN fun
#define DECLARE_ROOM_FUN( fun ) ROOM_FUN fun
#else
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#define DECLARE_SONG_FUN( fun ) void fun( int songnum, int level, CHAR_DATA *ch )
#define DECLARE_OBJ_FUN( fun ) OBJ_FUN fun
#define DECLARE_ROOM_FUN( fun ) ROOM_FUN fun
#endif
#define SPELL(fun) void fun (int sn,int level,CHAR_DATA *ch,void *vo,int target)
#define MCCP_ENABLED
/*
* 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;
#endif
#include "mccp.h"
#define DEBUG
#define COMPRESS_BUF_SIZE 16384
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct buf_type BUFFER;
typedef struct char_data CHAR_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_data HELP_DATA;
typedef struct kill_data KILL_DATA;
typedef struct mem_data MEM_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 gen_data GEN_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
typedef struct bounty_data BOUNTY_DATA;
typedef struct colour_data COLOUR_DATA;
typedef struct prog_list PROG_LIST;
typedef struct prog_code PROG_CODE;
typedef struct auction_data AUCTION_DATA;
typedef struct wiz_data WIZ_DATA;
typedef struct gquest_data GQUEST;
typedef struct clan_type CLAN_DATA;
typedef struct war_data WAR_DATA;
typedef struct nick_data NICK_DATA;
typedef struct event_data EVENT_DATA; /* timed events */
typedef struct member_data MEMBER_DATA;
typedef struct email_type EMAIL_DATA;
typedef struct stat_data STAT_DATA;
typedef struct command_type CMD_DATA;
typedef struct mine_type MINE_DATA;
typedef struct shaft_type SHAFT_DATA;
typedef struct pet_data PET_DATA;
typedef struct religion_type RELIGION;
typedef struct wearloc_type WEAR_LOC;
typedef struct trivia_data TRIVIA_DATA;
typedef struct house_data HOUSE_DATA;
typedef struct trivia_score_data TRIVIA_SCORE;
typedef struct mail_data MAIL_DATA;
typedef struct trade_data TRADE_DATA;
/*
* Function types.
*/
typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) );
typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) );
typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo,
int target ) );
typedef void SONG_FUN args( ( int songnum, int level, CHAR_DATA *ch ) );
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 20000
#define MAX_INPUT_LENGTH 5000
#define PAGELEN 22
#define MAX_MEM_LIST 11
#define MXP_SAFE 1
#define MXP_ALL 2
#define MXP_NONE 3
#define MAX_TRADE_OBJ 3
#define TRADE_LOCKED 1
#define TRADE_AGREED 2
/* I am lazy :) */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH
#define MAX_EXITS 4
#define MONEY "Silver"
/* max shares per level */
#define SHARE_MAX 5
#define AUCTION_LENGTH 3
#define MAX_GQUEST_MOB 25
#define MAX_SONG 5
#define MAX_VNUM 32768
#define MAX_STORAGE 15
#define MAX_QUOTES 10
#define MAX_WAYPOINT 10
#define MAX_ADMIN 3
#define LI3 MAX_LEVEL/6
#define LI2 MAX_LEVEL/3
#define LI1 MAX_LEVEL
#define MIN_TEMP -40
#define MAX_TEMP 120
#define MOBJLEVEL 10
#define MAX_ITEM 1
#define MIN_XP 2000
#define MIN_RAIN 0
#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_MBYTE_S 7
#define MUDINFO_BYTE_S 8
#define MUDINFO_MAX 9
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
extern int MAX_SKILL;
#define MAX_GROUP 35
#define MAX_IN_GROUP 20
#define MAX_ALIAS 5
#define MAX_CLASS 8
#define MAX_MCLASS (MAX_CLASS + 7)
#define MAX_REMORT 8
#define MAX_PC_RACE 8
#define MAX_CLAN 17
#define MAX_RANK 6 /* guild.c */
#define MAX_DAMAGE_MESSAGE 47
#define MAX_LEVEL 159
#define MAX_MINERALS 12
#define LEVEL_HERO (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL (MAX_LEVEL - 8)
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_MUSIC ( 6 * PULSE_PER_SECOND)
#define PULSE_TICK (60 * PULSE_PER_SECOND)
#define PULSE_AREA (120 * PULSE_PER_SECOND)
#define PULSE_AUCTION (30 * PULSE_PER_SECOND)
#define PULSE_HINT (30 * PULSE_PER_SECOND)
#define PULSE_EVENT ( 2 * PULSE_PER_SECOND)
#define PULSE_TRIVIA ( 5 * PULSE_PER_SECOND)
#define IMPLEMENTOR MAX_LEVEL
#define CREATOR (MAX_LEVEL - 1)
#define SUPREME (MAX_LEVEL - 2)
#define DEITY (MAX_LEVEL - 3)
#define GOD (MAX_LEVEL - 4)
#define IMMORTAL (MAX_LEVEL - 5)
#define DEMI (MAX_LEVEL - 6)
#define ANGEL (MAX_LEVEL - 7)
#define AVATAR (MAX_LEVEL - 8)
#define HERO LEVEL_HERO
/*Align's for Races */
#define ALIGN_GOOD 750
#define ALIGN_EVIL -750
#define ALIGN_NEUTRAL 0
/*
* ColoUr stuff v2.0, by Lope.
*/
#define CLEAR "\e[0m" /* Resets Colour */
#define C_RED "\e[0;31m" /* Normal Colours */
#define C_GREEN "\e[0;32m"
#define C_YELLOW "\e[0;33m"
#define C_BLUE "\e[0;34m"
#define C_MAGENTA "\e[0;35m"
#define C_CYAN "\e[0;36m"
#define C_WHITE "\e[0;37m"
#define C_D_GREY "\e[1;30m" /* Light Colors */
#define C_B_RED "\e[1;31m"
#define C_B_GREEN "\e[1;32m"
#define C_B_YELLOW "\e[1;33m"
#define C_B_BLUE "\e[1;34m"
#define C_B_MAGENTA "\e[1;35m"
#define C_B_CYAN "\e[1;36m"
#define C_B_WHITE "\e[1;37m"
#define C_UNDERSCORE "\e[4m"
#define BLINKING 9
#define UNDERSCORE 8
#define COLOUR_NONE 7 /* White, hmm... */
#define RED 1 /* Normal Colours */
#define GREEN 2
#define YELLOW 3
#define BLUE 4
#define MAGENTA 5
#define CYAN 6
#define WHITE 7
#define BLACK 0
#define NORMAL 0 /* Bright/Normal colours */
#define BRIGHT 1
#define ALTER_COLOUR( type ) if( !str_prefix( argument, "red" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = RED; \
} \
else if( !str_prefix( argument, "hi-red" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = RED; \
} \
else if( !str_prefix( argument, "green" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = GREEN; \
} \
else if( !str_prefix( argument, "hi-green" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = GREEN; \
} \
else if( !str_prefix( argument, "yellow" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = YELLOW; \
} \
else if( !str_prefix( argument, "hi-yellow" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = YELLOW; \
} \
else if( !str_prefix( argument, "blue" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = BLUE; \
} \
else if( !str_prefix( argument, "hi-blue" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = BLUE; \
} \
else if( !str_prefix( argument, "magenta" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = MAGENTA; \
} \
else if( !str_prefix( argument, "hi-magenta" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = MAGENTA; \
} \
else if( !str_prefix( argument, "cyan" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = CYAN; \
} \
else if( !str_prefix( argument, "hi-cyan" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = CYAN; \
} \
else if( !str_prefix( argument, "white" ) ) \
{ \
ch->pcdata->type[0] = NORMAL; \
ch->pcdata->type[1] = WHITE; \
} \
else if( !str_prefix( argument, "hi-white" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = WHITE; \
} \
else if( !str_prefix( argument, "grey" ) ) \
{ \
ch->pcdata->type[0] = BRIGHT; \
ch->pcdata->type[1] = BLACK; \
} \
else if( !str_prefix( argument, "beep" ) ) \
{ \
ch->pcdata->type[2] = 1; \
} \
else if( !str_prefix( argument, "nobeep" ) ) \
{ \
ch->pcdata->type[2] = 0; \
} \
else \
{ \
send_to_char_bw( "Unrecognised colour, unchanged.\n\r", ch ); \
return; \
}
#define LOAD_COLOUR( field ) ch->pcdata->field[1] = fread_number( fp ); \
if( ch->pcdata->field[1] > 100 ) \
{ \
ch->pcdata->field[1] -= 100; \
ch->pcdata->field[2] = 1; \
} \
else \
{ \
ch->pcdata->field[2] = 0; \
} \
if( ch->pcdata->field[1] > 10 ) \
{ \
ch->pcdata->field[1] -= 10; \
ch->pcdata->field[0] = 1; \
} \
else \
{ \
ch->pcdata->field[0] = 0; \
}
#define CREATE(result, type, number) \
do \
{ \
if (!((result) = (type *) calloc ((number), sizeof(type)))) \
{ perror("malloc failure"); abort(); } \
} while(0)
# define MXP_OPEN "[0z" /* Open Line, allows "open" category MXP commands */
# define MXP_SECURE "[1z" /* Secure Line, allows only Secure Commands (until next newline )*/
# define MXP_LOCKED "[2z" /* Locked Line, no parsing!, until next newline. */
// These are in v0.4 of the spec:
# define MXP_RESET "[3z" /* Reset. Close all open tags, Mode Open, text/color to default. */
# define MXP_STAG "[4z" /* Temp Secure, next tag ONLY is secure, must set again to close tag. */
# define MXP_LOPEN "[5z" /* Open mode until changed. */
# define MXP_LSECURE "[6z" /* Secure mode until changed. */
# define MXP_LLOCK "[7z" /* No parsing until changed. */
// v0.3 of the spec ( zMud ):
# define MXP_RNAME "[10z" /* Room Name - Not used here, we use an entity */
# define MXP_RDESC "[11z" /* Room Description - ditto */
# define MXP_REXIT "[12z" /* Room Exits - ditto */
# define MXP_WELCOME "[19z" /* Welcome text... seems to be used only for relocate, don't need it. */
/*
* Site ban structure.
