/* * The unique portions of SunderMud code as well as the integration efforts * for code from other sources is based on the efforts of: * * Lotherius (elfren@aros.net) * * This code can only be used under the terms of the DikuMud, Merc, * and ROM licenses. The same requirements apply to the changes that * have been made. * * All other copyrights remain in place and in force. */ /*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /* * Accommodate old non-Ansi compilers. */ #if defined(TRADITIONAL) #define const #define args( list ) ( ) #define DECLARE_DO_FUN( fun ) void fun( ) #define DECLARE_SPEC_FUN( fun ) bool fun( ) #define DECLARE_SPELL_FUN( fun ) void fun( ) #else #define args( list ) list #define DECLARE_DO_FUN( fun ) DO_FUN fun #define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun #endif /* system calls */ int unlink(); int system(); /* * Short scalar types. * Diavolo reports AIX compiler has bugs with short types. */ #if !defined(FALSE) #define FALSE 0 #endif #if !defined(TRUE) #define TRUE 1 #endif #if defined(_AIX) #if !defined(const) #define const #endif typedef int sh_int; typedef int bool; #define unix #else typedef short int sh_int; typedef unsigned char bool; #endif /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct ban_data BAN_DATA; typedef struct char_data CHAR_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct kill_data KILL_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct pc_data PC_DATA; typedef struct 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; /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) ); typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo ) ); /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 4096 #define MAX_INPUT_LENGTH 256 #define PAGELEN 20 /* pagelen lowered to lessen msgs from scrolling off unread data */ /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_QUOTES 7 /* for random quoting */ #define MAX_SOCIALS 256 #define MAX_SKILL 165 /* these limits MUST be updated */ #define MAX_CLASS 7 #define MAX_PC_RACE 10 #define MAX_LEVEL 60 #define LEVEL_HERO (MAX_LEVEL - 9) #define LEVEL_IMMORTAL (MAX_LEVEL - 8) #define LEVEL_ADMIN (MAX_LEVEL - 4) #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_TICK (30 * PULSE_PER_SECOND) #define PULSE_TICKSHORT ( 5 * PULSE_PER_SECOND) #define PULSE_AREA (60 * PULSE_PER_SECOND) #define IMPLEMENTOR MAX_LEVEL #define CREATOR (MAX_LEVEL - 1) /* 59 */ #define SUPREME (MAX_LEVEL - 2) /* 58 */ #define DEITY (MAX_LEVEL - 3) /* 57 */ #define GOD (MAX_LEVEL - 4) /* 56 */ #define IMMORTAL (MAX_LEVEL - 5) /* 55 */ #define DEMI (MAX_LEVEL - 6) /* 54 */ #define ANGEL (MAX_LEVEL - 7) /* 53 */ #define AVATAR (MAX_LEVEL - 8) /* 52 */ #define HERO LEVEL_HERO #define COMPRESS_PFILES /* gzip pfiles upon do_quit */ #define TIME_FILE "../time/mudtime" #define CLAN_FILE "../clan/clans.txt" #define CLASS_DIR "../class/" #define DATA_DIR "../data/" #define DISABLE_FILE "disable.txt" #define MAX_DIR 6 #define NO_FLAG -99 /* Must not be used in flags or stats. */ #define MAX_ADMIN 5 #define MAX_ZONE 4 /* define DEBUGINFO for debugging features. Use only when other methods fail, because all new code will be writting to send extra info when this is on! */ /* #define DEBUGINFO */ /* * Colour stuff by Lope of Loping Through The MUD */ #define CLEAR "[0m" /* Resets Colour */ #define FG_BLACK "\033[0;30m" #define C_RED "[0;31m" /* Normal Colours */ #define C_GREEN "[0;32m" /* Green */ #define C_YELLOW "[0;33m" /* Yellow/brown */ #define C_BLUE "[0;34m" /* Blue */ #define C_MAGENTA "[0;35m" /* Magenta */ #define C_CYAN "[0;36m" /* Cyan */ #define C_WHITE "[0;37m" /* White */ #define C_D_GREY "[1;30m" /* Light Colors */ #define C_B_RED "[1;31m" /* Red */ #define C_B_GREEN "[1;32m" /* Green */ #define C_B_YELLOW "[1;33m" #define C_B_BLUE "[1;34m" #define C_B_MAGENTA "[1;35m" #define C_B_CYAN "[1;36m" #define C_B_WHITE "[1;37m" /* additional ansi control by elfren */ #define MOD_UNDERLINE "\033[4m" /* Underline */ #define MOD_BLINK "\033[5m" /* Blink */ #define MOD_REVERSE "\033[7m" /* Reverse */ /* These defines will not be auto-interpreted. elfren. */ #define VT_CLS "\033[2J" /* Clear Screen */ #define VT_SAVEC "\033[s" /* Save Cursor Pos. */ #define VT_RESTOREC "\033[u" /* Restore Cursor Pos. */ #define VT_CLINE "\033[K" /* Clear to EOL */ #include "board.h" /* * Site ban structure. */ struct ban_data { BAN_DATA * next; char * name; }; /* * Time and weather stuff. */ #define SUN_DARK 0 #define SUN_RISE 1 #define SUN_LIGHT 2 #define SUN_SET 3 #define SKY_CLOUDLESS 0 #define SKY_CLOUDY 1 #define SKY_RAINING 2 #define SKY_LIGHTNING 3 struct time_info_data { int hour; int day; int month; int year; }; struct weather_data { int mmhg; int change; int sky; int sunlight; }; struct alias_data { char *name; char *command_string; }; #define MAX_ALIAS 20 #define MAX_ALIAS_LENGTH 80 #define MAX_ALIAS_PARMS 10 struct material_data { char *name; sh_int type; long vuln_flag; /* set if applicable, otherwise 0 */ }; struct wizcommand_type { char *name; struct wizcommand_type *next; }; struct disable_cmd_type { char * name; int level; struct disable_cmd_type * next; DO_FUN *disable_fcn; }; extern struct disable_cmd_type * disable_cmd_list; /* Zeran - moved the cmd_table definition here, to simplify things...not the best place to put it though. */ /* * Structure for a command in the command lookup table. */ struct cmd_type { char * const name; DO_FUN * do_fun; sh_int position; sh_int level; sh_int log; bool show; bool disabled; int disabled_level; }; /* * 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_ALIGNMENT 9 #define CON_ROLL_STATS 10 #define CON_CHOOSE_TERM 11 #define CON_PICK_WEAPON 12 #define CON_READ_IMOTD 13 #define CON_READ_MOTD 14 #define CON_BREAK_CONNECT 15 #define CON_NOTE_TO 16 #define CON_NOTE_SUBJECT 17 #define CON_NOTE_EXPIRE 18 #define CON_NOTE_TEXT 19 #define CON_NOTE_FINISH 20 /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; 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; int outsize; int outtop; char * outbuf; char * afk_outbuf; bool multi_comm; char * showstr_head; char * showstr_point; void * pEdit; /* OLC */ char ** pString; /* OLC */ int editor; /* OLC */ bool pueblo; /* Pueblo enabled client? */ bool ansi; /* Ansi enabled client? */ }; /* * 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; }; typedef struct mob_prog_data MPROG_DATA; typedef struct mob_prog_act_list MPROG_ACT_LIST; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 /* * Help table types. */ struct help_data { HELP_DATA * next; sh_int level; char * keyword; char * text; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA * next; /* Next shop in list */ sh_int keeper; /* Vnum of shop keeper mob */ sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */ sh_int profit_buy; /* Cost multiplier for buying */ sh_int profit_sell; /* Cost multiplier for selling */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* * Per-class stuff. */ #define CLASS_MAGE 0 #define CLASS_AVENGER 1 #define CLASS_THIEF 2 #define CLASS_WARRIOR 3 #define CLASS_CHAOSMAGE 4 #define CLASS_MONK 5 #define CLASS_DEFILER 6 #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 */ sh_int weapon; /* First weapon */ sh_int guild[MAX_GUILD]; /* No Longer Used */ 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 */ }; struct attack_type { char * name; /* name and message */ int damage; /* damage class */ }; 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 recall; /* room # of this race's recall */ sh_int healer; /* room # of this race's healer */ sh_int stats[MAX_STATS]; /* starting stats */ sh_int max_stats[MAX_STATS]; /* maximum stats */ sh_int size; /* aff bits for the race */ }; /* * Data structure for notes. */ struct note_data { NOTE_DATA * next; char * sender; char * date; char * to_list; char * subject; char * text; time_t date_stamp; time_t expire; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; sh_int type; sh_int level; sh_int duration; sh_int location; sh_int modifier; int bitvector; char * caster; }; /* * A kill structure (indexed by level). */ struct kill_data { sh_int number; sh_int killed; }; struct mob_prog_act_list { MPROG_ACT_LIST * next; char * buf; CHAR_DATA * ch; OBJ_DATA * obj; void * vo; }; struct mob_prog_data { MPROG_DATA *next; int type; char * arglist; char * comlist; }; bool MOBtrigger; #define ERROR_PROG -1 #define IN_FILE_PROG 0 #define ACT_PROG 1 #define SPEECH_PROG 2 #define RAND_PROG 4 #define FIGHT_PROG 8 #define DEATH_PROG 16 #define HITPRCNT_PROG 32 #define ENTRY_PROG 64 #define GREET_PROG 128 #define ALL_GREET_PROG 256 #define GIVE_PROG 512 #define BRIBE_PROG 1024 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_CITYGUARD 2 /* change later */ #define MOB_VNUM_ZOMBIE 2 /* 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 /* Zeran - Material types */ #define MATERIAL_WOOD 1 #define MATERIAL_IRON 2 #define MATERIAL_SILVER 3 #define MATERIAL_GOLD 4 #define MATERIAL_ADAMANTITE 5 #define MATERIAL_CLOTH 6 #define MATERIAL_GLASS 7 #define MATERIAL_LIQUID 8 #define MATERIAL_FOOD 9 #define MATERIAL_STEEL 10 #define MATERIAL_MITHRIL 11 #define MATERIAL_PAPER 12 #define MATERIAL_MEAT 13 #define MATERIAL_FLESH 14 #define MATERIAL_LEATHER 15 #define MATERIAL_PILL 16 #define MATERIAL_VELLUM 17 #define MATERIAL_BRONZE 18 #define MATERIAL_BRASS 19 #define MATERIAL_STONE 20 #define MATERIAL_BONE 21 #define MATERIAL_UNIQUE 22 #define MATERIAL_CRYSTAL 23 #define MATERIAL_DIAMOND 24 #define MAX_MATERIAL 24 /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC (A) /* Auto set for mobs */ #define ACT_SENTINEL (B) /* Stays in one room */ #define ACT_SCAVENGER (C) /* Picks up objects */ #define ACT_AGGRESSIVE (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_FOLLOWER (J) /* Following A PC */ #define ACT_PRACTICE (K) /* Can practice PC's */ #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_IS_HEALER (aa) #define ACT_TELEPOP (bb) /* teleports on pop */ #define ACT_UPDATE_ALWAYS (cc) /* 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 /* 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 ASSIST_ALL (P) #define ASSIST_ALIGN (Q) #define ASSIST_RACE (R) #define ASSIST_PLAYERS (S) #define ASSIST_GUARD (T) #define ASSIST_VNUM (U) /* 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) /* RES bits for mobs */ #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) /* VULN bits for mobs */ #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_WOOD (X) #define VULN_SILVER (Y) #define VULN_IRON (Z) #define VULN_MITHRIL (aa) #define VULN_ADAMANTITE (bb) #define VULN_STEEL (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) #define PART_HOOFS (Z) /* * 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_MELD (G) /* Mind Meld */ #define AFF_SANCTUARY (H) #define AFF_FAERIE_FIRE (I) #define AFF_INFRARED (J) #define AFF_CURSE (K) #define AFF_FEAR (L) /* Fear spell */ #define AFF_POISON (M) #define AFF_PROTECTG (N) /* Zeran - split prot into prot evil and good */ #define AFF_PROTECTE (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_POLY (dd) #define AFF_ABSORB (ee) /*last possible AFF, have to reassign unused AFF's for new things*/ /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 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 /* Zeran - added at Lotherius request */ /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_MONEY_ONE 2 #define OBJ_VNUM_MONEY_SOME 3 #define OBJ_VNUM_DUMMY 1 /* ROM OLC */ #define OBJ_VNUM_CORPSE_NPC 10 #define OBJ_VNUM_CORPSE_PC 11 #define OBJ_VNUM_SEVERED_HEAD 12 #define OBJ_VNUM_TORN_HEART 13 #define OBJ_VNUM_SLICED_ARM 14 #define OBJ_VNUM_SLICED_LEG 15 #define OBJ_VNUM_GUTS 16 #define OBJ_VNUM_BRAINS 17 #define OBJ_VNUM_SOULBLADE 18 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_POTION 23 #define OBJ_SCROLL 24 #define OBJ_VNUM_ICE_DAGGER 54 #define OBJ_VNUM_PORTAL 55 #define OBJ_VNUM_SCHOOL_MACE 56 #define OBJ_VNUM_SCHOOL_DAGGER 57 #define OBJ_VNUM_SCHOOL_SWORD 58 #define OBJ_VNUM_SCHOOL_VEST 59 #define OBJ_VNUM_SCHOOL_SHIELD 60 #define OBJ_VNUM_SCHOOL_BANNER 61 #define OBJ_VNUM_MAP 62 #define OBJ_VNUM_BOAT 63 /* added for minor creation */ #define OBJ_VNUM_BAG 64 /* minor creation */ #define OBJ_VNUM_PIT 65 /* * 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_PRIDE 29 #define ITEM_COMPONENT 30 #define ITEM_PORTAL 31 /* * 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_NO_SAC (R) #define ITEM_CONCEALED (S) #define ITEM_NO_COND (T) /* * 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_TWO_HANDS (P) #define ITEM_WEAR_PRIDE (Q) #define ITEM_WEAR_FACE (R) #define ITEM_WEAR_EARS (S) #define ITEM_WEAR_FLOAT (T) /* 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 /* weapon types */ #define MAX_BRAND (I) #define WEAPON_FLAMING (A) #define WEAPON_FROST (B) #define WEAPON_VAMPIRIC (C) #define WEAPON_SHARP (D) #define WEAPON_VORPAL (E) #define WEAPON_TWO_HANDS (F) #define WEAPON_ACID (G) #define WEAPON_LIGHTNING (H) #define WEAPON_POISON (I) /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_CLASS 7 #define APPLY_LEVEL 8 #define APPLY_AGE 9 #define APPLY_HEIGHT 10 #define APPLY_WEIGHT 11 #define APPLY_MANA 12 #define APPLY_HIT 13 #define APPLY_MOVE 14 #define APPLY_GOLD 15 #define APPLY_EXP 16 #define APPLY_AC 17 #define APPLY_HITROLL 18 #define APPLY_DAMROLL 19 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 /* * 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 */ /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_CHAT 1300 #define ROOM_VNUM_TEMPLE 2093 /* recall */ #define ROOM_VNUM_ALTAR 2096 /* healer */ /* soon to be not used */ /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (A) #define ROOM_NO_MOB (C) #define ROOM_INDOORS (D) #define ROOM_FASTHEAL (E) /* elfren room fastheal */ #define ROOM_PKILL (F) #define ROOM_RENT (G) /* Room can be rented */ #define ROOM_TRANSIT (H) /* Room is a transit room */ #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) /* * 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_HIDDEN (G) #define EX_NO_PASS (H) /* * 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_AIR 9 #define SECT_DESERT 10 #define SECT_UNDERGROUND 11 #define SECT_MAX 12 /* * Equpiment wear locations. * Used in #RESETS. */ #define WEAR_NONE -1 #define WEAR_LIGHT 0 #define WEAR_FINGER_L 1 #define WEAR_FINGER_R 2 #define WEAR_NECK_1 3 #define WEAR_NECK_2 4 #define WEAR_BODY 5 #define WEAR_HEAD 6 #define WEAR_LEGS 7 #define WEAR_FEET 8 #define WEAR_HANDS 9 #define WEAR_ARMS 10 #define WEAR_SHIELD 11 #define WEAR_ABOUT 12 #define WEAR_WAIST 13 #define WEAR_WRIST_L 14 #define WEAR_WRIST_R 15 #define WEAR_WIELD 16 #define WEAR_HOLD 17 #define WEAR_WIELD2 18 #define WEAR_PRIDE 19 #define WEAR_FACE 20 #define WEAR_EARS 21 #define WEAR_FLOAT 22 #define MAX_WEAR 23 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ #define COND_DRUNK 0 #define COND_FULL 1 #define COND_THIRST 2 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_RESTING 5 #define POS_SITTING 6 #define POS_FIGHTING 7 #define POS_STANDING 8 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ #define PLR_BOUGHT_PET (B) /* RT auto flags */ #define PLR_AUTOASSIST (C) #define PLR_AUTOEXIT (D) #define PLR_AUTOLOOT (E) #define PLR_AUTOSAC (F) #define PLR_AUTOGOLD (G) #define PLR_AUTOSPLIT (H) /* 5 bits reserved, I-M */ /* RT personal flags */ #define PLR_HOLYLIGHT (N) #define PLR_WIZINVIS (O) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) #define PLR_XINFO (S) #define PLR_COLOUR (T) /* Colour Flag By Lope */ #define PLR_CURSOR (U) /* Cursor Control by Elfren */ #define PLR_PUEBLO (V) /* Pueblo Client Support */ /* penalty flags */ #define PLR_LOG (W) #define PLR_DENY (X) #define PLR_FREEZE (Y) #define PLR_THIEF (Z) #define PLR_KILLER (aa) #define PLR_AFK (bb) #define PLR_AUTOTITLE (cc) #define PLR_AUTOSAVE (dd) #define PLR_CLOAK (ee) /* 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_NOCLANTELL (L) /* 4 channels reserved, H-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_FULLFIGHT (Q) /* 3 flags reserved, Q-S */ /* penalties */ #define COMM_NOEMOTE (T) #define COMM_NOSHOUT (U) #define COMM_NOTELL (V) #define COMM_NOCHANNELS (W) /* Elfren Added this for BEEP */ #define COMM_BEEP (U) /* Zeran - character notify flags */ #define NOTIFY_LEVEL (A) #define NOTIFY_DEATH (B) #define NOTIFY_DELETE (C) #define NOTIFY_LOGIN (D) #define NOTIFY_QUITGAME (E) #define NOTIFY_LOSTLINK (F) #define NOTIFY_CLANPROMOTE (G) #define NOTIFY_UNUSED1 (H) /* unused */ #define NOTIFY_CLANACCEPT (I) #define NOTIFY_UNUSED2 (J) /* unused */ #define NOTIFY_CLANQUIT (K) #define NOTIFY_UNUSED3 (L) /* unused */ #define NOTIFY_UNUSED4 (M) /* unused */ #define NOTIFY_NEWNOTE (N) #define NOTIFY_RECONNECT (O) #define NOTIFY_REPOP (P) #define NOTIFY_WEATHER (Q) #define NOTIFY_TICK (R) #define NOTIFY_ALL (S-1) /*flags all lower bits*/ /* Zeran - notify TO's */ #define TO_ALL 1 #define TO_CLAN 2 #define TO_PERS 3 /* anything above 52 will be interpeted as a wiznet message */ #define TO_WIZNET 52 #define TO_IMM 52 /* level 52+ */ #define TO_IMM_ADMIN 56 /* level 56+ */ #define TO_IMP 60 /* level 60 */ /* Zeran - wiznet additions */ #define WIZNET_SITES (A) #define WIZNET_NEWBIE (B) #define WIZNET_SPAM (C) #define WIZNET_DEATH (D) #define WIZNET_RESET (E) #define WIZNET_MOBDEATH (F) #define WIZNET_BUG (G) #define WIZNET_SWITCH (H) #define WIZNET_LINK (I) /* remainder are administrative level (56+) only */ #define WIZNET_LOAD (M) #define WIZNET_RESTORE (N) #define WIZNET_SNOOP (O) #define WIZNET_SECURE (P) /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { AREA_DATA * area; /* OLC */ MOB_INDEX_DATA * next; SPEC_FUN * spec_fun; SHOP_DATA * pShop; sh_int vnum; 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; sh_int hit[3]; sh_int mana[3]; sh_int damage[3]; sh_int ac[4]; sh_int dam_type; 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 gold; long form; long parts; sh_int size; sh_int material; MPROG_DATA * mobprogs; int progtypes; }; /* * One character (PC or NPC). Be sure to add fields here always! */ 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; SPEC_FUN * spec_fun; MOB_INDEX_DATA * pIndexData; RESET_DATA * reset; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; OBJ_DATA * carrying; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; PC_DATA * pcdata; GEN_DATA * gen_data; char * name; sh_int version; char * short_descr; char * long_descr; char * description; sh_int startyear; /* beginning of age code */ sh_int startmonth; sh_int startday; /* Zeran - orig fields are for polyself spell handling */ char * poly_name; char * short_descr_orig; char * long_descr_orig; char * description_orig; sh_int sex; sh_int class; sh_int race; sh_int level; sh_int trust; sh_int recall_perm; /*vnum of permanent recall room*/ sh_int recall_temp; /*vnum of temp recall room, ie, psychic anchor*/ int played; int lines; /* for the pager */ time_t logon; time_t last_note; sh_int note_type; sh_int timer; sh_int wait; sh_int hit; sh_int max_hit; sh_int mana; sh_int max_mana; sh_int move; sh_int max_move; long gold; int exp; long act; long comm; /* RT added to pad the vector */ long notify; long wiznet; long imm_flags; long res_flags; long vuln_flags; sh_int invis_level; sh_int cloak_level; int affected_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; sh_int material; /* mobile stuff */ long off_flags; sh_int damage[3]; sh_int dam_type; sh_int start_pos; sh_int default_pos; MPROG_ACT_LIST * mpact; int mpactnum; bool searching; bool quitting; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; char * pwd; int pwd_tries; char * bamfin; char * bamfout; char * title; char * email; char * immtitle; struct alias_data *aliases[MAX_ALIAS]; bool has_alias; sh_int startyear; sh_int startmonth; sh_int startday; /* beginings of age code */ int age_mod; /* for youth spells, etc */ sh_int perm_hit; sh_int perm_mana; sh_int perm_move; sh_int true_sex; int last_level; int security; /* OLC */ /* Builder security */ sh_int condition [3]; char * prompt; sh_int learned [MAX_SKILL]; sh_int points; bool confirm_delete; int battle_rating; int pkill_wins; int pkill_losses; int home_room; /*for immortals*/ char clan_name[40]; bool clan_quit; sh_int clan_num; sh_int clan_rank; struct clan_proto *clan; BOARD_DATA * board; /* The current board */ time_t last_note[MAX_BOARD]; /* last note for the boards */ NOTE_DATA * in_progress; }; /* Data for generating characters -- only used during generation */ struct gen_data { GEN_DATA *next; bool skill_chosen[MAX_SKILL]; int points_chosen; }; /* Zeran: clan prototype structure */ #define MAX_LEADER 5 #define MAX_CLANS 10 #define MAX_RANK 5 #define MIN_ACCEPT_RANK (MAX_RANK - 2) #define MIN_ADVANCE_RANK (MAX_RANK - 1) struct clan_proto { char name[40]; sh_int number; sh_int num_leaders; struct leader *chiefs; int num_members; int bank; }; struct leader { char name[40]; struct leader *next; }; /* * Liquids. */ #define LIQ_WATER 0 #define LIQ_MAX 16 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[3]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; /* Next in list */ char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { 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 repop; sh_int reset_num; sh_int material; sh_int item_type; int extra_flags; int wear_flags; sh_int level; sh_int condition; sh_int count; sh_int weight; sh_int size; int cost; int value[5]; }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; CHAR_DATA * carried_by; RESET_DATA * reset; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; bool enchanted; char * owner; char * name; char * short_descr; char * description; sh_int item_type; int extra_flags; int wear_flags; sh_int wear_loc; sh_int weight; int cost; sh_int level; sh_int condition; sh_int material; sh_int size; /* Zeran - added for equipment size restrictions */ sh_int timer; int value [5]; int valueorig [5]; /* Zeran - added for condition changes */ }; /* * Exit data. */ struct exit_data { union { ROOM_INDEX_DATA * to_room; sh_int vnum; } u1; sh_int exit_info; sh_int key; char * keyword; char * description; EXIT_DATA * next; /* OLC */ int rs_flags; /* OLC */ int orig_door; /* OLC */ }; /* * 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. */ /* Zeran - modified for better functionality */ struct reset_data { RESET_DATA * next; char command; sh_int arg1; sh_int arg2; sh_int arg3; int count; }; /* * Area definition. */ struct area_data { AREA_DATA * next; /* RESET_DATA * reset_first; * Removed for OLC reset system. RESET_DATA * reset_last; */ char * name; int zone; /* int recall; Removed for ROM OLC */ int age; int nplayer; bool empty; /* ROM OLC */ char * filename; /* OLC */ char * builders; /* OLC */ /* Listing of */ int security; /* OLC */ /* Value 1-9 */ int lvnum; /* OLC */ /* Lower vnum */ int uvnum; /* OLC */ /* Upper vnum */ int vnum; /* OLC */ /* Area vnum */ int area_flags; /* OLC */ }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA * next; CHAR_DATA * people; OBJ_DATA * contents; AFFECT_DATA * affected; EXTRA_DESCR_DATA * extra_descr; AREA_DATA * area; EXIT_DATA * exit [6]; RESET_DATA * reset_first; /* OLC */ RESET_DATA * reset_last; /* OLC */ char * name; char * description; sh_int vnum; int room_flags; sh_int light; sh_int sector_type; /* begin room rent data. This is loaded seperately from other room data. */ long room_rent; char * rented_by; int paid_month; int paid_day; int paid_year; }; /***************************************************************************** * OLC * *****************************************************************************/ /* * This structure is used in special.c to lookup spec funcs and * also in olc_act.c to display listings of spec funcs. */ struct spec_type { char * spec_name; SPEC_FUN * spec_fun; }; /* * This structure is used in bit.c to lookup flags and stats. */ struct flag_type { char * name; int bit; bool settable; }; /* * Types of attacks. * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* * Target types. */ #define TAR_IGNORE 0 #define TAR_CHAR_OFFENSIVE 1 #define TAR_CHAR_DEFENSIVE 2 #define TAR_CHAR_SELF 3 #define TAR_OBJ_INV 4 /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ sh_int skill_level[MAX_CLASS]; /* Level needed by class */ const sh_int rating[MAX_CLASS]; /* How hard it is to learn */ /* sh_int race_allow[MAX_RACE]; */ SPELL_FUN * spell_fun; /* Spell pointer (for spells) */ sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int * pgsn; /* Pointer to associated gsn */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Waiting time after use */ char * noun_damage; /* Damage message */ char * msg_off; /* Wear off message */ char * component; /* component */ }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_backstab; extern sh_int gsn_dodge; extern sh_int gsn_circle; extern sh_int gsn_envenom; extern sh_int gsn_hide; extern sh_int gsn_peek; extern sh_int gsn_pick_lock; extern sh_int gsn_recruit; extern sh_int gsn_sneak; extern sh_int gsn_steal; extern sh_int gsn_disarm; extern sh_int gsn_enhanced_damage; extern sh_int gsn_ultra_damage; extern sh_int gsn_kick; extern sh_int gsn_parry; extern sh_int gsn_rescue; extern sh_int gsn_rotate; extern sh_int gsn_second_attack; extern sh_int gsn_sharpen; extern sh_int gsn_third_attack; extern sh_int gsn_blindness; extern sh_int gsn_charm_person; extern sh_int gsn_curse; extern sh_int gsn_invis; extern sh_int gsn_mass_invis; extern sh_int gsn_plague; extern sh_int gsn_poison; extern sh_int gsn_sleep; /* new gsns */ extern sh_int gsn_axe; extern sh_int gsn_dagger; extern sh_int gsn_flail; extern sh_int gsn_mace; extern sh_int gsn_polearm; extern sh_int gsn_shield_block; extern sh_int gsn_spear; extern sh_int gsn_sword; extern sh_int gsn_whip; extern sh_int gsn_bash; extern sh_int gsn_berserk; extern sh_int gsn_dual; extern sh_int gsn_dirt; extern sh_int gsn_hand_to_hand; extern sh_int gsn_trip; extern sh_int gsn_fast_healing; extern sh_int gsn_haggle; extern sh_int gsn_lore; extern sh_int gsn_meditation; extern sh_int gsn_scrolls; extern sh_int gsn_staves; extern sh_int gsn_wands; extern sh_int gsn_recall; /* * Utility macros. */ #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) /* * Character macros. */ #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL) #define IS_IMP(ch) (get_trust(ch) == MAX_LEVEL) #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 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] \ + ( IS_AWAKE(ch) \ ? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 )) #define GET_HITROLL(ch) \ ((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit) #define GET_DAMROLL(ch) \ ((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam) /* Zeran - this IS_OUTSIDE doesn't check sector type #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) */ #define IS_OUTSIDE(ch) ( !IS_SET( (ch)->in_room->room_flags, ROOM_INDOORS) \ && ( (ch)->in_room->sector_type != SECT_INSIDE ) \ && ( (ch)->in_room->sector_type != SECT_UNDERGROUND ) ) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) /* * Object macros. */ #define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part))) #define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat))) #define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat))) /* * Description macros. */ /* Zeran - modifed PERS to account for masked player */ #define PERSMASK(ch, looker) ( can_see( looker, (ch) ) ? \ IS_AFFECTED((ch),AFF_POLY) ? \ (ch)->short_descr \ : IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name : "someone" ) #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ IS_AFFECTED((ch),AFF_POLY) ? IS_NPC(ch) ? \ (ch)->short_descr : (ch)->poly_name \ : IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name : "someone" ) /* * Structure for a social in the socials table. */ struct social_type { char name[20]; 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; }; /* * Global constants. */ extern const struct str_app_type str_app [26]; extern const struct int_app_type int_app [26]; extern const struct wis_app_type wis_app [26]; extern const struct dex_app_type dex_app [26]; extern const struct con_app_type con_app [26]; extern const struct class_type class_table [MAX_CLASS]; extern const struct attack_type attack_table []; extern const struct race_type race_table []; extern const struct pc_race_type pc_race_table []; extern const struct liq_type liq_table [LIQ_MAX]; extern struct skill_type skill_table [MAX_SKILL]; extern struct social_type social_table [MAX_SOCIALS]; extern const char *admin_table []; extern const char *size_table []; extern const char *cond_table []; extern const struct material_data material_table []; extern char * const title_table [MAX_CLASS] [MAX_LEVEL+1] [2]; extern char * const dir_name []; extern const sh_int rev_dir []; /* sh_int - ROM OLC */ extern const struct spec_type spec_table []; /* * Global variables. */ extern HELP_DATA * help_first; extern SHOP_DATA * shop_first; extern BAN_DATA * ban_list; extern CHAR_DATA * char_list; extern DESCRIPTOR_DATA * descriptor_list; extern NOTE_DATA * note_list; extern OBJ_DATA * object_list; extern AFFECT_DATA * affect_free; extern BAN_DATA * ban_free; extern CHAR_DATA * char_free; extern DESCRIPTOR_DATA * descriptor_free; extern EXTRA_DESCR_DATA * extra_descr_free; extern NOTE_DATA * note_free; extern OBJ_DATA * obj_free; extern PC_DATA * pcdata_free; extern char bug_buf []; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern KILL_DATA kill_table []; extern char log_buf []; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern 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]; /* * 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) siz_t fread args( ( void *ptr, size_t size, size_t n, FILE *stream) ); #else int fread args( ( void *ptr, int size, int n, FILE *stream ) ); #endif int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(ultrix) char * crypt args( ( const char *key, const char *salt ) ); #endif /* * The crypt(3) function is not available on some operating systems. * In particular, the U.S. Government prohibits its export from the * United States to foreign countries. * Turn on NOCRYPT to keep passwords in plain text. */ #if defined(NOCRYPT) #define crypt(s1, s2) (s1) #endif /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(macintosh) #define PLAYER_DIR "" /* Player files */ #define PLAYER_TEMP "temp" #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define PLAYER_TEMP "../player/temp" #define GOD_DIR "../gods/" /* list of gods */ #define NULL_FILE "/dev/null" /* To reserve one stream */ #define MOB_DIR "MOBProgs/" /* MOBProg files */ #endif #define AREA_LIST "area.lst" /* List of areas */ #define BUG_FILE "bugs.txt" /* For 'bug' and bug( ) */ #define TYPO_FILE "typos.txt" /* For 'typo' */ #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ /* * Our function prototypes. * One big lump ... this is every function in Merc. */ #define CD CHAR_DATA #define MID MOB_INDEX_DATA #define OD OBJ_DATA #define OID OBJ_INDEX_DATA #define RID ROOM_INDEX_DATA #define SF SPEC_FUN /* act_clan.c */ bool valid_clan args ((int number)); struct clan_proto *get_clan_by_num args((int num)); void boot_clans args ((void)); void set_clan_pointer args ((CHAR_DATA *ch)); void fwrite_clans args ((void)); void clan_rank_name args ((CHAR_DATA *ch, char *buf)); /* lease.c */ void save_leases args ((void)); /* 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 ) ); /* act_info.c */ void set_title args( ( CHAR_DATA *ch, char *title ) ); bool is_outside args( ( CHAR_DATA *ch ) ); /* act_move.c */ void move_char args( ( CHAR_DATA *ch, int door, bool follow ) ); /* act_obj.c */ bool can_loot args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); bool wear_obj_size args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); /* act_skill.c */ bool skill_available args ( ( int sn, CHAR_DATA *ch) ); /* obj_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_cond args ( (OBJ_DATA *obj, int condition) ); /* act_wiz.c */ /* what the f? it doesn't say what to do so i'm guessing */ /* ROOM_INDEX_DATA * find_location args( ( CHAR_DATA *ch, char *arg ) ); */ ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg ); /* ROM OLC */ /* comm.c */ 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_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) ); 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 ) ); void gotoxy args( ( CHAR_DATA *ch, int arg1, int arg2) ); /* db.c */ void fwrite_disable args (( void)) ; void boot_db args( ( void ) ); void area_update args( ( void ) ); void random_apply( OBJ_DATA *obj, CHAR_DATA *mob ); /* random obj */ int random_spell( int level, int mask, sh_int *type ); /* random obj */ void wield_random_magic( CHAR_DATA *mob ); /* random obj */ void wield_random_armor( CHAR_DATA *mob ); /* random obj */ 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 ) ); void free_char args( ( CHAR_DATA *ch ) ); char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) ); MID * get_mob_index args( ( int vnum ) ); OID * get_obj_index args( ( int vnum ) ); RID * get_room_index args( ( int vnum ) ); char fread_letter args( ( FILE *fp ) ); int fread_number args( ( FILE *fp ) ); 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 ) ); int number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); bool str_cmp args( ( const char *astr, const char *bstr ) ); bool str_prefix args( ( const char *astr, const char *bstr ) ); bool str_infix args( ( const char *astr, const char *bstr ) ); bool str_suffix args( ( const char *astr, const char *bstr ) ); char * capitalize args( ( const char *str ) ); void append_file args( ( CHAR_DATA *ch, char *file, char *str ) ); void bug args( ( const char *str, int param ) ); void log_string args( ( const char *str ) ); void tail_chain args( ( void ) ); void 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 * new ) ); void string_add args( ( CHAR_DATA *ch, char *argument ) ); char * format_string args( ( char *oldstring /*, bool fSpace */ ) ); char * first_arg args( ( char *argument, char *arg_first, bool fCase ) ); char * string_unpad args( ( char * argument ) ); char * string_proper args( ( char * argument ) ); /* olc.c */ char * strip_cr args( ( char *str ) ); /* elfren added */ bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) ); char *olc_ed_name args( ( CHAR_DATA *ch ) ); char *olc_ed_vnum args( ( CHAR_DATA *ch ) ); int flag_value args ( ( const struct flag_type *flag_table, char *argument) ); char *flag_string args ( ( const struct flag_type *flag_table, int bits ) ); /* mob_commands.c */ char * mprog_type_to_name args ( ( int type ) ); /* 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 class ) ); void update_pos args( ( CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); void death_cry args( ( CHAR_DATA *ch ) ); void drop_level args( ( CHAR_DATA *ch ) ); bool can_murder args( (CHAR_DATA *ch, CHAR_DATA *victim) ); bool check_material_vuln args ((OBJ_DATA *obj, CHAR_DATA *victim) ); /* mob_prog.c */ #ifdef DUNNO_STRSTR char * strstr args ( (const char *s1, const char *s2 ) ); #endif void mprog_wordlist_check args ( ( char * arg, CHAR_DATA *mob, CHAR_DATA* actor, OBJ_DATA* object, void* vo, int type ) ); void mprog_percent_check args ( ( CHAR_DATA *mob, CHAR_DATA* actor, OBJ_DATA* object, void* vo, int type ) ); void mprog_act_trigger args ( ( char* buf, CHAR_DATA* mob, CHAR_DATA* ch, OBJ_DATA* obj, void* vo ) ); void mprog_bribe_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch, int amount ) ); void mprog_entry_trigger args ( ( CHAR_DATA* mob ) ); void mprog_give_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch, OBJ_DATA* obj ) ); void mprog_greet_trigger args ( ( CHAR_DATA* mob ) ); void mprog_fight_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) ); void mprog_hitprcnt_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) ); void mprog_death_trigger args ( ( CHAR_DATA* mob ) ); void mprog_random_trigger args ( ( CHAR_DATA* mob ) ); void mprog_speech_trigger args ( ( char* txt, CHAR_DATA* mob ) ); /* Zeran - notify.c */ void notify_message args ( ( CHAR_DATA *ch, long type, long to, char *extra_name ) ); /* handler.c */ bool is_admin args ( (CHAR_DATA *ch) ); int check_immune args( (CHAR_DATA *ch, int dam_type) ); int material_lookup args( ( const char *name) ); char * material_name args( ( sh_int num ) ); long material_vuln args( ( sh_int num ) ); int race_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, bool dual) ); 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_name_abbv 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, char *argument ) ); CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) ); OD * get_obj_list args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) ); OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); OD * create_money args( ( int amount ) ); int get_obj_number args( ( OBJ_DATA *obj ) ); int get_obj_weight args( ( OBJ_DATA *obj ) ); bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool can_see_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) ); bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); char * item_type_name args( ( OBJ_DATA *obj ) ); char * affect_loc_name args( ( int location ) ); char * affect_bit_name args( ( int vector ) ); char * extra_bit_name args( ( int extra_flags ) ); char * wear_bit_name args( ( int wear_flags ) ); char * act_bit_name args( ( int act_flags ) ); char * off_bit_name args( ( int off_flags ) ); char * imm_bit_name args( ( int imm_flags ) ); char * form_bit_name args( ( int form_flags ) ); char * part_bit_name args( ( int part_flags ) ); char * weapon_bit_name args( ( int weapon_flags ) ); char * comm_bit_name args( ( int comm_flags ) ); /* interp.c */ extern const struct cmd_type cmd_table []; void interpret args( ( CHAR_DATA *ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); /* elfren - mult_arg added */ int mult_argument args( ( char *argument, char *arg) ); char * one_argument args( ( char *argument, char *arg_first ) ); void gen_wiz_table args ((void)); DECLARE_DO_FUN( do_olc ); DECLARE_DO_FUN( do_asave ); DECLARE_DO_FUN( do_alist ); DECLARE_DO_FUN( do_resets ); /* magic.c */ 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 ) ); void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) ); /* save.c */ void save_char_obj args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) ); /* skills.c */ int exp_per_level args( ( CHAR_DATA *ch, int points ) ); void check_improve args( ( CHAR_DATA *ch, int sn, bool success, int multiplier ) ); /* special.c */ SF * spec_lookup args( ( const char *name ) ); 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 wear_flags[]; extern const struct flag_type act_flags[]; extern const struct flag_type affect_flags[]; extern const struct flag_type apply_flags[]; extern const struct flag_type wear_loc_strings[]; extern const struct flag_type wear_loc_flags[]; extern const struct flag_type weapon_flags[]; extern const struct flag_type 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[]; extern const struct flag_type attack_type[]; extern const struct flag_type damage_type[]; extern const struct flag_type sector_name[]; /* update.c */ void advance_level args( ( CHAR_DATA *ch ) ); void gain_exp args( ( CHAR_DATA *ch, int gain ) ); void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); void undo_mask args( ( CHAR_DATA *ch) ); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF