/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /* * Accommodate old non-Ansi compilers. */ #if defined(TRADITIONAL) #define const #define args( list ) ( ) #define DECLARE_DO_FUN( fun ) void fun( ) #define DECLARE_SPEC_FUN( fun ) bool fun( ) #define DECLARE_SPELL_FUN( fun ) void fun( ) #else #define args( list ) list #define DECLARE_DO_FUN( fun ) DO_FUN fun #define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun #endif /* * Short scalar types. * Diavolo reports AIX compiler has bugs with short types. */ #if !defined(FALSE) #define FALSE 0 #endif #if !defined(TRUE) #define TRUE 1 #endif #if defined(_AIX) #if !defined(const) #define const #endif typedef int sh_int; typedef int bool; #define unix #else typedef short int sh_int; typedef unsigned char bool; #endif #include "player.h" #include "old.h" #include <crypt.h> /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct ban_data BAN_DATA; typedef struct char_data CHAR_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct kill_data KILL_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct pc_data PC_DATA; typedef struct reset_data RESET_DATA; typedef struct room_index_data ROOM_INDEX_DATA; typedef struct shop_data SHOP_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct weather_data WEATHER_DATA; /* * 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 160 /* * Rotains Gobal Procedures */ void clear_stats args( (CHAR_DATA *ch) ); void room_is_total_darkness args( (ROOM_INDEX_DATA *pRoomIndex) ); void improve_wpn args( (CHAR_DATA *ch,int dtype, bool right_hand) ); void improve_stance args( (CHAR_DATA *ch) ); void skillstance args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void show_spell args( (CHAR_DATA *ch, int dtype) ); void fightaction args( (CHAR_DATA *ch, CHAR_DATA *victim, int actype , \ int dtype, int wpntype) ); void crack_head args( (CHAR_DATA *ch, OBJ_DATA *obj, char *argument) ); void critical_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam) ); void take_item args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void raw_kill args( (CHAR_DATA *victim) ); void trip args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void disarm args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void make_corpse args( (CHAR_DATA *ch) ); void one_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, \ int handtype) ); void make_part args( (CHAR_DATA *ch, char *argument) ); /*void clan_table_read args( ( ) ); void artifact_table_read args( ( ) ); void clan_table_write args( ( ) ); void artifact_table_write args( ( ) ); void home_write args( ( ) ); void clan_table_powerselect args( (CHAR_DATA *ch, char *power_name) ); void clan_table_namefill args( (CHAR_DATA *ch) ); void clan_table_bite args( (CHAR_DATA *ch) ); void clan_table_dec args( (CHAR_DATA *ch, CHAR_DATA *victim) ); */ void behead args( (CHAR_DATA *victim) ); void paradox args( (CHAR_DATA *ch) ); /* * Godwars Game Parameters * By Rotain */ #define SKILL_ADEPT 100 #define SKILL_THAC0_32 18 #define SKILL_THAC0_00 6 #define VERSION_NUMBER 2 #define DONATION_ROOM_WEAPON 6641 #define DONATION_ROOM_ARMOR 6643 #define DONATION_ROOM_REST 6644 #define MAX_VAMPIRE_POWER 3 #define MAX_CLAN 11 #define MAX_ART 12 /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define PARADOX_TICK 30 #define MAX_SKILL 136 #define MAX_SPELL 60 #define MAX_LEVEL 12 #define NO_WATCH 10 #define NO_GODLESS (MAX_LEVEL - 2) #define LEVEL_HERO (MAX_LEVEL - 9) #define LEVEL_IMMORTAL (MAX_LEVEL - 5) #define LEVEL_MORTAL (MAX_LEVEL - 10) #define LEVEL_AVATAR (MAX_LEVEL - 9) #define LEVEL_APPRENTICE (MAX_LEVEL - 8) #define LEVEL_MAGE (MAX_LEVEL - 7) #define LEVEL_ARCHMAGE (MAX_LEVEL - 6) #define LEVEL_BUILDER (MAX_LEVEL - 5) #define LEVEL_QUESTMAKER (MAX_LEVEL - 4) #define LEVEL_ENFORCER (MAX_LEVEL - 3) #define LEVEL_JUDGE (MAX_LEVEL - 2) #define LEVEL_HIGHJUDGE (MAX_LEVEL - 1) #define LEVEL_IMPLEMENTOR (MAX_LEVEL) #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_TICK (30 * PULSE_PER_SECOND) #define PULSE_AREA (60 * PULSE_PER_SECOND) #define PULSE_WW ( 4 * PULSE_PER_SECOND) /* * Rotains Clan Table Structure */ struct clan_table_type { char * clan_name; char * clan_leader; char * clan_powers_1; char * clan_powers_2; char * clan_powers_3; int clan_kills [MAX_CLAN]; int lvnum; /* Lower vnum of clan area */ int uvnum; /* Upper vnum of clan area */ int clan_recall; /* Clan recall vnum */ }; struct artifact_type { char * player_name; int object_vnum; }; /* * 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; }; /* * Connected state for a channel. */ #define CON_PLAYING 0 #define CON_GET_NAME 1 #define CON_GET_OLD_PASSWORD 2 #define CON_CONFIRM_NEW_NAME 3 #define CON_GET_NEW_PASSWORD 4 #define CON_CONFIRM_NEW_PASSWORD 5 #define CON_GET_NEW_SEX 6 #define CON_GET_NEW_CLASS 7 #define CON_READ_MOTD 8 #define CON_NOT_PLAYING 9 /* * 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; char * outbuf; int outsize; int outtop; }; /* * 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 /* * 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 */ }; /* * Data structure for notes. */ struct note_data { NOTE_DATA * next; char * sender; char * date; char * to_list; char * subject; char * text; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; sh_int type; sh_int duration; sh_int location; sh_int modifier; int bitvector; }; /* * A kill structure (indexed by level). */ struct kill_data { sh_int number; sh_int killed; }; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_CITYGUARD 3060 #define MOB_VNUM_VAMPIRE 3404 /* * Immunities, for players. KaVir. */ #define IMM_SLASH 1 /* Resistance to slash, slice. */ #define IMM_STAB 2 /* Resistance to stab, pierce. */ #define IMM_SMASH 4 /* Resistance to blast, pound, crush. */ #define IMM_ANIMAL 8 /* Resistance to bite, claw. */ #define IMM_MISC 16 /* Resistance to grep, suck, whip. */ #define IMM_CHARM 32 /* Immune to charm spell. */ #define IMM_HEAT 64 /* Immune to fire/heat spells. */ #define IMM_COLD 128 /* Immune to frost/cold spells. */ #define IMM_LIGHTNING 256 /* Immune to lightning spells. */ #define IMM_ACID 512 /* Immune to acid spells. */ #define IMM_SUMMON 1024 /* Immune to being summoned. */ #define IMM_VOODOO 2048 /* Immune to voodoo magic. */ #define IMM_VAMPIRE 4096 /* Allow yourself to become a vampire. */ #define IMM_STAKE 8192 /* Immune to being staked (vamps only). */ #define IMM_SUNLIGHT 16384 /* Immune to sunlight (vamps only). */ #define IMM_SHIELDED 32768 /* For Obfuscate. Block scry, etc. */ #define IMM_HURL 65536 /* Cannot be hurled. */ #define IMM_BACKSTAB 131072 /* Cannot be backstabbed. */ #define IMM_KICK 262144 /* Cannot be kicked. */ #define IMM_DISARM 524288 /* Cannot be disarmed. */ #define IMM_STEAL 1048576 /* Cannot have stuff stolen. */ #define IMM_SLEEP 2097152 /* Immune to sleep spell. */ #define IMM_DRAIN 4194304 /* Immune to energy drain. */ #define IMM_DEMON 8388608 /* Allow yourself to become a demon. */ #define IMM_TRANSPORT 16777216 /* Objects can't be transported to you. */ /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC 1 /* Auto set for mobs */ #define ACT_SENTINEL 2 /* Stays in one room */ #define ACT_SCAVENGER 4 /* Picks up objects */ #define ACT_AGGRESSIVE 32 /* Attacks PC's */ #define ACT_STAY_AREA 64 /* Won't leave area */ #define ACT_WIMPY 128 /* Flees when hurt */ #define ACT_PET 256 /* Auto set for pets */ #define ACT_TRAIN 512 /* Can train PC's */ #define ACT_PRACTICE 1024 /* Can practice PC's */ #define ACT_MOUNT 2048 /* Can be mounted */ #define ACT_NOPARTS 4096 /* Dead = no body parts */ #define ACT_NOEXP 8192 /* No exp for killing */ /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND 1 #define AFF_INVISIBLE 2 #define AFF_DETECT_EVIL 4 #define AFF_DETECT_INVIS 8 #define