*/
#define BAN_SUFFIX A
#define BAN_PREFIX B
#define BAN_NEWBIES C
#define BAN_ALL D
#define BAN_PERMIT E
#define BAN_PERMANENT F
/*
* Clan flags
*/
#define GUILD_DELETED A
#define GUILD_CHANGED B
#define GUILD_INDEPENDENT C /* a "loner" guild */
#define GUILD_IMMORTAL E /* immortal only clan */
//Sheath yes no stuff
#define SHEATH_YES 0
#define SHEATH_NO 1
struct trivia_score_data
{
TRIVIA_SCORE *next;
char *name;
int points;
int totalpoints;
};
struct ban_data
{
BAN_DATA * next;
bool valid;
sh_int ban_flags;
sh_int level;
char * name;
};
struct wiz_data
{
WIZ_DATA * next;
bool valid;
sh_int level;
char * name;
};
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 */
};
/*
* Bounty stuff -- by Gomi no sensei
*/
struct bounty_data
{
BOUNTY_DATA *next;
bool valid;
char * name;
int amount;
};
struct wizcommand_type
{
char *name;
struct wizcommand_type *next;
};
struct hometown_type
{
char *name;
int recall;
int school;
int morgue;
int death;
int donation;
int postal;
};
struct auction_data
{
AUCTION_DATA *next;
OBJ_DATA *item;
CHAR_DATA *owner;
CHAR_DATA *high_bidder;
CHAR_DATA *house;
sh_int status;
sh_int number;
long bid;
bool valid;
bool ishouse;
};
struct pet_data
{
PET_DATA *next;
char * name;
char * cname;
char * short_desc;
char * long_desc;
int cost;
int vnum;
int level;
int max_hit;
int max_mana;
int max_move;
int exp;
int xp_tolevel;
sh_int levelflux;
int practice;
int train;
int damroll;
int hitroll;
int armor[4];
int gold;
int silver;
bool valid;
};
struct house_data
{
HOUSE_DATA * next;
char * oname;
char * objname;
char * mobname;
int ovalue;
int mvalue;
bool valid;
};
struct mail_data
{
MAIL_DATA * next;
OBJ_DATA * item;
int box;
char * sender;
char * to_who;
char * subject;
char * text;
char * date;
time_t date_stamp;
time_t expire;
sh_int id;
bool valid;
};
struct song_type
{
char * name; /* Name of song */
char * listname; /* name that shows on do_songs */
sh_int level; /* Average of player vs instrument */
SONG_FUN * song_fun; /* function called for song */
sh_int minimum_position; /* min position to play song */
sh_int min_mana; /* min mana song takes */
sh_int beats; /* Waiting time after use */
};
#define GQUEST_OFF 0
#define GQUEST_WAITING 1
#define GQUEST_RUNNING 2
struct gquest_data
{
int mobs[MAX_GQUEST_MOB];
char *who;
int mob_count;
int timer;
int involved;
int qpoints;
int gold;
int minlevel;
int maxlevel;
int running;
int next;
};
/*
* Drunk struct
*/
struct struckdrunk
{
int min_drunk_level;
int number_of_rep;
char *replacement[11];
};
struct material_type
{
char *name;
sh_int type;
long vuln_flag;
};
struct unique_attrib_table
{
char *descriptive;
};
struct weather_type
{
char * description;
};
struct cloud_type
{
char *description;
};
struct rain_type
{
char *description;
};
struct cloudy_description
{
char *description;
};
struct hailstorm_description
{
char *description;
};
struct thunderstorm_description
{
char *description;
};
struct icestorm_description
{
char *description;
};
struct snow_description
{
char *description;
};
struct blizzard_description
{
char *description;
};
struct foggy_description
{
char *description;
};
struct lightning_description
{
char *description;
};
struct breeze_description
{
char *description;
};
struct wind_description
{
char *description;
};
/* for statlist command*/
#define PK_KILLS 0
#define MOB_KILLS 1
#define PK_DEATHS 2
#define MOB_DEATHS 3
#define MAX_GAMESTAT 4
struct stat_data
{
STAT_DATA *next;
bool valid;
char *name; // name of character
long gamestat[MAX_GAMESTAT]; // stat data
};
struct smith_type
{
char * type;
int cost;
};
struct gamble_item
{
int vnum;
};
struct house_item
{
char *name;
int cost;
int vnum;
int type;
};
/*
* 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 SKY_SNOWING 4
#define SKY_BLIZZARD 5
#define SKY_FOGGY 6
#define SKY_HAILSTORM 7
#define SKY_THUNDERSTORM 8
#define SKY_ICESTORM 9
#define SKY_BREEZE 10
#define SKY_WIND 11
#define MAX_RAIN 7
#define MAX_CLOUD 2
#define MAX_CLOUDY 2
#define MAX_HAILSTORM 2
#define MAX_THUNDERSTORM 3
#define MAX_ICESTORM 2
#define MAX_SNOW 2
#define MAX_BLIZZARD 2
#define MAX_FOGGY 2
#define MAX_LIGHTNING 2
#define MAX_BREEZE 2
#define MAX_WIND 2
#define MAX_WEATHER 30
#define SPRING 0
#define SUMMER 1
#define FALL 2
#define WINTER 3
struct time_info_data
{
int hour;
int day;
int month;
int year;
};
struct weather_data
{
int change;
int sky;
int sunlight;
int season;
};
struct trivia_data
{
bool running;
char *question;
char *answer;
sh_int reward;
sh_int qnumber;
sh_int timer;
};
struct trade_half
{
CHAR_DATA *ch;
int flags;
OBJ_DATA *objs[MAX_TRADE_OBJ];
int gold;
};
struct trade_data
{
struct trade_half first;
struct trade_half second;
};
/*
* 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_RACE 6
#define CON_GET_NEW_SEX 7
#define CON_GET_NEW_CLASS 8
#define CON_GET_HAIR 9
#define CON_GET_WEIGHT 10
#define CON_GET_HEIGHT 11
#define CON_GET_EYE 12
#define CON_GET_ALIGNMENT 13
#define CON_GET_GOD 14
#define CON_DEFAULT_CHOICE 15
#define CON_GEN_GROUPS 16
#define CON_PICK_WEAPON 17
#define CON_READ_IMOTD 18
#define CON_READ_MOTD 19
#define CON_BREAK_CONNECT 20
#define CON_COPYOVER_RECOVER 21
#define CON_NOTE_TO 22
#define CON_NOTE_SUBJECT 23
#define CON_NOTE_EXPIRE 24
#define CON_NOTE_TEXT 25
#define CON_NOTE_FINISH 26
#define CON_MENU 27
#define CON_GET_HOMETOWN 28
#define CON_ANSI 29
#define CON_SET_SHORT 30
#define CON_CREATION_MENU 31
#define CON_GET_EMAIL 32
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA * next;
DESCRIPTOR_DATA * snoop_by;
CHAR_DATA * character;
CHAR_DATA * original;
bool valid;
bool walkabout;
char * host;
sh_int descriptor;
sh_int connected;
bool fcommand;
char inbuf [4 * MAX_INPUT_LENGTH];
char incomm [MAX_INPUT_LENGTH];
char inlast [MAX_INPUT_LENGTH];
int repeat;
char * outbuf;
int outsize;
int outtop;
char * showstr_head;
char * showstr_point;
void * pEdit; /* OLC */
char ** pString; /* OLC */
int editor; /* OLC */
bool ansi;
bool msp;
bool mxp;
char * client;
char * support;
#ifdef MCCP_ENABLED
z_stream *out_compress;
unsigned char *out_compress_buf;
#endif
};
/*
* 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 * next_area;
sh_int level;
char * keyword;
char * text;
bool changed;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA * next; /* Next shop in list */
sh_int keeper; /* Vnum of shop keeper mob */
sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */
sh_int profit_buy; /* Cost multiplier for buying */
sh_int profit_sell; /* Cost multiplier for selling */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/*
* Per-class stuff.
*/
#define MAX_GUILD 2
#define MAX_STATS 5
#define STAT_STR 0
#define STAT_INT 1
#define STAT_WIS 2
#define STAT_DEX 3
#define STAT_CON 4
struct class_type
{
char * name; /* the full name of the class */
char who_name [4]; /* Three-letter name for 'who' */
sh_int attr_prime; /* Prime attribute */
int * weapon; /* First weapon */
sh_int guild[MAX_GUILD]; /* Vnum of guild rooms */
sh_int skill_adept; /* Maximum skill level */
sh_int thac0_00; /* Thac0 for level 0 */
sh_int thac0_32; /* Thac0 for level 32 */
sh_int hp_min; /* Min hp gained on leveling */
sh_int hp_max; /* Max hp gained on leveling */
bool fMana; /* Class gains mana on level */
char * base_group; /* base skills gained */
char * default_group; /* default skills gained */
};
struct item_type
{
int type;
char * name;
};
struct weapon_type
{
char * name;
int * vnum;
sh_int type;
};
struct wiznet_type
{
char * name;
long flag;
int level;
};
struct attack_type
{
char * name; /* name */
char * noun; /* message */
int damage; /* damage class */
};
struct weight_type
{
char * name;
};
struct hair_type
{
char * name;
};
struct height_type
{
char * name;
};
struct eye_type
{
char * name;
};
struct race_type
{
char * name; /* call name of the race */
bool pc_race; /* can be chosen by pcs */
long act; /* act bits for the race */
long aff; /* aff bits for the race */
long off; /* off bits for the race */
long imm; /* imm bits for the race */
long res; /* res bits for the race */
long vuln; /* vuln bits for the race */
long form; /* default form flag for the race */
long parts; /* default parts for the race */
};
struct pc_race_type /* additional data for pc races */
{
char * name; /* MUST be in race_type */
char who_name[6];
sh_int points; /* cost in points of the race */
sh_int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */
char * skills[5]; /* bonus skills for the race */
sh_int stats[MAX_STATS]; /* starting stats */
sh_int max_stats[MAX_STATS]; /* maximum stats */
sh_int size; /* aff bits for the race */
int align; //Race Align.
};
struct spec_type
{
char * name; /* special function name */
SPEC_FUN * function; /* the function */
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA * next;
bool valid;
sh_int type;
char * sender;
char * date;
char * to_list;
char * subject;
char * text;
time_t date_stamp;
time_t expire;
};
struct summoner_data
{
char *name;
int cost;
int vnum;
};
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA * next;
bool valid;
sh_int where;
sh_int type;
sh_int level;
sh_int duration;
sh_int location;
sh_int modifier;
int bitvector;
};
/* where definitions */
#define TO_AFFECTS 0
#define TO_OBJECT 1
#define TO_IMMUNE 2
#define TO_RESIST 3
#define TO_VULN 4
#define TO_WEAPON 5
#define TO_AFFECTS2 6
#define TO_OBJECT2 7
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
sh_int kills;
};
struct nick_data
{
char * nickname;
char * realname;
char * shortd;
bool valid;
NICK_DATA *next;
};
struct event_data
{
int delay;
CHAR_DATA *to;
int action;
DO_FUN *do_fun;
char *args[5];
void *argv[5];
int argi[5];
EVENT_DATA *next;
bool valid;
};
extern EVENT_DATA *events;
/* timed event action */
#define ACTION_PRINT 1
#define ACTION_FUNCTION 2
#define ACTION_WAIT 3
#define ACTION_ACT 4
#define MOON_FULL 4
#define MOON_THREE 3
#define MOON_TWO 2
#define MOON_ONE 1
#define MOON_GONE 0
/*Continent variables */
#define CONT_CALNON 0
#define CONT_BEALOTH 1
#define CONT_PEKSOR 2
#define CONT_HIRROT 3
#define CONT_NONE 4
#define MAX_CONT 5
struct email_type
{
EMAIL_DATA *next;
char *name;
char *email;
bool valid;
};
extern EMAIL_DATA * email_first;
struct command_type
{
CMD_DATA * prev;
CMD_DATA * next;
CMD_DATA * char_next;
bool valid;
char * name;
DO_FUN * do_fun;
sh_int position;
sh_int level;
sh_int log;
sh_int show;
sh_int cat;
bool disabled;
};
extern CMD_DATA * cmd_first;
extern CMD_DATA * cmd_last;
#define MAX_MINE_X 25
#define MAX_MINE_Y 25
#define MAX_MINE_Z 5
struct mine_type
{
MINE_DATA * next;
char * name;
SHAFT_DATA * shaft_first;
SHAFT_DATA * shaft_last;
ROOM_INDEX_DATA * entrance;
bool valid;
int mineral [MAX_MINERALS];
int map[MAX_MINE_X][MAX_MINE_Y][MAX_MINE_Z];
};
struct shaft_type
{
bool valid;
SHAFT_DATA * next;
long parts;
char * desc;
int mineral[MAX_MINERALS];
EXIT_DATA * exit[6];
int cord[3];
};
#define RANK_INITIATE 0
#define RANK_ACOLYTE 1
#define RANK_DISCIPLE 2
#define RANK_BISHOP 3
#define RANK_PRIEST 4
#define RANK_DEITY 5
#define RANK_GOD 6
#define MAX_RELG_RANK 7
#define FACTION_ONE 0
#define FACTION_TWO 1
#define MAX_FACTION 2
struct religion_type
{
char * name;
char * rank[MAX_CLASS][MAX_RELG_RANK];
bool isfaction; // TRUE if faction.
RELIGION * main; // For Factions only.
char * deity; // For Factions only.
char * god; // Main Religion Only.
RELIGION * next;
bool valid;
char * skpell[MAX_CLASS][MAX_RELG_RANK];
RELIGION * faction[MAX_FACTION];
AREA_DATA * temple;
int donation_vnum;
char * sac_msg;
char * pmt_msg;
char * dmt_msg;
char * chan_name;
};
struct wearloc_type
{ WEAR_LOC * next;
WEAR_LOC * prev;
WEAR_LOC * layer;
OBJ_DATA * belt_list;
OBJ_DATA * sheath;
char * name;
char * eqmsg;
sh_int wear_loc;
bool belt;
bool sheathed;
bool valid;
bool race[MAX_PC_RACE];
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
/* RT ASCII conversions -- used so we can have letters in this file */
#define A 1
#define B 2
#define C 4
#define D 8
#define E 16
#define F 32
#define G 64
#define H 128
#define I 256
#define J 512
#define K 1024
#define L 2048
#define M 4096
#define N 8192
#define O 16384
#define P 32768
#define Q 65536
#define R 131072
#define S 262144
#define T 524288
#define U 1048576
#define V 2097152
#define W 4194304
#define X 8388608
#define Y 16777216
#define Z 33554432
#define aa 67108864 /* doubled due to conflicts */
#define bb 134217728
#define cc 268435456
#define dd 536870912
#define ee 1073741824
/*
* CLOAK_ bits for character mask.
*/
#define CLOAK_WEAR (A)
#define CLOAK_REMOVE (B)
/*
* HOOD_ bits for character mask.
*/
#define HOOD_RAISED (A)
#define HOOD_REMOVED (B)
/*
* 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_FORGER (D) /* Forger set */
#define ACT_BOUNTY (E) /* Bounty set */
#define ACT_AGGRESSIVE (F) /* Attacks PC's */
#define ACT_STAY_AREA (G) /* Won't leave area */
#define ACT_WIMPY (H)
#define ACT_PET (I) /* Auto set for pets */
#define ACT_TRAIN (J) /* Can train PC's */
#define ACT_PRACTICE (K) /* Can practice PC's */
#define ACT_MOUNT (L)
#define ACT_UNDEAD (O)
#define ACT_CLERIC (Q)
#define ACT_MAGE (R)
#define ACT_THIEF (S)
#define ACT_WARRIOR (T)
#define ACT_NOALIGN (U)
#define ACT_NOPURGE (V)
#define ACT_OUTDOORS (W)
#define ACT_INDOORS (Y)
#define ACT_IS_HEALER (aa)
#define ACT_GAIN (bb)
#define ACT_UPDATE_ALWAYS (cc)
#define ACT_IS_CHANGER (dd)
#define ACT_LEVELER (ee)
/* 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
#define DAM_SILVER 20
#define DAM_WIND 21
/* OFF bits for mobiles */
#define OFF_AREA_ATTACK (A)
#define OFF_BACKSTAB (B)
#define OFF_BASH (C)
#define OFF_BERSERK (D)
#define OFF_DISARM (E)
#define OFF_DODGE (F)
#define OFF_FADE (G)
#define OFF_FAST (H)
#define OFF_KICK (I)
#define OFF_KICK_DIRT (J)
#define OFF_PARRY (K)
#define OFF_RESCUE (L)
#define OFF_TAIL (M)
#define OFF_TRIP (N)
#define OFF_CRUSH (O)
#define OFF_BLOODLUST (V)
#define ASSIST_ALL (P)
#define ASSIST_ALIGN (Q)
#define ASSIST_RACE (R)
#define ASSIST_PLAYERS (S)
#define ASSIST_GUARD (T)
#define ASSIST_VNUM (U)
#define OFF_FEED (V)
/* return values for check_imm */
#define IS_NORMAL 0
#define IS_IMMUNE 1
#define IS_RESISTANT 2
#define IS_VULNERABLE 3
/* IMM bits for mobs */
#define IMM_SUMMON (A)
#define IMM_CHARM (B)
#define IMM_MAGIC (C)
#define IMM_WEAPON (D)
#define IMM_BASH (E)
#define IMM_PIERCE (F)
#define IMM_SLASH (G)
#define IMM_FIRE (H)
#define IMM_COLD (I)
#define IMM_LIGHTNING (J)
#define IMM_ACID (K)
#define IMM_POISON (L)
#define IMM_NEGATIVE (M)
#define IMM_HOLY (N)
#define IMM_ENERGY (O)
#define IMM_MENTAL (P)
#define IMM_DISEASE (Q)
#define IMM_DROWNING (R)
#define IMM_LIGHT (S)
#define IMM_SOUND (T)
#define IMM_WOOD (X)
#define IMM_SILVER (Y)
#define IMM_IRON (Z)
/* RES bits for mobs */
#define RES_SUMMON (A)
#define RES_CHARM (B)
#define RES_MAGIC (C)
#define RES_WEAPON (D)
#define RES_BASH (E)
#define RES_PIERCE (F)
#define RES_SLASH (G)
#define RES_FIRE (H)
#define RES_COLD (I)
#define RES_LIGHTNING (J)
#define RES_ACID (K)
#define RES_POISON (L)
#define RES_NEGATIVE (M)
#define RES_HOLY (N)
#define RES_ENERGY (O)
#define RES_MENTAL (P)
#define RES_DISEASE (Q)
#define RES_DROWNING (R)
#define RES_LIGHT (S)
#define RES_SOUND (T)
#define RES_WOOD (X)
#define RES_SILVER (Y)
#define RES_IRON (Z)
/* VULN bits for mobs */
#define VULN_SUMMON (A)
#define VULN_CHARM (B)
#define VULN_MAGIC (C)
#define VULN_WEAPON (D)
#define VULN_BASH (E)
#define VULN_PIERCE (F)
#define VULN_SLASH (G)
#define VULN_FIRE (H)
#define VULN_COLD (I)
#define VULN_LIGHTNING (J)
#define VULN_ACID (K)
#define VULN_POISON (L)
#define VULN_NEGATIVE (M)
#define VULN_HOLY (N)
#define VULN_ENERGY (O)
#define VULN_MENTAL (P)
#define VULN_DISEASE (Q)
#define VULN_DROWNING (R)
#define VULN_LIGHT (S)
#define VULN_SOUND (T)
#define VULN_WOOD (X)
#define VULN_SILVER (Y)
#define VULN_IRON (Z)
#define VULN_STEEL (aa)
#define VULN_MITHRIL (bb)
#define VULN_ADAMANTITE (cc)
/* body form */
#define FORM_EDIBLE (A)
#define FORM_POISON (B)
#define FORM_MAGICAL (C)
#define FORM_INSTANT_DECAY (D)
#define FORM_OTHER (E) /* defined by material bit */
/* actual form */
#define FORM_ANIMAL (G)
#define FORM_SENTIENT (H)
#define FORM_UNDEAD (I)
#define FORM_CONSTRUCT (J)
#define FORM_MIST (K)
#define FORM_INTANGIBLE (L)
#define FORM_BIPED (M)
#define FORM_CENTAUR (N)
#define FORM_INSECT (O)
#define FORM_SPIDER (P)
#define FORM_CRUSTACEAN (Q)
#define FORM_WORM (R)
#define FORM_BLOB (S)
#define FORM_MAMMAL (V)
#define FORM_BIRD (W)
#define FORM_REPTILE (X)
#define FORM_SNAKE (Y)
#define FORM_DRAGON (Z)
#define FORM_AMPHIBIAN (aa)
#define FORM_FISH (bb)
#define FORM_COLD_BLOOD (cc)
/* body parts */
#define PART_HEAD (A)
#define PART_ARMS (B)
#define PART_LEGS (C)
#define PART_HEART (D)
#define PART_BRAINS (E)
#define PART_GUTS (F)
#define PART_HANDS (G)
#define PART_FEET (H)
#define PART_FINGERS (I)
#define PART_EAR (J)
#define PART_EYE (K)
#define PART_LONG_TONGUE (L)
#define PART_EYESTALKS (M)
#define PART_TENTACLES (N)
#define PART_FINS (O)
#define PART_WINGS (P)
#define PART_TAIL (Q)
/* for combat */
#define PART_CLAWS (U)
#define PART_FANGS (V)
#define PART_HORNS (W)
#define PART_SCALES (X)
#define PART_TUSKS (Y)
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND (A)
#define AFF_INVISIBLE (B)
#define AFF_DETECT_EVIL (C)
#define AFF_DETECT_INVIS (D)
#define AFF_DETECT_MAGIC (E)
#define AFF_DETECT_HIDDEN (F)
#define AFF_DETECT_GOOD (G)
#define AFF_SANCTUARY (H)
#define AFF_FAERIE_FIRE (I)
#define AFF_INFRARED (J)
#define AFF_CURSE (K)
#define AFF_UNUSED_FLAG (L) /* unused */
#define AFF_POISON (M)
#define AFF_PROTECT_EVIL (N)
#define AFF_PROTECT_GOOD (O)
#define AFF_SNEAK (P)
#define AFF_HIDE (Q)
#define AFF_SLEEP (R)
#define AFF_CHARM (S)
#define AFF_FLYING (T)
#define AFF_PASS_DOOR (U)
#define AFF_HASTE (V)
#define AFF_CALM (W)
#define AFF_PLAGUE (X)
#define AFF_WEAKEN (Y)
#define AFF_DARK_VISION (Z)
#define AFF_BERSERK (aa)
#define AFF_SWIM (bb)
#define AFF_REGENERATION (cc)
#define AFF_SLOW (dd)
#define AFF_VICEGRIP (ee)
/*
* Bits for 'affected2_by'.
* Used in #MOBILES.
*/
#define AFF_STEEL_SKIN (A)
#define AFF_TURNING (B)
#define AFF_BLOODLUST (C)
#define AFF_DIVINE_PROTECTION (D)
#define AFF_FORCE_SHIELD (E)
#define AFF_STATIC_SHIELD (F)
#define AFF_FLAME_SHIELD (G)
#define AFF_LIFEFORCE (H)
#define AFF_DARKSHIELD (I)
#define AFF_MIRROR_SHIELD (J)
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
// Stances by Majik
#define STANCE_NEUTRAL 0
#define STANCE_AGG 1
#define STANCE_DEF 2
/* AC types */
#define AC_PIERCE 0
#define AC_BASH 1
#define AC_SLASH 2
#define AC_EXOTIC 3
/* dice */
#define DICE_NUMBER 0
#define DICE_TYPE 1
#define DICE_BONUS 2
/* size */
#define SIZE_TINY 0
#define SIZE_SMALL 1
#define SIZE_MEDIUM 2
#define SIZE_LARGE 3
#define SIZE_HUGE 4
#define SIZE_GIANT 5
#define SIZE_UNKNOWN 6
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_CLOTHING 11
#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_PROTECT 27
#define ITEM_MAP 28
#define ITEM_PORTAL 29
#define ITEM_WARP_STONE 30
#define ITEM_ROOM_KEY 31
#define ITEM_GEM 32
#define ITEM_JEWELRY 33
#define ITEM_JUKEBOX 34
#define ITEM_TOKEN 35
#define ITEM_SOURCE 36
#define ITEM_INSTRUMENT 37
#define ITEM_SOCKET 38
#define ITEM_QUIVER 39
#define ITEM_ARROW 40
#define ITEM_BELT 41
#define ITEM_SHEATH 42
#define ITEM_SKELETON 43
#define ITEM_ORE 44
#define ITEM_SOCKETS 45
/*
* Material types
*/
#define MAT_STEEL 1
#define MAT_STONE 2
#define MAT_BRASS 3
#define MAT_BONE 4
#define MAT_ENERGY 5
#define MAT_MITHRIL 6
#define MAT_COPPER 7
#define MAT_SILK 8
#define MAT_MARBLE 9
#define MAT_GLASS 10
#define MAT_WATER 11
#define MAT_FLESH 12
#define MAT_PLATINUM 13
#define MAT_GRANITE 14
#define MAT_LEATHER 15
#define MAT_CLOTH 16
#define MAT_GEMSTONE 17
#define MAT_GOLD 18
#define MAT_PORCELAIN 19
#define MAT_OBSIDIAN 20
#define MAT_DRAGONSCALE 21
#define MAT_EBONY 22
#define MAT_BRONZE 23
#define MAT_WOOD 24
#define MAT_SILVER 25
#define MAT_IRON 26
#define MAT_BLOODSTONE 27
#define MAT_FOOD 28
#define MAT_LEAD 29
#define MAT_WAX 30
#define MAT_DIAMOND 31
#define MAT_CRYSTAL 32
#define MAT_VELLUM 33
#define MAT_PAPER 34
#define MAT_MEAT 35
#define MAT_PILL 36
#define MAT_LIQUID 37
#define MAT_ADAMANTITE 38
#define MAT_UNIQUE 39
#define MAT_UNKNOWN 40
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW (A)
#define ITEM_HUM (B)
#define ITEM_DARK (C)
#define ITEM_LOCK (D)
#define ITEM_EVIL (E)
#define ITEM_INVIS (F)
#define ITEM_MAGIC (G)
#define ITEM_NODROP (H)
#define ITEM_BLESS (I)
#define ITEM_ANTI_GOOD (J)
#define ITEM_ANTI_EVIL (K)
#define ITEM_ANTI_NEUTRAL (L)
#define ITEM_NOREMOVE (M)
#define ITEM_INVENTORY (N)
#define ITEM_NOPURGE (O)
#define ITEM_ROT_DEATH (P)
#define ITEM_VIS_DEATH (Q)
#define ITEM_NOREPAIR (R)
#define ITEM_NONMETAL (S)
#define ITEM_NOLOCATE (T)
#define ITEM_MELT_DROP (U)
#define ITEM_HAD_TIMER (V)
#define ITEM_SELL_EXTRACT (W)
#define ITEM_QUEST (X)
#define ITEM_BURN_PROOF (Y)
#define ITEM_NOUNCURSE (Z)
#define ITEM_NO_AUCTION (aa)
#define ITEM_AUCTIONED (bb)
#define ITEM_HIDDEN (cc)
#define ITEM_LODGED (dd)
#define ITEM_NOCOND (ee)
/*
* Second set of extra2 flags
* Used in #OBJECTS
*/
#define ITEM_UNIQUE (A)
#define CORPSE_NO_ANIMATE (B)
#define ITEM_SANC (C)
#define ITEM_RELIC (D)
#define ITEM_INLAY1 (E)
#define ITEM_INLAY2 (F)
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE (A)
#define ITEM_WEAR_FINGER (B)
#define ITEM_WEAR_NECK (C)
#define ITEM_WEAR_BODY (D)
#define ITEM_WEAR_HEAD (E)
#define ITEM_WEAR_LEGS (F)
#define ITEM_WEAR_FEET (G)
#define ITEM_WEAR_HANDS (H)
#define ITEM_WEAR_ARMS (I)
#define ITEM_WEAR_SHIELD (J)
#define ITEM_WEAR_ABOUT (K)
#define ITEM_WEAR_WAIST (L)
#define ITEM_WEAR_WRIST (M)
#define ITEM_WIELD (N)
#define ITEM_HOLD (O)
#define ITEM_NO_SAC (P)
#define ITEM_WEAR_FLOAT (Q)
#define ITEM_WEAR_SHOULDER (R)
#define ITEM_WEAR_CLOAK (S)
#define ITEM_LAYER_ARMS (T)
#define ITEM_LAYER_BODY (U)
#define ITEM_LAYER_LEGS (V)
#define ITEM_WEAR_BACK (W)
#define ITEM_WEAR_HOOD (X)
#define ITEM_WEAR_WEDDING (Y)
/* weapon class */
#define WEAPON_EXOTIC 0
#define WEAPON_SWORD 1
#define WEAPON_DAGGER 2
#define WEAPON_SPEAR 3
#define WEAPON_MACE 4
#define WEAPON_AXE 5
#define WEAPON_FLAIL 6
#define WEAPON_WHIP 7
#define WEAPON_POLEARM 8
#define WEAPON_BOW 9
/* weapon types */
#define WEAPON_FLAMING (A)
#define WEAPON_FROST (B)
#define WEAPON_VAMPIRIC (C)
#define WEAPON_MANA_DRAIN (D)
#define WEAPON_VORPAL (E)
#define WEAPON_TWO_HANDS (F)
#define WEAPON_SHOCKING (G)
#define WEAPON_POISON (H)
#define WEAPON_SHARP (I)
#define WEAPON_ACIDIC (J)
/* gate flags */
#define GATE_NORMAL_EXIT (A)
#define GATE_NOCURSE (B)
#define GATE_GOWITH (C)
#define GATE_BUGGY (D)
#define GATE_RANDOM (E)
/* 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_SAVES 20
#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_SPELL_AFFECT 25
#define APPLY_CAST_LEVEL 26
#define APPLY_CAST_ABILITY 27
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
#define CONT_PUT_ON 16
/*
* Values for socketing items (value[0]).
* Used in #OBJECTS.
*/
#define SOC_SAPPHIRE 1
#define SOC_RUBY 2
#define SOC_EMERALD 3
#define SOC_DIAMOND 4
#define SOC_TOPAZ 5
#define SOC_SKULL 6
/*
* Values for socketing items (value[1]).
* used in #OBJECTS
*/
#define GEM_CHIPPED 0
#define GEM_FLAWED 1
#define GEM_FLAWLESS 2
#define GEM_PERFECT 3
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK (A)
#define ROOM_DONATION (B)
#define ROOM_NO_MOB (C)
#define ROOM_INDOORS (D)
#define ROOM_NOMAGIC (E)
#define ROOM_MOUNT_SHOP (F)
#define ROOM_BANK (G)
#define ROOM_PRIVATE (J)
#define ROOM_SAFE (K)
#define ROOM_SOLITARY (L)
#define ROOM_PET_SHOP (M)
#define ROOM_NO_RECALL (N)
#define ROOM_IMP_ONLY (O)
#define ROOM_GODS_ONLY (P)
#define ROOM_HEROES_ONLY (Q)
#define ROOM_NEWBIES_ONLY (R)
#define ROOM_LAW (S)
#define ROOM_NOWHERE (T)
#define ROOM_RENTAL (U)
#define ROOM_RENTED (W)
#define ROOM_CASINO (X)
#define ROOM_ARENA (Y)
#define ROOM_WAYPOINT (Z)
#define ROOM_MAPPED (aa)
#define ROOM_MINE (bb)
#define ROOM_POSTAL (cc)
/*
* 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 (A)
#define EX_CLOSED (B)
#define EX_LOCKED (C)
#define EX_PICKPROOF (F)
#define EX_NOPASS (G)
#define EX_EASY (H)
#define EX_HARD (I)
#define EX_INFURIATING (J)
#define EX_NOCLOSE (K)
#define EX_NOLOCK (L)
#define EX_NOBASH (M)
/*
* 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_FARM 11
#define SECT_MAX 12
/*
* Sheath Strap locations.
*/
#define STRAP_NONE -1
#define STRAP_THIGH 0
#define STRAP_ANKLE 1
#define STRAP_SHOULDER 2
#define STRAP_WRIST_R 3
#define STRAP_WRIST_L 4
#define STRAP_MAX 5
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define WEAR_NONE -1
#define WEAR_LIGHT 0
#define WEAR_HOOD 1
#define WEAR_HEAD 2
#define WEAR_CLOAK 3
#define WEAR_NECK_1 4
#define WEAR_NECK_2 5
#define WEAR_ABOUT 6
#define WEAR_BACK 7
#define WEAR_SHOULDER 8
#define WEAR_LAYER_ARMS 9
#define WEAR_ARMS 10
#define WEAR_WRIST_L 11
#define WEAR_WRIST_R 12
#define WEAR_HANDS 13
#define WEAR_FINGER_L 14
#define WEAR_FINGER_R 15
#define WEAR_WEDDING 16
#define WEAR_LAYER_BODY 17
#define WEAR_BODY 18
#define WEAR_WAIST 19
#define WEAR_LAYER_LEGS 20
#define WEAR_LEGS 21
#define WEAR_FEET 22
#define WEAR_SHIELD 23
#define WEAR_WIELD 24
#define WEAR_SECONDARY 25
#define WEAR_HOLD 26
#define WEAR_FLOAT 27
#define WEAR_LODGE_LEG 28
#define WEAR_LODGE_ARM 29
#define WEAR_LODGE_RIB 30
#define MAX_WEAR 31
/***************************************************************************
* *
* 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
#define COND_HUNGER 3
#define COND_TIRED 4
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_RESTING 5
#define POS_SITTING 6
#define POS_FIGHTING 7
#define POS_STANDING 8
/*
* ACT bits for players.
*/
#define PLR_IS_NPC (A) /* Don't EVER set. */
/* RT auto flags */
#define PLR_GQUEST (B)
#define PLR_AUTOASSIST (C)
#define PLR_AUTODAMAGE (D)
#define PLR_AUTOEXIT (E)
#define PLR_AUTOLOOT (F)
#define PLR_AUTOSAC (G)
#define PLR_AUTOGOLD (H)
#define PLR_AUTOSPLIT (I)
#define PLR_AUTOMAP (S)
#define PLR_QUESTOR (J)
#define PLR_REMORT (K)
#define PLR_MORTAL_LEADER (L)
#define PLR_FREQUENT (M)
#define PLR_HOLYLIGHT (N)
#define PLR_TIMEOUT (O)
#define PLR_CANLOOT (P)
/* RT personal flags */
#define PLR_NOSUMMON (Q)
#define PLR_NOFOLLOW (R)
#define PLR_COLOUR (T)
/* 1 bit reserved, S */
/* penalty flags */
#define PLR_PERMIT (U)
#define PLR_CONSENT (V)
#define PLR_LOG (W)
#define PLR_DENY (X)
#define PLR_FREEZE (Y)
#define PLR_THIEF (Z)
#define PLR_KILLER (aa)
#define PLR_IMPLAG (bb)
#define PLR_TENNANT (cc)
#define PLR_WAR (dd)
#define PLR_AUTOWEATHER (ee)
/* weight values */
#define WEIGHT_SLENDER 0
#define WEIGHT_SLIM 1
#define WEIGHT_AVERAGE 2
#define WEIGHT_STOCKY 3
#define WEIGHT_HEAVY 4
#define MAX_WEIGHT 5
/* Eye color values */
#define EYE_BLUE 0
#define EYE_GREEN 1
#define EYE_BROWN 2
#define EYE_BLACK 3
#define EYE_WHITE 4
#define EYE_CLEAR 5
#define EYE_RED 6
#define MAX_EYE 7
/* Height values */
#define HEIGHT_SHORT 0
#define HEIGHT_MIDGET 1
#define HEIGHT_AVERAGE 2
#define HEIGHT_TALL 3
#define HEIGHT_GIANT 4
#define MAX_HEIGHT 5
/* Hair color values */
#define HAIR_BLOND 0
#define HAIR_RED 1
#define HAIR_BLACK 2
#define HAIR_BROWN 3
#define HAIR_WHITE 4
#define HAIR_BLUE 5
#define MAX_HAIR 6
// Chan flags - for Aethaellyn's new channel system.
#define CHAN_OOC 0
#define CHAN_GOSSIP 1
#define CHAN_QUOTE 2
#define CHAN_MUSIC 3
#define CHAN_QA 4
#define CHAN_AUCT 5
#define CHAN_GRATS 6
#define CHAN_IMM 7
#define CHAN_CLAN 8
#define CHAN_IMP 9
#define CHAN_HERO 10
#define CHAN_NEWBIE 11
#define CHAN_ADMIN 12
#define CHAN_GOD 13
/* RT comm flags -- may be used on both mobs and chars */
#define COMM_QUIET (A)
#define COMM_DEAF (B)
#define COMM_NOWIZ (C)
#define COMM_NOAUCTION (D)
#define COMM_NOGOSSIP (E)
#define COMM_NOQUESTION (F)
#define COMM_NOMUSIC (G)
#define COMM_NOCLAN (H)
#define COMM_NOQUOTE (I)
#define COMM_SHOUTSOFF (J)
#define COMM_NOINFO (K)
/* display flags */
#define COMM_COMPACT (L)
#define COMM_BRIEF (M)
#define COMM_PROMPT (N)
#define COMM_COMBINE (O)
#define COMM_TELNET_GA (P)
#define COMM_SHOW_AFFECTS (Q)
#define COMM_NOGRATS (R)
#define COMM_NOENTER (S)
#define COMM_NOPRAY (aa)
#define COMM_NORACE (bb)
#define COMM_NOHERO (cc)
#define COMM_NOHINT (dd)
#define COMM_PENTER (ee)
#define COMM_NOOOC (X)
/* penalties */
#define COMM_NOEMOTE (T)
#define COMM_NOSHOUT (U)
#define COMM_NOTELL (V)
#define COMM_NOCHANNELS (W)
#define COMM_SNOOP_PROOF (Y)
#define COMM_AFK (Z)
/* More comm flags */
#define COMM_NOIMP (A)
#define COMM_SHOW_ARMOR (B)
#define COMM_NONEWBIE (C)
#define COMM_AUTO_AFK (D)
#define COMM_ANNOUNCE (E)
#define COMM_AUTOLEVEL (F)
#define COMM_PETLEVEL (G)
#define COMM_NOADMIN (H)
#define COMM_NOQUEST (I)
/* 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_OLC (U)
#define SUPPRESS_FLAGS (A)
#define SUPPRESS_FLAG_EFFECTS (B)
#define SUPPRESS_DODGE (C)
#define SUPPRESS_STD (D)
#define SUPPRESS_BURN (E)
#define SUPPRESS_SHIELD (F)
#define SUPPRESS_SHIELD_COMP (G)
typedef struct guild_rank rankdata;
struct guild_rank
{
char *rankname; /* name of rank */
char *skillname; /* name of skill earned at this rank */
};
/* mortal leader rights are as follows;
ml[0] = can_guild
ml[1] = can_deguild
ml[2] = can_promote
ml[3] = can_demote
*/
struct member_data
{
MEMBER_DATA *next;
char *name;
int rank;
int level;
int flevel;
bool valid;
bool ldr;
int laston;
};
struct clan_type
{
MEMBER_DATA * member_first;
long flags; /* flags for guild */
char *name; /* name of guild */
char *who_name; /* name sent for "who" command */
int room[3]; /* hall/morgue/temple rooms */
rankdata rank[MAX_RANK]; /* guilds rank system */
int ml[4]; /* mortal leader rights */
};
#define WAR_OFF 0
#define WAR_WAITING 1
#define WAR_RUNNING 2
struct war_data
{
char *who;
int min_level;
int max_level;
int inwar;
int wartype;
int timer;
int iswar;
int next;
};
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
AREA_DATA * area; /* OLC */
PROG_LIST * mprogs;
MOB_INDEX_DATA * next;
MOB_INDEX_DATA * in_room;
SPEC_FUN * spec_fun;
SHOP_DATA * pShop;
sh_int vnum;
sh_int group;
bool new_format;
sh_int count;
sh_int killed;
char * player_name;
char * short_descr;
char * long_descr;
char * description;
long act;
long affected_by;
sh_int alignment;
sh_int level;
sh_int hitroll;
int aggression;
long hit[3];
long mana[3];
sh_int damage[3];
sh_int ac[4];
sh_int dam_type;
sh_int cast_level;
sh_int cast_ability;
sh_int kills;
long off_flags;
long imm_flags;
long res_flags;
long vuln_flags;
sh_int start_pos;
sh_int default_pos;
sh_int sex;
sh_int race;
long wealth;
long form;
long parts;
sh_int size;
char * material;
long mprog_flags;
long affected2_by;
int xp_tolevel;
};
/* memory settings */
#define MEM_CUSTOMER A
#define MEM_SELLER B
#define MEM_HOSTILE C
#define MEM_AFRAID D
/* memory for mobs */
struct mem_data
{
MEM_DATA *next;
bool valid;
int id;
int reaction;
time_t when;
};
#include "board.h"
#include "buffer.h"
/*
* One character (PC or NPC).
*/
struct char_data
{
CHAR_DATA * next;
CHAR_DATA * next_in_room;
CHAR_DATA * master;
CHAR_DATA * leader;
CHAR_DATA * fighting;
CHAR_DATA * reply;
CHAR_DATA * pet;
CHAR_DATA * mprog_target;
MEM_DATA * memory;
SPEC_FUN * spec_fun;
MOB_INDEX_DATA * pIndexData;
DESCRIPTOR_DATA * desc;
AFFECT_DATA * affected;
/* NOTE_DATA * pnote; */
OBJ_DATA * carrying;
OBJ_DATA * on;
ROOM_INDEX_DATA * in_room;
ROOM_INDEX_DATA * was_in_room;
AREA_DATA * zone;
PC_DATA * pcdata;
GEN_DATA * gen_data;
int mineral [MAX_MINERALS];
int aggression;
bool valid;
char * name;
long id;
sh_int version;
char * short_descr;
char * long_descr;
char * description;
char * prompt;
char * prefix;
sh_int group;
sh_int clan;
sh_int rank;
sh_int sex;
sh_int stance;
sh_int stance_ac_bonus;
sh_int stance_hit_bonus;
sh_int klass[MAX_MCLASS];
sh_int race;
sh_int level;
sh_int trust;
int played;
int lines; /* for the pager */
int subtype;
int gpoint;
time_t logon;
time_t llogoff;
sh_int timer;
sh_int wait;
sh_int daze;
long hit;
long max_hit;
long mana;
long max_mana;
long move;
long max_move;
sh_int cast_level;
sh_int cast_ability;
long gold;
long silver;
int exp;
long act;
long comm; /* RT added to pad the vector */
long comm2;
long wiznet; /* wiz stuff */
long imm_flags;
long res_flags;
long vuln_flags;
sh_int invis_level;
sh_int incog_level;
long affected_by;
long affected2_by;
sh_int position;
sh_int practice;
sh_int train;
sh_int carry_weight;
sh_int carry_number;
sh_int saving_throw;
sh_int alignment;
sh_int hitroll;
sh_int damroll;
sh_int armor[4];
sh_int wimpy;
/* stats */
sh_int perm_stat[MAX_STATS];
sh_int mod_stat[MAX_STATS];
/* parts stuff */
long form;
long parts;
sh_int size;
char* material;
/* mobile stuff */
long off_flags;
sh_int damage[3];
sh_int dam_type;
sh_int start_pos;
sh_int default_pos;
CHAR_DATA * mount;
bool riding;
sh_int hometown;
sh_int mprog_delay;
/* cloak stuff */
long cloak;
long mask;
int bp_points;
int xp_tolevel;
//Lycanthropy
int bites;
int bloodthirst;
bool isvamp;
bool iswere;
int wereform;
bool turned;
sh_int wpoint[MAX_WAYPOINT];
int fquit;
int levelflux;
char * powner;
};
#define CHOSE_RACE 0
#define CHOSE_CLASS 1
#define CHOSE_GENDER 2
#define CHOSE_HOMETOWN 3
#define CHOSE_GOD 4
#define CHOSE_SHORT 5
#define CHOSE_ATTRIBUTES 6
#define MAX_CBOOL 7
//Exploration holder.
//Basically just a linked list of int's where we only use the bits.
typedef struct explore_holder
{ struct explore_holder *next;
unsigned int bits;
int mask;
} EXPLORE_HOLDER;
typedef struct exploration_data
{ EXPLORE_HOLDER *bits;
int set;
} EXPLORE_DATA;
/*
* Data which only PC's have.
*/
struct pc_data
{
int security; /* OLC */ /* Builder security */
PC_DATA * next;
BUFFER * buffer;
COLOUR_DATA * code; /* Data for coloUr configuration */
NICK_DATA * nick_first;
MINE_DATA * in_mine;
SHAFT_DATA * in_shaft;
RELIGION * religion;
TRADE_DATA * trade;
sh_int rank;
bool valid;
char * pwd;
char * bamfin;
char * bamfout;
char * title;
char * title2;
char * host;
char * spouse;
char * mplaying;
long perm_hit;
long perm_mana;
long perm_move;
sh_int true_sex;
int weight;
int height;
int hair;
int eye;
sh_int track_count;
sh_int nextquest;
sh_int countdown;
int questobj;
int questmob;
int questgiver;
int questloc;
int rentroom;
sh_int questpoints;
sh_int qps;
sh_int trivia;
sh_int totaltpoints;
CHAR_DATA * tracking;
int last_level;
long current_exp;
sh_int condition [5];
sh_int *learned ;
bool group_known [MAX_GROUP];
sh_int points;
bool confirm_delete;
char * alias[MAX_ALIAS];
char * alias_sub[MAX_ALIAS];
bool confirm_remort;
bool stay_race;
long gold_bank;
long silver_bank;
sh_int shares;
sh_int share_level;
sh_int shares_bought;
sh_int duration;
int kills_mob;
int kills_pc;
int deaths_mob;
int deaths_pc;
BOARD_DATA * board;
time_t last_note[MAX_BOARD];
NOTE_DATA * in_progress;
int idle_time;
/*
* Colour data stuff for config.
*/
int text[3]; /* {t */
int auction[3]; /* {a */
int auction_text[3]; /* {A */
int gossip[3]; /* {d */
int gossip_text[3]; /* {9 */
int music[3]; /* {e */
int music_text[3]; /* {E */
int question[3]; /* {q */
int question_text[3]; /* {Q */
int answer[3]; /* {f */
int answer_text[3]; /* {F */
int quote[3]; /* {h */
int quote_text[3]; /* {H */
int immtalk_text[3]; /* {i */
int immtalk_type[3]; /* {I */
int info[3]; /* {j */
int say[3]; /* {6 */
int say_text[3]; /* {7 */
int tell[3]; /* {k */
int tell_text[3]; /* {K */
int reply[3]; /* {l */
int reply_text[3]; /* {L */
int gtell_text[3]; /* {n */
int gtell_type[3]; /* {N */
int wiznet[3]; /* {B */
int room_title[3]; /* {s */
int room_text[3]; /* {S */
int room_exits[3]; /* {o */
int room_things[3]; /* {O */
int prompt[3]; /* {p */
int fight_death[3]; /* {1 */
int fight_yhit[3]; /* {2 */
int fight_ohit[3]; /* {3 */
int fight_thit[3]; /* {4 */
int fight_skill[3]; /* {5 */
sh_int mvolume;
sh_int svolume;
sh_int timeout;
long gq_mobs[MAX_GQUEST_MOB];
OBJ_DATA * box;
bool boxrented;
sh_int item_box;
char * immtitle;
//Creation boolines
bool creation[MAX_CBOOL];
char * email;
long gamestat[MAX_GAMESTAT];
//Mine locations
int cordinate[3];
//Idle thingy.
long last_typed;
char * pretitle;
sh_int dblq;
//Stuff for religion;
int bless;
int suppress;
int h_vnum;
int hinvite;
sh_int horesets;
sh_int hmresets;
bool hchange;
char *afk;
sh_int bcount;
int mailid;
int hdam;
int mdam;
int msp;
int mxp;
int detail_map_x;
int detail_map_y;
EXPLORE_DATA *explored;
ROOM_INDEX_DATA *map_point;
};
#define CORD_X 0
#define CORD_Y 1
#define CORD_Z 2
/* Data for generating characters -- only used during generation */
struct gen_data
{
GEN_DATA *next;
bool valid;
bool *skill_chosen;
bool group_chosen[MAX_GROUP];
int points_chosen;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
struct liq_type
{
char * liq_name;
char * liq_color;
sh_int liq_affect[5];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
bool valid;
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
AREA_DATA * area; /* OLC */
OBJ_INDEX_DATA * next;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
bool new_format;
char * name;
char * short_descr;
char * description;
sh_int vnum;
sh_int reset_num;
char * material;
sh_int item_type;
int extra_flags;
int extra2_flags;
int wear_flags;
sh_int level;
sh_int condition;
sh_int count;
sh_int weight;
sh_int size;
int cost;
int value[5];
int valueorig[5];
PROG_LIST * oprogs;
long oprog_flags;
sh_int plevel;
int xp_tolevel;
int exp;
};
/*
* 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 * oprog_target;
EXTRA_DESCR_DATA * extra_descr;
AFFECT_DATA * affected;
OBJ_INDEX_DATA * pIndexData;
ROOM_INDEX_DATA * in_room;
bool valid;
bool enchanted;
char * owner;
char * name;
char * short_descr;
char * description;
sh_int item_type;
int extra_flags;
int extra2_flags;
int wear_flags;
sh_int wear_loc;
sh_int weight;
int cost;
sh_int level;
sh_int condition;
char * material;
sh_int timer;
int value [5];
int valueorig [5];
sh_int oprog_delay;
sh_int size;
int belted_vnum; // Vnum of the object this item is belted to.
OBJ_DATA *sheathed_in; // Vnum of the object that is sheathed.
SHAFT_DATA * in_shaft;
int strap_loc; //Strap location.
bool part;
int exp;
sh_int plevel;
int xp_tolevel;
};
/*
* Exit data.
*/
struct exit_data
{
EXIT_DATA * next; /* OLC */
int rs_flags; /* OLC */
int orig_door; /* OLC */
MINE_DATA * mine;
SHAFT_DATA * to_shaft;
int cord[3];
union
{
ROOM_INDEX_DATA * to_room;
sh_int vnum;
} u1;
sh_int exit_info;
sh_int key;
char * keyword;
char * description;
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA * next;
RESET_DATA * prev;
char command;
sh_int arg1;
sh_int arg2;
sh_int arg3;
sh_int arg4;
};
/* New area_data for OLC */
struct area_data
{
AREA_DATA * next; /*
AREA_DATA * next_on_cont;
RESET_DATA * reset_first; * Removed for OLC reset system.
RESET_DATA * reset_last; */
char * name;
char * credits;
int age;
int nplayer;
bool empty; /* ROM OLC */
char * file_name; /* OLC */
char * builders; /* OLC */ /* Listing of */
char * repop_msg;
char * soundfile;
int security; /* OLC */ /* Value 1-9 */
sh_int min_vnum;
sh_int max_vnum;
int vnum; /* OLC */ /* Area vnum */
int area_flags; /* OLC */
int continent;
int min_lev;
int max_lev;
int min_temp;
int max_temp;
int temperature;
};
/*
* Room type.
*/
struct room_index_data
{
RESET_DATA * reset_first; /* OLC */
RESET_DATA * reset_last; /* OLC */
RESET_DATA * last_mob_reset;
RESET_DATA * last_obj_reset;
ROOM_INDEX_DATA * next;
ROOM_INDEX_DATA * map_next;
CHAR_DATA * people;
OBJ_DATA * contents;
EXTRA_DESCR_DATA * extra_descr;
AREA_DATA * area;
EXIT_DATA * exit [6];
ROOM_INDEX_DATA * next_track;
ROOM_INDEX_DATA * track_came_from;
int mineral [MAX_MINERALS];
char * name;
char * description;
char * owner;
sh_int vnum;
int room_flags;
sh_int light;
sh_int sector_type;
sh_int heal_rate;
sh_int mana_rate;
sh_int clan;
PROG_LIST * rprogs;
CHAR_DATA * rprog_target;
long rprog_flags;
sh_int rprog_delay;
AFFECT_DATA *affected;
long affected_by;
int moisture;
};
/*
* 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_MIRROR 2000
// Mineral Types
#define MIN_STEEL 0
#define MIN_IRON 1
#define MIN_COPPER 2
#define MIN_ADAMANTIUM 3
#define MIN_PLATINUM 4
#define MIN_BRONZE 5
#define MIN_SILVER 6
#define MIN_MARBLE 7
#define MIN_BRASS 8
#define MIN_GRANITE 9
#define MIN_ELECTRUM 10
/*
* 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 TARGET_CHAR 0
#define TARGET_OBJ 1
#define TARGET_ROOM 2
#define TARGET_NONE 3
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char * name; /* Name of skill */
sh_int skill_level[MAX_CLASS]; /* Level needed by class */
sh_int rating[MAX_CLASS]; /* How hard it is to learn */
SPELL_FUN * spell_fun; /* Spell pointer (for spells) */
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int slot; /* Slot for #OBJECT loading */
sh_int min_mana; /* Minimum mana used */
sh_int beats; /* Waiting time after use */
char * noun_damage; /* Damage message */
char * msg_off; /* Wear off message */
char * msg_obj; /* Wear off message for obects */
};
struct group_type
{
char * name;
sh_int rating[MAX_CLASS];
char * spells[MAX_IN_GROUP];
};
/*
* 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_ALIAS (T)
/*
* Prog types
*/
#define PRG_MPROG 0
#define PRG_OPROG 1
#define PRG_RPROG 2
struct prog_list
{
int trig_type;
char * trig_phrase;
sh_int vnum;
char * code;
PROG_LIST * next;
bool valid;
};
struct prog_code
{
sh_int vnum;
char * code;
PROG_CODE * next;
};
/*
* Utility macros.
*/
#define IS_VALID(data) ((data) != NULL && (data)->valid)
#define VALIDATE(data) ((data)->valid = TRUE)
#define INVALIDATE(data) ((data)->valid = FALSE)
#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 CH(descriptor) ((descriptor)->original ? \
(descriptor)->original : (descriptor)->character)
/*
* Character macros.
*/
#define IN_FACTION(ch) ( (ch)->pcdata->religion->isfaction )
#define HAS_RELIGION(ch) ( (ch)->pcdata->religion )
#define IS_SAME_RELIGION(ch, vct) ( (ch)->pcdata->religion == (vct)->pcdata->religion )
#define OBJ_IN_MINE(obj) ((obj)->in_shaft)
#define OBJ_SAME_SHAFT(ch, obj) ( (ch)->pcdata->in_shaft == (obj)->in_shaft )
#define IS_SAME_SHAFT(ch, victim) ( (ch)->pcdata->in_shaft == (victim)->pcdata->in_shaft )
#define IN_MINE(ch) ( (ch)->pcdata->in_mine )
#define IS_WEREWOLF(ch) ( (ch)->iswere && (ch)->wereform == MOON_FULL )
#define IS_VAMPIRE(ch) ( (ch)->isvamp == TRUE )
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMP(ch) (get_trust(ch) == MAX_LEVEL)
#define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO)
#define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level))
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define IS_AFFECTED2(ch, sn) (IS_SET((ch)->affected2_by, (sn)))
#define GET_AGE(ch) ((int) (17 + ((ch)->played \
+ current_time - (ch)->logon )/72000))
#define IS_GOOD(ch) (ch->alignment >= 350)
#define IS_EVIL(ch) (ch->alignment <= -350)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define IS_AWAKE(ch) (ch->position > POS_SLEEPING)
#define GET_AC(ch,type) ((ch)->armor[type] \
+ ch->stance_ac_bonus + ( IS_AWAKE(ch) \
? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ) - number_classes(ch))
#define GET_HITROLL(ch) \
((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit + ch->stance_hit_bonus + number_classes(ch))
#define GET_DAMROLL(ch) \
((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam + number_classes(ch))
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define ON_GQUEST(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_GQUEST) && gquest_info.running != GQUEST_OFF)
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
#define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver/10 + \
(ch)->gold * 2 / 5)
#define MOUNTED(ch) \
((!IS_NPC(ch) && ch->mount && ch->riding) ? ch->mount : NULL)
#define RIDDEN(ch) \
((IS_NPC(ch) && ch->mount && ch->riding) ? ch->mount : NULL)
#define IS_DRUNK(ch) ((ch->pcdata->condition[COND_DRUNK] > 10))
#define act(format,ch,arg1,arg2,type)\
act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING)
#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_SWITCHED( ch ) ( ch->desc && ch->desc->original )
#define IS_BUILDER(ch, Area) ( !IS_NPC(ch) && !IS_SWITCHED( ch ) && \
( ch->pcdata->security >= Area->security \
|| strstr( Area->builders, ch->name ) \
|| strstr( Area->builders, "All" ) ) )
#define IS_QUESTOR(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_QUESTOR) && \
(ch)->pcdata->questgiver != 0 )
#define GET_NAME(Ch) (IS_NPC(Ch) ? (Ch)->short_descr : (Ch)->name)
#define IS_REMORT(ch) (!IS_NPC(ch) && ( IS_SET((ch)->act, PLR_REMORT) \
|| number_classes(ch) > 1))
#define IS_IN_WAR(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_WAR) \
&& IS_SET((ch)->in_room->room_flags, ROOM_ARENA))
#define HAS_HOME(ch) (!IS_NPC(ch) && ch->pcdata->h_vnum != 0 )
#define IS_HOME(ch) ( ( ch->pcdata->h_vnum != 0 && (ch->in_room->vnum >= ch->pcdata->h_vnum) && (ch->in_room->vnum < ch->pcdata->h_vnum + 5 ) ) )
#define IS_MXP(ch) ( ( ch->desc->mxp == TRUE ) )
#define IS_MSP(ch) ( ( ch->desc->msp == TRUE ) )
#define IS_TRADE_LOCKED( _ch ) \
( IS_SET( (_ch)->pcdata->trade->first.flags, TRADE_LOCKED ) \
|| IS_SET( (_ch)->pcdata->trade->second.flags, TRADE_LOCKED ) )
#define GET_TRADE( _ch ) \
( ( (_ch) == (_ch)->pcdata->trade->first.ch ) \
? (_ch)->pcdata->trade->first \
: (_ch)->pcdata->trade->second )
/*
* Object macros.
*/
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat)))
#define IS_OBJ2_STAT(obj, stat) (IS_SET((obj)->extra2_flags, (stat)))
#define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat)))
#define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \
(obj)->value[4] : 100)
/*
* Description macros.
*/
/*
* Olc macros.
*/
#define IS_NULLSTR(str) ((str) == NULL || (str)[0] == '\0')
#define ENTRE(min,num,max) ( ((min) < (num)) && ((num) < (max)) )
#define CHECK_POS(a, b, c) { \
(a) = (b); \
if ( (a) < 0 ) \
bug( "CHECK_POS : " c " == %d < 0", a );\
}
#define EDIT_GUILD(Ch, Clan) ( Clan = (CLAN_DATA *)Ch->desc->pEdit )
/*
* 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_not_found;
char * char_auto;
char * others_auto;
char * chan_emote;
};
struct postal_type
{
int pcount;
int vnum;
};
/*
* Global constants.
*/
extern const struct str_app_type str_app [51];
extern const struct int_app_type int_app [51];
extern const struct wis_app_type wis_app [51];
extern const struct dex_app_type dex_app [51];
extern const struct con_app_type con_app [51];
extern const struct class_type class_table [MAX_CLASS];
extern const struct weapon_type weapon_table [];
extern const struct item_type item_table [];
extern const struct wiznet_type wiznet_table [];
extern const struct attack_type attack_table [];
extern const struct race_type race_table [];
extern const struct pc_race_type pc_race_table [];
extern const struct spec_type spec_table [];
extern const struct liq_type liq_table [];
extern struct skill_type *skill_table;
extern const struct group_type group_table [MAX_GROUP];
extern const struct eye_type eye_table [];
extern const struct hair_type hair_table [];
extern const struct height_type height_table [];
extern const struct weight_type weight_table [];
extern struct social_type *social_table;
extern struct postal_type *postal_table;
extern const struct hometown_type hometown_table [];
extern const struct song_type bsong_table [MAX_SONG];
extern const char *osize_table [];
extern const char *cond_table [];
extern struct unique_attrib_table unique_table_prefix[];
extern struct unique_attrib_table unique_table_weapon_suffix[];
extern struct unique_attrib_table unique_table_armor_suffix[];
extern const char *admin_table [];
extern const struct smith_type smith_table [];
extern const struct wind_description wind_table [MAX_WIND];
extern const struct breeze_description breeze_table [MAX_BREEZE];
extern const struct rain_type rain_table [MAX_RAIN];
extern const struct hailstorm_description hailstorm_table [MAX_HAILSTORM];
extern const struct cloud_type cloud_table [MAX_CLOUD];
extern const struct cloudy_description cloudy_table [MAX_CLOUDY];
extern const struct lightning_description lightning_table [MAX_LIGHTNING];
extern const struct thunderstorm_description thunderstorm_table [MAX_THUNDERSTORM];
extern const struct foggy_description foggy_table [MAX_FOGGY];
extern const struct blizzard_description blizzard_table [MAX_BLIZZARD];
extern const struct snow_description snow_table [MAX_SNOW];
extern const struct icestorm_description icestorm_table [MAX_ICESTORM];
extern const struct gamble_item gamble_table [MAX_ITEM];
extern const struct house_item house_table [];
extern const struct weather_type weather_table [MAX_WEATHER];
extern const struct summoner_data summoner_table [];
extern const char echo_off_str [];
extern const char echo_on_str [];
extern const char go_ahead_str [];
extern const int rgSizeList [];
/*
* Global variables.
*/
extern int first_boot_time;
extern int last_crash_time;
extern RELIGION * religion_list;
extern HELP_DATA * help_first;
extern SHOP_DATA * shop_first;
extern CHAR_DATA * char_list;
extern DESCRIPTOR_DATA * descriptor_list;
extern OBJ_DATA * object_list;
extern BOUNTY_DATA * bounty_list;
extern PET_DATA * pet_list;
extern PROG_CODE * mprog_list;
extern PROG_CODE * rprog_list;
extern PROG_CODE * oprog_list;
extern HOUSE_DATA * house_list;;
extern MAIL_DATA * mail_list;
extern char bug_buf [];
extern time_t current_time;
extern bool fLogAll;
extern FILE * fpReserve;
extern KILL_DATA kill_table [];
extern char log_buf [];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern NOTE_DATA * note_free;
extern OBJ_DATA * obj_free;
extern CHAR_DATA *copyover_person;
extern bool double_exp;
extern bool double_qp;
extern bool quad_damage;
extern bool timed_copyover;
extern bool treboot;
extern bool tshutdown;
extern bool quiet;
extern int copyovert;
extern int reboott;
extern int shutdownt;
extern int global_exp;
extern int global_qp;
extern int global_quad;
extern sh_int display;
extern sh_int qpdisplay;
extern sh_int quaddisplay;
extern bool pshow;
extern bool MOBtrigger;
extern WAR_DATA war_info;
extern sh_int count_connections;
extern sh_int max_unique;
extern bool unique_set;
extern sh_int display;
extern int port, control;
extern bool isignal;
extern TRIVIA_DATA * trivia;
/*
* OS-dependent declarations.
* These are all very standard library functions,
* but some systems have incomplete or non-ansi header files.
*/
#if defined(_AIX)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(apollo)
int atoi args( ( const char *string ) );
void * calloc args( ( unsigned nelem, size_t size ) );
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(hpux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(linux)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(macintosh)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(MIPS_OS)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(MSDOS)
#define NOCRYPT
#if defined(unix)
#undef unix
#endif
#endif
#if defined(NeXT)
char * crypt args( ( const char *key, const char *salt ) );
#endif
#if defined(sequent)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
int fread args( ( void *ptr, int size, int n, FILE *stream ) );
int fseek args( ( FILE *stream, long offset, int ptrname ) );
void perror args( ( const char *s ) );
int ungetc args( ( int c, FILE *stream ) );
#endif
#if defined(sun)
char * crypt args( ( const char *key, const char *salt ) );
int fclose args( ( FILE *stream ) );
int fprintf args( ( FILE *stream, const char *format, ... ) );
#if defined(SYSV)
size_t fread args( ( void *ptr, size_t size, size_t n,
FILE *stream) );
#elif !defined(__SVR4)
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 TEMP_FILE "romtmp"
#define NULL_FILE "proto.are" /* To reserve one stream */
#endif
#if defined(MSDOS)
#define PLAYER_DIR "" /* Player files */
#define TEMP_FILE "romtmp"
#define NULL_FILE "nul" /* To reserve one stream */
#endif
#if defined(unix)
#define PLAYER_DIR "../player/" /* Player files */
#define GOD_DIR "../gods/" /* list of gods */
#define TEMP_FILE "../player/romtmp"
#define NULL_FILE "null.txt" /* To reserve one stream */
#endif
#define RELG_DIR "../data/religion/"
#define RELG_LIST "../data/religion/religion.lst"
#define SKILL_DIR "../data/skill/"
#define SKILLDAT "skill.dat"
#define DATA_DIR "../data/" /*Data dir */
#define AREA_LIST "area.lst" /* List of areas*/
#define BUG_FILE "bugs.txt" /* For 'bug' and bug()*/
#define NEW_SAVE_TEST "save_test.txt"/*testing new saves*/
#define TYPO_FILE "typos.txt" /* For 'typo'*/
#define SHUTDOWN_FILE "shutdown.txt"/* For 'shutdown'*/
#define BAN_FILE "ban.txt"
#define MUSIC_FILE "music.txt"
#define BOUNTY_FILE "bounty.txt"
#define ILLEGAL_NAME_FILE "illegalnames.txt"
#define QUEST_FILE "quest.log" /* for purchase logging. */
#define WIZ_FILE "wizlist.txt"
#define GQUEST_FILE "gquest.dat"
#define DATA_DIR "../data/"
#define MAX_WHO_FILE "../data/maxwho.txt"
#define NEW_AREA_DIR "../new_area/" /*new area*/
#define VERSION_FILE "../data/version.txt"
#define COPYOVER_FILE "copyover.data" /* copyover data */
#define EXE_FILE "../src/shadow" /* executable file */
#define STAT_FILE "../data/statlist.txt"
#define PET_FILE "../data/pet.txt"
#define BOOT_FILE "../data/boot.time"
#define HOUSE_FILE "../data/house.txt"
#define TRIVIA_SCORE_FILE "../data/tscore.txt"
#define MAIL_FILE "../data/mail.txt"
#define POSTAL_FILE "../data/postal.txt"
#define TXT_SOUNDURL "http://shadowstorm.wolfpaw.net/sounds/"
#define TXT_IMAGEURL "http://shadowstorm.wolfpaw.net/images/"
/*
* 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 AD AFFECT_DATA
#define PC PROG_CODE
/* act_comm.c */
void check_sex args( ( CHAR_DATA *ch) );
void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) );
void stop_follower args( ( CHAR_DATA *ch ) );
void nuke_pets args( ( CHAR_DATA *ch ) );
void die_follower args( ( CHAR_DATA *ch ) );
bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) );
void logf2 args( ( const char * fmt, ... ) );
void info(CHAR_DATA * ch, int level, char * message, ...);
bool can_be_sent args( ( CHAR_DATA *ch, CHAR_DATA *vch, int channel ) );
void set_auto_afk args( ( CHAR_DATA *ch ) );
/* act_enter.c */
RID *get_random_room args ( (CHAR_DATA *ch) );
/* act_info.c */
void load_email args( ( ) );
void save_email args( ( ) );
void set_title args( ( CHAR_DATA *ch, char *title ) );
char * PERS_CHAN args( ( CHAR_DATA *ch, CHAR_DATA *looker) );
void display_bp args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
#define SUP_OO(ch,flag) (!IS_SET((ch)->pcdata->suppress,(flag))?"{G({gON{G){x":"{R({rOFF{R){x")
/* act_move.c */
void move_char args( ( CHAR_DATA *ch, int door, bool follow ) );
bool weather_move args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *to_room, EXIT_DATA *pexit ) );
void weather_check args( ( CHAR_DATA *ch ) );
void ice args( ( CHAR_DATA *ch ) );
void blizzard args( ( CHAR_DATA *ch ) );
void fog args( ( CHAR_DATA *ch ) );
#define BITS_PER_INT 32
#define PATH_IS_FLAG(flag, bit) ((unsigned)flag[bit/BITS_PER_INT]>>bit%BITS_PER_INT&01)
#define PATH_SET_FLAG(flag, bit) (flag[bit/BITS_PER_INT] |= 1 << bit%BITS_PER_INT)
#define PATH_MAX_VNUM 32768
#define PATH_MAX_DIR 6
void check_explore args( ( CHAR_DATA *, ROOM_INDEX_DATA * ) );
void explore_vnum args( (CHAR_DATA *, int ) );
bool explored_vnum args( (CHAR_DATA *, int ) );
/* act_obj.c */
bool can_loot args( (CHAR_DATA *ch, OBJ_DATA *obj) );
void wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace) );
void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj,
OBJ_DATA *container ) );
bool wear_obj_size args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
void show_strapped args( (CHAR_DATA*ch,CHAR_DATA *victim, int location) );
OBJ_DATA *get_obj_sheath args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *sheath ) );
/* act_wiz.c */
void wiznet args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj,
long flag, long flag_skip, int min_level ) );
void copyover_recover args( (void));
int const_lookup args( ( const char *name ) );
/* alias.c */
void substitute_alias args( (DESCRIPTOR_DATA *d, char *input) );
/* ban.c */
bool check_ban args( ( char *site, int type) );
/* comm.c */
char * str_str args( (char *str1, char *str2) );
void show_string args( ( struct descriptor_data *d, char *input) );
void close_socket args( ( DESCRIPTOR_DATA *dclose ) );
void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt,
int length ) );
void send_to_desc args( ( const char *txt, DESCRIPTOR_DATA *d ) );
void send_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void page_to_char args( ( const char *txt, CHAR_DATA *ch ) );
void act args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type ) );
void act_new args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type,
int min_pos) );
void act_chan args( ( const char *format, CHAR_DATA *ch,
const void *arg1, const void *arg2, int type,
int min_pos) );
void printf_to_char args( ( CHAR_DATA *ch, char * fmt, ...));
void bugf args( ( char *, ... ) );
void send_to_desc args( (const char *txt, DESCRIPTOR_DATA *d));
int colourdesc args( ( char type, CHAR_DATA *ch, char *string ) );
void xact_new args ( ( const char *format, CHAR_DATA *ch, const void *arg1,
const void *arg2, int type, int min_pos, int suppress ) );
void xsend_to_char args( (const char *txt, CHAR_DATA *ch, int suppress) );
/* File open/close wrappers to handle fpreserve correctly in all cases.
* Also does some basic error checking. -Chilalin
*/
FILE * file_open args( ( const char *path, const char *mode ) );
void file_close args( ( FILE *fp ) );
bool file_exists args( ( const char *path ) );
/*
* Colour stuff by Lope
*/
int colour args( ( char type, CHAR_DATA *ch, char *string ) );
void colourconv args( ( char *buffer, const char *txt, CHAR_DATA *ch ) );
void send_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
void page_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) );
//cmdedit.c
void save_cmd_table args( ( ) );
void load_cmd_list args( ( ) );
/* db.c */
void fix_resets args( ( void ) );
char * print_flags args( ( int flag ));
void boot_db args( ( void ) );
void area_update args( ( void ) );
CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) );
void clone_mobile args( ( CHAR_DATA *parent, CHAR_DATA *clone) );
OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) );
void clone_object args( ( OBJ_DATA *parent, OBJ_DATA *clone ) );
void clear_char args( ( CHAR_DATA *ch ) );
char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) );
MID * get_mob_index args( ( int vnum ) );
OID * get_obj_index args( ( int vnum ) );
RID * get_room_index args( ( int vnum ) );
PC * get_prog_index args( ( int vnum, int type ) );
char fread_letter args( ( FILE *fp ) );
int fread_number args( ( FILE *fp ) );
long fread_flag args( ( FILE *fp ) );
char * fread_string args( ( FILE *fp ) );
char * fread_string_eol args(( FILE *fp ) );
void fread_to_eol args( ( FILE *fp ) );
char * fread_word args( ( FILE *fp ) );
long flag_convert args( ( char letter) );
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 ) );
long 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 load_helps_new args( ( ) );
void create_unique args( ( void ) );
void increase_total_output args ((int clenght));
void update_mudinfo args ((void));
void load_mudinfo args ((void));
void save_mudinfo args (( void ));
void affect_join_obj2 args( ( OBJ_DATA *obj, AFFECT_DATA * paf ) );
void write_mudinfo_database args (( void ));
extern int mudinfo[MUDINFO_MAX];
extern int total_output;
/* effect.c */
void acid_effect args( (void *vo, int level, int dam, int target) );
void cold_effect args( (void *vo, int level, int dam, int target) );
void fire_effect args( (void *vo, int level, int dam, int target) );
void poison_effect args( (void *vo, int level, int dam, int target) );
void shock_effect args( (void *vo, int level, int dam, int target) );
void sand_effect args( (void *vo, int level, int dam, int target) );
/* fight.c */
bool is_safe args( (CHAR_DATA *ch, CHAR_DATA *victim ) );
bool is_safe_spell args( (CHAR_DATA *ch, CHAR_DATA *victim, bool area ) );
void violence_update args( ( void ) );
void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) );
bool damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int, bool show ) );
bool damage_old args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam,
int dt, int, bool show ) );
void update_pos args( ( CHAR_DATA *victim ) );
void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) );
void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim) );
/* handler.c */
int prime_class args( (CHAR_DATA * ch) );
char * material_name args( ( sh_int num ) ); /* OLC */
AD *affect_find args( (AFFECT_DATA *paf, int sn));
void affect_check args( (CHAR_DATA *ch, int where, int vector) );
int count_users args( (OBJ_DATA *obj) );
void deduct_cost args( (CHAR_DATA *ch, int cost) );
void affect_enchant args( (OBJ_DATA *obj) );
int check_immune args( (CHAR_DATA *ch, int dam_type) );
int material_lookup args( ( const char *name) );
int weapon_lookup args( ( const char *name) );
int weapon_type args( ( const char *name) );
long material_vuln args( ( sh_int num ) );
char *weapon_name args( ( int weapon_Type) );
char *item_name args( ( int item_type) );
int attack_lookup args( ( const char *name) );
long wiznet_lookup args( ( const char *name) );
int class_lookup args( ( const char *name) );
bool is_old_mob args ( (CHAR_DATA *ch) );
int get_skill args( ( CHAR_DATA *ch, int sn ) );
int get_weapon_sn args( ( CHAR_DATA *ch ) );
int get_weapon_skill args(( CHAR_DATA *ch, int sn ) );
int get_age args( ( CHAR_DATA *ch ) );
void reset_char args( ( CHAR_DATA *ch ) );
int get_trust args( ( CHAR_DATA *ch ) );
int get_curr_stat args( ( CHAR_DATA *ch, int stat ) );
int get_max_train args( ( CHAR_DATA *ch, int stat ) );
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 ) );
bool is_exact_name args( ( char *str, char *namelist ) );
void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) );
void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) );
void affect_strip args( ( CHAR_DATA *ch, int sn ) );
bool is_affected args( ( CHAR_DATA *ch, int sn ) );
void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) );
void char_from_room args( ( CHAR_DATA *ch ) );
void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) );
void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void obj_from_char args( ( OBJ_DATA *obj ) );
int apply_ac args( ( OBJ_DATA *obj, int iWear, int type ) );
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_world args( ( CHAR_DATA *ch, char *argument ) );
CD * get_char_id args( ( long id ) );
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_obj_carry args( ( CHAR_DATA *ch, char *argument,
CHAR_DATA *viewer ) );
bool CAN_WEAR args( (OBJ_DATA *obj, int part) );
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_world args( ( CHAR_DATA *ch, char *argument ) );
OD * create_money args( ( int gold, int silver ) );
int get_obj_number args( ( OBJ_DATA *obj ) );
int get_obj_weight args( ( OBJ_DATA *obj ) );
int get_true_weight args( ( OBJ_DATA *obj ) );
bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool is_room_owner args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) );
bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) );
bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
bool can_see_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) );
bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) );
const char * affect_loc_name args( ( int location ) );
const char * affect_bit_name args( ( int vector ) );
const char * affect2_bit_name args( ( int vector ) );
const char * extra_bit_name args( ( int extra_flags ) );
const char * extra2_bit_name args( ( int extra2_flags ) );
const char * wear_bit_name args( ( int wear_flags ) );
const char * act_bit_name args( ( int act_flags ) );
const char * off_bit_name args( ( int off_flags ) );
const char * imm_bit_name args( ( int imm_flags ) );
const char * form_bit_name args( ( int form_flags ) );
const char * part_bit_name args( ( int part_flags ) );
const char * weapon_bit_name args( ( int weapon_flags ) );
const char * comm_bit_name args( ( int comm_flags ) );
const char * comm2_bit_name args( ( int comm2_flags ) );
const char * cont_bit_name args( ( int cont_flags) );
void affect_to_room args( (ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) );
void affect_remove_room args((ROOM_INDEX_DATA *room, AFFECT_DATA *paf) );
void check_spirit args( ( CHAR_DATA *ch, CHAR_DATA *victim ) );
const char * raffect_bit_name args( ( int vector ) );
bool check_color_string args( (char *string) );
void obj_to_box args( ( OBJ_DATA *obj, CHAR_DATA *ch ) );
void obj_from_box args( ( OBJ_DATA *obj ) );
char *PERS args( (CHAR_DATA *ch, CHAR_DATA *looker) );
bool has_nick_for_ch args( (CHAR_DATA *ch, CHAR_DATA *victim) );
bool is_admin args( ( CHAR_DATA *ch ) );
void timeout args( ( CHAR_DATA *ch ) );
int levelflux_dam args( ( CHAR_DATA *ch ) );
MEMBER_DATA *member_lookup args( (CLAN_DATA *pClan, char *name) );
bool can_pack args( ( CHAR_DATA *ch ) );
CHAR_DATA *prog_char_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoom, char *argument ) );
void dead_pet args( ( CHAR_DATA *victim, PET_DATA *pEt ) );
void revived_pet args( ( CHAR_DATA *pet, PET_DATA *pEt ) );
const char * suppress_bit_name args( ( int suppress_flags) );
void send_to_room args( ( ROOM_INDEX_DATA *pRoom, char *fmt, ... ));
/*
* Colour Config
*/
void default_colour args( ( CHAR_DATA *ch ) );
void all_colour args( ( CHAR_DATA *ch, char *argument ) );
/* interp.c */
void interpret args( ( CHAR_DATA *ch, char *argument ) );
bool is_number args( ( char *arg ) );
int number_argument args( ( char *argument, char *arg ) );
int mult_argument args( ( char *argument, char *arg) );
char * one_argument args( ( char *argument, char *arg_first ) );
void gen_wiz_table args( (void) );
/* magic.c */
int find_spell args( ( CHAR_DATA *ch, const char *name) );
int mana_cost (CHAR_DATA *ch, int min_mana, int level);
int skill_lookup args( ( const char *name ) );
int slot_lookup args( ( int slot ) );
bool saves_spell args( ( int level, CHAR_DATA *victim, int dam_type ) );
void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch,
CHAR_DATA *victim, OBJ_DATA *obj ) );
/* multiclass.c */
bool can_use_skpell args((CHAR_DATA * ch, int sn));
bool has_spells args((CHAR_DATA * ch));
bool is_class args((CHAR_DATA * ch, int ));
bool is_same_class args((CHAR_DATA * ch, CHAR_DATA * victim));
int number_classes args((CHAR_DATA * ch));
char *class_long args((CHAR_DATA * ch));
char *class_who args((CHAR_DATA * ch));
char *class_short args((CHAR_DATA * ch));
char *class_numbers args((CHAR_DATA * ch, bool pSave));
int skill_level args((CHAR_DATA * ch, int sn));
int skill_rating args((CHAR_DATA * ch, int sn));
int group_rating args((CHAR_DATA * ch, int gn));
bool check_base_group args((CHAR_DATA * ch, int gn));
bool is_base_skill args((CHAR_DATA * ch, int sn));
int get_hp_gain args((CHAR_DATA * ch));
int get_mana_gain args((CHAR_DATA * ch));
bool is_prime_stat args((CHAR_DATA * ch, int pStat));
void add_default_groups args((CHAR_DATA * ch));
void add_base_groups args((CHAR_DATA * ch));
int get_stat_bonus args((CHAR_DATA * ch, int pStat));
int get_thac00 args((CHAR_DATA * ch));
int get_thac32 args((CHAR_DATA * ch));
int get_hp_max args((CHAR_DATA * ch));
int lvl_bonus args((CHAR_DATA * ch));
int class_mult args((CHAR_DATA * ch));
bool is_race_skill args((CHAR_DATA * ch, int sn));
int hp_max args((CHAR_DATA *ch));
//skill_save.c
void save_skills_table args( ());
//Religion.c
void religious_sacrifice args ( (CHAR_DATA *ch, OBJ_DATA *obj ) );
void save_religion args ( () );
void load_religion args ( () );
//recycle.c
EMAIL_DATA * new_email args ( ( void ) );
BUFFER *new_buf args( () );
void free_nick args ( (NICK_DATA *nick) );
NICK_DATA *new_nick args( (void) );
void nick_to_char args( ( CHAR_DATA *ch, NICK_DATA *nick ) );
MEMBER_DATA *new_member args( (void) );
void free_member args( (MEMBER_DATA *member) );
void member_to_guild args( ( CLAN_DATA *pClan, MEMBER_DATA *pmem ) );
/* save.c */
void save_char_obj args( ( CHAR_DATA *ch ) );
bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) );
/* skills.c */
bool parse_gen_groups args( ( CHAR_DATA *ch,char *argument ) );
void list_group_costs args( ( CHAR_DATA *ch ) );
void list_group_known args( ( CHAR_DATA *ch ) );
int exp_per_level args( ( CHAR_DATA *ch, int points ) );
void check_improve args( ( CHAR_DATA *ch, int sn, bool success,
int multiplier ) );
int group_lookup args( (const char *name) );
void gn_add args( ( CHAR_DATA *ch, int gn) );
void gn_remove args( ( CHAR_DATA *ch, int gn) );
void group_add args( ( CHAR_DATA *ch, const char *name, bool deduct) );
void group_remove args( ( CHAR_DATA *ch, const char *name) );
/* special.c */
SF * spec_lookup args( ( const char *name ) );
char * spec_name args( ( SPEC_FUN *function ) );
/* teleport.c */
RID * room_by_name args( ( char *target, int level, bool error) );
/* update.c */
void advance_level args( ( CHAR_DATA *ch, bool hide ) );
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 advance_level_pet args( ( CHAR_DATA *pet, bool hide ) );
void pet_gain_exp args( ( CHAR_DATA *pet, int gain ) );
void gain_object_exp args( ( CHAR_DATA *ch, OBJ_DATA *obj, int gain ) );
/* bounty.c */
bool is_bountied args( (CHAR_DATA *ch) );
MEM_DATA *get_mem_data args((CHAR_DATA *ch, CHAR_DATA *target));
#undef CD
#undef MID
#undef OD
#undef OID
#undef RID
#undef SF
#undef AD
/*****************************************************************************
* OLC *
*****************************************************************************/
/*
* This structure is used in bit.c to lookup flags and stats.
*/
struct flag_type
{
char * name;
int bit;
bool settable;
};
/*
* Object defined in limbo.are
* Used in save.c to load objects that don't exist.
*/
#define OBJ_VNUM_DUMMY 1
#define OBJ_VNUM_BLANK 7
/*
* 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_COMPLETE 5
#define NO_UNIQUE 6
#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 []; /* sh_int - ROM OLC */
extern const struct spec_type spec_table [];
extern char * const rev_move [];
extern const struct material_type material_table [];
/*
* Global variables
*/
extern AREA_DATA * area_first;
extern AREA_DATA * area_last;
extern SHOP_DATA * shop_last;
extern int top_affect;
extern int top_area;
extern int top_ed;
extern int top_exit;
extern int top_help;
extern int top_mob_index;
extern int top_obj_index;
extern int top_reset;
extern int top_room;
extern int top_shop;
extern int top_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];
extern AUCTION_DATA * auction_list;
extern GQUEST gquest_info;
extern TRIVIA_SCORE * trivia_score_hash [MAX_KEY_HASH];
/* act_wiz.c */
/*
ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg );
*/
/* db.c */
void reset_area args( ( AREA_DATA * pArea ) );
void reset_room args( ( ROOM_INDEX_DATA *pRoom ) );
/* 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 * ) );
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 * itos args( ( int num ) );
/* 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 ) );
CLAN_DATA *get_clan_data args( ( int clan ) );
int qksort args( ( void *data, int size, int esize, int i, int k, int (*compare)
(const void *key1, const void *key2 ) ) );
int get_area_list_size args( ( void ) );
/* olc_save.c */
void save_guilds args( ( CHAR_DATA *ch, char *argument ) );
char *fwrite_flag args( ( long flags, char buf[] ) );
char *fix_string args( ( const char *str ) );
void save_specials args( ( FILE *fp, AREA_DATA *pArea ) );
void save_resets args( ( FILE *fp, AREA_DATA *pArea ) );
void save_shops args( ( FILE *fp, AREA_DATA *pArea ) );
void save_mobprogs args( ( FILE *fp, AREA_DATA *pArea ) );
void save_objprogs args( ( FILE *fp, AREA_DATA *pArea ) );
void save_roomprogs args( ( FILE *fp, AREA_DATA *pArea ) );
void save_help_new args( () );
/* special.c */
char * spec_string args( ( SPEC_FUN *fun ) ); /* OLC */
/* bit.c */
extern const struct flag_type area_flags[];
extern const struct flag_type sex_flags[];
extern const struct flag_type exit_flags[];
extern const struct flag_type door_resets[];
extern const struct flag_type room_flags[];
extern const struct flag_type sector_flags[];
extern const struct flag_type type_flags[];
extern const struct flag_type extra_flags[];
extern const struct flag_type extra2_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 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[];
/* ROM OLC: */
extern const struct flag_type material_type[];
extern const struct flag_type form_flags[];
extern const struct flag_type part_flags[];
extern const struct flag_type ac_type[];
extern const struct flag_type size_flags[];
extern const struct flag_type off_flags[];
extern const struct flag_type imm_flags[];
extern const struct flag_type res_flags[];
extern const struct flag_type vuln_flags[];
extern const struct flag_type position_flags[];
extern const struct flag_type weapon_class[];
extern const struct flag_type weapon_type_olc[];
/*olc_save_new.c*/
void fwrite_mobiles args( ( FILE *fp, AREA_DATA *pArea ) );
void fwrite_rooms args( ( FILE *fp, AREA_DATA *pArea ) );
void fwrite_objects args( ( FILE *fp, AREA_DATA *pArea ) );
void fwrite_area args( ( AREA_DATA *pArea ) );
void load_const args ( () );
/*olc_load_new.c*/
void fread_one_object args( ( FILE *fp ) );
void fread_affects args( ( FILE *fp, OBJ_INDEX_DATA *pObjIndex ) );
void append_new_save args( ( char *file, char *str ) );
void fread_objects args( ( FILE *fp ) );
/*olc_load_rooms.c*/
void fread_one_room args( ( FILE *fp ) );
void fread_rooms args( ( FILE *fp ) );
/*olc_load_rooms.c*/
void fread_one_mobile args( ( FILE *fp ) );
void fread_mobiles args( ( FILE *fp ) );
/*****************************************************************************
* OLC END *
*****************************************************************************/
void spell_check args((CHAR_DATA * ch, char *string));
#define CAN_ACCESS(room) ( !IS_SET(room->room_flags, ROOM_PRIVATE) \
&& !IS_SET(room->room_flags, ROOM_SOLITARY) \
&& !IS_SET(room->room_flags, ROOM_NEWBIES_ONLY) \
&& !IS_SET(room->room_flags, ROOM_GODS_ONLY) \
&& !IS_SET(room->room_flags, ROOM_IMP_ONLY) )
int get_hometown args( ( char *argument ) );
/* mob_prog.c */
void program_flow args( ( sh_int vnum, char *source, CHAR_DATA *mob,
OBJ_DATA *obj, ROOM_INDEX_DATA *room,
CHAR_DATA *ch, const void *arg1,
const void *arg2 ) );
void p_act_trigger args( ( char *argument, CHAR_DATA *mob,
OBJ_DATA *obj, ROOM_INDEX_DATA *room,
CHAR_DATA *ch, const void *arg1,
const void *arg2, int type ) );
bool p_percent_trigger args( ( CHAR_DATA *mob, OBJ_DATA *obj,
ROOM_INDEX_DATA *room, CHAR_DATA *ch,
const void *arg1, const 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 ) );
bool p_alias_trigger args ( ( CHAR_DATA *ch, char *cmd, OBJ_DATA *pObj, int type, char *argument ) );
/* 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 ) );
/* lookup.c */
int race_lookup args( ( const char *name) );
int item_lookup args( ( const char *name) );
int liq_lookup args( ( const char *name) );
/* quest.c */
bool chance args((int num));
void do_mob_tell args((CHAR_DATA * ch, CHAR_DATA * victim, char *argument));
void generate_quest args((CHAR_DATA * ch, CHAR_DATA * questman));
void quest_update args((void));
bool quest_level_diff args((CHAR_DATA * ch, CHAR_DATA * mob));
void end_quest args((CHAR_DATA * ch, int time));
OBJ_DATA *has_questobj args((CHAR_DATA * ch));
void update_questobjs args((CHAR_DATA * ch, OBJ_DATA * obj));
int qobj_cost args((OBJ_DATA * obj));
int is_qobj args((OBJ_DATA *obj));
void add_apply args((OBJ_DATA * obj, int loc, int mod, int where, int type, int dur,int vector, int level));
void do_mob_tell args((CHAR_DATA * ch, CHAR_DATA * victim, char *argument));
void unfinished_quest args((CHAR_DATA *ch));
void update_all_qobjs args((CHAR_DATA * ch));
/* auction.c */
void reset_auc args ((AUCTION_DATA * auc, bool forced));
int count_auc args ((CHAR_DATA * ch));
void auction_update args ((void));
long advatoi args ((const char *s));
long parsebet args ((const long currentbet, const char *argument));
AUCTION_DATA *auction_lookup args((sh_int num));
int get_auc_id args((void));
bool has_auction args((CHAR_DATA *ch));
void auction_channel args ( ( CHAR_DATA *ch, char * message ) );
/* wizlist.c */
void update_wizlist args( ( CHAR_DATA *ch, int level ) );
/* Gquest.c */
bool load_gquest_data args((void));
bool save_gquest_data args((void));
void auto_gquest args((void));
bool start_gquest args((CHAR_DATA * ch, char *argument));
void end_gquest args((void));
void gquest_update args((void));
void gquest_wait args((void));
bool generate_gquest args((CHAR_DATA * who));
int count_gqmobs args((CHAR_DATA * ch));
int is_gqmob args((CHAR_DATA * ch, int vnum));
void reset_gqmob args((CHAR_DATA * ch, int value));
bool is_random_gqmob args((int vnum));
/* drunk.c */
char *makedrunk args( (char *string, CHAR_DATA *ch) );
void spell_random args( (int sn, int level, CHAR_DATA * ch, void *vo, int target ) );
/* mount.c */
int mount_success args( ( CHAR_DATA *ch, CHAR_DATA *mount, int canattack ) );
void do_buy_mount args( ( CHAR_DATA *ch, char *argument ) );
//mine.c
SHAFT_DATA *get_shaft_cord args( (MINE_DATA *pMine, int new_x, int new_y, int new_z ) );
void exit_mine args( ( CHAR_DATA *ch ) );
void put_char_mine args( ( CHAR_DATA *ch, EXIT_DATA *pexit ) );
void move_char_mine args ( (CHAR_DATA *ch, int door ) );
void char_from_mine args ( ( CHAR_DATA *ch ) );
MINE_DATA *new_mine args( (void) );
void free_mine args( (MINE_DATA *mine) );
SHAFT_DATA *new_shaft args( (void) );
void free_shaft args( (SHAFT_DATA *shaft) );
void look_mine args ( ( CHAR_DATA *ch ) );
void fwrite_mine args ( (EXIT_DATA *pExit, FILE *fp ) );
void fread_mine args ( ( ROOM_INDEX_DATA *pRoom, FILE *fp) );
/* channels */
char *get_pre args( (CHAR_DATA *ch, int channel) );
void do_newchan args ( ( CHAR_DATA *ch, char *argument, int channel) );
bool smote_check args ( (CHAR_DATA *ch, char *argument, char *emote, int channel ) );
bool echo_check args ( (CHAR_DATA *ch, char *argument, char *emote, int channel ) );
bool check_chansocial args ( ( CHAR_DATA *ch, char *command, char *argument, int channel ) );
char *get_emote args ( ( CHAR_DATA *ch, char *argument) );
int social_lookup args ( (const char *name) );
int strlen_color args ( (char *argument) );
/* guild.c */
extern struct clan_type clan_table[];
const char * guild_bit_name args( ( int guild_flags ) );
bool is_clan args( (CHAR_DATA *ch) );
bool is_same_clan args( (CHAR_DATA *ch, CHAR_DATA *victim) );
int clan_lookup args( (const char *name) );
char *player_rank args( (CHAR_DATA *ch) );
char *player_clan args( (CHAR_DATA *ch) );
bool can_guild args( (CHAR_DATA *ch) );
bool can_deguild args( (CHAR_DATA *ch) );
bool can_promote args( (CHAR_DATA *ch) );
bool can_demote args( (CHAR_DATA *ch) );
/* war.c */
void war_channel args((CHAR_DATA *ch, char *message));
void war_update args((void));
void auto_war args((void));
void check_war args((CHAR_DATA * ch, CHAR_DATA * victim));
bool is_safe_war args((CHAR_DATA * ch, CHAR_DATA * wch));
void war_talk args((CHAR_DATA * ch, char *argument));
void end_war args((void));
bool abort_race_war args((void));
bool abort_class_war args((void));
bool abort_clan_war args((void));
void extract_war args(( CHAR_DATA * ch ));
/* object_cond.c */
void show_obj_cond args ( (CHAR_DATA *ch, OBJ_DATA *obj) );
void check_damage_obj args ( (CHAR_DATA *ch, OBJ_DATA *obj, int chance) );
void damage_obj args ( (CHAR_DATA *ch, OBJ_DATA *obj, int damage) );
void set_obj_condition args ( (OBJ_DATA *obj, int condition) );
/* timer.c */
char * nsprintf args( (char *, char *, ...) );
void wait_wait args( (CHAR_DATA *, int, int) );
void wait_printf args( (CHAR_DATA *, int, char *, ...) );
void wait_act args( (int, char *, void *, void *, void *, int) );
void wait_function args( (CHAR_DATA *ch,int delay, DO_FUN *do_fun, char *argument) );
EVENT_DATA *create_event(int, char *);
/* weather.c */
bool number_chance args( ( int num ) );
void show_weather args( ( CHAR_DATA *ch ) );
bool IS_OUTDOORS args( ( CHAR_DATA *ch ) );
int temperature_change args( ( CHAR_DATA *ch ) );
/* act_mob.c */
void save_pets args( ( ) );
CMD_DATA *cmd_lookup args( ( const char *name ) );
/* Trivia.c */
void do_trivia args( ( CHAR_DATA *ch, char*argument ) );
void load_trivia_scores args ((void));
void save_trivia_scores args ((void));
TRIVIA_SCORE *new_score args ((void));
TRIVIA_SCORE *trivia_score_lookup args ((char *argument));
void do_trivia_scores args ( ( CHAR_DATA *ch, char *argument) );
/* Socials */
void load_social_table();
void save_social_table();
/* Postal */
void load_postal_table();
void save_social_table();
void new_postal args ( ( CHAR_DATA *ch ) );
/* Client */
void sound args ( ( const char *fname, CHAR_DATA * ch ) );
void music args ( ( const char *fname, CHAR_DATA *ch, bool repeat ) );
void stop_music args ( ( DESCRIPTOR_DATA *d ) );
void rnd_sound(int max, CHAR_DATA *ch, ...);
void mxp_init args ( ( DESCRIPTOR_DATA *d ) );
char *click_cmd args ( ( DESCRIPTOR_DATA *d, char *text, char *command, char *mouseover ) );
size_t strlcat args ( ( char *dst, const char *src, size_t siz ) );
void mxp_to_char args ( ( CHAR_DATA *ch, char *txt, int mxp_style ) );
void sound_to_room args ( ( const char *fname, CHAR_DATA *ch, bool to_world ) );
# if defined ( SNP )
# undef SNP
# endif
# define SNP(var,args...) snprintf ( (var), sizeof((var)) -1, ##args )
# if defined ( SLCAT )
# undef SLCAT
# endif
# define SLCAT(str,append) strlcat ( (str), (append), sizeof ( str ) )
/* mccp.c */
#ifdef MCCP_ENABLED
bool compressStart(DESCRIPTOR_DATA *desc);
bool compressEnd(DESCRIPTOR_DATA *desc);
bool processCompressed(DESCRIPTOR_DATA *desc);
bool writeCompressed(DESCRIPTOR_DATA *desc, char *txt, int length);
#endif