/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /* * Accommodate old non-Ansi compilers. */ #if defined(TRADITIONAL) #define const #define args( list ) ( ) #define DECLARE_DO_FUN( fun ) void fun( ) #define DECLARE_SPEC_FUN( fun ) bool fun( ) #define DECLARE_SPELL_FUN( fun ) void fun( ) #define DECLARE_OBJ_FUN( fun ) void fun( ) #define DECLARE_ROOM_FUN( fun ) void fun( ) #define DECLARE_SKILL_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 #define DECLARE_OBJ_FUN( fun ) OBJ_FUN fun #define DECLARE_ROOM_FUN( fun ) ROOM_FUN fun #define DECLARE_SKILL_FUN( fun ) SKILL_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 /* ea */ #define MSL MAX_STRING_LENGTH #define MIL MAX_INPUT_LENGTH /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; //typedef struct top_list_data TOP_LIST_DATA; typedef struct TopListNodeStruct TopListNode; typedef struct ban_data BAN_DATA; typedef struct buf_type BUFFER; typedef struct char_data CHAR_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct help_area_data HELP_AREA; typedef struct kill_data KILL_DATA; typedef struct mem_data MEM_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct pc_data PC_DATA; typedef struct reset_data RESET_DATA; typedef struct room_index_data ROOM_INDEX_DATA; typedef struct shop_data SHOP_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct weather_data WEATHER_DATA; typedef struct prog_list PROG_LIST; typedef struct prog_code PROG_CODE; typedef struct colour_data COLOUR_DATA; /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) ); typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo, int target ) ); typedef void OBJ_FUN args( ( OBJ_DATA *obj, char *argument ) ); typedef void ROOM_FUN args( ( ROOM_INDEX_DATA *room, char *argument ) ); typedef void SKILL_FUN args( ( CHAR_DATA *ch, void *vo, int target ) ); /* * String and memory management parameters. */ #define MAX_KEY_HASH 8192 #define MAX_STRING_LENGTH 8192 #define MAX_INPUT_LENGTH 256 #define PAGELEN 22 /* I am lazy :) */ #define MSL MAX_STRING_LENGTH #define MIL MAX_INPUT_LENGTH /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_SOCIALS 256 #define MAX_SKILL 62 #define MAX_IN_GROUP 15 #define MAX_ALIAS 5 #define MAX_PC_RACE 9 #define MAX_CLAN 3 #define MAX_DAMAGE_MESSAGE 41 #define MAX_LEVEL 6 #define MAX_PL 50000000000000 #define MAX_HP 1000000000 #define MAX_KI 1000000000 #define LEVEL_HERO 2 #define LEVEL_IMMORTAL 3 #define L_IMM LEVEL_IMMORTAL /* Added this for "orphaned help" code. Check do_help() -- JR */ #define MAX_CMD_LEN 50 #define PULSE_PER_SECOND 4 #define PULSE_SECOND PULSE_PER_SECOND #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_MUSIC ( 6 * PULSE_PER_SECOND) #define PULSE_TICK (40 * PULSE_PER_SECOND) #define PULSE_AREA (60 * PULSE_PER_SECOND) #define PULSE_UNDERWATER (20 * PULSE_PER_SECOND) /* #define IMPLEMENTOR MAX_LEVEL #define CREATOR (MAX_LEVEL - 1) #define SUPREME (MAX_LEVEL - 2) #define DEITY (MAX_LEVEL - 3) #define GOD (MAX_LEVEL - 4) #define IMMORTAL (MAX_LEVEL - 5) #define DEMI (MAX_LEVEL - 6) #define ANGEL (MAX_LEVEL - 7) #define AVATAR (MAX_LEVEL - 8) #define HERO LEVEL_HERO */ #define IMPLEMENTOR 6 #define CODER 5 #define HEADBUILDER 4 #define BUILDER 3 #define IMMORTAL 3 #define HERO 2 #define PLAYER 1 /* * ColoUr stuff v2.0, by Lope. */ #define CLEAR "\e[0m" /* Resets Colour */ #define C_RED "\e[0;31m" /* Normal Colours */ #define C_GREEN "\e[0;32m" #define C_YELLOW "\e[0;33m" #define C_BLUE "\e[0;34m" #define C_MAGENTA "\e[0;35m" #define C_CYAN "\e[0;36m" #define C_WHITE "\e[0;37m" #define C_D_GREY "\e[1;30m" /* Light Colors */ #define C_B_RED "\e[1;31m" #define C_B_GREEN "\e[1;32m" #define C_B_YELLOW "\e[1;33m" #define C_B_BLUE "\e[1;34m" #define C_B_MAGENTA "\e[1;35m" #define C_B_CYAN "\e[1;36m" #define C_B_WHITE "\e[1;37m" #define COLOUR_NONE 7 /* White, hmm... */ #define RED 1 /* Normal Colours */ #define GREEN 2 #define YELLOW 3 #define BLUE 4 #define MAGENTA 5 #define CYAN 6 #define WHITE 7 #define BLACK 0 #define NORMAL 0 /* Bright/Normal colours */ #define BRIGHT 1 #define ALTER_COLOUR( type ) if( !str_prefix( argument, "red" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = RED; \ } \ else if( !str_prefix( argument, "hi-red" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = RED; \ } \ else if( !str_prefix( argument, "green" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = GREEN; \ } \ else if( !str_prefix( argument, "hi-green" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = GREEN; \ } \ else if( !str_prefix( argument, "yellow" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = YELLOW; \ } \ else if( !str_prefix( argument, "hi-yellow" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = YELLOW; \ } \ else if( !str_prefix( argument, "blue" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = BLUE; \ } \ else if( !str_prefix( argument, "hi-blue" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = BLUE; \ } \ else if( !str_prefix( argument, "magenta" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = MAGENTA; \ } \ else if( !str_prefix( argument, "hi-magenta" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = MAGENTA; \ } \ else if( !str_prefix( argument, "cyan" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = CYAN; \ } \ else if( !str_prefix( argument, "hi-cyan" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = CYAN; \ } \ else if( !str_prefix( argument, "white" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = WHITE; \ } \ else if( !str_prefix( argument, "hi-white" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = WHITE; \ } \ else if( !str_prefix( argument, "grey" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = BLACK; \ } \ else if( !str_prefix( argument, "beep" ) ) \ { \ ch->pcdata->type[2] = 1; \ } \ else if( !str_prefix( argument, "nobeep" ) ) \ { \ ch->pcdata->type[2] = 0; \ } \ else \ { \ sendch_bw( "Unrecognised colour, unchanged.\n\r", ch ); \ return; \ } #define LOAD_COLOUR( field ) ch->pcdata->field[1] = fread_number( fp ); \ if( ch->pcdata->field[1] > 100 ) \ { \ ch->pcdata->field[1] -= 100; \ ch->pcdata->field[2] = 1; \ } \ else \ { \ ch->pcdata->field[2] = 0; \ } \ if( ch->pcdata->field[1] > 10 ) \ { \ ch->pcdata->field[1] -= 10; \ ch->pcdata->field[0] = 1; \ } \ else \ { \ ch->pcdata->field[0] = 0; \ } /* * Thanks Dingo for making life a bit easier ;) */ #define CH(d) ((d)->original ? (d)->original : (d)->character) /* * Site ban structure. */ #define BAN_SUFFIX A #define BAN_PREFIX B #define BAN_NEWBIES C #define BAN_ALL D #define BAN_PERMIT E #define BAN_PERMANENT F /* * For the list of top players */ struct TopListNodeStruct { TopListNode *pNext; bool bValid; bool bChecked; char *szName; long long int llPl; }; /* class CTopListNode { public: CTopListNode () {pNext = NULL; bChecked = FALSE; szName = NULL; llPl = 0;} ~CTopListNode (); char *GetName () {return szName;} long long int GetPl () {return llPl;} CTopListNode *GetNext () {return pNext;} void SetName (char *szName_) {szName = szName_;} void SetPl (long long int llPl_) {llPl = llPl_;} void SetNext (CTopListNode *pNext_) {pNext = pNext_;} void Unchecked () {bChecked = FALSE;} void Checked () {bChecked = TRUE;} bool IsChecked () {bChecked;} private: CTopListNode *pNext; bool bChecked; char *szName; long long int llPl; }; class CTopList { public: CTopList () {pTop = NULL;} ~CTopList () {Purge();} void Load (); void Save (); void Purge (); void Display (CHAR_DATA *pCh); void RemoveName (char *szName); void Add (CHAR_DATA *pCh); private: CTopListNode *pTop; }; */ struct ban_data { BAN_DATA * next; bool valid; sh_int ban_flags; sh_int level; char * name; }; struct buf_type { BUFFER * next; bool valid; sh_int state; /* error state of the buffer */ sh_int size; /* size in k */ char * string; /* buffer's string */ }; /* * 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_GET_NAME -14 #define CON_GET_OLD_PASSWORD -13 #define CON_CONFIRM_NEW_NAME -12 #define CON_GET_NEW_PASSWORD -11 #define CON_CONFIRM_NEW_PASSWORD -10 #define CON_ANSI -9 #define CON_GET_TELNETGA -8 #define CON_GET_NEW_RACE -7 #define CON_GET_NEW_SEX -6 #define CON_GET_ALIGNMENT -4 #define CON_DEFAULT_CHOICE -3 #define CON_GEN_GROUPS -2 #define CON_PICK_WEAPON -1 #define CON_PLAYING 0 #define CON_READ_IMOTD 1 #define CON_READ_MOTD 2 #define CON_BREAK_CONNECT 3 #define CON_COPYOVER_RECOVER 4 #define CON_NOTE_TO 5 #define CON_NOTE_SUBJECT 6 #define CON_NOTE_EXPIRE 7 #define CON_NOTE_TEXT 8 #define CON_NOTE_FINISH 9 #define CON_FUSE_SLAVE 10 /* * Defensive skills */ #define DEF_NONE 0 #define DEF_DODGE 1 #define DEF_PARRY 2 #define DEF_SHIELD 4 /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; bool valid; bool ansi; char * host; sh_int descriptor; sh_int connected; bool fcommand; char inbuf [4 * MAX_INPUT_LENGTH]; char incomm [MAX_INPUT_LENGTH]; char inlast [MAX_INPUT_LENGTH]; int repeat; char * outbuf; int outsize; int outtop; char * showstr_head; char * showstr_point; void * pEdit; /* OLC */ char ** pString; /* OLC */ int editor; /* OLC */ }; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define TO_ALL 4 /* * Help table types. */ struct help_data { HELP_DATA * next; HELP_DATA * next_area; sh_int level; char * keyword; char * text; }; struct help_area_data { HELP_AREA * next; HELP_DATA * first; HELP_DATA * last; AREA_DATA * area; char * filename; bool changed; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA * next; /* Next shop in list */ sh_int keeper; /* Vnum of shop keeper mob */ sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */ sh_int profit_buy; /* Cost multiplier for buying */ sh_int profit_sell; /* Cost multiplier for selling */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* * Pre-class stuff. */ #define MAX_GUILD 2 #define MAX_STATS 5 #define STAT_STR 0 #define STAT_INT 1 #define STAT_WIS 2 #define STAT_DEX 3 #define STAT_CON 4 struct item_type { int type; char * name; }; struct weapon_type { char * name; sh_int vnum; sh_int type; sh_int *gsn; }; struct wiznet_type { char * name; long flag; int level; }; struct attack_type { char * name; /* name */ char * noun; /* 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 */ bool can_select; /* true if race is selectable at creation */ }; struct pc_race_type /* additional data for pc races */ { char *name; /* MUST be in race_type */ char who_name[6]; char *skills[5]; /* bonus skills for the race */ sh_int stats[MAX_STATS]; /* starting stats */ sh_int max_stats[MAX_STATS]; /* maximum stats */ sh_int train_cost[MAX_STATS]; /* how many trains to raise each stat */ sh_int size; /* aff bits for the race */ }; struct spec_type { char * name; /* special function name */ SPEC_FUN * function; /* the function */ }; /* * Data structure for notes. */ struct note_data { NOTE_DATA * next; bool valid; sh_int type; char * sender; char * date; char * to_list; char * subject; char * text; time_t date_stamp; time_t expire; }; /* * An affect. */ struct affect_data { AFFECT_DATA *next; bool valid; sh_int where; sh_int type; long long int pl; sh_int skill_lvl; sh_int duration; sh_int location; long long int modifier; int bitvector; }; /* where definitions */ #define TO_AFFECTS 0 #define TO_OBJECT 1 #define TO_IMMUNE 2 #define TO_RESIST 3 #define TO_VULN 4 #define TO_WEAPON 5 /* * 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_FIDO 401 #define MOB_VNUM_CITYGUARD 401 #define MOB_VNUM_VAMPIRE 401 #define MOB_VNUM_PATROLMAN 401 #define GROUP_VNUM_TROLLS 401 #define GROUP_VNUM_OGRES 401 /* 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 /* * 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_TRAIN (J) /* Can train PC's */ #define ACT_PRACTICE (K) /* Can practice PC's */ #define ACT_UPGRADE (L) /* Can upgrade PC's (androids) */ #define ACT_UNDEAD (O) #define ACT_ANIMAL (P) #define ACT_CIVILIAN (Q) #define ACT_WARRIOR (R) #define ACT_KIWARRIOR (S) #define ACT_NOALIGN (U) #define ACT_NOPURGE (V) #define ACT_OUTDOORS (W) #define ACT_INDOORS (Y) #define ACT_IS_HEALER (aa) #define ACT_GAIN (bb) #define ACT_UPDATE_ALWAYS (cc) #define ACT_IS_CHANGER (dd) /* damage classes */ #define DAM_NONE 0 #define DAM_BASH 1 #define DAM_PIERCE 2 #define DAM_SLASH 3 #define DAM_FIRE 4 #define DAM_COLD 5 #define DAM_LIGHTNING 6 #define DAM_ACID 7 #define DAM_POISON 8 #define DAM_NEGATIVE 9 #define DAM_HOLY 10 #define DAM_ENERGY 11 #define DAM_MENTAL 12 #define DAM_DISEASE 13 #define DAM_DROWNING 14 #define DAM_LIGHT 15 #define DAM_OTHER 16 #define DAM_HARM 17 #define DAM_CHARM 18 #define DAM_SOUND 19 /* OFF bits for mobiles */ #define OFF_AREA_ATTACK (A) #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_PARRY (K) #define OFF_RESCUE (L) #define OFF_TAIL (M) #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) #define IMM_SOUND (T) #define IMM_WOOD (X) #define IMM_SILVER (Y) #define IMM_IRON (Z) /* RES bits for mobs */ #define RES_SUMMON (A) #define RES_CHARM (B) #define RES_MAGIC (C) #define RES_WEAPON (D) #define RES_BASH (E) #define RES_PIERCE (F) #define RES_SLASH (G) #define RES_FIRE (H) #define RES_COLD (I) #define RES_LIGHTNING (J) #define RES_ACID (K) #define RES_POISON (L) #define RES_NEGATIVE (M) #define RES_HOLY (N) #define RES_ENERGY (O) #define RES_MENTAL (P) #define RES_DISEASE (Q) #define RES_DROWNING (R) #define RES_LIGHT (S) #define RES_SOUND (T) #define RES_WOOD (X) #define RES_SILVER (Y) #define RES_IRON (Z) /* VULN bits for mobs */ #define VULN_SUMMON (A) #define VULN_CHARM (B) #define VULN_MAGIC (C) #define VULN_WEAPON (D) #define VULN_BASH (E) #define VULN_PIERCE (F) #define VULN_SLASH (G) #define VULN_FIRE (H) #define VULN_COLD (I) #define VULN_LIGHTNING (J) #define VULN_ACID (K) #define VULN_POISON (L) #define VULN_NEGATIVE (M) #define VULN_HOLY (N) #define VULN_ENERGY (O) #define VULN_MENTAL (P) #define VULN_DISEASE (Q) #define VULN_DROWNING (R) #define VULN_LIGHT (S) #define VULN_SOUND (T) #define VULN_WOOD (X) #define VULN_SILVER (Y) #define VULN_IRON (Z) /* body form */ #define FORM_EDIBLE (A) #define FORM_POISON (B) #define FORM_MAGICAL (C) #define FORM_INSTANT_DECAY (D) #define FORM_OTHER (E) /* defined by material bit */ /* actual form */ #define FORM_ANIMAL (G) #define FORM_SENTIENT (H) #define FORM_UNDEAD (I) #define FORM_CONSTRUCT (J) #define FORM_MIST (K) #define FORM_INTANGIBLE (L) #define FORM_BIPED (M) #define FORM_CENTAUR (N) #define FORM_INSECT (O) #define FORM_SPIDER (P) #define FORM_CRUSTACEAN (Q) #define FORM_WORM (R) #define FORM_BLOB (S) #define FORM_MAMMAL (V) #define FORM_BIRD (W) #define FORM_REPTILE (X) #define FORM_SNAKE (Y) #define FORM_DRAGON (Z) #define FORM_AMPHIBIAN (aa) #define FORM_FISH (bb) #define FORM_COLD_BLOOD (cc) /* body parts */ #define PART_HEAD (A) #define PART_ARMS (B) #define PART_LEGS (C) #define PART_HEART (D) #define PART_BRAINS (E) #define PART_GUTS (F) #define PART_HANDS (G) #define PART_FEET (H) #define PART_FINGERS (I) #define PART_EAR (J) #define PART_EYE (K) #define PART_LONG_TONGUE (L) #define PART_EYESTALKS (M) #define PART_TENTACLES (N) #define PART_FINS (O) #define PART_WINGS (P) #define PART_TAIL (Q) /* for combat */ #define PART_CLAWS (U) #define PART_FANGS (V) #define PART_HORNS (W) #define PART_SCALES (X) #define PART_TUSKS (Y) /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND (A) #define AFF_INVISIBLE (B) #define AFF_DETECT_EVIL (C) #define AFF_DETECT_INVIS (D) #define AFF_DETECT_MAGIC (E) #define AFF_DETECT_HIDDEN (F) #define AFF_DETECT_GOOD (G) #define AFF_SANCTUARY (H) #define AFF_FAERIE_FIRE (I) #define AFF_INFRARED (J) #define AFF_CURSE (K) #define AFF_UNUSED_FLAG (L) /* unused */ #define AFF_POISON (M) #define AFF_PROTECT_EVIL (N) #define AFF_PROTECT_GOOD (O) #define AFF_SNEAK (P) #define AFF_HIDE (Q) #define AFF_SLEEP (R) #define AFF_CHARM (S) #define AFF_FLYING (T) #define AFF_PASS_DOOR (U) #define AFF_HASTE (V) #define AFF_CALM (W) #define AFF_PLAGUE (X) #define AFF_WEAKEN (Y) #define AFF_DARK_VISION (Z) #define AFF_BERSERK (aa) #define AFF_SWIM (bb) #define AFF_REGENERATION (cc) #define AFF_SLOW (dd) #define AFF_KAIOKEN (ee) /* * 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 /* 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 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_ZENNI_ONE 1 #define OBJ_VNUM_ZENNI_SOME 2 #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_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_DISC 23 #define OBJ_VNUM_PORTAL 25 #define OBJ_VNUM_ROSE 401 #define OBJ_VNUM_PIT 1 #define OBJ_VNUM_SCHOOL_MACE 20 #define OBJ_VNUM_SCHOOL_DAGGER 20 #define OBJ_VNUM_SCHOOL_SWORD 20 #define OBJ_VNUM_SCHOOL_SPEAR 20 #define OBJ_VNUM_SCHOOL_STAFF 20 #define OBJ_VNUM_SCHOOL_AXE 20 #define OBJ_VNUM_SCHOOL_FLAIL 20 #define OBJ_VNUM_SCHOOL_WHIP 20 #define OBJ_VNUM_SCHOOL_POLEARM 20 #define OBJ_VNUM_SCHOOL_VEST 20 #define OBJ_VNUM_SCHOOL_SHIELD 20 #define OBJ_VNUM_SCHOOL_BANNER 20 #define OBJ_VNUM_MAP 20 #define OBJ_VNUM_WHISTLE 20 /* * Item types. * Used in #OBJECTS. */ #define ITEM_LIGHT 1 #define ITEM_SCROLL 2 #define ITEM_WAND 3 #define ITEM_STAFF 4 #define ITEM_WEAPON 5 #define ITEM_TREASURE 8 #define ITEM_ARMOR 9 #define ITEM_POTION 10 #define ITEM_CLOTHING 11 #define ITEM_FURNITURE 12 #define ITEM_TRASH 13 #define ITEM_CONTAINER 15 #define ITEM_DRINK_CON 17 #define ITEM_KEY 18 #define ITEM_FOOD 19 #define ITEM_MONEY 20 #define ITEM_BOAT 22 #define ITEM_CORPSE_NPC 23 #define ITEM_CORPSE_PC 24 #define ITEM_FOUNTAIN 25 #define ITEM_PILL 26 #define ITEM_PROTECT 27 #define ITEM_MAP 28 #define ITEM_PORTAL 29 #define ITEM_WARP_STONE 30 #define ITEM_ROOM_KEY 31 #define ITEM_GEM 32 #define ITEM_JEWELRY 33 #define ITEM_JUKEBOX 34 /* * 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_NEED_PL (R) #define ITEM_NONMETAL (S) #define ITEM_NOLOCATE (T) #define ITEM_MELT_DROP (U) #define ITEM_HAD_TIMER (V) #define ITEM_SELL_EXTRACT (W) #define ITEM_INDESTRUCTIBLE (X) #define ITEM_BURN_PROOF (Y) #define ITEM_NOUNCURSE (Z) #define ITEM_SCOUTER (aa) /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE (A) #define ITEM_WEAR_FINGER (B) #define ITEM_WEAR_NECK (C) #define ITEM_WEAR_BODY (D) #define ITEM_WEAR_HEAD (E) #define ITEM_WEAR_LEGS (F) #define ITEM_WEAR_FEET (G) #define ITEM_WEAR_HANDS (H) #define ITEM_WEAR_ARMS (I) #define ITEM_WEAR_SHIELD (J) #define ITEM_WEAR_ABOUT (K) #define ITEM_WEAR_WAIST (L) #define ITEM_WEAR_WRIST (M) #define ITEM_WIELD (N) #define ITEM_HOLD (O) #define ITEM_NO_SAC (P) #define ITEM_WEAR_FLOAT (Q) #define ITEM_WEAR_TAIL (R) #define ITEM_WEAR_EYE (S) #define ITEM_WEAR_EAR (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 WEAPON_FLAMING (A) #define WEAPON_FROST (B) #define WEAPON_VAMPIRIC (C) #define WEAPON_SHARP (D) #define WEAPON_VORPAL (E) #define WEAPON_TWO_HANDS (F) #define WEAPON_SHOCKING (G) #define WEAPON_POISON (H) /* gate flags */ #define GATE_NORMAL_EXIT (A) #define GATE_NOCURSE (B) #define GATE_GOWITH (C) #define GATE_BUGGY (D) #define GATE_RANDOM (E) /* furniture flags */ #define STAND_AT (A) #define STAND_ON (B) #define STAND_IN (C) #define SIT_AT (D) #define SIT_ON (E) #define SIT_IN (F) #define REST_AT (G) #define REST_ON (H) #define REST_IN (I) #define SLEEP_AT (J) #define SLEEP_ON (K) #define SLEEP_IN (L) #define PUT_AT (M) #define PUT_ON (N) #define PUT_IN (O) #define PUT_INSIDE (P) /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_LEVEL 8 #define APPLY_AGE 9 #define APPLY_HEIGHT 10 #define APPLY_WEIGHT 11 #define APPLY_KI 12 #define APPLY_HIT 13 #define APPLY_STAMINA 14 // no longer used #define APPLY_ZENNI 15 #define APPLY_EXP 16 #define APPLY_AC 17 #define APPLY_HITROLL 18 #define APPLY_DAMROLL 19 #define APPLY_SAVES 20 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 #define APPLY_SPELL_AFFECT 25 #define APPLY_PL 26 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 #define CONT_PUT_ON 16 /* * Well known room virtual numbers. * Defined in #ROOMS. */ #define ROOM_VNUM_LIMBO 2 #define ROOM_VNUM_CHAT 2600 #define ROOM_VNUM_TEMPLE 2600 #define ROOM_VNUM_ALTAR 2600 #define ROOM_VNUM_SCHOOL 2600 #define ROOM_VNUM_BALANCE 2600 #define ROOM_VNUM_CIRCLE 2600 #define ROOM_VNUM_DEMISE 2600 #define ROOM_VNUM_HONOR 2600 #define ROOM_VNUM_SNAKEWAY 1800 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (A) #define ROOM_NO_MOB (C) #define ROOM_INDOORS (D) #define ROOM_PRIVATE (J) #define ROOM_SAFE (K) #define ROOM_SOLITARY (L) #define ROOM_PET_SHOP (M) #define ROOM_NO_RECALL (N) #define ROOM_IMP_ONLY (O) #define ROOM_GODS_ONLY (P) #define ROOM_HEROES_ONLY (Q) #define ROOM_NEWBIES_ONLY (R) #define ROOM_LAW (S) #define ROOM_NOWHERE (T) #define ROOM_HIGHGRAVITY (U) #define ROOM_CHAOS (V) /* * Directions. * Used in #ROOMS. */ #define DIR_NORTH 0 #define DIR_EAST 1 #define DIR_SOUTH 2 #define DIR_WEST 3 #define DIR_UP 4 #define DIR_DOWN 5 /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR (A) #define EX_CLOSED (B) #define EX_LOCKED (C) #define EX_PICKPROOF (F) #define EX_NOPASS (G) #define EX_EASY (H) #define EX_HARD (I) #define EX_INFURIATING (J) #define EX_NOCLOSE (K) #define EX_NOLOCK (L) /* * 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_UNDERWATER 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_FLOAT 18 #define WEAR_TAIL 19 #define WEAR_EYE 20 #define WEAR_EAR_L 21 #define WEAR_EAR_R 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 #define COND_HUNGER 3 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_UNCONSCIOUS 4 #define POS_SLEEPING 5 #define POS_RESTING 6 #define POS_SITTING 7 #define POS_FIGHTING 8 #define POS_STANDING 9 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ /* RT auto flags */ #define PLR_FINISHMOVE (B) #define PLR_AUTOASSIST (C) #define PLR_AUTOEXIT (D) #define PLR_AUTOLOOT (E) #define PLR_AUTOSAC (F) #define PLR_AUTOZENNI (G) #define PLR_AUTOSPLIT (H) #define PLR_AUTOATTACK (I) /* RT personal flags */ #define PLR_QUEST (J) #define PLR_HOLYLIGHT (N) #define PLR_COMBATINFO (O) #define PLR_CANLOOT (P) #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) #define PLR_LEADER (S) #define PLR_COLOUR (T) /* 1 bit reserved, S */ /* penalty flags */ #define PLR_PERMIT (U) #define PLR_LOG (W) #define PLR_DENY (X) #define PLR_FREEZE (Y) #define PLR_THIEF (Z) #define PLR_HOSTILE (aa) /* RT comm flags -- may be used on both mobs and chars */ #define COMM_QUIET (A) #define COMM_DEAF (B) #define COMM_NOWIZ (C) #define COMM_NOAUCTION (D) #define COMM_NOGOSSIP (E) #define COMM_NOQUESTION (F) #define COMM_NOMUSIC (G) #define COMM_NOCLAN (H) #define COMM_NOQUOTE (I) #define COMM_SHOUTSOFF (J) #define COMM_NOGOD (K) /* display flags */ #define COMM_COMPACT (L) #define COMM_BRIEF (M) #define COMM_PROMPT (N) #define COMM_COMBINE (O) #define COMM_TELNET_GA (P) #define COMM_SHOW_AFFECTS (Q) #define COMM_NOGRATS (R) #define COMM_NOOOC (S) /* penalties */ #define COMM_NOEMOTE (T) #define COMM_NOSHOUT (U) #define COMM_NOTELL (V) #define COMM_NOCHANNELS (W) #define COMM_SNOOP_PROOF (Y) #define COMM_AFK (Z) /* WIZnet flags */ #define WIZ_ON (A) #define WIZ_TICKS (B) #define WIZ_LOGINS (C) #define WIZ_SITES (D) #define WIZ_LINKS (E) #define WIZ_DEATHS (F) #define WIZ_RESETS (G) #define WIZ_MOBDEATHS (H) #define WIZ_FLAGS (I) #define WIZ_PENALTIES (J) #define WIZ_SACCING (K) #define WIZ_LEVELS (L) #define WIZ_SECURE (M) #define WIZ_SWITCHES (N) #define WIZ_SNOOPS (O) #define WIZ_RESTORE (P) #define WIZ_LOAD (Q) #define WIZ_NEWBIE (R) #define WIZ_PREFIX (S) #define WIZ_SPAM (T) #define WIZ_MEMCHECK (U) /* Transformation flags */ #define TRANS_NONE 0 #define TRANS_SSJ1 1 #define TRANS_SSJ2 2 #define TRANS_SSJ3 3 #define TRANS_SSJ4 4 #define TRANS_SSJ5 5 #define TRANS_MYSTIC 6 #define TRANS_SUPERH 7 // Super Human #define TRANS_HYPERN 8 // Hyper Namek #define TRANS_SUPERN 9 // Super Namek #define TRANS_UPGRADE1 10 // Android upgrade 1 #define TRANS_UPGRADE2 11 // Android upgrade 2 #define TRANS_UPGRADE3 12 // Android upgrade 3 #define TRANS_SELFFUSE 13 #define TRANS_ICER2 14 // Icer, Form 2. First form is equivalent to TRANS_NONE #define TRANS_ICER3 15 #define TRANS_ICER4 16 #define TRANS_ICER5 17 #define TRANS_BIO2 18 // Bio, 2nd evolution. First is equivalent to TRANS_NONE #define TRANS_BIO3 19 #define TRANS_BIO4 20 #define TRANS_BIO5 21 #define MAX_TRANS 22 /* Fighting Stances */ #define STANCE_NORMAL 0 #define STANCE_OFFEN 1 #define STANCE_DEFEN 2 #define STANCE_KAMIK 3 /* * 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; PROG_LIST * mprogs; AREA_DATA * area; /* OLC */ sh_int vnum; sh_int group; sh_int count; sh_int killed; char * player_name; char * short_descr; char * long_descr; char * description; long act; long affected_by; long long int pl; sh_int alignment; sh_int stat[MAX_STATS]; sh_int hit_bonus; sh_int ki_bonus; sh_int level; int hitroll; 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 wealth; long form; long parts; sh_int size; char * material; long mprog_flags; }; /* memory settings */ #define MEM_CUSTOMER A #define MEM_SELLER B #define MEM_HOSTILE C #define MEM_AFRAID D /* memory for mobs */ struct mem_data { MEM_DATA *next; bool valid; int id; int reaction; time_t when; }; /* For Erwin's Noteboard * -- JR 09/25/00 */ #include "board.h" /* * One character (PC or NPC). */ struct char_data { CHAR_DATA * next; CHAR_DATA * next_in_room; CHAR_DATA * master; CHAR_DATA * leader; CHAR_DATA * fighting; CHAR_DATA * powerstruggle; // Character that is engaged in a powerstruggle CHAR_DATA * reply; CHAR_DATA * pet; CHAR_DATA * mprog_target; MEM_DATA * memory; SPEC_FUN * spec_fun; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; OBJ_DATA * carrying; OBJ_DATA * on; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; AREA_DATA * zone; PC_DATA * pcdata; char cmd_buf[MAX_STRING_LENGTH]; // Save a previous command typed in bool valid; char * name; CHAR_DATA *slave; char *fuse_control; // Pre-fuse names of controlling character char *fuse_slave; // and observer int fuse_count; // Number of ticks until unfused long id; sh_int version; char * short_descr; char * long_descr; char * description; char * prompt; char * prefix; char * immtitle; sh_int group; sh_int clan; sh_int sex; sh_int race; sh_int level; int played; int lines; /* for the pager */ time_t logon; sh_int timer; sh_int daze; sh_int wait; bool short_wait; /* Don't display "You are no longer waiting" for a minor (<1s) delay */ sh_int wait_skill; /* counter for the wait */ sh_int wait_skill_sn; /* skill the char is waiting to use */ void *wait_skill_vo; /* who/what the skill is pointing at */ int wait_skill_target; int charge; // how many pulses the character has been charging sh_int balance; // 5 = normal balance, 10 = max, really good, 0 = min, really bad int cur_pl; long long int pl; sh_int trans_heal_count[MAX_TRANS]; // Incremented every tick that a character sleeps -- only get healed at transformation when the counter is 5. Works once for each trans -- disgusting method used (array) int hit; int max_hit; int ki; int max_ki; long zenni; int trans_count; // Counter for transformations; rage for saiyans, number androids killed for bio-androids sh_int perm_trans; // What transformation permanently at sh_int trans; // What transformation the player is in long act; long comm; /* RT added to pad the vector */ long wiznet; /* wiz stuff */ long imm_flags; long res_flags; long vuln_flags; sh_int invis_level; sh_int incog_level; long affected_by; sh_int position; int train; int stance; sh_int carry_weight; sh_int carry_number; sh_int saving_throw; sh_int alignment; int hitroll; int damroll; int wimpy; int armor[4]; sh_int petition; /* stats */ sh_int perm_stat[MAX_STATS]; sh_int mod_stat[MAX_STATS]; /* parts stuff */ long form; long parts; sh_int size; char* material; /* mobile stuff */ long off_flags; sh_int dam_type; sh_int start_pos; sh_int default_pos; sh_int mprog_delay; }; // Flags for custom skills #define CS_SIMPLE 1 // Skill is simple/easy to learn #define CS_QUICK 2 // Fast to launch /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; BUFFER * buffer; COLOUR_DATA * code; /* Data for color configuration */ bool valid; char * pwd; char * bamfin; char * bamfout; char * title; int perm_hit; int perm_ki; sh_int true_sex; int last_level; sh_int condition[4]; sh_int learned[MAX_SKILL]; int skill_progress[MAX_SKILL]; bool confirm_delete; // Custom skill data int nCsPoints; bool bCsConfirm; char *szCsName; long lCsFlags; CHAR_DATA *fusion_request; char * alias[MAX_ALIAS]; char * alias_sub[MAX_ALIAS]; BOARD_DATA * board; /* The current board */ time_t last_note[MAX_BOARD]; /* last note for the boards */ NOTE_DATA * in_progress; int security; /* OLC */ /* Builder security */ int text[3]; /* {t */ int auction[3]; /* {a */ int auction_text[3]; /* {A */ int gossip[3]; /* {d */ int gossip_text[3]; /* {9 */ int clan[3]; /* {t */ int clan_text[3]; /* {T */ int music[3]; /* {e */ int music_text[3]; /* {E */ int question[3]; /* {q */ int question_text[3]; /* {Q */ int answer[3]; /* {f */ int answer_text[3]; /* {F */ int quote[3]; /* {h */ int quote_text[3]; /* {H */ int immtalk_text[3]; /* {i */ int immtalk_type[3]; /* {I */ int info[3]; /* {j */ int say[3]; /* {6 */ int say_text[3]; /* {7 */ int tell[3]; /* {k */ int tell_text[3]; /* {K */ int reply[3]; /* {l */ int reply_text[3]; /* {L */ int gtell_text[3]; /* {n */ int gtell_type[3]; /* {N */ int wiznet[3]; /* {B */ int room_title[3]; /* {s */ int room_text[3]; /* {S */ int room_exits[3]; /* {o */ int room_things[3]; /* {O */ int prompt[3]; /* {p */ int fight_death[3]; /* {1 */ int fight_yhit[3]; /* {2 */ int fight_ohit[3]; /* {3 */ int fight_thit[3]; /* {4 */ int fight_skill[3]; /* {5 */ }; /* * Liquids. */ #define LIQ_WATER 0 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[6]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA * next; /* Next in list */ bool valid; char * keyword; /* Keyword in look/examine */ char * description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA * next; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; AREA_DATA * area; /* OLC */ PROG_LIST * oprogs; long oprog_flags; char * name; char * short_descr; char * description; sh_int vnum; sh_int reset_num; char * material; sh_int item_type; int extra_flags; int wear_flags; long long int pl; sh_int condition; sh_int count; sh_int weight; int cost; int value[5]; int durability; }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; OBJ_DATA * on; CHAR_DATA * carried_by; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; CHAR_DATA * oprog_target; sh_int oprog_delay; bool valid; 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; long long int pl; sh_int condition; char * material; sh_int timer; int value [5]; int durability; int cur_durability; }; /* * 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. */ struct reset_data { RESET_DATA * next; char command; sh_int arg1; sh_int arg2; sh_int arg3; sh_int arg4; }; /* * Area definition. */ struct area_data { AREA_DATA *next; HELP_AREA *helps; char *file_name; char *name; char *credits; sh_int age; sh_int nplayer; sh_int low_range; sh_int high_range; sh_int min_vnum; sh_int max_vnum; bool empty; char *builders; /* OLC */ /* Listing of */ int vnum; /* OLC */ /* Area vnum */ int area_flags; /* OLC */ int security; /* OLC */ /* Value 1-9 */ }; /* * 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]; RESET_DATA *reset_first; /* OLC */ RESET_DATA *reset_last; /* OLC */ PROG_LIST *rprogs; CHAR_DATA *rprog_target; long rprog_flags; sh_int rprog_delay; char *name; char *description; char *owner; sh_int vnum; int room_flags; sh_int light; sh_int sector_type; sh_int heal_rate; sh_int ki_rate; sh_int clan; }; /* * 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 TAR_OBJ_CHAR_DEF 5 #define TAR_OBJ_CHAR_OFF 6 #define TAR_HYBRID6 7 // TAR_CHAR_OFFENSIVE up to skill level 5, TAR_IGNORE (ie area affect) after 5 (ie starting at 6) #define TAR_AREA_OFF 8 // Offensive attack to all things in the room #define TARGET_CHAR 0 #define TARGET_OBJ 1 #define TARGET_ROOM 2 #define TARGET_NONE 3 #define SKILL_NONE 0 #define SKILL_IMM 1 #define SKILL_DELAY 2 #define SKILL_CHARGE 3 /* If the skill is old, it doesnt need a skill_fun, command or charge/release_msg values. * 'charging' skills, such as ki attacks, need a skill_fun pointer, and immediate/delay messages. * These commands dont need entries in the command table, they are called from the skill_table (based on * the command property). charge_msg is shown when the command is first used ("$n places his palms together * and begins to create ball of energy"), and release when it is done ("$n shoots a ball of energy!"). * skill_fun is the function called after being charged up. */ struct skill_type { char *name; /* Name of skill */ char *syntax; /* Alternate name that can be used to call this skill */ sh_int *pgsn; /* Pointer to associated gsn */ SKILL_FUN *skill_fun; /* Pointer to the skill's do_ function */ bool command; /* True if the skill can be used as a command, ie typing 'bash' would work with no need for do_bash in command table */ // Learning stuff: sh_int points; /* How many points to learn */ char *skill_prereq[5]; /* What skills are needed before this one can be learned */ sh_int skill_value[5]; /* What each of those skills need to be */ sh_int stat_prereq[MAX_STATS]; /* What stats need to be to learn */ long long int pl_prereq; /* What the minimum powerlevel needs to be */ char *race_prereq[MAX_PC_RACE]; /* What races can learn the skill */ // Actual use: sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int ki_mod; /* Minimum ki used. (Its the mod in ki_loss) */ sh_int type; /* SKILL_NONE, SKILL_IMM, SKILL_DELAY, SKILL_CHARGE? ie how it is used */ sh_int wait; /* Wait time for use */ // Messages: char *noun_damage; /* Damage message */ char *msg_off; /* Wear off message */ char *msg_obj; /* Wear off message for obects */ char *msg_immediate1; /* Message given immeadiately when the skilled is first used. To the character */ char *msg_immediate2; /* Message given immeadiately when the skilled is first used. To everyone else in the room */ char *msg_delay1; /* Message given after delay. To the character */ char *msg_delay2; /* Message given after delay. To everyone else in the room */ }; /* * MOBprog definitions */ #define TRIG_ACT (A) #define TRIG_BRIBE (B) #define TRIG_DEATH (C) #define TRIG_ENTRY (D) #define TRIG_FIGHT (E) #define TRIG_GIVE (F) #define TRIG_GREET (G) #define TRIG_GRALL (H) #define TRIG_KILL (I) #define TRIG_HPCNT (J) #define TRIG_RANDOM (K) #define TRIG_SPEECH (L) #define TRIG_EXIT (M) #define TRIG_EXALL (N) #define TRIG_DELAY (O) #define TRIG_SURR (P) #define TRIG_GET (Q) #define TRIG_DROP (R) #define TRIG_SIT (S) /* * Prog types */ #define PRG_MPROG 0 #define PRG_OPROG 1 #define PRG_RPROG 2 struct prog_list { int trig_type; char * trig_phrase; sh_int vnum; char * code; PROG_LIST * next; bool valid; }; struct prog_code { sh_int vnum; char * code; PROG_CODE * next; }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_dodge; extern sh_int gsn_hide; extern sh_int gsn_peek; extern sh_int gsn_pick_lock; extern sh_int gsn_sneak; extern sh_int gsn_steal; extern sh_int gsn_disarm; extern sh_int gsn_kick; extern sh_int gsn_sweep; extern sh_int gsn_throat_shot; extern sh_int gsn_knee; extern sh_int gsn_elbow; extern sh_int gsn_eye_gouge; extern sh_int gsn_heart_shot; extern sh_int gsn_parry; extern sh_int gsn_rescue; 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; extern sh_int gsn_fly; extern sh_int gsn_sanctuary; /* 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_exotic; extern sh_int gsn_bash; extern sh_int gsn_berserk; extern sh_int gsn_hand_to_hand; 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; // New ones: extern sh_int gsn_perception; extern sh_int gsn_defend; extern sh_int gsn_kamikaze; extern sh_int gsn_fusion; extern sh_int gsn_kaioken; extern sh_int gsn_fly; /* DBZ gsns */ extern sh_int gsn_kamehameha; extern sh_int gsn_scattershot; extern sh_int gsn_timestop; extern sh_int gsn_energy_ball; extern sh_int gsn_energy_beam; extern sh_int gsn_finalflash; extern sh_int gsn_solarflare; extern sh_int gsn_specialbeam; extern sh_int gsn_destructo_disk; extern sh_int gsn_masenko; extern sh_int gsn_eyebeam; extern sh_int gsn_mouthbeam; extern sh_int gsn_fingerbeam; extern sh_int gsn_spirit_bomb; extern sh_int gsn_power_bomb; extern sh_int gsn_death_ball; extern sh_int gsn_heal; extern sh_int gsn_revive; extern sh_int gsn_regen; /* * Utility macros. */ #define IS_VALID(data) ((data) != NULL && (data)->valid) #define VALIDATE(data) ((data)->valid = TRUE) #define INVALIDATE(data) ((data)->valid = FALSE) #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) #define IS_NULLSTR(str) ((str) == NULL || (str)[0] == '\0') #define ENTRE(min,num,max) ( ((min) < (num)) && ((num) < (max)) ) #define CHECK_POS(a, b, c) { \ (a) = (b); \ if ( (a) < 0 ) \ bug( "CHECK_POS : " c " == %d < 0", a ); \ } \ /* * Character macros. */ #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMMORTAL(ch) ((ch)->level >= LEVEL_IMMORTAL) #define IS_HERO(ch) ((ch)->level >= LEVEL_HERO) #define IS_TRUSTED(ch,level_) ((ch)->level >= (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]) #define GET_HITROLL(ch) ((ch)->hitroll) #define GET_DAMROLL(ch) ((ch)->damroll) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse))) #define get_carry_weight(ch) ((ch)->carry_weight + (ch)->zenni / 100) #define act(format,ch,arg1,arg2,type)\ act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING) #define HAS_TRIGGER_MOB(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig))) #define HAS_TRIGGER_OBJ(obj,trig) (IS_SET((obj)->pIndexData->oprog_flags,(trig))) #define HAS_TRIGGER_ROOM(room,trig) (IS_SET((room)->rprog_flags,(trig))) #define IS_FUSED(ch) (ch->slave) #define IS_TRANSFORMED(ch) (ch->trans != TRANS_NONE) #define IS_SWITCHED( ch ) ( ch->desc && ch->desc->original ) #define IS_BUILDER(ch, Area) ( !IS_NPC(ch) && !IS_SWITCHED( ch ) && \ ( ch->pcdata->security >= Area->security \ || strstr( Area->builders, ch->name ) \ || strstr( Area->builders, "All" ) ) ) #define IS_LEADER(ch) (IS_SET((ch)->act, PLR_LEADER)) // Powerlevel macros // rough conversions of pl to whatever #define PL_TO_SKILL(pl) (URANGE(0,sqrt(pl)/250,10)) #define PL_TO_STAT(pl) (URANGE(5,sqrt(pl/50000),200)) /* * 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))) #define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \ (obj)->value[4] : 100) /* * Description macros. */ #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name ) : "someone" ) #define NAME(ch) ( IS_NPC(ch) ? (ch)->short_descr : (ch)->name ) /* * 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; }; extern const struct weapon_type weapon_table []; extern const struct item_type item_table []; extern const struct wiznet_type wiznet_table []; extern const struct attack_type attack_table []; extern const struct race_type race_table []; extern const struct pc_race_type pc_race_table []; extern const struct spec_type spec_table []; extern const struct liq_type liq_table []; extern struct skill_type skill_table [MAX_SKILL]; extern struct social_type social_table [MAX_SOCIALS]; extern char * const title_table [MAX_LEVEL+1] [2]; extern char * const trans_table [MAX_TRANS]; extern char * const stance_table []; /* * Global variables. */ extern HELP_DATA * help_first; extern SHOP_DATA * shop_first; extern TopListNode *pTopList; extern CHAR_DATA * char_list; extern DESCRIPTOR_DATA * descriptor_list; extern OBJ_DATA * object_list; extern PROG_CODE * mprog_list; extern PROG_CODE * rprog_list; extern PROG_CODE * oprog_list; extern char bug_buf[]; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern KILL_DATA kill_table[]; extern char log_buf[]; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern char last_command[MAX_STRING_LENGTH]; extern NOTE_DATA * note_free; extern OBJ_DATA * obj_free; extern bool MOBtrigger; /* * OS-dependent declarations. * These are all very standard library functions, * but some systems have incomplete or non-ansi header files. */ #if defined(_AIX) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(apollo) int atoi args( ( const char *string ) ); void * calloc args( ( unsigned nelem, size_t size ) ); char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(hpux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(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) ); #elif !defined(__SVR4) int fread args( ( void *ptr, int size, int n, FILE *stream ) ); #endif int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(ultrix) char * crypt args( ( const char *key, const char *salt ) ); #endif /* * The crypt(3) function is not available on some operating systems. * In particular, the U.S. Government prohibits its export from the * United States to foreign countries. * Turn on NOCRYPT to keep passwords in plain text. */ #if defined(NOCRYPT) #define crypt(s1, s2) (s1) #endif /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(macintosh) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define LAST_COMMAND "../last_command.txt" /*For the signal handler.*/ #define PLAYER_DIR "../player/" /* Player files */ #define GOD_DIR "../gods/" /* list of gods */ #define TEMP_FILE "../player/romtmp" #define NULL_FILE "/dev/null" /* To reserve one stream */ #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' */ #define BAN_FILE "ban.txt" #define MUSIC_FILE "music.txt" #define OHELPS_FILE "lost_help.txt" /* Unmet 'help' requests */ // Log types #define LOG_CRIT 1 #define LOG_ERR 2 #define LOG_BUG 4 #define LOG_SECURITY 8 #define LOG_CONNECT 16 #define LOG_GAME 32 #define LOG_COMMAND 64 #define LOG_ALL 127 // All the others added up /* * Our function prototypes. * One big lump ... this is every function in Merc. */ #define CD CHAR_DATA #define MID MOB_INDEX_DATA #define OD OBJ_DATA #define OID OBJ_INDEX_DATA #define RID ROOM_INDEX_DATA #define SF SPEC_FUN #define AD AFFECT_DATA #define MPC PROG_CODE #define PC PROG_CODE /* act_comm.c */ void check_sex args( ( CHAR_DATA *ch) ); void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) ); void stop_follower args( ( CHAR_DATA *ch ) ); void nuke_pets args( ( CHAR_DATA *ch ) ); void die_follower args( ( CHAR_DATA *ch ) ); bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) ); void logfile args( ( char * fmt, ... ) ); /* act_enter.c */ RID *get_random_room args( ( CHAR_DATA *ch ) ); /* act_info.c */ char *format_pl args( ( long long int powerlevel ) ); void set_title args( ( CHAR_DATA *ch, char *title ) ); /* 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 wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); /* act_wiz.c */ int colorstrlen args( ( char *argument ) ); void wiznet args( ( char *string, CHAR_DATA *ch, OBJ_DATA *obj, long flag, long flag_skip, int min_level ) ); void copyover_recover args( ( void ) ); void qmconfig_read args( ( void ) ); /* alias.c */ void substitute_alias args( ( DESCRIPTOR_DATA *d, char *input ) ); /* ban.c */ bool check_ban args( ( char *site, int type) ); /* comm.c */ bool logstr args( ( int type, const char *fmt, ... ) ); void show_string args( ( struct descriptor_data *d, char *input) ); void close_socket args( ( DESCRIPTOR_DATA *dclose ) ); void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void send_to_desc args( ( const char *txt, DESCRIPTOR_DATA *d ) ); void sendch args( ( const char *str, CHAR_DATA * ch ) ); void page_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void act args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void act_new args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type, int min_pos) ); void printf_to_char args( ( CHAR_DATA *, char *, ... ) ); void printf_to_desc args( ( DESCRIPTOR_DATA *, char *, ... ) ); void bugf args( ( char *, ... ) ); bool write_to_descriptor args( ( int desc, char *txt, int length ) ); bool check_parse_name args( ( char *name ) ); /* db.c */ void reset_area args( ( AREA_DATA * pArea ) ); /* OLC */ void reset_room args( ( ROOM_INDEX_DATA *pRoom ) ); /* OLC */ char * print_flags args( ( int flag )); void boot_db args( ( void ) ); void area_update args( ( void ) ); CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) ); void clone_mobile args( ( CHAR_DATA *parent, CHAR_DATA *clone) ); OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, long long int pl ) ); void clone_object args( ( OBJ_DATA *parent, OBJ_DATA *clone ) ); void clear_char args( ( CHAR_DATA *ch ) ); char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) ); MID * get_mob_index args( ( int vnum ) ); OID * get_obj_index args( ( int vnum ) ); RID * get_room_index args( ( int vnum ) ); PC * get_prog_index args( ( int vnum, int type ) ); char fread_letter args( ( FILE *fp ) ); long long 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 ) ); long number_fuzzy args( ( long number ) ); long long int number_range args( ( long long int from, long long int to ) ); int number_percent args( ( void ) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); long number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); void smash_dollar 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 ) ); TopListNode *NewTopListNode args( ( void ) ); void DeleteTopListNode args( ( TopListNode *pN ) ); void LoadTopList args( ( void ) ); void SaveTopList args( ( void ) ); void PurgeTopList args( ( void ) ); void DisplayTopList args( ( CHAR_DATA *pCh ) ); void RemoveNameTopList args( ( char *szName ) ); void AddTopList args( ( CHAR_DATA *pCh ) ); /* * Colour stuff by Lope */ int colour args( ( char type, CHAR_DATA *ch, char *string ) ); void colourconv args( ( char *buffer, const char *txt, CHAR_DATA*ch)); void sendch_bw args( ( const char *txt, CHAR_DATA *ch ) ); void page_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) ); /* effect.c */ void acid_effect args( ( void *vo, long long int pl, int dam, int target ) ); void cold_effect args( ( void *vo, long long int pl, int dam, int target ) ); void fire_effect args( ( void *vo, long long int pl, int dam, int target ) ); void poison_effect args( ( void *vo, long long int pl, int dam, int target ) ); void shock_effect args( ( void *vo, long long int pl, int dam, int target ) ); /* fight.c */ void raw_kill args( ( CHAR_DATA * victim ) ); void ki_loss args( ( CHAR_DATA *ch, sh_int mod) ); void pl_gain args( ( CHAR_DATA *ch, long long int vi_pl ) ); 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 begin_combat args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); long long int GetPhysDam args( ( CHAR_DATA *pCh, int nChSn, CHAR_DATA *pVict, int nViSn, int nDamType, int nVariance ) ); long long int GetKiDam args( ( CHAR_DATA *pCh, int nChSn, CHAR_DATA *pVict, int nViSn, int nDamType, int nVariance ) ); bool damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, long long int dam, int dt, int dam_type, bool show ) ); void damage_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, int dam ) ); void update_pos args( ( CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); int get_defend_skill args( ( CHAR_DATA *ch, int nOptions ) ); bool check_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int ch_gsn, int vi_gsn, float multiplier ) ); bool check_kihit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int ch_gsn, int vi_gsn, float multiplier ) ); void disrupt args( ( CHAR_DATA *ch) ); /* fusion.c */ void unfuse args( ( CHAR_DATA *ch ) ); /* handler.c */ AD * affect_find args( ( AFFECT_DATA *paf, int sn ) ); AD *affect_find_bit args( ( AFFECT_DATA * paf, int bit ) ); void affect_check args( ( CHAR_DATA *ch, int where, int vector ) ); int count_users args( ( OBJ_DATA *obj ) ); void deduct_cost args( ( CHAR_DATA *ch, int cost ) ); void affect_enchant args( ( OBJ_DATA *obj ) ); int check_immune args( ( CHAR_DATA *ch, int dam_type ) ); int material_lookup args( ( const char *name ) ); int weapon_lookup args( ( const char *name ) ); int weapon_type args( ( const char *name ) ); char * weapon_name args( ( int weapon_Type ) ); char * item_name args( ( int item_type ) ); int attack_lookup args( ( const char *name ) ); long wiznet_lookup args( ( const char *name ) ); bool is_clan args( ( CHAR_DATA *ch ) ); bool is_same_clan args( ( CHAR_DATA *ch, CHAR_DATA *victim )); int get_skill args( ( CHAR_DATA *ch, int sn ) ); int get_weapon_sn args( ( CHAR_DATA *ch ) ); int get_weapon_skill args( ( CHAR_DATA *ch, int sn ) ); int get_age args( ( CHAR_DATA *ch ) ); void reset_char args( ( CHAR_DATA *ch ) ); int get_curr_stat args( ( CHAR_DATA *ch, int stat ) ); int get_max_train args( ( CHAR_DATA *ch, int stat ) ); int can_carry_n args( ( CHAR_DATA *ch ) ); int can_carry_w args( ( CHAR_DATA *ch ) ); bool is_name args( ( char *str, char *namelist ) ); bool is_full_name args( ( const char *str, char *namelist ) ); bool is_exact_name args( ( char *str, char *namelist ) ); void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_remove_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_strip args( ( CHAR_DATA *ch, int sn ) ); bool is_affected args( ( CHAR_DATA *ch, int sn ) ); void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void char_from_room args( ( CHAR_DATA *ch ) ); void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) ); void obj_from_char args( ( OBJ_DATA *obj ) ); int apply_ac args( ( OBJ_DATA *obj, int iWear, int type ) ); OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) ); void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) ); void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) ); void obj_from_room args( ( OBJ_DATA *obj ) ); void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) ); void obj_from_obj args( ( OBJ_DATA *obj ) ); void extract_obj args( ( OBJ_DATA *obj ) ); void extract_char args( ( CHAR_DATA *ch, bool fPull ) ); CD * get_char_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument ) ); CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) ); OD * get_obj_list args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) ); OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument, CHAR_DATA *viewer ) ); OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument, bool character ) ); OD * get_obj_here args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); OD * create_money args( ( int zenni ) ); int get_obj_number args( ( OBJ_DATA *obj ) ); int get_obj_weight args( ( OBJ_DATA *obj ) ); int get_true_weight args( ( OBJ_DATA *obj ) ); bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool is_room_owner args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) ); bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool can_see_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) ); bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); 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 ) ); char * cont_bit_name args( ( int cont_flags) ); OBJ_DATA *get_scouter args( ( CHAR_DATA *ch) ); char *get_pl_from_scouter args( ( CHAR_DATA *ch, CHAR_DATA* victim ) ); void wait args( ( CHAR_DATA *ch, int pulse ) ); void rage args( ( CHAR_DATA *ch, int rage ) ); void inc_bio_evolve args( ( CHAR_DATA *ch ) ); long long int get_perm_pl args( ( CHAR_DATA *ch ) ); void reset_after_trans args( ( CHAR_DATA *ch, bool increased ) ); void set_balance args( ( CHAR_DATA *ch, int bal, bool show ) ); /* * Colour Config */ void default_colour args( ( CHAR_DATA *ch ) ); void all_colour args( ( CHAR_DATA *ch, char *argument ) ); /* interp.c */ void interpret args( ( CHAR_DATA *ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); int mult_argument args( ( char *argument, char *arg) ); char * one_argument args( ( char *argument, char *arg_first ) ); /* mob_prog.c */ void program_flow args( ( sh_int vnum, char *source, CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2 ) ); void p_act_trigger args( ( char *argument, CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); bool p_percent_trigger args( ( CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void p_bribe_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) ); bool p_exit_trigger args( ( CHAR_DATA *ch, int dir, int type ) ); void p_give_trigger args( ( CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, OBJ_DATA *dropped, int type ) ); void p_greet_trigger args( ( CHAR_DATA *ch, int type ) ); void p_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) ); /* mob_cmds.c */ void mob_interpret args( ( CHAR_DATA *ch, char *argument ) ); void obj_interpret args( ( OBJ_DATA *obj, char *argument ) ); void room_interpret args( ( ROOM_INDEX_DATA *room, char *argument ) ); /* save.c */ void save_char_obj args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) ); /* skills.c */ int skill_lookup args( ( const char *name ) ); bool skill_driver args( ( CHAR_DATA * ch, char *argument, int sn ) ); void check_improve args( ( CHAR_DATA *ch, int sn, bool success, int multiplier, long long int llVictimPl ) ); long long int get_attackhit args( ( CHAR_DATA *ch, int sn ) ); long long int get_attackdam args( ( CHAR_DATA *ch, int sn ) ); long long int get_attackabsorb args( ( CHAR_DATA *ch, int sn, int dam_type ) ); long long int get_attackdodge args( ( CHAR_DATA *ch, int sn ) ); long long int get_kihit args( ( CHAR_DATA *ch, int sn ) ); long long int get_kidam args( ( CHAR_DATA *ch, int sn ) ); long long int get_kiabsorb args( ( CHAR_DATA *ch, int sn, int dam_type ) ); /* special.c */ SF * spec_lookup args( ( const char *name ) ); char * spec_name args( ( SPEC_FUN *function ) ); /* teleport.c */ RID * room_by_name args( ( char *target, int level, bool error ) ); /* update.c */ void change_pl args( ( CHAR_DATA *ch, long long int pl, bool perm, bool show ) ); void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); /* 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 * newstr ) ); 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 */ bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) ); char * olc_ed_name args( ( CHAR_DATA *ch ) ); char * olc_ed_vnum args( ( CHAR_DATA *ch ) ); /* lookup.c */ int race_lookup args( ( const char *name) ); int item_lookup args( ( const char *name) ); int liq_lookup args( ( const char *name) ); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef AD /***************************************************************************** * OLC * *****************************************************************************/ /* * Object defined in limbo.are * Used in save.c to load objects that don't exist. */ #define OBJ_VNUM_DUMMY 30 /* * Area flags. */ #define AREA_NONE 0 #define AREA_CHANGED 1 /* Area has been modified. */ #define AREA_ADDED 2 /* Area has been added to. */ #define AREA_LOADING 4 /* Used for counting in db.c */ #define MAX_DIR 6 #define NO_FLAG -99 /* Must not be used in flags or stats. */ /* * Global Constants */ extern char * const dir_name []; extern const sh_int rev_dir []; /* sh_int - ROM OLC */ extern const struct spec_type spec_table []; /* * Global variables */ extern AREA_DATA * area_first; extern AREA_DATA * area_last; extern SHOP_DATA * shop_last; extern int top_affect; extern int top_area; extern int top_ed; extern int top_exit; extern int top_help; extern int top_mob_index; extern int top_obj_index; extern int top_reset; extern int top_room; extern int top_shop; extern int top_vnum_mob; extern int top_vnum_obj; extern int top_vnum_room; extern char str_empty [1]; extern MOB_INDEX_DATA * mob_index_hash [MAX_KEY_HASH]; extern OBJ_INDEX_DATA * obj_index_hash [MAX_KEY_HASH]; extern ROOM_INDEX_DATA * room_index_hash [MAX_KEY_HASH];