AFF_DETECT_MAGIC 16 #define AFF_DETECT_HIDDEN 32 #define AFF_SHADOWPLANE 64 /* Creatures in shadow plane - KaVir */ #define AFF_SANCTUARY 128 #define AFF_FAERIE_FIRE 256 #define AFF_INFRARED 512 #define AFF_CURSE 1024 #define AFF_FLAMING 2048 /* For burning creatures - KaVir */ #define AFF_POISON 4096 #define AFF_PROTECT 8192 #define AFF_ETHEREAL 16384 /* For ethereal creatures - KaVir */ #define AFF_SNEAK 32768 #define AFF_HIDE 65536 #define AFF_SLEEP 131072 #define AFF_CHARM 262144 #define AFF_FLYING 524288 #define AFF_PASS_DOOR 1048576 #define AFF_POLYMORPH 2097152 /* For polymorphed creatures - KaVir */ #define AFF_SHADOWSIGHT 4194304 /* Can see between planes - KaVir */ #define AFF_WEBBED 8388608 /* Cannot move - KaVir */ #define AFF_CONTRACEPTION 16777216 /* Cannot get pregnant - KaVir */ #define AFF_DARKNESS 33554432 /* Drow Darkness - Rotain */ /* * Bits for 'itemaffect'. * Used in #MOBILES. */ #define ITEMA_SHOCKSHIELD 1 #define ITEMA_FIRESHIELD 2 #define ITEMA_ICESHIELD 4 #define ITEMA_ACIDSHIELD 8 #define ITEMA_DBPASS 16 #define ITEMA_CHAOSSHIELD 32 #define ITEMA_ARTIFACT 64 #define ITEMA_REGENERATE 128 #define ITEMA_SPEED 256 #define ITEMA_VORPAL 512 #define ITEMA_PEACE 1024 #define ITEMA_RIGHT_SILVER 2048 #define ITEMA_LEFT_SILVER 4096 #define ITEMA_REFLECT 8192 #define ITEMA_RESISTANCE 16384 #define ITEMA_VISION 32768 #define ITEMA_STALKER 65536 #define ITEMA_VANISH 131072 #define ITEMA_RAGER 262144 #define ITEMA_HIGHLANDER 524288 /* * Rune, Glyph and Sigil bits. */ #define RUNE_FIRE 1 #define RUNE_AIR 2 #define RUNE_EARTH 4 #define RUNE_WATER 8 #define RUNE_DARK 16 #define RUNE_LIGHT 32 #define RUNE_LIFE 64 #define RUNE_DEATH 128 #define RUNE_MIND 256 #define RUNE_SPIRIT 512 #define RUNE_MASTER 1024 #define GLYPH_CREATION 1 #define GLYPH_DESTRUCTION 2 #define GLYPH_SUMMONING 4 #define GLYPH_TRANSFORMATION 8 #define GLYPH_TRANSPORTATION 16 #define GLYPH_ENHANCEMENT 32 #define GLYPH_REDUCTION 64 #define GLYPH_CONTROL 128 #define GLYPH_PROTECTION 256 #define GLYPH_INFORMATION 512 #define SIGIL_SELF 1 #define SIGIL_TARGETING 2 #define SIGIL_AREA 4 #define SIGIL_OBJECT 8 /* * Advanced spells. */ #define ADV_DAMAGE 1 #define ADV_AFFECT 2 #define ADV_ACTION 4 #define ADV_AREA_AFFECT 8 #define ADV_VICTIM_TARGET 16 #define ADV_OBJECT_TARGET 32 #define ADV_GLOBAL_TARGET 64 #define ADV_NEXT_PAGE 128 #define ADV_PARAMETER 256 #define ADV_SPELL_FIRST 512 #define ADV_NOT_CASTER 1024 #define ADV_NO_PLAYERS 2048 #define ADV_SECOND_VICTIM 4096 #define ADV_SECOND_OBJECT 8192 #define ADV_REVERSED 16384 #define ADV_STARTED 32768 #define ADV_FINISHED 65536 #define ADV_FAILED 131072 #define ADV_MESSAGE_1 262144 #define ADV_MESSAGE_2 524288 #define ADV_MESSAGE_3 1048576 /* * Advanced spell actions. */ #define ACTION_NONE 0 #define ACTION_MOVE 1 #define ACTION_MOB 2 #define ACTION_OBJECT 3 /* * Advanced spell affects. */ #define ADV_STR 1 #define ADV_DEX 2 #define ADV_INT 4 #define ADV_WIS 8 #define ADV_CON 16 #define ADV_SEX 32 #define ADV_MANA 64 #define ADV_HIT 128 #define ADV_MOVE 256 #define ADV_AC 512 #define ADV_HITROLL 1024 #define ADV_DAMROLL 2048 #define ADV_SAVING_SPELL 4096 /* Colour scale macros - added 12th Aug 1995 by Calamar */ #define NO_COLOUR "" /* Blank */ #define GREY "[0;1;30m" /* Dark Grey */ #define D_RED "[0;0;31m" /* Dark Red */ #define L_RED "[0;1;31m" /* Light Red */ #define D_GREEN "[0;0;32m" /* Dark Green */ #define L_GREEN "[0;1;32m" /* Light Green */ #define BROWN "[0;0;33m" /* Brown */ #define YELLOW "[0;1;33m" /* Yellow */ #define D_BLUE "[0;0;34m" /* Dark Blue */ #define L_BLUE "[0;1;34m" /* Light Blue */ #define MAGENTA "[0;0;35m" /* Magenta */ #define PINK "[0;1;35m" /* Pink */ #define D_CYAN "[0;0;36m" /* Dark Cyan */ #define L_CYAN "[0;1;36m" /* Light Cyan */ #define NORMAL "[0;0;37m" /* Light Grey */ #define WHITE "[0;0;38m" /* White */ #define ADD_COLOUR(_player,_str,_col) {char swh_temp[255]; \ if (!IS_NPC(_player) && IS_SET(_player->act, PLR_ANSI)) {swh_temp[0] = '\0'; \ strcpy(swh_temp, _col); strcat(swh_temp, _str); strcat(swh_temp, NORMAL); \ strcpy(_str, swh_temp);}} #define SCALE_COLS 4 #define COL_SCALE(_swh_str,_swh_ch,_swh_curr,_swh_max) \ ADD_COLOUR(_swh_ch, _swh_str, \ (_swh_curr < 1) ? L_RED : \ (_swh_curr < _swh_max) ? \ scale[(SCALE_COLS * _swh_curr) / ((_swh_max > 0) \ ? _swh_max : 1)] : L_CYAN) extern char *scale[SCALE_COLS]; /* * Bits for 'vampire'. * Used for player vampires. */ #define VAM_FANGS 1 #define VAM_CLAWS 2 #define VAM_NIGHTSIGHT 4 #define VAM_FLYING 8 /* For flying creatures */ #define VAM_SONIC 16 /* For creatures with full detect */ #define VAM_CHANGED 32 /* Changed using a vampire power */ #define VAM_PROTEAN 64 /* Claws, nightsight, and change */ #define VAM_CELERITY 128 /* 66%/33% chance 1/2 extra attacks */ #define VAM_FORTITUDE 256 /* 5 hp less per hit taken */ #define VAM_POTENCE 512 /* Deal out 1.5 times normal damage */ #define VAM_OBFUSCATE 1024 /* Disguise and invis */ #define VAM_AUSPEX 2048 /* Truesight, etc */ #define VAM_OBTENEBRATION 4096 /* Shadowplane/sight and shadowbody */ #define VAM_SERPENTIS 8192 /* Eyes/serpent, heart/darkness, etc */ #define VAM_DISGUISED 16384 /* For the Obfuscate disguise ability */ #define VAM_MORTAL 32768 /* For Obfuscate mortal ability. */ #define VAM_DOMINATE 65536 /* Evileye, command */ #define VAM_EVILEYE 131072 /* Evileye, command */ #define VAM_PRESENCE 262144 /* Presence discipline */ /* * Bits for 'polymorph'. * Used for players. */ #define POLY_BAT 1 #define POLY_WOLF 2 #define POLY_MIST 4 #define POLY_SERPENT 8 #define POLY_RAVEN 16 #define POLY_FISH 32 #define POLY_FROG 64 /* * Languages. */ #define LANG_COMMON 0 #define DIA_OLDE 1 #define DIA_BAD 2 #define LANG_DARK 4 /* * Score. */ #define SCORE_TOTAL_XP 0 #define SCORE_HIGH_XP 1 #define SCORE_TOTAL_LEVEL 2 #define SCORE_HIGH_LEVEL 3 #define SCORE_QUEST 4 #define SCORE_NUM_QUEST 5 /* * Zombie Lord. */ #define ZOMBIE_NOTHING 0 #define ZOMBIE_TRACKING 1 #define ZOMBIE_ANIMATE 2 #define ZOMBIE_CAST 3 #define ZOMBIE_REST 4 /* * Damcap values. */ #define DAM_CAP 0 #define DAM_CHANGE 1 /* * Bits for Demonic Champions. * * new demon fields in player.h and old ones in old.h */ /* * Mounts */ #define IS_ON_FOOT 0 #define IS_MOUNT 1 #define IS_RIDING 2 #define IS_CARRIED 4 #define IS_CARRYING 8 /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_MONEY_ONE 2 #define OBJ_VNUM_MONEY_SOME 3 #define OBJ_VNUM_CORPSE_NPC 10 #define OBJ_VNUM_CORPSE_PC 11 #define OBJ_VNUM_SEVERED_HEAD 12 #define OBJ_VNUM_TORN_HEART 13 #define OBJ_VNUM_SLICED_ARM 14 #define OBJ_VNUM_SLICED_LEG 15 #define OBJ_VNUM_FINAL_TURD 16 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_BLOOD_SPRING 23 #define OBJ_VNUM_SCHOOL_MACE 3700 #define OBJ_VNUM_SCHOOL_DAGGER 3701 #define OBJ_VNUM_SCHOOL_SWORD 3702 #define OBJ_VNUM_SCHOOL_VEST 3703 #define OBJ_VNUM_SCHOOL_SHIELD 3704 #define OBJ_VNUM_SCHOOL_BANNER 3716 /* For KaVir's stuff */ #define OBJ_VNUM_SOULBLADE 30000 #define OBJ_VNUM_PORTAL 30001 #define OBJ_VNUM_EGG 30002 #define OBJ_VNUM_EMPTY_EGG 30003 #define OBJ_VNUM_SPILLED_ENTRAILS 30004 #define OBJ_VNUM_QUIVERING_BRAIN 30005 #define OBJ_VNUM_SQUIDGY_EYEBALL 30006 #define OBJ_VNUM_SPILT_BLOOD 30007 #define OBJ_VNUM_VOODOO_DOLL 30010 #define OBJ_VNUM_RIPPED_FACE 30012 #define OBJ_VNUM_TORN_WINDPIPE 30013 #define OBJ_VNUM_CRACKED_HEAD 30014 #define OBJ_VNUM_SLICED_EAR 30025 #define OBJ_VNUM_SLICED_NOSE 30026 #define OBJ_VNUM_KNOCKED_TOOTH 30027 #define OBJ_VNUM_TORN_TONGUE 30028 #define OBJ_VNUM_SEVERED_HAND 30029 #define OBJ_VNUM_SEVERED_FOOT 30030 #define OBJ_VNUM_SEVERED_THUMB 30031 #define OBJ_VNUM_SEVERED_INDEX 30032 #define OBJ_VNUM_SEVERED_MIDDLE 30033 #define OBJ_VNUM_SEVERED_RING 30034 #define OBJ_VNUM_SEVERED_LITTLE 30035 #define OBJ_VNUM_SEVERED_TOE 30036 #define OBJ_VNUM_PROTOPLASM 30037 #define OBJ_VNUM_QUESTCARD 30039 #define OBJ_VNUM_QUESTMACHINE 30040 #define MOB_VNUM_GUARDIAN 30001 #define MOB_VNUM_MOUNT 30006 #define MOB_VNUM_FROG 30007 #define MOB_VNUM_RAVEN 30008 #define MOB_VNUM_CAT 30009 #define MOB_VNUM_DOG 30010 #define MOB_VNUM_EYE 30012 #define MOB_VNUM_HOUND 30000 /* * 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_FURNITURE 12 #define ITEM_TRASH 13 #define ITEM_CONTAINER 15 #define ITEM_DRINK_CON 17 #define ITEM_KEY 18 #define ITEM_FOOD 19 #define ITEM_MONEY 20 #define ITEM_BOAT 22 #define ITEM_CORPSE_NPC 23 #define ITEM_CORPSE_PC 24 #define ITEM_FOUNTAIN 25 #define ITEM_PILL 26 #define ITEM_PORTAL 27 #define ITEM_EGG 28 #define ITEM_VOODOO 29 #define ITEM_STAKE 30 #define ITEM_MISSILE 31 /* Ammo vnum, cur, max, type */ #define ITEM_AMMO 32 /* ???, dam min, dam max, type */ #define ITEM_QUEST 33 #define ITEM_QUESTCARD 34 #define ITEM_QUESTMACHINE 35 #define ITEM_SYMBOL 36 #define ITEM_BOOK 37 #define ITEM_PAGE 38 #define ITEM_TOOL 39 /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW 1 #define ITEM_HUM 2 #define ITEM_THROWN 4 #define ITEM_KEEP 8 #define ITEM_VANISH 16 #define ITEM_INVIS 32 #define ITEM_MAGIC 64 #define ITEM_NODROP 128 #define ITEM_BLESS 256 #define ITEM_ANTI_GOOD 512 #define ITEM_ANTI_EVIL 1024 #define ITEM_ANTI_NEUTRAL 2048 #define ITEM_NOREMOVE 4096 #define ITEM_INVENTORY 8192 #define ITEM_LOYAL 16384 #define ITEM_SHADOWPLANE 32768 /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE 1 #define ITEM_WEAR_FINGER 2 #define ITEM_WEAR_NECK 4 #define ITEM_WEAR_BODY 8 #define ITEM_WEAR_HEAD 16 #define ITEM_WEAR_LEGS 32 #define ITEM_WEAR_FEET 64 #define ITEM_WEAR_HANDS 128 #define ITEM_WEAR_ARMS 256 #define ITEM_WEAR_SHIELD 512 #define ITEM_WEAR_ABOUT 1024 #define ITEM_WEAR_WAIST 2048 #define ITEM_WEAR_WRIST 4096 #define ITEM_WIELD 8192 #define ITEM_HOLD 16384 #define ITEM_WEAR_FACE 32768 /* * Special types. * Used in #OBJECTS for special items - KaVir. */ #define SITEM_ACTIVATE 1 #define SITEM_TWIST 2 #define SITEM_PRESS 4 #define SITEM_PULL 8 #define SITEM_TARGET 16 #define SITEM_SPELL 32 #define SITEM_TRANSPORTER 64 #define SITEM_TELEPORTER 128 #define SITEM_DELAY1 256 #define SITEM_DELAY2 512 #define SITEM_OBJECT 1024 #define SITEM_MOBILE 2048 #define SITEM_ACTION 4096 #define SITEM_MORPH 8192 #define SITEM_SILVER 16384 #define SITEM_WOLFWEAPON 32768 #define SITEM_DROWWEAPON 65536 #define SITEM_CHAMPWEAPON 131072 #define SITEM_DEMONIC 262144 #define SITEM_HIGHLANDER 524288 /* * Apply types (for quest affects). * Used in #OBJECTS. */ #define QUEST_STR 1 #define QUEST_DEX 2 #define QUEST_INT 4 #define QUEST_WIS 8 #define QUEST_CON 16 #define QUEST_HITROLL 32 #define QUEST_DAMROLL 64 #define QUEST_HIT 128 #define QUEST_MANA 256 #define QUEST_MOVE 512 #define QUEST_AC 1024 #define QUEST_NAME 2048 #define QUEST_SHORT 4096 #define QUEST_LONG 8192 #define QUEST_FREENAME 16384 #define QUEST_ENCHANTED 32768 #define QUEST_SPELLPROOF 65536 #define QUEST_ARTIFACT 131072 #define QUEST_IMPROVED 262144 #define QUEST_MASTER_RUNE 524288 #define QUEST_RELIC 1048576 /* * Tool types. */ #define TOOL_PEN 1 #define TOOL_PLIERS 2 #define TOOL_SCALPEL 4 /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_CLASS 7 #define APPLY_LEVEL 8 #define APPLY_AGE 9 #define APPLY_HEIGHT 10 #define APPLY_WEIGHT 11 #define APPLY_MANA 12 #define APPLY_HIT 13 #define APPLY_MOVE 14 #define APPLY_GOLD 15 #define APPLY_EXP 16 #define APPLY_AC 17 #define APPLY_HITROLL 18 #define APPLY_DAMROLL 19 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 #define APPLY_POLY 25 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_CHAT 1200 #define ROOM_VNUM_TEMPLE 3001 #define ROOM_VNUM_ALTAR 3054 #define ROOM_VNUM_SCHOOL 3700 #define ROOM_VNUM_HELL 30000 #define ROOM_VNUM_CRYPT 30001 #define ROOM_VNUM_DISCONNECTION 30002 #define ROOM_VNUM_IN_OBJECT 30008 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK 1 #define ROOM_NO_MOB 4 #define ROOM_INDOORS 8 #define ROOM_PRIVATE 512 #define ROOM_SAFE 1024 #define ROOM_SOLITARY 2048 #define ROOM_PET_SHOP 4096 #define ROOM_NO_RECALL 8192 #define ROOM_NO_TELEPORT 16384 #define ROOM_TOTAL_DARKNESS 32768 #define ROOM_BLADE_BARRIER 65536 /* * Room text flags (KaVir). * Used in #ROOMS. */ #define RT_LIGHTS 1 /* Toggles lights on/off */ #define RT_SAY 2 /* Use this if no others powers */ #define RT_ENTER 4 #define RT_CAST 8 #define RT_THROWOUT 16 /* Erm...can't remember ;) */ #define RT_OBJECT 32 /* Creates an object */ #define RT_MOBILE 64 /* Creates a mobile */ #define RT_LIGHT 128 /* Lights on ONLY */ #define RT_DARK 256 /* Lights off ONLY */ #define RT_OPEN_LIFT 512 /* Open lift */ #define RT_CLOSE_LIFT 1024 /* Close lift */ #define RT_MOVE_LIFT 2048 /* Move lift */ #define RT_SPELL 4096 /* Cast a spell */ #define RT_PORTAL 8192 /* Creates a one-way portal */ #define RT_TELEPORT 16384 /* Teleport player to room */ #define RT_ACTION 32768 #define RT_BLANK_1 65536 #define RT_BLANK_2 131072 #define RT_RETURN 1048576 /* Perform once */ #define RT_PERSONAL 2097152 /* Only shows message to char */ #define RT_TIMER 4194304 /* Sets object timer to 1 tick */ /* * Directions. * Used in #ROOMS. */ #define DIR_NORTH 0 #define DIR_EAST 1 #define DIR_SOUTH 2 #define DIR_WEST 3 #define DIR_UP 4 #define DIR_DOWN 5 /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR 1 #define EX_CLOSED 2 #define EX_LOCKED 4 #define EX_PICKPROOF 32 /* * Sector types. * Used in #ROOMS. */ #define SECT_INSIDE 0 #define SECT_CITY 1 #define SECT_FIELD 2 #define SECT_FOREST 3 #define SECT_HILLS 4 #define SECT_MOUNTAIN 5 #define SECT_WATER_SWIM 6 #define SECT_WATER_NOSWIM 7 #define SECT_UNUSED 8 #define SECT_AIR 9 #define SECT_DESERT 10 #define SECT_MAX 11 /* * Equipment wear locations. * Used in #RESETS. */ #define WEAR_NONE -1 #define WEAR_LIGHT 0 #define WEAR_FINGER_L 1 #define WEAR_FINGER_R 2 #define WEAR_NECK_1 3 #define WEAR_NECK_2 4 #define WEAR_BODY 5 #define WEAR_HEAD 6 #define WEAR_LEGS 7 #define WEAR_FEET 8 #define WEAR_HANDS 9 #define WEAR_ARMS 10 #define WEAR_SHIELD 11 #define WEAR_ABOUT 12 #define WEAR_WAIST 13 #define WEAR_WRIST_L 14 #define WEAR_WRIST_R 15 #define WEAR_WIELD 16 #define WEAR_HOLD 17 #define WEAR_FACE 18 #define WEAR_SCABBARD_L 19 #define WEAR_SCABBARD_R 20 #define MAX_WEAR 21 /* * Locations for damage. */ #define LOC_HEAD 0 #define LOC_BODY 1 #define LOC_ARM_L 2 #define LOC_ARM_R 3 #define LOC_LEG_L 4 #define LOC_LEG_R 5 /* * For Head */ #define LOST_EYE_L 1 #define LOST_EYE_R 2 #define LOST_EAR_L 4 #define LOST_EAR_R 8 #define LOST_NOSE 16 #define BROKEN_NOSE 32 #define BROKEN_JAW 64 #define BROKEN_SKULL 128 #define LOST_HEAD 256 #define LOST_TOOTH_1 512 /* These should be added..... */ #define LOST_TOOTH_2 1024 /* ...together to caculate... */ #define LOST_TOOTH_4 2048 /* ...the total number of.... */ #define LOST_TOOTH_8 4096 /* ...teeth lost. Total..... */ #define LOST_TOOTH_16 8192 /* ...possible is 31 teeth. */ #define LOST_TONGUE 16384 /* * For Body */ #define BROKEN_RIBS_1 1 /* Remember there are a total */ #define BROKEN_RIBS_2 2 /* of 12 pairs of ribs in the */ #define BROKEN_RIBS_4 4 /* human body, so not all of */ #define BROKEN_RIBS_8 8 /* these bits should be set */ #define BROKEN_RIBS_16 16 /* at the same time. */ #define BROKEN_SPINE 32 #define BROKEN_NECK 64 #define CUT_THROAT 128 #define CUT_STOMACH 256 #define CUT_CHEST 512 /* * For Arms */ #define BROKEN_ARM 1 #define LOST_ARM 2 #define LOST_HAND 4 #define LOST_FINGER_I 8 /* Index finger */ #define LOST_FINGER_M 16 /* Middle finger */ #define LOST_FINGER_R 32 /* Ring finger */ #define LOST_FINGER_L 64 /* Little finger */ #define LOST_THUMB 128 #define BROKEN_FINGER_I 256 /* Index finger */ #define BROKEN_FINGER_M 512 /* Middle finger */ #define BROKEN_FINGER_R 1024 /* Ring finger */ #define BROKEN_FINGER_L 2048 /* Little finger */ #define BROKEN_THUMB 4096 /* * For Legs */ #define BROKEN_LEG 1 #define LOST_LEG 2 #define LOST_FOOT 4 #define LOST_TOE_A 8 #define LOST_TOE_B 16 #define LOST_TOE_C 32 #define LOST_TOE_D 64 /* Smallest toe */ #define LOST_TOE_BIG 128 #define BROKEN_TOE_A 256 #define BROKEN_TOE_B 512 #define BROKEN_TOE_C 1024 #define BROKEN_TOE_D 2048 /* Smallest toe */ #define BROKEN_TOE_BIG 4096 /* * For Bleeding */ #define BLEEDING_HEAD 1 #define BLEEDING_THROAT 2 #define BLEEDING_ARM_L 4 #define BLEEDING_ARM_R 8 #define BLEEDING_HAND_L 16 #define BLEEDING_HAND_R 32 #define BLEEDING_LEG_L 64 #define BLEEDING_LEG_R 128 #define BLEEDING_FOOT_L 256 #define BLEEDING_FOOT_R 512 /* * For Spec powers on players */ #define EYE_SPELL 1 /* Spell when they look at you */ #define EYE_SELFACTION 2 /* You do action when they look */ #define EYE_ACTION 4 /* Others do action when they look */ /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ #define COND_DRUNK 0 #define COND_FULL 1 #define COND_THIRST 2 /* * Stats - KaVir. */ #define STAT_STR 0 #define STAT_END 1 #define STAT_REF 2 #define STAT_FLE 2 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_MEDITATING 5 #define POS_SITTING 6 #define POS_RESTING 7 #define POS_FIGHTING 8 #define POS_STANDING 9 /* * ACT bits for players. */ #define PLR_IS_NPC 1 /* Don't EVER set. */ #define PLR_AUTOEXIT 8 #define PLR_AUTOLOOT 16 #define PLR_AUTOSAC 32 #define PLR_BLANK 64 #define PLR_BRIEF 128 #define PLR_COMBINE 512 #define PLR_PROMPT 1024 #define PLR_TELNET_GA 2048 #define PLR_HOLYLIGHT 4096 #define PLR_WIZINVIS 8192 #define PLR_ANSI 16384 #define PLR_SILENCE 32768 #define PLR_NO_EMOTE 65536 #define PLR_INCOG 131072 #define PLR_NO_TELL 262144 #define PLR_LOG 524288 #define PLR_DENY 1048576 #define PLR_FREEZE 2097152 #define PLR_GODLESS 16777216 #define PLR_WATCHER 33554432 /* * EXTRA bits for players. (KaVir) */ /* 1 */ /* 2 */ #define EXTRA_TRUSTED 4 #define EXTRA_NEWPASS 8 #define EXTRA_OSWITCH 16 #define EXTRA_SWITCH 32 #define EXTRA_FAKE_CON 64 #define TIED_UP 128 #define GAGGED 256 #define BLINDFOLDED 512 /* 1024 */ #define EXTRA_DONE 2048 #define EXTRA_EXP 4096 #define EXTRA_PREGNANT 8192 #define EXTRA_LABOUR 16384 #define EXTRA_BORN 32768 #define EXTRA_PROMPT 65536 #define EXTRA_MARRIED 131072 /* 262144 */ /* 524288 */ #define EXTRA_CALL_ALL 1048576 #define EXTRA_ANTI_GODLESS 2097152 #define EXTRA_NOTE_TRUST 4194304 /* * AGE Bits. */ #define AGE_CHILDE 0 #define AGE_NEONATE 1 #define AGE_ANCILLA 2 #define AGE_ELDER 3 #define AGE_METHUSELAH 4 /* * Stances for combat */ #define STANCE_NONE -1 #define STANCE_NORMAL 0 #define STANCE_VIPER 1 #define STANCE_CRANE 2 #define STANCE_CRAB 3 #define STANCE_MONGOOSE 4 #define STANCE_BULL 5 #define STANCE_MANTIS 6 #define STANCE_DRAGON 7 #define STANCE_TIGER 8 #define STANCE_MONKEY 9 #define STANCE_SWALLOW 10 /* * Obsolete bits. */ #if 0 #define PLR_AUCTION 4 /* Obsolete */ #define PLR_CHAT 256 /* Obsolete */ #define PLR_NO_SHOUT 131072 /* Obsolete */ #endif /* * Channel bits. */ #define CHANNEL_SPARE 1 #define CHANNEL_CHAT 2 #define CHANNEL_HACKER 4 #define CHANNEL_IMMTALK 8 #define CHANNEL_MUSIC 16 #define CHANNEL_QUESTION 32 #define CHANNEL_SHOUT 64 #define CHANNEL_YELL 128 #define CHANNEL_VAMPTALK 256 #define CHANNEL_HOWL 512 #define CHANNEL_LOG 1024 #define CHANNEL_PRAY 2048 #define CHANNEL_INFO 4096 #define CHANNEL_MAGETALK 8192 #define CHANNEL_TELL 16384 /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; SPEC_FUN * spec_fun; SHOP_DATA * pShop; CHAR_DATA * mount; CHAR_DATA * wizard; char * hunting; char * player_name; char * short_descr; char * long_descr; char * description; char * lord; char * clan; char * morph; char * createtime; char * pload; char * lasttime; char * lasthost; char * powertype; char * poweraction; char * prompt; char * cprompt; sh_int spectype; sh_int specpower; int loc_hp [7]; sh_int vnum; sh_int count; sh_int killed; sh_int sex; sh_int mounted; sh_int home; int level; int immune; int polyaff; int vampaff; int itemaffect; int vamppass; int form; int act; int extra; int affected_by; sh_int alignment; sh_int hitroll; /* Unused */ sh_int ac; /* Unused */ sh_int hitnodice; /* Unused */ sh_int hitsizedice; /* Unused */ sh_int hitplus; /* Unused */ sh_int damnodice; /* Unused */ sh_int damsizedice; /* Unused */ sh_int damplus; /* Unused */ int gold; /* Unused */ /*int special; int class; */ }; /* * 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 * mount; CHAR_DATA * wizard; SPEC_FUN * spec_fun; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; NOTE_DATA * pnote; OBJ_DATA * carrying; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; PC_DATA * pcdata; char * hunting; char * name; char * pload; char * short_descr; char * long_descr; char * description; char * lord; char * clan; char * morph; char * createtime; char * lasttime; char * lasthost; char * poweraction; char * powertype; char * prompt; char * cprompt; sh_int sex; sh_int race; sh_int class; int immune; int polyaff; int vampaff_a; int itemaffect; int vamppass_a; int form; sh_int vampgen_a; sh_int spectype; sh_int specpower; sh_int loc_hp [7]; sh_int wpn [13]; sh_int spl [5]; sh_int cmbt [8]; sh_int stance [11]; sh_int beast; sh_int mounted; sh_int home; sh_int level; sh_int trust; int played; time_t logon; time_t save_time; sh_int timer; sh_int wait; int pkill; int pdeath; int mkill; int mdeath; sh_int hit; sh_int max_hit; sh_int mana; sh_int max_mana; sh_int move; sh_int max_move; int gold; int exp; int act; int extra; int special; int affected_by; sh_int position; sh_int practice; sh_int carry_weight; sh_int carry_number; sh_int saving_throw; sh_int alignment; sh_int hitroll; sh_int damroll; sh_int armor; sh_int wimpy; sh_int deaf; sh_int paradox [3]; sh_int damcap [2]; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; CHAR_DATA * familiar; CHAR_DATA * partner; CHAR_DATA * propose; OBJ_DATA * chobj; OBJ_DATA * memorised; char * pwd; char * bamfin; char * bamfout; char * title; char * conception; char * parents; char * cparents; char * marriage; char * email; sh_int perm_str; sh_int perm_int; sh_int perm_wis; sh_int perm_dex; sh_int perm_con; sh_int mod_str; sh_int mod_int; sh_int mod_wis; sh_int mod_dex; sh_int mod_con; int quest; int powers[20]; int stats[12]; sh_int followers; sh_int wolf; sh_int rank; sh_int demonic_a; int language[2]; sh_int stage[3]; sh_int wolfform[2]; int score[6]; sh_int runes[4]; sh_int disc_a[11]; int genes[10]; sh_int fake_skill; sh_int fake_stance; sh_int fake_hit; sh_int fake_dam; sh_int fake_hp; sh_int fake_mana; sh_int fake_move; int fake_ac; sh_int obj_vnum; sh_int condition [3]; sh_int learned [MAX_SKILL]; sh_int stat_ability [4]; sh_int stat_amount [4]; sh_int stat_duration [4]; sh_int exhaustion; }; /* * Liquids. */ #define LIQ_WATER 0 #define LIQ_MAX 16 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[3]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; /* Next in list */ char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA * next; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; char * name; char * short_descr; char * description; char * chpoweron; char * chpoweroff; char * chpoweruse; char * victpoweron; char * victpoweroff; char * victpoweruse; char * questmaker; char * questowner; sh_int vnum; sh_int item_type; sh_int extra_flags; sh_int wear_flags; sh_int count; sh_int weight; int spectype; int specpower; sh_int condition; sh_int toughness; sh_int resistance; int quest; sh_int points; int cost; /* Unused */ int value [4]; }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; CHAR_DATA * carried_by; CHAR_DATA * chobj; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; char * name; char * short_descr; char * description; char * chpoweron; char * chpoweroff; char * chpoweruse; char * victpoweron; char * victpoweroff; char * victpoweruse; char * questmaker; char * questowner; sh_int item_type; sh_int extra_flags; sh_int wear_flags; sh_int wear_loc; sh_int weight; int spectype; int specpower; sh_int condition; sh_int toughness; sh_int resistance; int quest; sh_int points; int cost; sh_int level; sh_int timer; int value [4]; }; /* * Exit data. */ struct exit_data { ROOM_INDEX_DATA * to_room; sh_int vnum; sh_int exit_info; sh_int key; char * keyword; char * description; }; /* * Room text checking data. */ typedef struct roomtext_data { int type; int power; int mob; char * input; char * output; char * choutput; char * name; struct roomtext_data *next; } ROOMTEXT_DATA; /* * Reset commands: * '*': comment * 'M': read a mobile * 'O': read an object * 'P': put object in object * 'G': give object to mobile * 'E': equip object to mobile * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA * next; char command; sh_int arg1; sh_int arg2; sh_int arg3; }; /* * Area definition. */ struct area_data { AREA_DATA * next; RESET_DATA * reset_first; RESET_DATA * reset_last; char * name; sh_int age; sh_int nplayer; }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA * next; CHAR_DATA * people; OBJ_DATA * contents; EXTRA_DESCR_DATA * extra_descr; AREA_DATA * area; EXIT_DATA * exit [6]; ROOMTEXT_DATA * roomtext; char * track [5]; char * name; char * description; sh_int vnum; int room_flags; sh_int light; sh_int blood; sh_int track_dir [5]; sh_int sector_type; }; /* * Types of attacks. * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* * Target types. */ #define TAR_IGNORE 0 #define TAR_CHAR_OFFENSIVE 1 #define TAR_CHAR_DEFENSIVE 2 #define TAR_CHAR_SELF 3 #define TAR_OBJ_INV 4 #define PURPLE_MAGIC 0 #define RED_MAGIC 1 #define BLUE_MAGIC 2 #define GREEN_MAGIC 3 #define YELLOW_MAGIC 4 /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ sh_int skill_level; /* Level needed by class */ SPELL_FUN * spell_fun; /* Spell pointer (for spells) */ sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int * pgsn; /* Pointer to associated gsn */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Waiting time after use */ char * noun_damage; /* Damage message */ char * msg_off; /* Wear off message */ }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_backstab; extern sh_int gsn_hide; extern sh_int gsn_peek; extern sh_int gsn_pick_lock; extern sh_int gsn_sneak; extern sh_int gsn_steal; extern sh_int gsn_fastdraw; extern sh_int gsn_berserk; extern sh_int gsn_punch; extern sh_int gsn_elbow; extern sh_int gsn_headbutt; extern sh_int gsn_sweep; extern sh_int gsn_knee; extern sh_int gsn_disarm; extern sh_int gsn_hurl; extern sh_int gsn_kick; extern sh_int gsn_rescue; extern sh_int gsn_track; extern sh_int gsn_polymorph; extern sh_int gsn_web; extern sh_int gsn_blindness; extern sh_int gsn_charm_person; extern sh_int gsn_curse; extern sh_int gsn_invis; extern sh_int gsn_mass_invis; extern sh_int gsn_poison; extern sh_int gsn_sleep; extern sh_int gsn_paradox; extern sh_int gsn_darkness; /* * 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_JUDGE(ch) (get_trust(ch) >= LEVEL_JUDGE) #define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO) #define IN_TROOM(ch) (ch->in_room->vnum == 7105 && ch->mkill == 1) #define CAN_PK(ch) (get_trust(ch) >= 3 && get_trust(ch) <= 6) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define IS_SPEAKING(ch, sn) (IS_SET((ch)->pcdata->language[0], (sn))) #define CAN_SPEAK(ch, sn) (IS_SET((ch)->pcdata->language[1], (sn))) #define IS_ITEMAFF(ch, sn) (IS_SET((ch)->itemaffect, (sn))) #define IS_IMMUNE(ch, sn) (IS_SET((ch)->immune, (sn))) #define IS_VAMPAFF(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_AFF], (sn))) #define IS_VAMPPASS(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_CURRENT], (sn))) #define IS_FORM(ch, sn) (IS_SET((ch)->form, (sn))) #define IS_POLYAFF(ch, sn) (!IS_NPC((ch)) &&IS_SET((ch)->pcdata->powers[WOLF_POLYAFF],(sn))) #define IS_EXTRA(ch, sn) (IS_SET((ch)->extra, (sn))) #define IS_STANCE(ch, sn) (ch->stance[0] == sn) #define IS_DEMPOWER(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_FLAGS], (sn))) #define IS_DEMAFF(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_CURRENT], (sn))) #define IS_CLASS(ch, CLASS) (IS_SET((ch)->class, CLASS)) #define IS_HEAD(ch, sn) (IS_SET((ch)->loc_hp[0], (sn))) #define IS_BODY(ch, sn) (IS_SET((ch)->loc_hp[1], (sn))) #define IS_ARM_L(ch, sn) (IS_SET((ch)->loc_hp[2], (sn))) #define IS_ARM_R(ch, sn) (IS_SET((ch)->loc_hp[3], (sn))) #define IS_LEG_L(ch, sn) (IS_SET((ch)->loc_hp[4], (sn))) #define IS_LEG_R(ch, sn) (IS_SET((ch)->loc_hp[5], (sn))) #define IS_BLEEDING(ch, sn) (IS_SET((ch)->loc_hp[6], (sn))) #define IN_CLAN( ch ) (IS_NPC(ch)?0:ch->clan) #define IS_PLAYING( d ) (d->connected==CON_PLAYING) #define IS_GOOD(ch) (ch->alignment >= 350) #define IS_EVIL(ch) (ch->alignment <= -350) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_AWAKE(ch) (ch->position > POS_SLEEPING) #define GET_AC(ch) ((ch)->armor \ + ( IS_AWAKE(ch) \ ? dex_app[get_curr_dex(ch)].defensive \ : 0 )) #define GET_HITROLL(ch) ((ch)->hitroll+str_app[get_curr_str(ch)].tohit) #define GET_DAMROLL(ch) ((ch)->damroll+str_app[get_curr_str(ch)].todam) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define WAIT_STATE(ch, npulse) ((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))) /* * Description macros. */ #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : ( IS_AFFECTED( (ch), AFF_POLYMORPH) ? \ (ch)->morph : (ch)->name ) ) \ : "someone" ) /* * 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; }; /* * Structure for a social in the socials table. */ struct social_type { char * const name; char * const char_no_arg; char * const others_no_arg; char * const char_found; char * const others_found; char * const vict_found; char * const char_auto; char * const others_auto; }; /* * Structure for an X-social in the socials table. */ struct xsocial_type { char * const name; char * const char_no_arg; char * const others_no_arg; char * const char_found; char * const others_found; char * const vict_found; char * const char_auto; char * const others_auto; sh_int gender; sh_int stage; sh_int position; sh_int self; sh_int other; bool chance; }; /* * 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 cmd_type cmd_table []; extern const struct liq_type liq_table [LIQ_MAX]; extern const struct skill_type skill_table [MAX_SKILL]; extern struct clan_table_type clan_table [MAX_CLAN]; extern struct artifact_type artifact_table [MAX_ART]; extern const struct social_type social_table []; extern const struct xsocial_type xsocial_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 ROOMTEXT_DATA * roomtext_free; extern NOTE_DATA * note_free; extern OBJ_DATA * obj_free; extern PC_DATA * pcdata_free; extern char bug_buf []; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern KILL_DATA kill_table []; extern char log_buf []; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; /* * Command functions. * Defined in act_*.c (mostly). */ DECLARE_DO_FUN( do_accept ); DECLARE_DO_FUN( do_activate ); DECLARE_DO_FUN( do_alignment ); DECLARE_DO_FUN( do_allow ); DECLARE_DO_FUN( do_anarch ); DECLARE_DO_FUN( do_ansi ); DECLARE_DO_FUN( do_answer ); DECLARE_DO_FUN( do_areas ); DECLARE_DO_FUN( do_artifact ); DECLARE_DO_FUN( do_at ); /*DECLARE_DO_FUN( do_auction );*/ DECLARE_DO_FUN( do_autoexit ); DECLARE_DO_FUN( do_autoloot ); DECLARE_DO_FUN( do_autosac ); DECLARE_DO_FUN( do_autosave ); DECLARE_DO_FUN( do_backstab ); DECLARE_DO_FUN( do_bamfin ); DECLARE_DO_FUN( do_bamfout ); DECLARE_DO_FUN( do_ban ); DECLARE_DO_FUN( do_beastlike ); DECLARE_DO_FUN( do_berserk ); DECLARE_DO_FUN( do_bind ); DECLARE_DO_FUN( do_birth ); DECLARE_DO_FUN( do_bite ); DECLARE_DO_FUN( do_blank ); DECLARE_DO_FUN( do_blindfold ); DECLARE_DO_FUN( do_bloodline ); DECLARE_DO_FUN( do_brandish ); DECLARE_DO_FUN( do_breakup ); DECLARE_DO_FUN( do_brief ); DECLARE_DO_FUN( do_bug ); DECLARE_DO_FUN( do_buy ); DECLARE_DO_FUN( do_call ); DECLARE_DO_FUN( do_calm ); DECLARE_DO_FUN( do_cast ); DECLARE_DO_FUN( do_champions ); DECLARE_DO_FUN( do_change ); DECLARE_DO_FUN( do_changelight ); DECLARE_DO_FUN( do_channels ); DECLARE_DO_FUN( do_chant ); DECLARE_DO_FUN( do_chat ); DECLARE_DO_FUN( do_claim ); DECLARE_DO_FUN( do_clandisc ); DECLARE_DO_FUN( do_show_clan_info); DECLARE_DO_FUN( do_clanname ); DECLARE_DO_FUN( do_claw ); DECLARE_DO_FUN( do_claws ); DECLARE_DO_FUN( do_clearstats ); DECLARE_DO_FUN( do_clearvam ); DECLARE_DO_FUN( do_clearvamp ); DECLARE_DO_FUN( do_close ); DECLARE_DO_FUN( do_command ); DECLARE_DO_FUN( do_commands ); DECLARE_DO_FUN( do_compare ); DECLARE_DO_FUN( do_complete ); DECLARE_DO_FUN( do_config ); DECLARE_DO_FUN( do_consent ); DECLARE_DO_FUN( do_consider ); DECLARE_DO_FUN( do_cprompt ); DECLARE_DO_FUN( do_crack ); DECLARE_DO_FUN( do_create ); DECLARE_DO_FUN( do_credits ); DECLARE_DO_FUN( do_darkheart ); DECLARE_DO_FUN( do_decapitate ); DECLARE_DO_FUN( do_demonarmour ); DECLARE_DO_FUN( do_deny ); DECLARE_DO_FUN( do_description ); DECLARE_DO_FUN( do_diagnose ); DECLARE_DO_FUN( do_dismount ); DECLARE_DO_FUN( do_disarm ); DECLARE_DO_FUN( do_disconnect ); DECLARE_DO_FUN( do_divorce ); DECLARE_DO_FUN( do_donate ); DECLARE_DO_FUN( do_down ); DECLARE_DO_FUN( do_draw ); DECLARE_DO_FUN( do_drink ); DECLARE_DO_FUN( do_drop ); DECLARE_DO_FUN( do_ntrust ); DECLARE_DO_FUN( do_offer ); DECLARE_DO_FUN( do_offersoul ); DECLARE_DO_FUN( do_grant ); DECLARE_DO_FUN( do_east ); DECLARE_DO_FUN( do_eat ); DECLARE_DO_FUN( do_echo ); DECLARE_DO_FUN( do_empty ); DECLARE_DO_FUN( do_escape ); DECLARE_DO_FUN( do_email ); DECLARE_DO_FUN( do_emote ); DECLARE_DO_FUN( do_enter ); DECLARE_DO_FUN( do_equipment ); DECLARE_DO_FUN( do_evileye ); DECLARE_DO_FUN( do_examine ); DECLARE_DO_FUN( do_exits ); DECLARE_DO_FUN( do_familiar ); DECLARE_DO_FUN( do_fangs ); DECLARE_DO_FUN( do_favour ); DECLARE_DO_FUN( do_fcommand ); DECLARE_DO_FUN( do_feed ); DECLARE_DO_FUN( do_fightstyle ); DECLARE_DO_FUN( do_fileupdate ); DECLARE_DO_FUN( do_fill ); DECLARE_DO_FUN( do_finger ); DECLARE_DO_FUN( do_flee ); DECLARE_DO_FUN( do_flex ); DECLARE_DO_FUN( do_follow ); DECLARE_DO_FUN( do_force ); DECLARE_DO_FUN( do_forceauto ); DECLARE_DO_FUN( do_freeze ); DECLARE_DO_FUN( do_gag ); DECLARE_DO_FUN( do_get ); DECLARE_DO_FUN( do_ghoul ); DECLARE_DO_FUN( do_gift ); DECLARE_DO_FUN( do_give ); DECLARE_DO_FUN( do_godless ); DECLARE_DO_FUN( do_goto ); DECLARE_DO_FUN( do_group ); DECLARE_DO_FUN( do_gtell ); DECLARE_DO_FUN( do_help ); DECLARE_DO_FUN( do_hide ); DECLARE_DO_FUN( do_holylight ); DECLARE_DO_FUN( do_home ); DECLARE_DO_FUN( do_horns ); DECLARE_DO_FUN( do_hooves ); DECLARE_DO_FUN( do_howl ); DECLARE_DO_FUN( do_huh ); DECLARE_DO_FUN( do_humanform ); DECLARE_DO_FUN( do_humanity ); DECLARE_DO_FUN( do_hunt ); DECLARE_DO_FUN( do_hurl ); DECLARE_DO_FUN( do_idea ); DECLARE_DO_FUN( do_immune ); DECLARE_DO_FUN( do_immtalk ); DECLARE_DO_FUN( do_incog ); DECLARE_DO_FUN( do_inconnu ); DECLARE_DO_FUN( do_info ); DECLARE_DO_FUN( do_inpart ); DECLARE_DO_FUN( do_introduce ); DECLARE_DO_FUN( do_inventory ); DECLARE_DO_FUN( do_invis ); DECLARE_DO_FUN( do_kick ); DECLARE_DO_FUN( do_kill ); DECLARE_DO_FUN( do_killperson ); DECLARE_DO_FUN( do_leap ); DECLARE_DO_FUN( do_lifespan ); DECLARE_DO_FUN( do_list ); DECLARE_DO_FUN( do_locate ); DECLARE_DO_FUN( do_lock ); DECLARE_DO_FUN( do_log ); DECLARE_DO_FUN( do_look ); DECLARE_DO_FUN( do_majesty ); DECLARE_DO_FUN( do_marry ); DECLARE_DO_FUN( do_magetalk ); DECLARE_DO_FUN( do_mask ); DECLARE_DO_FUN( do_mclear ); DECLARE_DO_FUN( do_meditate ); DECLARE_DO_FUN( do_memory ); DECLARE_DO_FUN( do_mfind ); DECLARE_DO_FUN( do_mload ); DECLARE_DO_FUN( do_mount ); DECLARE_DO_FUN( do_morph ); DECLARE_DO_FUN( do_mortal ); DECLARE_DO_FUN( do_mortalvamp ); DECLARE_DO_FUN( do_mset ); DECLARE_DO_FUN( do_mstat ); DECLARE_DO_FUN( do_mwhere ); DECLARE_DO_FUN( do_music ); DECLARE_DO_FUN( do_nightsight ); DECLARE_DO_FUN( do_noemote ); DECLARE_DO_FUN( do_north ); DECLARE_DO_FUN( do_note ); DECLARE_DO_FUN( do_notell ); DECLARE_DO_FUN( do_oclone ); DECLARE_DO_FUN( do_ofind ); DECLARE_DO_FUN( do_oload ); DECLARE_DO_FUN( do_open ); DECLARE_DO_FUN( do_order ); DECLARE_DO_FUN( do_oreturn ); DECLARE_DO_FUN( do_oset ); DECLARE_DO_FUN( do_ostat ); DECLARE_DO_FUN( do_oswitch ); DECLARE_DO_FUN( do_otransfer ); DECLARE_DO_FUN( do_pact ); DECLARE_DO_FUN( do_password ); DECLARE_DO_FUN( do_peace ); DECLARE_DO_FUN( do_pick ); DECLARE_DO_FUN( do_pload ); DECLARE_DO_FUN( do_poison ); DECLARE_DO_FUN( do_practice ); DECLARE_DO_FUN( do_pray ); DECLARE_DO_FUN( do_press ); DECLARE_DO_FUN( do_preturn ); DECLARE_DO_FUN( do_prompt ); DECLARE_DO_FUN( do_propose ); DECLARE_DO_FUN( do_pset ); DECLARE_DO_FUN( do_pull ); DECLARE_DO_FUN( do_punch ); DECLARE_DO_FUN( do_purge ); DECLARE_DO_FUN( do_put ); DECLARE_DO_FUN( do_qmake ); DECLARE_DO_FUN( do_quaff ); DECLARE_DO_FUN( do_qset ); DECLARE_DO_FUN( do_qstat ); DECLARE_DO_FUN( do_qtrust ); DECLARE_DO_FUN( do_quest ); DECLARE_DO_FUN( do_question ); DECLARE_DO_FUN( do_qui ); DECLARE_DO_FUN( do_quit ); DECLARE_DO_FUN( do_rage ); DECLARE_DO_FUN( do_read ); DECLARE_DO_FUN( do_readaura ); DECLARE_DO_FUN( do_reboo ); DECLARE_DO_FUN( do_reboot ); DECLARE_DO_FUN( do_recall ); DECLARE_DO_FUN( do_recharge ); DECLARE_DO_FUN( do_recho ); DECLARE_DO_FUN( do_recite ); DECLARE_DO_FUN( do_regenerate ); DECLARE_DO_FUN( do_release ); DECLARE_DO_FUN( do_relevel ); DECLARE_DO_FUN( do_reload ); DECLARE_DO_FUN( do_remove ); DECLARE_DO_FUN( do_rent ); DECLARE_DO_FUN( do_reply ); DECLARE_DO_FUN( do_report ); DECLARE_DO_FUN( do_rescue ); DECLARE_DO_FUN( do_rest ); DECLARE_DO_FUN( do_restore ); DECLARE_DO_FUN( do_return ); DECLARE_DO_FUN( do_roll ); DECLARE_DO_FUN( do_rset ); DECLARE_DO_FUN( do_rstat ); DECLARE_DO_FUN( do_sacrifice ); DECLARE_DO_FUN( do_safe ); DECLARE_DO_FUN( do_save ); DECLARE_DO_FUN( do_say ); DECLARE_DO_FUN( do_scan ); DECLARE_DO_FUN( do_score ); DECLARE_DO_FUN( do_scry ); DECLARE_DO_FUN( do_sell ); DECLARE_DO_FUN( do_serpent ); DECLARE_DO_FUN( do_shadowplane ); DECLARE_DO_FUN( do_shadowsight ); DECLARE_DO_FUN( do_sheath ); DECLARE_DO_FUN( do_shield ); DECLARE_DO_FUN( do_shoot ); DECLARE_DO_FUN( do_shout ); DECLARE_DO_FUN( do_shutdow ); DECLARE_DO_FUN( do_shutdown ); DECLARE_DO_FUN( do_show_artifacts); DECLARE_DO_FUN( do_side ); DECLARE_DO_FUN( do_silence ); DECLARE_DO_FUN( do_sit ); DECLARE_DO_FUN( do_skill ); DECLARE_DO_FUN( do_sla ); DECLARE_DO_FUN( do_slay ); DECLARE_DO_FUN( do_sleep ); DECLARE_DO_FUN( do_slookup ); DECLARE_DO_FUN( do_speak ); DECLARE_DO_FUN( do_special ); DECLARE_DO_FUN( do_spell ); DECLARE_DO_FUN( do_stake ); DECLARE_DO_FUN( do_stance ); DECLARE_DO_FUN( do_smother ); DECLARE_DO_FUN( do_sneak ); DECLARE_DO_FUN( do_snoop ); DECLARE_DO_FUN( do_socials ); DECLARE_DO_FUN( do_south ); DECLARE_DO_FUN( do_split ); DECLARE_DO_FUN( do_spy ); DECLARE_DO_FUN( do_spydirection ); DECLARE_DO_FUN( do_sset ); DECLARE_DO_FUN( do_stand ); DECLARE_DO_FUN( do_steal ); DECLARE_DO_FUN( do_summon ); DECLARE_DO_FUN( do_switch ); DECLARE_DO_FUN( do_teach ); DECLARE_DO_FUN( do_tear ); DECLARE_DO_FUN( do_tell ); DECLARE_DO_FUN( do_throw ); DECLARE_DO_FUN( do_tie ); DECLARE_DO_FUN( do_time ); DECLARE_DO_FUN( do_title ); DECLARE_DO_FUN( do_token ); DECLARE_DO_FUN( do_totems ); DECLARE_DO_FUN( do_track ); DECLARE_DO_FUN( do_tradition ); DECLARE_DO_FUN( do_train ); DECLARE_DO_FUN( do_transfer ); DECLARE_DO_FUN( do_transport ); DECLARE_DO_FUN( do_travel ); DECLARE_DO_FUN( do_tribe ); DECLARE_DO_FUN( do_truesight ); DECLARE_DO_FUN( do_trust ); DECLARE_DO_FUN( do_turn ); DECLARE_DO_FUN( do_twist ); DECLARE_DO_FUN( do_typo ); DECLARE_DO_FUN( do_unload ); DECLARE_DO_FUN( do_unlock ); DECLARE_DO_FUN( do_unpolymorph ); DECLARE_DO_FUN( do_untie ); DECLARE_DO_FUN( do_unwerewolf ); DECLARE_DO_FUN( do_up ); DECLARE_DO_FUN( do_upkeep ); DECLARE_DO_FUN( do_users ); DECLARE_DO_FUN( do_value ); DECLARE_DO_FUN( do_vampire ); DECLARE_DO_FUN( do_vamptalk ); DECLARE_DO_FUN( do_vanish ); DECLARE_DO_FUN( do_vclan ); DECLARE_DO_FUN( do_version ); DECLARE_DO_FUN( do_visible ); DECLARE_DO_FUN( do_voodoo ); DECLARE_DO_FUN( do_web ); DECLARE_DO_FUN( do_wake ); DECLARE_DO_FUN( do_watcher ); DECLARE_DO_FUN( do_watching ); DECLARE_DO_FUN( do_weaponform ); DECLARE_DO_FUN( do_wear ); DECLARE_DO_FUN( do_wearaffect ); DECLARE_DO_FUN( do_weather ); DECLARE_DO_FUN( do_werewolf ); DECLARE_DO_FUN( do_west ); DECLARE_DO_FUN( do_where ); DECLARE_DO_FUN( do_whisper ); DECLARE_DO_FUN( do_who ); DECLARE_DO_FUN( do_wimpy ); DECLARE_DO_FUN( do_wings ); DECLARE_DO_FUN( do_wizhelp ); DECLARE_DO_FUN( do_wizlist ); DECLARE_DO_FUN( do_wizlock ); DECLARE_DO_FUN( do_write ); DECLARE_DO_FUN( do_xemote ); DECLARE_DO_FUN( do_xsocials ); DECLARE_DO_FUN( do_yell ); DECLARE_DO_FUN( do_zap ); /* * Spell functions. * Defined in magic.c. */ DECLARE_SPELL_FUN( spell_null ); DECLARE_SPELL_FUN( spell_acid_blast ); DECLARE_SPELL_FUN( spell_armor ); DECLARE_SPELL_FUN( spell_bless ); DECLARE_SPELL_FUN( spell_blindness ); DECLARE_SPELL_FUN( spell_burning_hands ); DECLARE_SPELL_FUN( spell_call_lightning ); DECLARE_SPELL_FUN( spell_cause_critical ); DECLARE_SPELL_FUN( spell_cause_light ); DECLARE_SPELL_FUN( spell_cause_serious ); DECLARE_SPELL_FUN( spell_change_sex ); DECLARE_SPELL_FUN( spell_charm_person ); DECLARE_SPELL_FUN( spell_chill_touch ); DECLARE_SPELL_FUN( spell_colour_spray ); DECLARE_SPELL_FUN( spell_continual_light ); DECLARE_SPELL_FUN( spell_control_weather ); DECLARE_SPELL_FUN( spell_create_food ); DECLARE_SPELL_FUN( spell_create_spring ); DECLARE_SPELL_FUN( spell_create_water ); DECLARE_SPELL_FUN( spell_cure_blindness ); DECLARE_SPELL_FUN( spell_cure_critical ); DECLARE_SPELL_FUN( spell_cure_light ); DECLARE_SPELL_FUN( spell_cure_poison ); DECLARE_SPELL_FUN( spell_cure_serious ); DECLARE_SPELL_FUN( spell_curse ); DECLARE_SPELL_FUN( spell_detect_evil ); DECLARE_SPELL_FUN( spell_detect_hidden ); DECLARE_SPELL_FUN( spell_detect_invis ); DECLARE_SPELL_FUN( spell_detect_magic ); DECLARE_SPELL_FUN( spell_detect_poison ); DECLARE_SPELL_FUN( spell_dispel_evil ); DECLARE_SPELL_FUN( spell_dispel_magic ); DECLARE_SPELL_FUN( spell_earthquake ); DECLARE_SPELL_FUN( spell_enchant_weapon ); DECLARE_SPELL_FUN( spell_energy_drain ); DECLARE_SPELL_FUN( spell_faerie_fire ); DECLARE_SPELL_FUN( spell_faerie_fog ); DECLARE_SPELL_FUN( spell_fireball ); DECLARE_SPELL_FUN( spell_flamestrike ); DECLARE_SPELL_FUN( spell_fly ); DECLARE_SPELL_FUN( spell_gate ); DECLARE_SPELL_FUN( spell_general_purpose ); DECLARE_SPELL_FUN( spell_giant_strength ); DECLARE_SPELL_FUN( spell_harm ); DECLARE_SPELL_FUN( spell_heal ); DECLARE_SPELL_FUN( spell_high_explosive ); DECLARE_SPELL_FUN( spell_identify ); DECLARE_SPELL_FUN( spell_infravision ); DECLARE_SPELL_FUN( spell_invis ); DECLARE_SPELL_FUN( spell_know_alignment ); DECLARE_SPELL_FUN( spell_lightning_bolt ); DECLARE_SPELL_FUN( spell_locate_object ); DECLARE_SPELL_FUN( spell_magic_missile ); DECLARE_SPELL_FUN( spell_mass_invis ); DECLARE_SPELL_FUN( spell_pass_door ); DECLARE_SPELL_FUN( spell_poison ); DECLARE_SPELL_FUN( spell_protection ); DECLARE_SPELL_FUN( spell_refresh ); DECLARE_SPELL_FUN( spell_remove_curse ); DECLARE_SPELL_FUN( spell_sanctuary ); DECLARE_SPELL_FUN( spell_shocking_grasp ); DECLARE_SPELL_FUN( spell_shield ); DECLARE_SPELL_FUN( spell_sleep ); DECLARE_SPELL_FUN( spell_stone_skin ); DECLARE_SPELL_FUN( spell_summon ); DECLARE_SPELL_FUN( spell_teleport ); DECLARE_SPELL_FUN( spell_ventriloquate ); DECLARE_SPELL_FUN( spell_weaken ); DECLARE_SPELL_FUN( spell_word_of_recall ); DECLARE_SPELL_FUN( spell_acid_breath ); DECLARE_SPELL_FUN( spell_fire_breath ); DECLARE_SPELL_FUN( spell_frost_breath ); DECLARE_SPELL_FUN( spell_gas_breath ); DECLARE_SPELL_FUN( spell_lightning_breath ); DECLARE_SPELL_FUN( spell_guardian ); DECLARE_SPELL_FUN( spell_soulblade ); DECLARE_SPELL_FUN( spell_mana ); DECLARE_SPELL_FUN( spell_frenzy ); DECLARE_SPELL_FUN( spell_darkblessing ); DECLARE_SPELL_FUN( spell_portal ); DECLARE_SPELL_FUN( spell_energyflux ); DECLARE_SPELL_FUN( spell_voodoo ); DECLARE_SPELL_FUN( spell_transport ); DECLARE_SPELL_FUN( spell_regenerate ); DECLARE_SPELL_FUN( spell_clot ); DECLARE_SPELL_FUN( spell_mend ); DECLARE_SPELL_FUN( spell_quest ); DECLARE_SPELL_FUN( spell_minor_creation ); DECLARE_SPELL_FUN( spell_brew ); DECLARE_SPELL_FUN( spell_scribe ); DECLARE_SPELL_FUN( spell_carve ); DECLARE_SPELL_FUN( spell_engrave ); DECLARE_SPELL_FUN( spell_bake ); DECLARE_SPELL_FUN( spell_mount ); DECLARE_SPELL_FUN( spell_scan ); DECLARE_SPELL_FUN( spell_repair ); DECLARE_SPELL_FUN( spell_spellproof ); DECLARE_SPELL_FUN( spell_preserve ); DECLARE_SPELL_FUN( spell_major_creation ); DECLARE_SPELL_FUN( spell_copy ); DECLARE_SPELL_FUN( spell_insert_page ); DECLARE_SPELL_FUN( spell_chaos_blast ); DECLARE_SPELL_FUN( spell_resistance ); DECLARE_SPELL_FUN( spell_web ); DECLARE_SPELL_FUN( spell_polymorph ); DECLARE_SPELL_FUN( spell_contraception ); DECLARE_SPELL_FUN( spell_remove_page ); DECLARE_SPELL_FUN( spell_find_familiar ); DECLARE_SPELL_FUN( spell_improve ); /* * OS-dependent declarations. * These are all very standard library functions, * but some systems have incomplete or non-ansi header files. */ #if defined(_AIX) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(apollo) int atoi args( ( const char *string ) ); void * calloc args( ( unsigned nelem, size_t size ) ); char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(hpux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(interactive) #endif #if defined(linux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(macintosh) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(MIPS_OS) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(MSDOS) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(NeXT) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(sequent) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); int fread args( ( void *ptr, int size, int n, FILE *stream ) ); int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(sun) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); #if defined(SYSV) size_t fread args( ( void *ptr, size_t size, size_t n, FILE *stream ) ); #else int fread args( ( void *ptr, int size, int n, FILE *stream ) ); #endif int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(ultrix) char * crypt args( ( const char *key, const char *salt ) ); #endif /* * The crypt(3) function is not available on some operating systems. * In particular, the U.S. Government prohibits its export from the * United States to foreign countries. * Turn on NOCRYPT to keep passwords in plain text. */ #if defined( NOCRYPT ) #define crypt(s1, s2) (s1) #endif /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(macintosh) #define PLAYER_DIR "" /* Player files */ #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define PLAYER_DIR "" /* Player files */ #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define AREA_LIST "area.lst" /* List of areas */ #define CLAN_LIST "clan1.txt" /* List of clans */ #define ART_LIST "art1.txt" /* List of artifacts */ #define HOME_AREA "../area/homes.are" /* Mages towers, etc */ #define BUG_FILE "bugs.txt" /* For 'bug' and bug( ) */ #define IDEA_FILE "ideas.txt" /* For 'idea' */ #define TYPO_FILE "typos.txt" /* For 'typo' */ #define NOTE_FILE "notes.txt" /* For 'notes' */ #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ /* * Our function prototypes. * One big lump ... this is every function in Merc. */ #define CD CHAR_DATA #define MID MOB_INDEX_DATA #define OD OBJ_DATA #define OID OBJ_INDEX_DATA #define RID ROOM_INDEX_DATA #define SF SPEC_FUN /* act_comm.c */ void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) ); void stop_follower args( ( CHAR_DATA *ch ) ); void die_follower args( ( CHAR_DATA *ch ) ); bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) ); void room_text args( ( CHAR_DATA *ch, char *argument ) ); char *strlower args( ( char * ip ) ); void excessive_cpu args( ( int blx ) ); bool check_parse_name args( ( char *name ) ); /* act_info.c */ void set_title args( ( CHAR_DATA *ch, char *title ) ); void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowNothing ) ); int char_hitroll args( ( CHAR_DATA *ch ) ); int char_damroll args( ( CHAR_DATA *ch ) ); int char_ac args( ( CHAR_DATA *ch ) ); /* act_move.c */ void move_char args( ( CHAR_DATA *ch, int door ) ); void open_lift args( ( CHAR_DATA *ch ) ); void close_lift args( ( CHAR_DATA *ch ) ); void move_lift args( ( CHAR_DATA *ch, int to_room ) ); void move_door args( ( CHAR_DATA *ch ) ); void thru_door args( ( CHAR_DATA *ch, int doorexit ) ); void open_door args( ( CHAR_DATA *ch, bool be_open ) ); bool is_open args( ( CHAR_DATA *ch ) ); bool same_floor args( ( CHAR_DATA *ch, int cmp_room ) ); void check_hunt args( ( CHAR_DATA *ch ) ); /* act_obj.c */ bool is_ok_to_wear args( ( CHAR_DATA *ch, bool wolf_ok, char *argument ) ); void quest_object args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); /* act_wiz.c */ void bind_char args( ( CHAR_DATA *ch ) ); void logchan args( ( char *argument ) ); /* comm.c */ void close_socket args( ( DESCRIPTOR_DATA *dclose ) ); void close_socket2 args( ( DESCRIPTOR_DATA *dclose, bool kickoff ) ); void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void send_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void act args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void act2 args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void kavitem args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); /* db.c */ void boot_db args( ( void ) ); void area_update args( ( void ) ); CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) ); OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) ); void clear_char args( ( CHAR_DATA *ch ) ); void free_char args( ( CHAR_DATA *ch ) ); char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) ); char * get_roomtext args( ( const char *name, ROOMTEXT_DATA *rt ) ); MID * get_mob_index args( ( int vnum ) ); OID * get_obj_index args( ( int vnum ) ); RID * get_room_index args( ( int vnum ) ); char fread_letter args( ( FILE *fp ) ); int fread_number args( ( FILE *fp ) ); char * fread_string args( ( FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); void * alloc_mem args( ( int sMem ) ); void * alloc_perm args( ( int sMem ) ); void free_mem args( ( void *pMem, int sMem ) ); char * str_dup args( ( const char *str ) ); void free_string args( ( char *pstr ) ); int number_fuzzy args( ( int number ) ); int number_range args( ( int from, int to ) ); int number_percent args( ( void ) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); int number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); bool str_cmp args( ( const char *astr, const char *bstr ) ); bool str_prefix args( ( const char *astr, const char *bstr ) ); bool str_infix args( ( const char *astr, const char *bstr ) ); bool str_suffix args( ( const char *astr, const char *bstr ) ); char * capitalize args( ( const char *str ) ); void append_file args( ( CHAR_DATA *ch, char *file, char *str ) ); void bug args( ( const char *str, int param ) ); void log_string args( ( const char *str ) ); void tail_chain args( ( void ) ); /* fight.c */ void violence_update args( ( void ) ); void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); void adv_damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) ); void update_pos args( ( CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); bool no_attack args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void hurt_person args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) ); /* handler.c */ int get_trust args( ( CHAR_DATA *ch ) ); int get_age args( ( CHAR_DATA *ch ) ); int get_curr_str args( ( CHAR_DATA *ch ) ); int get_curr_int args( ( CHAR_DATA *ch ) ); int get_curr_wis args( ( CHAR_DATA *ch ) ); int get_curr_dex args( ( CHAR_DATA *ch ) ); int get_curr_con args( ( CHAR_DATA *ch ) ); int can_carry_n args( ( CHAR_DATA *ch ) ); int can_carry_w args( ( CHAR_DATA *ch ) ); bool is_name args( ( const char *str, char *namelist ) ); void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_strip args( ( CHAR_DATA *ch, int sn ) ); bool is_affected args( ( CHAR_DATA *ch, int sn ) ); void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void char_from_room args( ( CHAR_DATA *ch ) ); void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) ); void obj_from_char args( ( OBJ_DATA *obj ) ); int apply_ac args( ( OBJ_DATA *obj, int iWear ) ); OD * get_eq_char args( ( CHAR_DATA *ch, 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 ) ); CD * get_char_world2 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_in_obj args( ( CHAR_DATA *ch, char *argument ) ); 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_room args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world2 args( ( CHAR_DATA *ch, char *argument ) ); OD * create_money args( ( int amount ) ); int get_obj_number args( ( OBJ_DATA *obj ) ); int get_obj_weight args( ( OBJ_DATA *obj ) ); bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); char * item_type_name args( ( OBJ_DATA *obj ) ); char * affect_loc_name args( ( int location ) ); char * affect_bit_name args( ( int vector ) ); char * extra_bit_name args( ( int extra_flags ) ); void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); /* interp.c */ void interpret args( ( CHAR_DATA *ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); char * one_argument args( ( char *argument, char *arg_first ) ); void stage_update args( ( CHAR_DATA *ch, CHAR_DATA *victim, int stage ) ); /* magic.c */ int skill_lookup args( ( const char *name ) ); int slot_lookup args( ( int slot ) ); bool saves_spell args( ( int level, CHAR_DATA *victim ) ); void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) ); void enhance_stat args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, int apply_bit, int bonuses, int affect_bit ) ); /* save.c */ void save_char_obj args( ( CHAR_DATA *ch ) ); void save_char_obj_backup args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) ); bool load_char_short args( ( DESCRIPTOR_DATA *d, char *name ) ); /* special.c */ SF * spec_lookup args( ( const char *name ) ); /* update.c */ void gain_exp args( ( CHAR_DATA *ch, int gain ) ); void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); /* kav_fight.c */ void special_move args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* kav_info.c */ void birth_date args( ( CHAR_DATA *ch, bool is_self ) ); void other_age args( ( CHAR_DATA *ch, int extra, bool is_preg, char *argument ) ); int years_old args( ( CHAR_DATA *ch ) ); /* kav_wiz.c */ void oset_affect args( ( CHAR_DATA *ch, OBJ_DATA *obj, int value, int affect, bool is_quest) ); /* clan.c */ void werewolf_regen args( ( CHAR_DATA *ch ) ); void reg_mend args( ( CHAR_DATA *ch ) ); void vamp_rage args( ( CHAR_DATA *ch ) ); bool char_exists args( ( bool backup, char *argument ) ); OD * get_page args( ( OBJ_DATA *book, int page_num ) ); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF