/**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops |~'~.VxvxV.~'~* * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Main mud header file * ****************************************************************************/ #include <stdlib.h> #include <limits.h> #include <sys/time.h> /* #include <malloc_dbg.h> */ typedef int ch_ret; typedef int obj_ret; /* * 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 ) ch_ret 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(BERR) #define BERR 255 #endif #if defined(_AIX) #if !defined(const) #define const #endif typedef int sh_int; typedef int bool; #define unix #else typedef short int sh_int; typedef unsigned char bool; #endif /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct auction_data AUCTION_DATA; /* auction data */ typedef struct ban_data BAN_DATA; typedef struct extracted_char_data EXTRACT_CHAR_DATA; typedef struct char_data CHAR_DATA; typedef struct hunt_hate_fear HHF_DATA; typedef struct fighting_data FIGHT_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 menu_data MENU_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct comment_data COMMENT_DATA; typedef struct board_data BOARD_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 map_index_data MAP_INDEX_DATA; /* maps */ typedef struct map_data MAP_DATA; /* maps */ typedef struct room_index_data ROOM_INDEX_DATA; typedef struct shop_data SHOP_DATA; typedef struct repairshop_data REPAIR_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct hour_min_sec HOUR_MIN_SEC; typedef struct weather_data WEATHER_DATA; typedef struct clan_data CLAN_DATA; typedef struct council_data COUNCIL_DATA; typedef struct tourney_data TOURNEY_DATA; typedef struct mob_prog_data MPROG_DATA; typedef struct mob_prog_act_list MPROG_ACT_LIST; typedef struct editor_data EDITOR_DATA; typedef struct teleport_data TELEPORT_DATA; typedef struct timer_data TIMER; typedef struct godlist_data GOD_DATA; typedef struct system_data SYSTEM_DATA; typedef struct smaug_affect SMAUG_AFF; typedef struct who_data WHO_DATA; typedef struct skill_type SKILLTYPE; typedef struct social_type SOCIALTYPE; typedef struct cmd_type CMDTYPE; typedef struct killed_data KILLED_DATA; typedef struct deity_data DEITY_DATA; typedef struct wizent WIZENT; /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) ); typedef ch_ret SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo ) ); #define DUR_CONV 23.333333333333333333333333 #define HIDDEN_TILDE '*' #define BV00 (1 << 0) #define BV01 (1 << 1) #define BV02 (1 << 2) #define BV03 (1 << 3) #define BV04 (1 << 4) #define BV05 (1 << 5) #define BV06 (1 << 6) #define BV07 (1 << 7) #define BV08 (1 << 8) #define BV09 (1 << 9) #define BV10 (1 << 10) #define BV11 (1 << 11) #define BV12 (1 << 12) #define BV13 (1 << 13) #define BV14 (1 << 14) #define BV15 (1 << 15) #define BV16 (1 << 16) #define BV17 (1 << 17) #define BV18 (1 << 18) #define BV19 (1 << 19) #define BV20 (1 << 20) #define BV21 (1 << 21) #define BV22 (1 << 22) #define BV23 (1 << 23) #define BV24 (1 << 24) #define BV25 (1 << 25) #define BV26 (1 << 26) #define BV27 (1 << 27) #define BV28 (1 << 28) #define BV29 (1 << 29) #define BV30 (1 << 30) #define BV31 (1 << 31) /* 32 USED! DO NOT ADD MORE! SB */ /* * String and memory management parameters. */ #define MAX_KEY_HASH 2048 #define MAX_STRING_LENGTH 4096 /* buf */ #define MAX_INPUT_LENGTH 1024 /* arg */ #define MAX_INBUF_SIZE 1024 #define HASHSTR /* use string hashing */ #define MAX_LAYERS 8 /* maximum clothing layers */ #define MAX_NEST 100 /* maximum container nesting */ #define MAX_KILLTRACK 25 /* track mob vnums killed */ /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_EXP_WORTH 500000 #define MIN_EXP_WORTH 20 #define MAX_REXITS 20 /* Maximum exits allowed in 1 room */ #define MAX_SKILL 225 #define MAX_CLASS 8 /* Increased to 8 for Augurer - SB*/ #define MAX_NPC_CLASS 26 #define MAX_RACE 14 #define MAX_NPC_RACE 91 #define MAX_LEVEL 65 #define MAX_CLAN 50 #define MAX_DEITY 50 #define MAX_CPD 4 /* Maximum council power level difference */ #define MAX_HERB 20 #define LEVEL_HERO (MAX_LEVEL - 15) #define LEVEL_IMMORTAL (MAX_LEVEL - 14) #define LEVEL_SUPREME MAX_LEVEL #define LEVEL_INFINITE (MAX_LEVEL - 1) #define LEVEL_ETERNAL (MAX_LEVEL - 2) #define LEVEL_IMPLEMENTOR (MAX_LEVEL - 3) #define LEVEL_SUB_IMPLEM (MAX_LEVEL - 4) #define LEVEL_ASCENDANT (MAX_LEVEL - 5) #define LEVEL_GREATER (MAX_LEVEL - 6) #define LEVEL_GOD (MAX_LEVEL - 7) #define LEVEL_LESSER (MAX_LEVEL - 8) #define LEVEL_TRUEIMM (MAX_LEVEL - 9) #define LEVEL_DEMI (MAX_LEVEL - 10) #define LEVEL_SAVIOR (MAX_LEVEL - 11) #define LEVEL_CREATOR (MAX_LEVEL - 12) #define LEVEL_ACOLYTE (MAX_LEVEL - 13) #define LEVEL_NEOPHYTE (MAX_LEVEL - 14) #define LEVEL_AVATAR (MAX_LEVEL - 15) #define LEVEL_LOG LEVEL_LESSER #define LEVEL_HIGOD LEVEL_GOD #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_TICK (70 * PULSE_PER_SECOND) #define PULSE_AREA (60 * PULSE_PER_SECOND) #define PULSE_AUCTION (10 * PULSE_PER_SECOND) /* * Command logging types. */ typedef enum { LOG_NORMAL, LOG_ALWAYS, LOG_NEVER, LOG_BUILD, LOG_HIGH, LOG_COMM, LOG_ALL } log_types; /* * Return types for move_char, damage, greet_trigger, etc, etc * Added by Thoric to get rid of bugs */ typedef enum { rNONE, rCHAR_DIED, rVICT_DIED, rBOTH_DIED, rCHAR_QUIT, rVICT_QUIT, rBOTH_QUIT, rSPELL_FAILED, rOBJ_SCRAPPED, rOBJ_EATEN, rOBJ_EXPIRED, rOBJ_TIMER, rOBJ_SACCED, rOBJ_QUAFFED, rOBJ_USED, rOBJ_EXTRACTED, rOBJ_DRUNK, rCHAR_IMMUNE, rVICT_IMMUNE, rCHAR_AND_OBJ_EXTRACTED = 128, rERROR = 255 } ret_types; /* Echo types for echo_to_all */ #define ECHOTAR_ALL 0 #define ECHOTAR_PC 1 #define ECHOTAR_IMM 2 /* defines for new do_who */ #define WT_MORTAL 0 #define WT_DEADLY 1 #define WT_IMM 2 /* * do_who output structure -- Narn */ struct who_data { WHO_DATA *prev; WHO_DATA *next; char *text; int type; }; /* * Site ban structure. */ struct ban_data { BAN_DATA * next; BAN_DATA * prev; char * name; int level; char * ban_time; }; /* * Time and weather stuff. */ typedef enum { SUN_DARK, SUN_RISE, SUN_LIGHT, SUN_SET } sun_positions; typedef enum { SKY_CLOUDLESS, SKY_CLOUDY, SKY_RAINING, SKY_LIGHTNING } sky_conditions; struct time_info_data { int hour; int day; int month; int year; }; struct hour_min_sec { int hour; int min; int sec; int manual; }; struct weather_data { int mmhg; int change; int sky; int sunlight; }; /* * Structure used to build wizlist */ struct wizent { WIZENT * next; WIZENT * last; char * name; sh_int level; }; /* * Connected state for a channel. */ typedef enum { CON_PLAYING, CON_GET_NAME, CON_GET_OLD_PASSWORD, CON_CONFIRM_NEW_NAME, CON_GET_NEW_PASSWORD, CON_CONFIRM_NEW_PASSWORD, CON_GET_NEW_SEX, CON_GET_NEW_CLASS, CON_READ_MOTD, CON_GET_NEW_RACE, CON_GET_EMULATION, CON_EDITING, CON_GET_WANT_RIPANSI, CON_TITLE, CON_PRESS_ENTER, CON_WAIT_1, CON_WAIT_2, CON_WAIT_3, CON_ACCEPTED, CON_GET_PKILL } connection_types; /* * Character substates */ typedef enum { SUB_NONE, SUB_PAUSE, SUB_PERSONAL_DESC, SUB_OBJ_SHORT, SUB_OBJ_LONG, SUB_OBJ_EXTRA, SUB_MOB_LONG, SUB_MOB_DESC, SUB_ROOM_DESC, SUB_ROOM_EXTRA, SUB_ROOM_EXIT_DESC, SUB_WRITING_NOTE, SUB_MPROG_EDIT, SUB_HELP_EDIT, SUB_WRITING_MAP, SUB_PERSONAL_BIO, SUB_REPEATCMD, SUB_RESTRICTED, SUB_DEITYDESC, /* timer types ONLY below this point */ SUB_TIMER_DO_ABORT = 128, SUB_TIMER_CANT_ABORT } char_substates; /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * prev; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; char * host; int port; int descriptor; sh_int connected; sh_int idle; sh_int lines; sh_int scrlen; bool fcommand; char inbuf [MAX_INBUF_SIZE]; char incomm [MAX_INPUT_LENGTH]; char inlast [MAX_INPUT_LENGTH]; int repeat; char * outbuf; unsigned long outsize; int outtop; char * pagebuf; unsigned long pagesize; int pagetop; char * pagepoint; char pagecmd; char pagecolor; int auth_inc; int auth_state; char abuf[ 256 ]; int auth_fd; char * user; int atimes; int newstate; unsigned char prevcolor; }; /* * 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; }; struct cha_app_type { sh_int charm; }; struct lck_app_type { sh_int luck; }; /* the races */ #define RACE_HUMAN 0 #define RACE_ELF 1 #define RACE_DWARF 2 #define RACE_HALFLING 3 #define RACE_PIXIE 4 #define RACE_VAMPIRE 5 #define RACE_HALF_OGRE 6 #define RACE_HALF_ORC 7 #define RACE_HALF_TROLL 8 #define RACE_HALF_ELF 9 #define RACE_GITH 10 /* npc races */ #define RACE_DRAGON 31 #define CLASS_NONE -1 /* For skill/spells according to guild */ #define CLASS_MAGE 0 #define CLASS_CLERIC 1 #define CLASS_THIEF 2 #define CLASS_WARRIOR 3 #define CLASS_VAMPIRE 4 #define CLASS_DRUID 5 #define CLASS_RANGER 6 #define CLASS_AUGURER 7 /* 7-7-96 SB */ /* #define CLASS_WEREWOLF 8 #define CLASS_LYCANTHROPE 9 #define CLASS_LICH 10 */ /* * Languages -- Altrag */ #define LANG_COMMON BV00 /* Human base language */ #define LANG_ELVEN BV01 /* Elven base language */ #define LANG_DWARVEN BV02 /* Dwarven base language */ #define LANG_PIXIE BV03 /* Pixie/Fairy base language */ #define LANG_OGRE BV04 /* Ogre base language */ #define LANG_ORCISH BV05 /* Orc base language */ #define LANG_TROLLISH BV06 /* Troll base language */ #define LANG_RODENT BV07 /* Small mammals */ #define LANG_INSECTOID BV08 /* Insects */ #define LANG_MAMMAL BV09 /* Larger mammals */ #define LANG_REPTILE BV10 /* Small reptiles */ #define LANG_DRAGON BV11 /* Large reptiles, Dragons */ #define LANG_SPIRITUAL BV12 /* Necromancers or undeads/spectres */ #define LANG_MAGICAL BV13 /* Spells maybe? Magical creatures */ #define LANG_GOBLIN BV14 /* Goblin base language */ #define LANG_GOD BV15 /* Clerics possibly? God creatures */ #define LANG_ANCIENT BV16 /* Prelude to a glyph read skill? */ #define LANG_HALFLING BV17 /* Halfling base language */ #define LANG_CLAN BV18 /* Clan language */ #define LANG_GITH BV19 /* Gith Language */ #define LANG_UNKNOWN 0 /* Anything that doesnt fit a category */ #define VALID_LANGS ( LANG_COMMON | LANG_ELVEN | LANG_DWARVEN | LANG_PIXIE \ | LANG_OGRE | LANG_ORCISH | LANG_TROLLISH | LANG_GOBLIN \ | LANG_HALFLING | LANG_GITH ) /* 18 Languages */ /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 /* * Real action "TYPES" for act. */ #define AT_BLACK 0 #define AT_BLOOD 1 #define AT_DGREEN 2 #define AT_ORANGE 3 #define AT_DBLUE 4 #define AT_PURPLE 5 #define AT_CYAN 6 #define AT_GREY 7 #define AT_DGREY 8 #define AT_RED 9 #define AT_GREEN 10 #define AT_YELLOW 11 #define AT_BLUE 12 #define AT_PINK 13 #define AT_LBLUE 14 #define AT_WHITE 15 #define AT_BLINK 16 #define AT_PLAIN AT_GREY #define AT_ACTION AT_GREY #define AT_SAY AT_LBLUE #define AT_GOSSIP AT_LBLUE #define AT_YELL AT_WHITE #define AT_TELL AT_WHITE #define AT_HIT AT_WHITE #define AT_HITME AT_YELLOW #define AT_IMMORT AT_YELLOW #define AT_HURT AT_RED #define AT_FALLING AT_WHITE + AT_BLINK #define AT_DANGER AT_RED + AT_BLINK #define AT_MAGIC AT_BLUE #define AT_CONSIDER AT_GREY #define AT_REPORT AT_GREY #define AT_POISON AT_GREEN #define AT_SOCIAL AT_CYAN #define AT_DYING AT_YELLOW #define AT_DEAD AT_RED #define AT_SKILL AT_GREEN #define AT_CARNAGE AT_BLOOD #define AT_DAMAGE AT_WHITE #define AT_FLEE AT_YELLOW #define AT_RMNAME AT_WHITE #define AT_RMDESC AT_YELLOW #define AT_OBJECT AT_GREEN #define AT_PERSON AT_PINK #define AT_LIST AT_BLUE #define AT_BYE AT_GREEN #define AT_GOLD AT_YELLOW #define AT_GTELL AT_BLUE #define AT_NOTE AT_GREEN #define AT_HUNGRY AT_ORANGE #define AT_THIRSTY AT_BLUE #define AT_FIRE AT_RED #define AT_SOBER AT_WHITE #define AT_WEAROFF AT_YELLOW #define AT_EXITS AT_WHITE #define AT_SCORE AT_LBLUE #define AT_RESET AT_DGREEN #define AT_LOG AT_PURPLE #define AT_DIEMSG AT_WHITE #define AT_WARTALK AT_RED #define INIT_WEAPON_CONDITION 12 #define MAX_ITEM_IMPACT 30 /* * Help table types. */ struct help_data { HELP_DATA * next; HELP_DATA * prev; sh_int level; char * keyword; char * text; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA * next; /* Next shop in list */ SHOP_DATA * prev; /* Previous shop in list */ 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 */ }; #define MAX_FIX 3 #define SHOP_FIX 1 #define SHOP_RECHARGE 2 struct repairshop_data { REPAIR_DATA * next; /* Next shop in list */ REPAIR_DATA * prev; /* Previous shop in list */ int keeper; /* Vnum of shop keeper mob */ sh_int fix_type [MAX_FIX]; /* Item types shop will fix */ sh_int profit_fix; /* Cost multiplier for fixing */ sh_int shop_type; /* Repair shop type */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* Mob program structures */ struct act_prog_data { struct act_prog_data *next; void *vo; }; struct mob_prog_act_list { MPROG_ACT_LIST * next; char * buf; CHAR_DATA * ch; OBJ_DATA * obj; void * vo; }; struct mob_prog_data { MPROG_DATA * next; int type; bool triggered; int resetdelay; char * arglist; char * comlist; }; bool MOBtrigger; /* * Per-class stuff. */ struct class_type { char * who_name; /* Name for 'who' */ sh_int attr_prime; /* Prime attribute */ int weapon; /* First weapon */ int guild; /* Vnum of guild room */ sh_int skill_adept; /* Maximum skill level */ sh_int thac0_00; /* Thac0 for level 0 */ sh_int thac0_32; /* Thac0 for level 32 */ sh_int hp_min; /* Min hp gained on leveling */ sh_int hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ sh_int exp_base; /* Class base exp */ }; /* race dedicated stuff */ struct race_type { char race_name [16]; /* Race name */ int affected; /* Default affect bitvectors */ sh_int str_plus; /* Str bonus/penalty */ sh_int dex_plus; /* Dex " */ sh_int wis_plus; /* Wis " */ sh_int int_plus; /* Int " */ sh_int con_plus; /* Con " */ sh_int cha_plus; /* Cha " */ sh_int lck_plus; /* Lck " */ sh_int hit; sh_int mana; sh_int resist; sh_int suscept; int class_restriction; /* Flags for illegal classes */ int language; /* Default racial language */ }; typedef enum { CLAN_PLAIN, CLAN_VAMPIRE, CLAN_WARRIOR, CLAN_DRUID, CLAN_MAGE, CLAN_CELTIC, CLAN_THIEF, CLAN_CLERIC, CLAN_UNDEAD, CLAN_CHAOTIC, CLAN_NEUTRAL, CLAN_LAWFUL, CLAN_NOKILL, CLAN_ORDER, CLAN_GUILD } clan_types; typedef enum { GROUP_CLAN, GROUP_COUNCIL, GROUP_GUILD } group_types; struct clan_data { CLAN_DATA * next; /* next clan in list */ CLAN_DATA * prev; /* previous clan in list */ char * filename; /* Clan filename */ char * name; /* Clan name */ char * motto; /* Clan motto */ char * description; /* A brief description of the clan */ char * deity; /* Clan's deity */ char * leader; /* Head clan leader */ char * number1; /* First officer */ char * number2; /* Second officer */ int pkills; /* Number of pkills on behalf of clan */ int pdeaths; /* Number of pkills against clan */ int mkills; /* Number of mkills on behalf of clan */ int mdeaths; /* Number of clan deaths due to mobs */ int illegal_pk; /* Number of illegal pk's by clan */ int score; /* Overall score */ sh_int clan_type; /* See clan type defines */ sh_int favour; /* Deities favour upon the clan */ sh_int strikes; /* Number of strikes against the clan */ sh_int members; /* Number of clan members */ sh_int alignment; /* Clan's general alignment */ int board; /* Vnum of clan board */ int clanobj1; /* Vnum of first clan obj (ring) */ int clanobj2; /* Vnum of second clan obj (shield) */ int clanobj3; /* Vnum of third clan obj (weapon) */ int recall; /* Vnum of clan's recall room */ int storeroom; /* Vnum of clan's store room */ int guard1; /* Vnum of clan guard type 1 */ int guard2; /* Vnum of clan guard type 2 */ int class; /* For guilds */ }; struct council_data { COUNCIL_DATA * next; /* next council in list */ COUNCIL_DATA * prev; /* previous council in list */ char * filename; /* Council filename */ char * name; /* Council name */ char * description; /* A brief description of the council */ char * head; /* Council head */ char * powers; /* Council powers */ sh_int members; /* Number of council members */ int board; /* Vnum of council board */ int meeting; /* Vnum of council's meeting room */ }; struct deity_data { DEITY_DATA * next; DEITY_DATA * prev; char * filename; char * name; char * description; sh_int alignment; sh_int worshippers; sh_int scorpse; sh_int sdeityobj; sh_int savatar; sh_int srecall; sh_int flee; sh_int flee_npcrace; sh_int kill; sh_int kill_magic; sh_int kill_npcrace; sh_int sac; sh_int bury_corpse; sh_int aid_spell; sh_int aid; sh_int backstab; sh_int steal; sh_int die; sh_int die_npcrace; sh_int spell_aid; sh_int dig_corpse; int race; int npcrace; int class; int element; int sex; int avatar; int deityobj; int affected; }; struct tourney_data { int open; int low_level; int hi_level; }; /* * Data structure for notes. */ struct note_data { NOTE_DATA * next; NOTE_DATA * prev; char * sender; char * date; char * to_list; char * subject; int voting; char * yesvotes; char * novotes; char * abstentions; char * text; }; struct board_data { BOARD_DATA * next; /* Next board in list */ BOARD_DATA * prev; /* Previous board in list */ NOTE_DATA * first_note; /* First note on board */ NOTE_DATA * last_note; /* Last note on board */ char * note_file; /* Filename to save notes to */ char * read_group; /* Can restrict a board to a */ char * post_group; /* council, clan, guild etc */ char * extra_readers; /* Can give read rights to players */ int board_obj; /* Vnum of board object */ sh_int num_posts; /* Number of notes on this board */ sh_int min_read_level; /* Minimum level to read a note */ sh_int min_post_level; /* Minimum level to post a note */ sh_int min_remove_level; /* Minimum level to remove a note */ sh_int max_posts; /* Maximum amount of notes allowed */ int type; /* Normal board or mail board? */ }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; AFFECT_DATA * prev; sh_int type; sh_int duration; sh_int location; int modifier; int bitvector; }; /* * A SMAUG spell */ struct smaug_affect { SMAUG_AFF * next; char * duration; sh_int location; char * modifier; int bitvector; }; /*************************************************************************** * * * 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 #define MOB_VNUM_ANIMATED_CORPSE 5 #define MOB_VNUM_POLY_WOLF 10 #define MOB_VNUM_POLY_MIST 11 #define MOB_VNUM_POLY_BAT 12 #define MOB_VNUM_POLY_HAWK 13 #define MOB_VNUM_POLY_CAT 14 #define MOB_VNUM_POLY_DOVE 15 #define MOB_VNUM_POLY_FISH 16 /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC BV00 /* Auto set for mobs */ #define ACT_SENTINEL BV01 /* Stays in one room */ #define ACT_SCAVENGER BV02 /* Picks up objects */ #define ACT_AGGRESSIVE BV05 /* Attacks PC's */ #define ACT_STAY_AREA BV06 /* Won't leave area */ #define ACT_WIMPY BV07 /* Flees when hurt */ #define ACT_PET BV08 /* Auto set for pets */ #define ACT_TRAIN BV09 /* Can train PC's */ #define ACT_PRACTICE BV10 /* Can practice PC's */ #define ACT_IMMORTAL BV11 /* Cannot be killed */ #define ACT_DEADLY BV12 /* Has a deadly poison */ #define ACT_POLYSELF BV13 #define ACT_META_AGGR BV14 /* Extremely aggressive */ #define ACT_GUARDIAN BV15 /* Protects master */ #define ACT_RUNNING BV16 /* Hunts quickly */ #define ACT_NOWANDER BV17 /* Doesn't wander */ #define ACT_MOUNTABLE BV18 /* Can be mounted */ #define ACT_MOUNTED BV19 /* Is mounted */ #define ACT_SCHOLAR BV20 /* Can teach languages */ #define ACT_SECRETIVE BV21 /* actions aren't seen */ #define ACT_POLYMORPHED BV22 /* Mob is a ch */ #define ACT_MOBINVIS BV23 /* Like wizinvis */ #define ACT_NOASSIST BV24 /* Doesn't assist mobs */ #define ACT_PROTOTYPE BV30 /* A prototype mob */ /* 20 acts */ /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND BV00 #define AFF_INVISIBLE BV01 #define AFF_DETECT_EVIL BV02 #define AFF_DETECT_INVIS BV03 #define AFF_DETECT_MAGIC BV04 #define AFF_DETECT_HIDDEN BV05 #define AFF_HOLD BV06 /* Unused */ #define AFF_SANCTUARY BV07 #define AFF_FAERIE_FIRE BV08 #define AFF_INFRARED BV09 #define AFF_CURSE BV10 #define AFF_FLAMING BV11 /* Unused */ #define AFF_POISON BV12 #define AFF_PROTECT BV13 #define AFF_PARALYSIS BV14 #define AFF_SNEAK BV15 #define AFF_HIDE BV16 #define AFF_SLEEP BV17 #define AFF_CHARM BV18 #define AFF_FLYING BV19 #define AFF_PASS_DOOR BV20 #define AFF_FLOATING BV21 #define AFF_TRUESIGHT BV22 #define AFF_DETECTTRAPS BV23 #define AFF_SCRYING BV24 #define AFF_FIRESHIELD BV25 #define AFF_SHOCKSHIELD BV26 #define AFF_HAUS1 BV27 #define AFF_ICESHIELD BV28 #define AFF_POSSESS BV29 #define AFF_BERSERK BV30 #define AFF_AQUA_BREATH BV31 /* 31 aff's (1 left.. :P) */ /* make that none - ugh - time for another field? :P */ /* * Resistant Immune Susceptible flags */ #define RIS_FIRE BV00 #define RIS_COLD BV01 #define RIS_ELECTRICITY BV02 #define RIS_ENERGY BV03 #define RIS_BLUNT BV04 #define RIS_PIERCE BV05 #define RIS_SLASH BV06 #define RIS_ACID BV07 #define RIS_POISON BV08 #define RIS_DRAIN BV09 #define RIS_SLEEP BV10 #define RIS_CHARM BV11 #define RIS_HOLD BV12 #define RIS_NONMAGIC BV13 #define RIS_PLUS1 BV14 #define RIS_PLUS2 BV15 #define RIS_PLUS3 BV16 #define RIS_PLUS4 BV17 #define RIS_PLUS5 BV18 #define RIS_PLUS6 BV19 #define RIS_MAGIC BV20 #define RIS_PARALYSIS BV21 /* 21 RIS's*/ /* * Attack types */ #define ATCK_BITE BV00 #define ATCK_CLAWS BV01 #define ATCK_TAIL BV02 #define ATCK_STING BV03 #define ATCK_PUNCH BV04 #define ATCK_KICK BV05 #define ATCK_TRIP BV06 #define ATCK_BASH BV07 #define ATCK_STUN BV08 #define ATCK_GOUGE BV09 #define ATCK_BACKSTAB BV10 #define ATCK_FEED BV11 #define ATCK_DRAIN BV12 #define ATCK_FIREBREATH BV13 #define ATCK_FROSTBREATH BV14 #define ATCK_ACIDBREATH BV15 #define ATCK_LIGHTNBREATH BV16 #define ATCK_GASBREATH BV17 #define ATCK_POISON BV18 #define ATCK_NASTYPOISON BV19 #define ATCK_GAZE BV20 #define ATCK_BLINDNESS BV21 #define ATCK_CAUSESERIOUS BV22 #define ATCK_EARTHQUAKE BV23 #define ATCK_CAUSECRITICAL BV24 #define ATCK_CURSE BV25 #define ATCK_FLAMESTRIKE BV26 #define ATCK_HARM BV27 #define ATCK_FIREBALL BV28 #define ATCK_COLORSPRAY BV29 #define ATCK_WEAKEN BV30 #define ATCK_SPIRALBLAST BV31 /* 32 USED! DO NOT ADD MORE! SB */ /* * Defense types */ #define DFND_PARRY BV00 #define DFND_DODGE BV01 #define DFND_HEAL BV02 #define DFND_CURELIGHT BV03 #define DFND_CURESERIOUS BV04 #define DFND_CURECRITICAL BV05 #define DFND_DISPELMAGIC BV06 #define DFND_DISPELEVIL BV07 #define DFND_SANCTUARY BV08 #define DFND_FIRESHIELD BV09 #define DFND_SHOCKSHIELD BV10 #define DFND_SHIELD BV11 #define DFND_BLESS BV12 #define DFND_STONESKIN BV13 #define DFND_TELEPORT BV14 #define DFND_MONSUM1 BV15 #define DFND_MONSUM2 BV16 #define DFND_MONSUM3 BV17 #define DFND_MONSUM4 BV18 #define DFND_DISARM BV19 #define DFND_ICESHIELD BV20 #define DFND_GRIP BV21 /* 21 def's */ /* * Body parts */ #define PART_HEAD BV00 #define PART_ARMS BV01 #define PART_LEGS BV02 #define PART_HEART BV03 #define PART_BRAINS BV04 #define PART_GUTS BV05 #define PART_HANDS BV06 #define PART_FEET BV07 #define PART_FINGERS BV08 #define PART_EAR BV09 #define PART_EYE BV10 #define PART_LONG_TONGUE BV11 #define PART_EYESTALKS BV12 #define PART_TENTACLES BV13 #define PART_FINS BV14 #define PART_WINGS BV15 #define PART_TAIL BV16 #define PART_SCALES BV17 /* for combat */ #define PART_CLAWS BV18 #define PART_FANGS BV19 #define PART_HORNS BV20 #define PART_TUSKS BV21 #define PART_TAILATTACK BV22 #define PART_SHARPSCALES BV23 #define PART_BEAK BV24 #define PART_HAUNCH BV25 #define PART_HOOVES BV26 #define PART_PAWS BV27 #define PART_FORELEGS BV28 #define PART_FEATHERS BV29 /* * Autosave flags */ #define SV_DEATH BV00 #define SV_KILL BV01 #define SV_PASSCHG BV02 #define SV_DROP BV03 #define SV_PUT BV04 #define SV_GIVE BV05 #define SV_AUTO BV06 #define SV_ZAPDROP BV07 #define SV_AUCTION BV08 #define SV_GET BV09 #define SV_RECEIVE BV10 #define SV_IDLE BV11 #define SV_BACKUP BV12 /* * Pipe flags */ #define PIPE_TAMPED BV01 #define PIPE_LIT BV02 #define PIPE_HOT BV03 #define PIPE_DIRTY BV04 #define PIPE_FILTHY BV05 #define PIPE_GOINGOUT BV06 #define PIPE_BURNT BV07 #define PIPE_FULLOFASH BV08 /* * Skill/Spell flags The minimum BV *MUST* be 11! */ #define SF_WATER BV11 #define SF_EARTH BV12 #define SF_AIR BV13 #define SF_ASTRAL BV14 #define SF_AREA BV15 /* is an area spell */ #define SF_DISTANT BV16 /* affects something far away */ #define SF_REVERSE BV17 #define SF_SAVE_HALF_DAMAGE BV18 /* save for half damage */ #define SF_SAVE_NEGATES BV19 /* save negates affect */ #define SF_ACCUMULATIVE BV20 /* is accumulative */ #define SF_RECASTABLE BV21 /* can be refreshed */ #define SF_NOSCRIBE BV22 /* cannot be scribed */ #define SF_NOBREW BV23 /* cannot be brewed */ #define SF_GROUPSPELL BV24 /* only affects group members */ #define SF_OBJECT BV25 /* directed at an object */ #define SF_CHARACTER BV26 /* directed at a character */ #define SF_SECRETSKILL BV27 /* hidden unless learned */ #define SF_PKSENSITIVE BV28 /* much harder for plr vs. plr */ typedef enum { SS_NONE, SS_POISON_DEATH, SS_ROD_WANDS, SS_PARA_PETRI, SS_BREATH, SS_SPELL_STAFF } save_types; #define ALL_BITS INT_MAX #define SDAM_MASK ALL_BITS & ~(BV00 | BV01 | BV02) #define SACT_MASK ALL_BITS & ~(BV03 | BV04 | BV05) #define SCLA_MASK ALL_BITS & ~(BV06 | BV07 | BV08) #define SPOW_MASK ALL_BITS & ~(BV09 | BV10) typedef enum { SD_NONE, SD_FIRE, SD_COLD, SD_ELECTRICITY, SD_ENERGY, SD_ACID, SD_POISON, SD_DRAIN } spell_dam_types; typedef enum { SA_NONE, SA_CREATE, SA_DESTROY, SA_RESIST, SA_SUSCEPT, SA_DIVINATE, SA_OBSCURE, SA_CHANGE } spell_act_types; typedef enum { SP_NONE, SP_MINOR, SP_GREATER, SP_MAJOR } spell_power_types; typedef enum { SC_NONE, SC_LUNAR, SC_SOLAR, SC_TRAVEL, SC_SUMMON, SC_LIFE, SC_DEATH, SC_ILLUSION } spell_class_types; /* * Sex. * Used in #MOBILES. */ typedef enum { SEX_NEUTRAL, SEX_MALE, SEX_FEMALE } sex_types; typedef enum { TRAP_TYPE_POISON_GAS = 1, TRAP_TYPE_POISON_DART, TRAP_TYPE_POISON_NEEDLE, TRAP_TYPE_POISON_DAGGER, TRAP_TYPE_POISON_ARROW, TRAP_TYPE_BLINDNESS_GAS, TRAP_TYPE_SLEEPING_GAS, TRAP_TYPE_FLAME, TRAP_TYPE_EXPLOSION, TRAP_TYPE_ACID_SPRAY, TRAP_TYPE_ELECTRIC_SHOCK, TRAP_TYPE_BLADE, TRAP_TYPE_SEX_CHANGE } trap_types; #define MAX_TRAPTYPE TRAP_TYPE_SEX_CHANGE #define TRAP_ROOM BV00 #define TRAP_OBJ BV01 #define TRAP_ENTER_ROOM BV02 #define TRAP_LEAVE_ROOM BV03 #define TRAP_OPEN BV04 #define TRAP_CLOSE BV05 #define TRAP_GET BV06 #define TRAP_PUT BV07 #define TRAP_PICK BV08 #define TRAP_UNLOCK BV09 #define TRAP_N BV10 #define TRAP_S BV11 #define TRAP_E BV12 #define TRAP_W BV13 #define TRAP_U BV14 #define TRAP_D BV15 #define TRAP_EXAMINE BV16 #define TRAP_NE BV17 #define TRAP_NW BV18 #define TRAP_SE BV19 #define TRAP_SW BV20 /* * 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_SPILLED_GUTS 16 #define OBJ_VNUM_BLOOD 17 #define OBJ_VNUM_BLOODSTAIN 18 #define OBJ_VNUM_SCRAPS 19 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_SLICE 24 #define OBJ_VNUM_SHOPPING_BAG 25 #define OBJ_VNUM_FIRE 30 #define OBJ_VNUM_TRAP 31 #define OBJ_VNUM_PORTAL 32 #define OBJ_VNUM_BLACK_POWDER 33 #define OBJ_VNUM_SCROLL_SCRIBING 34 #define OBJ_VNUM_FLASK_BREWING 35 #define OBJ_VNUM_NOTE 36 /* Academy eq */ #define OBJ_VNUM_SCHOOL_MACE 10315 #define OBJ_VNUM_SCHOOL_DAGGER 10312 #define OBJ_VNUM_SCHOOL_SWORD 10313 #define OBJ_VNUM_SCHOOL_VEST 10308 #define OBJ_VNUM_SCHOOL_SHIELD 10310 #define OBJ_VNUM_SCHOOL_BANNER 10311 /* * Item types. * Used in #OBJECTS. */ typedef enum { ITEM_NONE, ITEM_LIGHT, ITEM_SCROLL, ITEM_WAND, ITEM_STAFF, ITEM_WEAPON, ITEM_FIREWEAPON, ITEM_MISSILE, ITEM_TREASURE, ITEM_ARMOR, ITEM_POTION, ITEM_WORN, ITEM_FURNITURE, ITEM_TRASH, ITEM_OLDTRAP, ITEM_CONTAINER, ITEM_NOTE, ITEM_DRINK_CON, ITEM_KEY, ITEM_FOOD, ITEM_MONEY, ITEM_PEN, ITEM_BOAT, ITEM_CORPSE_NPC, ITEM_CORPSE_PC, ITEM_FOUNTAIN, ITEM_PILL, ITEM_BLOOD, ITEM_BLOODSTAIN, ITEM_SCRAPS, ITEM_PIPE, ITEM_HERB_CON, ITEM_HERB, ITEM_INCENSE, ITEM_FIRE, ITEM_BOOK, ITEM_SWITCH, ITEM_LEVER, ITEM_PULLCHAIN, ITEM_BUTTON, ITEM_DIAL, ITEM_RUNE, ITEM_RUNEPOUCH, ITEM_MATCH, ITEM_TRAP, ITEM_MAP, ITEM_PORTAL, ITEM_PAPER, ITEM_TINDER, ITEM_LOCKPICK, ITEM_SPIKE, ITEM_DISEASE, ITEM_OIL, ITEM_FUEL, ITEM_SHORT_BOW, ITEM_LONG_BOW, ITEM_CROSSBOW, ITEM_PROJECTILE, ITEM_QUIVER, ITEM_SHOVEL, ITEM_SALVE } item_types; #define MAX_ITEM_TYPE ITEM_SALVE /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW BV00 #define ITEM_HUM BV01 #define ITEM_DARK BV02 #define ITEM_LOYAL BV03 #define ITEM_EVIL BV04 #define ITEM_INVIS BV05 #define ITEM_MAGIC BV06 #define ITEM_NODROP BV07 #define ITEM_BLESS BV08 #define ITEM_ANTI_GOOD BV09 #define ITEM_ANTI_EVIL BV10 #define ITEM_ANTI_NEUTRAL BV11 #define ITEM_NOREMOVE BV12 #define ITEM_INVENTORY BV13 #define ITEM_ANTI_MAGE BV14 #define ITEM_ANTI_THIEF BV15 #define ITEM_ANTI_WARRIOR BV16 #define ITEM_ANTI_CLERIC BV17 #define ITEM_ORGANIC BV18 #define ITEM_METAL BV19 #define ITEM_DONATION BV20 #define ITEM_CLANOBJECT BV21 #define ITEM_CLANCORPSE BV22 #define ITEM_ANTI_VAMPIRE BV23 #define ITEM_ANTI_DRUID BV24 #define ITEM_HIDDEN BV25 #define ITEM_POISONED BV26 #define ITEM_COVERING BV27 #define ITEM_DEATHROT BV28 #define ITEM_BURRIED BV29 /* item is underground */ #define ITEM_PROTOTYPE BV30 /* Magic flags - extra extra_flags for objects that are used in spells */ #define ITEM_RETURNING BV00 #define ITEM_BACKSTABBER BV01 #define ITEM_BANE BV02 #define ITEM_LOYAL BV03 #define ITEM_HASTE BV04 #define ITEM_DRAIN BV05 #define ITEM_LIGHTNING_BLADE BV06 /* Lever/dial/switch/button/pullchain flags */ #define TRIG_UP BV00 #define TRIG_UNLOCK BV01 #define TRIG_LOCK BV02 #define TRIG_D_NORTH BV03 #define TRIG_D_SOUTH BV04 #define TRIG_D_EAST BV05 #define TRIG_D_WEST BV06 #define TRIG_D_UP BV07 #define TRIG_D_DOWN BV08 #define TRIG_DOOR BV09 #define TRIG_CONTAINER BV10 #define TRIG_OPEN BV11 #define TRIG_CLOSE BV12 #define TRIG_PASSAGE BV13 #define TRIG_OLOAD BV14 #define TRIG_MLOAD BV15 #define TRIG_TELEPORT BV16 #define TRIG_TELEPORTALL BV17 #define TRIG_TELEPORTPLUS BV18 #define TRIG_DEATH BV19 #define TRIG_CAST BV20 #define TRIG_FAKEBLADE BV21 #define TRIG_RAND4 BV22 #define TRIG_RAND6 BV23 #define TRIG_TRAPDOOR BV24 #define TRIG_ANOTHEROOM BV25 #define TRIG_USEDIAL BV26 #define TRIG_ABSOLUTEVNUM BV27 #define TRIG_SHOWROOMDESC BV28 #define TRIG_AUTORETURN BV29 #define TELE_SHOWDESC BV00 #define TELE_TRANSALL BV01 #define TELE_TRANSALLPLUS BV02 /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE BV00 #define ITEM_WEAR_FINGER BV01 #define ITEM_WEAR_NECK BV02 #define ITEM_WEAR_BODY BV03 #define ITEM_WEAR_HEAD BV04 #define ITEM_WEAR_LEGS BV05 #define ITEM_WEAR_FEET BV06 #define ITEM_WEAR_HANDS BV07 #define ITEM_WEAR_ARMS BV08 #define ITEM_WEAR_SHIELD BV09 #define ITEM_WEAR_ABOUT BV10 #define ITEM_WEAR_WAIST BV11 #define ITEM_WEAR_WRIST BV12 #define ITEM_WIELD BV13 #define ITEM_HOLD BV14 #define ITEM_DUAL_WIELD BV15 #define ITEM_WEAR_EARS BV16 #define ITEM_WEAR_EYES BV17 #define ITEM_MISSILE_WIELD BV18 /* * Apply types (for affects). * Used in #OBJECTS. */ typedef enum { APPLY_NONE, APPLY_STR, APPLY_DEX, APPLY_INT, APPLY_WIS, APPLY_CON, APPLY_SEX, APPLY_CLASS, APPLY_LEVEL, APPLY_AGE, APPLY_HEIGHT, APPLY_WEIGHT, APPLY_MANA, APPLY_HIT, APPLY_MOVE, APPLY_GOLD, APPLY_EXP, APPLY_AC, APPLY_HITROLL, APPLY_DAMROLL, APPLY_SAVING_POISON, APPLY_SAVING_ROD, APPLY_SAVING_PARA, APPLY_SAVING_BREATH, APPLY_SAVING_SPELL, APPLY_CHA, APPLY_AFFECT, APPLY_RESISTANT, APPLY_IMMUNE, APPLY_SUSCEPTIBLE, APPLY_WEAPONSPELL, APPLY_LCK, APPLY_BACKSTAB, APPLY_PICK, APPLY_TRACK, APPLY_STEAL, APPLY_SNEAK, APPLY_HIDE, APPLY_PALM, APPLY_DETRAP, APPLY_DODGE, APPLY_PEEK, APPLY_SCAN, APPLY_GOUGE, APPLY_SEARCH, APPLY_MOUNT, APPLY_DISARM, APPLY_KICK, APPLY_PARRY, APPLY_BASH, APPLY_STUN, APPLY_PUNCH, APPLY_CLIMB, APPLY_GRIP, APPLY_SCRIBE, APPLY_BREW, APPLY_WEARSPELL, APPLY_REMOVESPELL, APPLY_EMOTION, APPLY_MENTALSTATE, APPLY_STRIPSN, APPLY_REMOVE, APPLY_DIG, APPLY_FULL, APPLY_THIRST, APPLY_DRUNK, APPLY_BLOOD, MAX_APPLY_TYPE } apply_types; #define REVERSE_APPLY 1000 /* * 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_POLY 3 #define ROOM_VNUM_CHAT 1200 #define ROOM_VNUM_TEMPLE 21001 #define ROOM_VNUM_ALTAR 21194 #define ROOM_VNUM_SCHOOL 10300 #define ROOM_AUTH_START 100 /* * Room flags. Holy cow! Talked about stripped away.. * Used in #ROOMS. Those merc guys know how to strip code down. * Lets put it all back... ;) */ #define ROOM_DARK BV00 #define ROOM_DEATH BV01 #define ROOM_NO_MOB BV02 #define ROOM_INDOORS BV03 #define ROOM_LAWFUL BV04 #define ROOM_NEUTRAL BV05 #define ROOM_CHAOTIC BV06 #define ROOM_NO_MAGIC BV07 #define ROOM_TUNNEL BV08 #define ROOM_PRIVATE BV09 #define ROOM_SAFE BV10 #define ROOM_SOLITARY BV11 #define ROOM_PET_SHOP BV12 #define ROOM_NO_RECALL BV13 #define ROOM_DONATION BV14 #define ROOM_NODROPALL BV15 #define ROOM_SILENCE BV16 #define ROOM_LOGSPEECH BV17 #define ROOM_NODROP BV18 #define ROOM_CLANSTOREROOM BV19 #define ROOM_NO_SUMMON BV20 #define ROOM_NO_ASTRAL BV21 #define ROOM_TELEPORT BV22 #define ROOM_TELESHOWDESC BV23 #define ROOM_NOFLOOR BV24 #define ROOM_PROTOTYPE BV30 /* * Directions. * Used in #ROOMS. */ typedef enum { DIR_NORTH, DIR_EAST, DIR_SOUTH, DIR_WEST, DIR_UP, DIR_DOWN, DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST, DIR_SOMEWHERE } dir_types; #define MAX_DIR DIR_SOUTHWEST /* max for normal walking */ #define DIR_PORTAL DIR_SOMEWHERE /* portal direction */ /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR BV00 #define EX_CLOSED BV01 #define EX_LOCKED BV02 #define EX_SECRET BV03 #define EX_SWIM BV04 #define EX_PICKPROOF BV05 #define EX_FLY BV06 #define EX_CLIMB BV07 #define EX_DIG BV08 #define EX_RES1 BV09 /* are these res[1-4] important? */ #define EX_NOPASSDOOR BV10 #define EX_HIDDEN BV11 #define EX_PASSAGE BV12 #define EX_PORTAL BV13 #define EX_RES2 BV14 #define EX_RES3 BV15 #define EX_xCLIMB BV16 #define EX_xENTER BV17 #define EX_xLEAVE BV18 #define EX_xAUTO BV19 #define EX_RES4 BV20 #define EX_xSEARCHABLE BV21 #define EX_BASHED BV22 #define EX_BASHPROOF BV23 #define EX_NOMOB BV24 #define EX_WINDOW BV25 #define EX_xLOOK BV26 #define MAX_EXFLAG 26 /* * Sector types. * Used in #ROOMS. */ typedef enum { SECT_INSIDE, SECT_CITY, SECT_FIELD, SECT_FOREST, SECT_HILLS, SECT_MOUNTAIN, SECT_WATER_SWIM, SECT_WATER_NOSWIM, SECT_UNDERWATER, SECT_AIR, SECT_DESERT, SECT_DUNNO, SECT_OCEANFLOOR, SECT_UNDERGROUND, SECT_MAX } sector_types; /* * Equpiment wear locations. * Used in #RESETS. */ typedef enum { WEAR_NONE = -1, WEAR_LIGHT = 0, WEAR_FINGER_L, WEAR_FINGER_R, WEAR_NECK_1, WEAR_NECK_2, WEAR_BODY, WEAR_HEAD, WEAR_LEGS, WEAR_FEET, WEAR_HANDS, WEAR_ARMS, WEAR_SHIELD, WEAR_ABOUT, WEAR_WAIST, WEAR_WRIST_L, WEAR_WRIST_R, WEAR_WIELD, WEAR_HOLD, WEAR_DUAL_WIELD, WEAR_EARS, WEAR_EYES, WEAR_MISSILE_WIELD, MAX_WEAR } wear_locations; /* Board Types */ typedef enum { BOARD_NOTE, BOARD_MAIL } board_types; /* Auth Flags */ #define FLAG_WRAUTH 1 #define FLAG_AUTH 2 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ typedef enum { COND_DRUNK, COND_FULL, COND_THIRST, COND_BLOODTHIRST, MAX_CONDS } conditions; /* * Positions. */ typedef enum { POS_DEAD, POS_MORTAL, POS_INCAP, POS_STUNNED, POS_SLEEPING, POS_RESTING, POS_SITTING, POS_FIGHTING, POS_STANDING, POS_MOUNTED, POS_SHOVE, POS_DRAG } positions; /* * ACT bits for players. */ #define PLR_IS_NPC BV00 /* Don't EVER set. */ #define PLR_BOUGHT_PET BV01 #define PLR_SHOVEDRAG BV02 #define PLR_AUTOEXIT BV03 #define PLR_AUTOLOOT BV04 #define PLR_AUTOSAC BV05 #define PLR_BLANK BV06 #define PLR_OUTCAST BV07 #define PLR_BRIEF BV08 #define PLR_COMBINE BV09 #define PLR_PROMPT BV10 #define PLR_TELNET_GA BV11 #define PLR_HOLYLIGHT BV12 #define PLR_WIZINVIS BV13 #define PLR_ROOMVNUM BV14 #define PLR_SILENCE BV15 #define PLR_NO_EMOTE BV16 #define PLR_ATTACKER BV17 #define PLR_NO_TELL BV18 #define PLR_LOG BV19 #define PLR_DENY BV20 #define PLR_FREEZE BV21 #define PLR_THIEF BV22 #define PLR_KILLER BV23 #define PLR_LITTERBUG BV24 #define PLR_ANSI BV25 #define PLR_RIP BV26 #define PLR_NICE BV27 #define PLR_FLEE BV28 #define PLR_AUTOGOLD BV29 #define PLR_AUTOMAP BV30 #define PLR_AFK BV31 /* #define PLR_INVISPROMPT BV32 what the hell is this? */ /* Bits for pc_data->flags. */ #define PCFLAG_R1 BV00 #define PCFLAG_DEADLY BV01 #define PCFLAG_UNAUTHED BV02 #define PCFLAG_NORECALL BV03 #define PCFLAG_NOINTRO BV04 #define PCFLAG_GAG BV05 #define PCFLAG_RETIRED BV06 #define PCFLAG_GUEST BV07 #define PCFLAG_NOSUMMON BV08 #define PCFLAG_PAGERON BV09 typedef enum { TIMER_NONE, TIMER_RECENTFIGHT, TIMER_SHOVEDRAG, TIMER_DO_FUN, TIMER_APPLIED, TIMER_PKILLED } timer_types; struct timer_data { TIMER * prev; TIMER * next; DO_FUN * do_fun; int value; sh_int type; sh_int count; }; /* * Channel bits. */ #define CHANNEL_AUCTION BV00 #define CHANNEL_CHAT BV01 #define CHANNEL_QUEST BV02 #define CHANNEL_IMMTALK BV03 #define CHANNEL_MUSIC BV04 #define CHANNEL_ASK BV05 #define CHANNEL_SHOUT BV06 #define CHANNEL_YELL BV07 #define CHANNEL_MONITOR BV08 #define CHANNEL_LOG BV09 #define CHANNEL_HIGHGOD BV10 #define CHANNEL_CLAN BV11 #define CHANNEL_BUILD BV12 #define CHANNEL_HIGH BV13 #define CHANNEL_AVTALK BV14 #define CHANNEL_PRAY BV15 #define CHANNEL_COUNCIL BV16 #define CHANNEL_GUILD BV17 #define CHANNEL_COMM BV18 #define CHANNEL_TELLS BV19 #define CHANNEL_ORDER BV20 #define CHANNEL_NEWBIE BV21 #define CHANNEL_WARTALK BV22 /* Area defines - Scryn 8/11 * */ #define AREA_DELETED BV00 #define AREA_LOADED BV01 /* Area flags - Narn Mar/96 */ #define AFLAG_NOPKILL BV00 /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; MOB_INDEX_DATA * next_sort; SPEC_FUN * spec_fun; SHOP_DATA * pShop; REPAIR_DATA * rShop; MPROG_DATA * mudprogs; int progtypes; char * player_name; char * short_descr; char * long_descr; char * description; sh_int vnum; sh_int count; sh_int killed; sh_int sex; sh_int level; int act; int affected_by; sh_int alignment; sh_int mobthac0; /* Unused */ sh_int ac; sh_int hitnodice; sh_int hitsizedice; sh_int hitplus; sh_int damnodice; sh_int damsizedice; sh_int damplus; sh_int numattacks; int gold; int exp; int xflags; int resistant; int immune; int susceptible; int attacks; int defenses; int speaks; int speaking; sh_int position; sh_int defposition; sh_int height; sh_int weight; sh_int race; sh_int class; sh_int hitroll; sh_int damroll; sh_int perm_str; sh_int perm_int; sh_int perm_wis; sh_int perm_dex; sh_int perm_con; sh_int perm_cha; sh_int perm_lck; sh_int saving_poison_death; sh_int saving_wand; sh_int saving_para_petri; sh_int saving_breath; sh_int saving_spell_staff; }; struct hunt_hate_fear { char * name; CHAR_DATA * who; }; struct fighting_data { CHAR_DATA * who; int xp; sh_int align; sh_int duration; sh_int timeskilled; }; struct editor_data { sh_int numlines; sh_int on_line; sh_int size; char line[49][81]; }; struct extracted_char_data { EXTRACT_CHAR_DATA * next; CHAR_DATA * ch; ROOM_INDEX_DATA * room; ch_ret retcode; bool extract; }; /* * One character (PC or NPC). * (Shouldn't most of that build interface stuff use substate, dest_buf, * spare_ptr and tempnum? Seems a little redundant) */ struct char_data { CHAR_DATA * next; CHAR_DATA * prev; CHAR_DATA * next_in_room; CHAR_DATA * prev_in_room; CHAR_DATA * master; CHAR_DATA * leader; FIGHT_DATA * fighting; CHAR_DATA * reply; CHAR_DATA * switched; CHAR_DATA * mount; HHF_DATA * hunting; HHF_DATA * fearing; HHF_DATA * hating; SPEC_FUN * spec_fun; MPROG_ACT_LIST * mpact; int mpactnum; sh_int mpscriptpos; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * first_affect; AFFECT_DATA * last_affect; NOTE_DATA * pnote; NOTE_DATA * comments; OBJ_DATA * first_carrying; OBJ_DATA * last_carrying; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; PC_DATA * pcdata; DO_FUN * last_cmd; DO_FUN * prev_cmd; /* mapping */ void * dest_buf; void * spare_ptr; int tempnum; EDITOR_DATA * editor; TIMER * first_timer; TIMER * last_timer; char * name; char * short_descr; char * long_descr; char * description; sh_int num_fighting; sh_int substate; sh_int sex; sh_int class; sh_int race; sh_int level; sh_int trust; int played; time_t logon; time_t save_time; sh_int timer; sh_int wait; sh_int hit; sh_int max_hit; sh_int mana; sh_int max_mana; sh_int move; sh_int max_move; sh_int practice; sh_int numattacks; int gold; int exp; int act; int affected_by; int carry_weight; int carry_number; int xflags; int resistant; int immune; int susceptible; int attacks; int defenses; int speaks; int speaking; sh_int saving_poison_death; sh_int saving_wand; sh_int saving_para_petri; sh_int saving_breath; sh_int saving_spell_staff; sh_int alignment; sh_int barenumdie; sh_int baresizedie; sh_int mobthac0; sh_int hitroll; sh_int damroll; sh_int hitplus; sh_int damplus; sh_int position; sh_int defposition; sh_int height; sh_int weight; sh_int armor; sh_int wimpy; int deaf; sh_int perm_str; sh_int perm_int; sh_int perm_wis; sh_int perm_dex; sh_int perm_con; sh_int perm_cha; sh_int perm_lck; sh_int mod_str; sh_int mod_int; sh_int mod_wis; sh_int mod_dex; sh_int mod_con; sh_int mod_cha; sh_int mod_lck; sh_int mental_state; /* simplified */ sh_int emotional_state; /* simplified */ int pagelen; /* BUILD INTERFACE */ sh_int inter_page; /* BUILD INTERFACE */ sh_int inter_type; /* BUILD INTERFACE */ char *inter_editing; /* BUILD INTERFACE */ int inter_editing_vnum; /* BUILD INTERFACE */ sh_int inter_substate; /* BUILD INTERFACE */ int retran; int regoto; sh_int mobinvis; /* Mobinvis level SB */ }; struct killed_data { sh_int vnum; char count; }; /* * Data which only PC's have. */ struct pc_data { CLAN_DATA * clan; COUNCIL_DATA * council; AREA_DATA * area; DEITY_DATA * deity; char * homepage; char * clan_name; char * council_name; char * deity_name; char * pwd; char * bamfin; char * bamfout; char * rank; char * title; char * bestowments; /* Special bestowed commands */ int flags; /* Whether the player is deadly and whatever else we add. */ int pkills; /* Number of pkills on behalf of clan */ int pdeaths; /* Number of times pkilled (legally) */ int mkills; /* Number of mobs killed */ int mdeaths; /* Number of deaths due to mobs */ int illegal_pk; /* Number of illegal pk's committed */ long int outcast_time; /* The time at which the char was outcast */ long int restore_time; /* The last time the char did a restore all */ sh_int r_range_lo; /* room range */ sh_int r_range_hi; sh_int m_range_lo; /* mob range */ sh_int m_range_hi; sh_int o_range_lo; /* obj range */ sh_int o_range_hi; sh_int wizinvis; /* wizinvis level */ sh_int min_snoop; /* minimum snoop level */ sh_int condition [MAX_CONDS]; sh_int learned [MAX_SKILL]; KILLED_DATA killed [MAX_KILLTRACK]; sh_int quest_number; /* current *QUEST BEING DONE* DON'T REMOVE! */ sh_int quest_curr; /* current number of quest points */ int quest_accum; /* quest points accumulated in players life */ sh_int favor; /* deity favor */ int auth_state; time_t release_date; /* Auto-helling.. Altrag */ char * helled_by; char * bio; /* Personal Bio */ char * authed_by; /* what crazy imm authed this name ;) */ SKILLTYPE * special_skills[5]; /* personalized skills/spells */ char * prompt; /* User config prompts */ char * subprompt; /* Substate prompt */ sh_int pagerlen; /* For pager (NOT menus) */ bool openedtourney; }; /* * Liquids. */ #define LIQ_WATER 0 #define LIQ_MAX 18 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[3]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; /* Next in list */ EXTRA_DESCR_DATA *prev; /* Previous 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; OBJ_INDEX_DATA * next_sort; EXTRA_DESCR_DATA * first_extradesc; EXTRA_DESCR_DATA * last_extradesc; AFFECT_DATA * first_affect; AFFECT_DATA * last_affect; MPROG_DATA * mudprogs; /* objprogs */ int progtypes; /* objprogs */ char * name; char * short_descr; char * description; char * action_desc; int vnum; sh_int level; sh_int item_type; int extra_flags; int magic_flags; /*Need more bitvectors for spells - Scryn*/ int wear_flags; sh_int count; sh_int weight; int cost; int value [6]; int serial; sh_int layers; int rent; /* Unused */ }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * prev; OBJ_DATA * next_content; OBJ_DATA * prev_content; OBJ_DATA * first_content; OBJ_DATA * last_content; OBJ_DATA * in_obj; CHAR_DATA * carried_by; EXTRA_DESCR_DATA * first_extradesc; EXTRA_DESCR_DATA * last_extradesc; AFFECT_DATA * first_affect; AFFECT_DATA * last_affect; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; char * name; char * short_descr; char * description; char * action_desc; sh_int item_type; sh_int mpscriptpos; int extra_flags; int magic_flags; /*Need more bitvectors for spells - Scryn*/ int wear_flags; MPROG_ACT_LIST * mpact; /* mudprogs */ int mpactnum; /* mudprogs */ sh_int wear_loc; sh_int weight; int cost; sh_int level; sh_int timer; int value [6]; sh_int count; /* support for object grouping */ int serial; /* serial number */ }; /* * Exit data. */ struct exit_data { EXIT_DATA * prev; /* previous exit in linked list */ EXIT_DATA * next; /* next exit in linked list */ EXIT_DATA * rexit; /* Reverse exit pointer */ ROOM_INDEX_DATA * to_room; /* Pointer to destination room */ char * keyword; /* Keywords for exit or door */ char * description; /* Description of exit */ int vnum; /* Vnum of room exit leads to */ int rvnum; /* Vnum of room in opposite dir */ int exit_info; /* door states & other flags */ int key; /* Key vnum */ sh_int vdir; /* Physical "direction" */ sh_int distance; /* how far to the next room */ }; /* * 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 * 'H': hide an object * 'B': set a bitvector * 'T': trap an object * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA * next; RESET_DATA * prev; char command; int extra; int arg1; int arg2; int arg3; }; /* Constants for arg2 of 'B' resets. */ #define BIT_RESET_DOOR 0 #define BIT_RESET_OBJECT 1 #define BIT_RESET_MOBILE 2 #define BIT_RESET_ROOM 3 #define BIT_RESET_TYPE_MASK 0xFF /* 256 should be enough */ #define BIT_RESET_DOOR_THRESHOLD 8 #define BIT_RESET_DOOR_MASK 0xFF00 /* 256 should be enough */ #define BIT_RESET_SET BV30 #define BIT_RESET_TOGGLE BV31 #define BIT_RESET_FREEBITS 0x3FFF0000 /* For reference */ /* * Area definition. */ struct area_data { AREA_DATA * next; AREA_DATA * prev; AREA_DATA * next_sort; AREA_DATA * prev_sort; RESET_DATA * first_reset; RESET_DATA * last_reset; char * name; char * filename; int flags; sh_int status; /* h, 8/11 */ sh_int age; sh_int nplayer; sh_int reset_frequency; int low_r_vnum; int hi_r_vnum; int low_o_vnum; int hi_o_vnum; sh_int low_m_vnum; sh_int hi_m_vnum; int low_soft_range; int hi_soft_range; int low_hard_range; int hi_hard_range; char * author; /* Scryn */ char * resetmsg; /* Rennard */ RESET_DATA * last_mob_reset; RESET_DATA * last_obj_reset; sh_int max_players; int mkills; int mdeaths; int pkills; int pdeaths; int gold_looted; int illegal_pk; int high_economy; int low_economy; }; /* * Load in the gods building data. -- Altrag */ struct godlist_data { GOD_DATA * next; GOD_DATA * prev; int level; int low_r_vnum; int hi_r_vnum; int low_o_vnum; int hi_o_vnum; sh_int low_m_vnum; sh_int hi_m_vnum; }; /* * Used to keep track of system settings and statistics -Thoric */ struct system_data { int maxplayers; /* Maximum players this boot */ int alltimemax; /* Maximum players ever */ char * time_of_max; /* Time of max ever */ bool NO_NAME_RESOLVING; /* Hostnames are not resolved */ bool DENY_NEW_PLAYERS; /* New players cannot connect */ bool WAIT_FOR_AUTH; /* New players must be auth'ed */ sh_int read_all_mail; /* Read all player mail(was 54)*/ sh_int read_mail_free; /* Read mail for free (was 51) */ sh_int write_mail_free; /* Write mail for free(was 51) */ sh_int take_others_mail; /* Take others mail (was 54) */ sh_int muse_level; /* Level of muse channel */ sh_int think_level; /* Level of think channel LEVEL_HIGOD*/ sh_int build_level; /* Level of build channel LEVEL_BUILD*/ sh_int log_level; /* Level of log channel LEVEL LOG*/ sh_int level_modify_proto; /* Level to modify prototype stuff LEVEL_LESSER */ sh_int level_override_private; /* override private flag */ sh_int level_mset_player; /* Level to mset a player */ sh_int stun_plr_vs_plr; /* Stun mod player vs. player */ sh_int stun_regular; /* Stun difficult */ sh_int dam_plr_vs_plr; /* Damage mod player vs. player */ sh_int dam_plr_vs_mob; /* Damage mod player vs. mobile */ sh_int dam_mob_vs_plr; /* Damage mod mobile vs. player */ sh_int dam_mob_vs_mob; /* Damage mod mobile vs. mobile */ sh_int level_getobjnotake; /* Get objects without take flag */ sh_int level_forcepc; /* The level at which you can use force on players. */ sh_int max_sn; /* Max skills */ char *guild_overseer; /* Pointer to char containing the name of the */ char *guild_advisor; /* guild overseer and advisor. */ int save_flags; /* Toggles for saving conditions */ sh_int save_frequency; /* How old to autosave someone */ }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA * next; ROOM_INDEX_DATA * next_sort; CHAR_DATA * first_person; CHAR_DATA * last_person; OBJ_DATA * first_content; OBJ_DATA * last_content; EXTRA_DESCR_DATA * first_extradesc; EXTRA_DESCR_DATA * last_extradesc; AREA_DATA * area; EXIT_DATA * first_exit; EXIT_DATA * last_exit; char * name; MAP_DATA * map; /* maps */ char * description; int vnum; int room_flags; MPROG_ACT_LIST * mpact; /* mudprogs */ int mpactnum; /* mudprogs */ MPROG_DATA * mudprogs; /* mudprogs */ sh_int mpscriptpos; int progtypes; /* mudprogs */ sh_int light; sh_int sector_type; int tele_vnum; sh_int tele_delay; sh_int tunnel; /* max people that will fit */ }; /* * Delayed teleport type. */ struct teleport_data { TELEPORT_DATA * next; TELEPORT_DATA * prev; ROOM_INDEX_DATA * room; sh_int timer; }; /* * Types of skill numbers. Used to keep separate lists of sn's * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* allows for 1000 skills/spells */ #define TYPE_HERB 2000 /* allows for 1000 attack types */ #define TYPE_PERSONAL 3000 /* allows for 1000 herb types */ /* * Target types. */ typedef enum { TAR_IGNORE, TAR_CHAR_OFFENSIVE, TAR_CHAR_DEFENSIVE, TAR_CHAR_SELF, TAR_OBJ_INV } target_types; typedef enum { SKILL_UNKNOWN, SKILL_SPELL, SKILL_SKILL, SKILL_WEAPON, SKILL_TONGUE, SKILL_HERB } skill_types; struct timerset { int num_uses; struct timeval total_time; struct timeval min_time; struct timeval max_time; }; /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ sh_int skill_level[MAX_CLASS]; /* Level needed by class */ sh_int skill_adept[MAX_CLASS]; /* Max attainable % in this skill */ SPELL_FUN * spell_fun; /* Spell pointer (for spells) */ DO_FUN * skill_fun; /* Skill pointer (for skills) */ sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Rounds required to use skill */ char * noun_damage; /* Damage message */ char * msg_off; /* Wear off message */ sh_int guild; /* Which guild the skill belongs to */ sh_int min_level; /* Minimum level to be able to cast */ sh_int type; /* Spell/Skill/Weapon/Tongue */ int flags; /* extra stuff */ char * hit_char; /* Success message to caster */ char * hit_vict; /* Success message to victim */ char * hit_room; /* Success message to room */ char * miss_char; /* Failure message to caster */ char * miss_vict; /* Failure message to victim */ char * miss_room; /* Failure message to room */ char * die_char; /* Victim death msg to caster */ char * die_vict; /* Victim death msg to victim */ char * die_room; /* Victim death msg to room */ char * imm_char; /* Victim immune msg to caster */ char * imm_vict; /* Victim immune msg to victim */ char * imm_room; /* Victim immune msg to room */ char * dice; /* Dice roll */ int value; /* Misc value */ char saves; /* What saving spell applies */ char difficulty; /* Difficulty of casting/learning */ SMAUG_AFF * affects; /* Spell affects, if any */ char * components; /* Spell components, if any */ char * teachers; /* Skill requires a special teacher */ char participants; /* # of required participants */ struct timerset userec; /* Usage record */ }; struct auction_data { OBJ_DATA * item; /* a pointer to the item */ CHAR_DATA * seller; /* a pointer to the seller - which may NOT quit */ CHAR_DATA * buyer; /* a pointer to the buyer - which may NOT quit */ int bet; /* last bet - or 0 if noone has bet anything */ sh_int going; /* 1,2, sold */ sh_int pulse; /* how many pulses (.25 sec) until another call-out ? */ int starting; }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_detrap; extern sh_int gsn_backstab; extern sh_int gsn_circle; 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_scan; extern sh_int gsn_sneak; extern sh_int gsn_steal; extern sh_int gsn_gouge; extern sh_int gsn_track; extern sh_int gsn_search; extern sh_int gsn_dig; extern sh_int gsn_mount; extern sh_int gsn_bashdoor; extern sh_int gsn_berserk; extern sh_int gsn_hitall; extern sh_int gsn_disarm; extern sh_int gsn_enhanced_damage; extern sh_int gsn_kick; extern sh_int gsn_parry; extern sh_int gsn_rescue; extern sh_int gsn_second_attack; extern sh_int gsn_third_attack; extern sh_int gsn_fourth_attack; extern sh_int gsn_fifth_attack; extern sh_int gsn_dual_wield; extern sh_int gsn_feed; extern sh_int gsn_aid; /* used to do specific lookups */ extern sh_int gsn_first_spell; extern sh_int gsn_first_skill; extern sh_int gsn_first_weapon; extern sh_int gsn_first_tongue; extern sh_int gsn_top_sn; /* spells */ extern sh_int gsn_blindness; extern sh_int gsn_charm_person; extern sh_int gsn_aqua_breath; 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_possess; extern sh_int gsn_fireball; /* for fireshield */ extern sh_int gsn_chill_touch; /* for iceshield */ extern sh_int gsn_lightning_bolt; /* for shockshield */ /* newer attack skills */ extern sh_int gsn_punch; extern sh_int gsn_bash; extern sh_int gsn_stun; extern sh_int gsn_bite; extern sh_int gsn_claw; extern sh_int gsn_sting; extern sh_int gsn_tail; extern sh_int gsn_poison_weapon; extern sh_int gsn_scribe; extern sh_int gsn_brew; extern sh_int gsn_climb; extern sh_int gsn_pugilism; extern sh_int gsn_long_blades; extern sh_int gsn_short_blades; extern sh_int gsn_flexible_arms; extern sh_int gsn_talonous_arms; extern sh_int gsn_bludgeons; extern sh_int gsn_shieldwork; extern sh_int gsn_grip; extern sh_int gsn_slice; /* Language gsns. -- Altrag */ extern sh_int gsn_common; extern sh_int gsn_elven; extern sh_int gsn_dwarven; extern sh_int gsn_pixie; extern sh_int gsn_ogre; extern sh_int gsn_orcish; extern sh_int gsn_trollish; extern sh_int gsn_goblin; extern sh_int gsn_halfling; /* * Utility macros. */ #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) #define TOGGLE_BIT(var, bit) ((var) ^= (bit)) /* * Memory allocation macros. */ #define CREATE(result, type, number) \ do \ { \ if (!((result) = (type *) calloc ((number), sizeof(type)))) \ { perror("malloc failure"); abort(); } \ } while(0) #define RECREATE(result,type,number) \ do \ { \ if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\ { perror("realloc failure"); abort(); } \ } while(0) #define DISPOSE(point) \ do \ { \ if (!(point)) \ { \ bug( "Freeing null pointer" ); \ fprintf( stderr, "DISPOSEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \ } \ else free(point); \ point = NULL; \ } while(0) #ifdef HASHSTR #define STRALLOC(point) str_alloc((point)) #define QUICKLINK(point) quick_link((point)) #define QUICKMATCH(p1, p2) (int) (p1) == (int) (p2) #define STRFREE(point) \ do \ { \ if (!(point)) \ { \ bug( "Freeing null pointer" ); \ fprintf( stderr, "STRFREEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \ } \ else if (str_free((point))==-1) \ fprintf( stderr, "STRFREEing bad pointer in %s, line %d\n", __FILE__, __LINE__ ); \ } while(0) #else #define STRALLOC(point) str_dup((point)) #define QUICKLINK(point) str_dup((point)) #defome QUICKMATCH(p1, p2) strcmp((p1), (p2)) == 0 #define STRFREE(point) \ do \ { \ if (!(point)) \ { \ bug( "Freeing null pointer" ); \ fprintf( stderr, "STRFREEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \ } \ else free((point)); \ } while(0) #endif /* double-linked list handling macros -Thoric */ #define LINK(link, first, last, next, prev) \ do \ { \ if ( !(first) ) \ (first) = (link); \ else \ (last)->next = (link); \ (link)->next = NULL; \ (link)->prev = (last); \ (last) = (link); \ } while(0) #define INSERT(link, insert, first, next, prev) \ do \ { \ (link)->prev = (insert)->prev; \ if ( !(insert)->prev ) \ (first) = (link); \ else \ (insert)->prev->next = (link); \ (insert)->prev = (link); \ (link)->next = (insert); \ } while(0) #define UNLINK(link, first, last, next, prev) \ do \ { \ if ( !(link)->prev ) \ (first) = (link)->next; \ else \ (link)->prev->next = (link)->next; \ if ( !(link)->next ) \ (last) = (link)->prev; \ else \ (link)->next->prev = (link)->prev; \ } while(0) #define CHECK_LINKS(first, last, next, prev, type) \ do { \ type *ptr, *pptr = NULL; \ if ( !(first) && !(last) ) \ break; \ if ( !(first) ) \ { \ bug( "CHECK_LINKS: last with NULL first! %s.", \ __STRING(first) ); \ for ( ptr = (last); ptr->prev; ptr = ptr->prev ); \ (first) = ptr; \ } \ else if ( !(last) ) \ { \ bug( "CHECK_LINKS: first with NULL last! %s.", \ __STRING(first) ); \ for ( ptr = (first); ptr->next; ptr = ptr->next ); \ (last) = ptr; \ } \ if ( (first) ) \ { \ for ( ptr = (first); ptr; ptr = ptr->next ) \ { \ if ( ptr->prev != pptr ) \ { \ bug( "CHECK_LINKS(%s): %p:->prev != %p. Fixing.", \ __STRING(first), ptr, pptr ); \ ptr->prev = pptr; \ } \ if ( ptr->prev && ptr->prev->next != ptr ) \ { \ bug( "CHECK_LINKS(%s): %p:->prev->next != %p. Fixing.",\ __STRING(first), ptr, ptr ); \ ptr->prev->next = ptr; \ } \ pptr = ptr; \ } \ pptr = NULL; \ } \ if ( (last) ) \ { \ for ( ptr = (last); ptr; ptr = ptr->prev ) \ { \ if ( ptr->next != pptr ) \ { \ bug( "CHECK_LINKS (%s): %p:->next != %p. Fixing.", \ __STRING(first), ptr, pptr ); \ ptr->next = pptr; \ } \ if ( ptr->next && ptr->next->prev != ptr ) \ { \ bug( "CHECK_LINKS(%s): %p:->next->prev != %p. Fixing.",\ __STRING(first), ptr, ptr ); \ ptr->next->prev = ptr; \ } \ pptr = ptr; \ } \ } \ } while(0) #define ASSIGN_GSN(gsn, skill) \ do \ { \ if ( ((gsn) = skill_lookup((skill))) == -1 ) \ fprintf( stderr, "ASSIGN_GSN: Skill %s not found.\n", \ (skill) ); \ } while(0) #define CHECK_SUBRESTRICTED(ch) \ do \ { \ if ( (ch)->substate == SUB_RESTRICTED ) \ { \ send_to_char( "You cannot use this command from within another command.\n\r", ch ); \ return; \ } \ } while(0) /* * Character macros. */ #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMMORTAL(ch) (get_trust((ch)) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust((ch)) >= LEVEL_HERO) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define HAS_BODYPART(ch, part) ((ch)->xflags == 0 || IS_SET((ch)->xflags, (part))) #define CAN_CAST(ch) ((ch)->class != 2 && (ch)->class != 3) #define IS_VAMPIRE(ch) (!IS_NPC(ch) \ && ((ch)->race==RACE_VAMPIRE \ || (ch)->class==CLASS_VAMPIRE)) #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 ) \ + VAMP_AC(ch)) #define GET_HITROLL(ch) ((ch)->hitroll \ +str_app[get_curr_str(ch)].tohit \ +(2-(abs((ch)->mental_state)/10))) #define GET_DAMROLL(ch) ((ch)->damroll \ +str_app[get_curr_str(ch)].todam \ +(((ch)->mental_state > 5 \ &&(ch)->mental_state < 15) ? 1 : 0) ) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define IS_DRUNK(ch, drunk) (number_percent() < \ ( (ch)->pcdata->condition[COND_DRUNK] \ * 2 / (drunk) ) ) #define IS_CLANNED(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->clan \ && (ch)->pcdata->clan->clan_type != CLAN_ORDER \ && (ch)->pcdata->clan->clan_type != CLAN_GUILD) #define IS_ORDERED(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->clan \ && (ch)->pcdata->clan->clan_type == CLAN_ORDER) #define IS_GUILDED(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->clan \ && (ch)->pcdata->clan->clan_type == CLAN_GUILD) #define IS_DEADLYCLAN(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->clan \ && (ch)->pcdata->clan->clan_type != CLAN_NOKILL) \ && (ch)->pcdata->clan->clan_type != CLAN_ORDER) \ && (ch)->pcdata->clan->clan_type != CLAN_GUILD) #define IS_DEVOTED(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->deity) #define IS_PKILL(ch) (ch->pcdata && IS_SET( ch->pcdata->flags, PCFLAG_DEADLY )) #define CAN_PKILL(ch) (IS_PKILL(ch) && ch->level >= 5 && get_age( ch ) >= 18 ) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) #define EXIT(ch, door) ( get_exit( (ch)->in_room, door ) ) #define CAN_GO(ch, door) (EXIT((ch),(door)) \ && (EXIT((ch),(door))->to_room != NULL) \ && !IS_SET(EXIT((ch), (door))->exit_info, EX_CLOSED)) #define IS_VALID_SN(sn) ( (sn) >=0 && (sn) < MAX_SKILL \ && skill_table[(sn)] \ && skill_table[(sn)]->name ) #define IS_VALID_HERB(sn) ( (sn) >=0 && (sn) < MAX_HERB \ && herb_table[(sn)] \ && herb_table[(sn)]->name ) #define SPELL_FLAG(skill, flag) ( IS_SET((skill)->flags, (flag)) ) #define SPELL_DAMAGE(skill) ( ((skill)->flags ) & 7 ) #define SPELL_ACTION(skill) ( ((skill)->flags >> 3) & 7 ) #define SPELL_CLASS(skill) ( ((skill)->flags >> 6) & 7 ) #define SPELL_POWER(skill) ( ((skill)->flags >> 9) & 3 ) #define SET_SDAM(skill, val) ( (skill)->flags = ((skill)->flags & SDAM_MASK) + ((val) & 7) ) #define SET_SACT(skill, val) ( (skill)->flags = ((skill)->flags & SACT_MASK) + (((val) & 7) << 3) ) #define SET_SCLA(skill, val) ( (skill)->flags = ((skill)->flags & SCLA_MASK) + (((val) & 7) << 6) ) #define SET_SPOW(skill, val) ( (skill)->flags = ((skill)->flags & SPOW_MASK) + (((val) & 3) << 9) ) /* Retired and guest imms. */ #define IS_RETIRED(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_RETIRED)) #define IS_GUEST(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_GUEST)) /* RIS by gsn lookups. -- Altrag. Will need to add some || stuff for spells that need a special GSN. */ #define IS_FIRE(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_FIRE ) #define IS_COLD(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_COLD ) #define IS_ACID(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ACID ) #define IS_ELECTRICITY(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ELECTRICITY ) #define IS_ENERGY(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ENERGY ) #define NOT_AUTHED(ch) (!IS_NPC(ch) && ch->pcdata->auth_state <= 3 \ && IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) ) #define IS_WAITING_FOR_AUTH(ch) (!IS_NPC(ch) && ch->desc \ && ch->pcdata->auth_state == 1 \ && IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) ) /* * 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 \ : (ch)->name ) : "someone" ) #define log_string( txt ) ( log_string_plus( (txt), LOG_NORMAL, LEVEL_LOG ) ) /* * Structure for a command in the command lookup table. */ struct cmd_type { CMDTYPE * next; char * name; DO_FUN * do_fun; sh_int position; sh_int level; sh_int log; struct timerset userec; }; /* * Structure for a social in the socials table. */ struct social_type { SOCIALTYPE * next; char * name; char * char_no_arg; char * others_no_arg; char * char_found; char * others_found; char * vict_found; char * char_auto; char * others_auto; }; /* * Global constants. */ extern time_t last_restore_all_time; extern time_t boot_time; /* this should be moved down */ extern HOUR_MIN_SEC * set_boot_time; extern struct tm *new_boot_time; extern time_t new_boot_time_t; 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 cha_app_type cha_app [26]; extern const struct lck_app_type lck_app [26]; extern const struct race_type race_table [MAX_RACE]; extern const struct liq_type liq_table [LIQ_MAX]; extern char * const attack_table [13]; extern char * const skill_tname []; extern sh_int const movement_loss [SECT_MAX]; extern char * const dir_name []; extern char * const where_name []; extern const sh_int rev_dir []; extern const int trap_door []; extern char * const r_flags []; extern char * const w_flags []; extern char * const o_flags []; extern char * const a_flags []; extern char * const o_types []; extern char * const a_types []; extern char * const act_flags []; extern char * const plr_flags []; extern char * const pc_flags []; extern char * const trap_flags []; extern char * const ris_flags []; extern char * const trig_flags []; extern char * const part_flags []; extern char * const npc_race []; extern char * const npc_class []; extern char * const defense_flags []; extern char * const attack_flags []; extern char * const area_flags []; extern int const lang_array []; extern char * const lang_names []; /* * Global variables. */ extern int numobjsloaded; extern int nummobsloaded; extern int physicalobjects; extern int num_descriptors; extern struct system_data sysdata; extern int top_sn; extern int top_vroom; extern int top_herb; extern CMDTYPE * command_hash [126]; extern struct class_type * class_table [MAX_CLASS]; extern char * title_table [MAX_CLASS] [MAX_LEVEL+1] [2]; extern SKILLTYPE * skill_table [MAX_SKILL]; extern SOCIALTYPE * social_index [27]; extern CHAR_DATA * cur_char; extern ROOM_INDEX_DATA * cur_room; extern bool cur_char_died; extern ch_ret global_retcode; extern SKILLTYPE * herb_table [MAX_HERB]; extern int cur_obj; extern int cur_obj_serial; extern bool cur_obj_extracted; extern obj_ret global_objcode; extern HELP_DATA * first_help; extern HELP_DATA * last_help; extern SHOP_DATA * first_shop; extern SHOP_DATA * last_shop; extern REPAIR_DATA * first_repair; extern REPAIR_DATA * last_repair; extern BAN_DATA * first_ban; extern BAN_DATA * last_ban; extern CHAR_DATA * first_char; extern CHAR_DATA * last_char; extern DESCRIPTOR_DATA * first_descriptor; extern DESCRIPTOR_DATA * last_descriptor; extern BOARD_DATA * first_board; extern BOARD_DATA * last_board; extern OBJ_DATA * first_object; extern OBJ_DATA * last_object; extern CLAN_DATA * first_clan; extern CLAN_DATA * last_clan; extern COUNCIL_DATA * first_council; extern COUNCIL_DATA * last_council; extern DEITY_DATA * first_deity; extern DEITY_DATA * last_deity; extern AREA_DATA * first_area; extern AREA_DATA * last_area; extern AREA_DATA * first_build; extern AREA_DATA * last_build; extern AREA_DATA * first_asort; extern AREA_DATA * last_asort; extern AREA_DATA * first_bsort; extern AREA_DATA * last_bsort; /* extern GOD_DATA * first_imm; extern GOD_DATA * last_imm; */ extern TELEPORT_DATA * first_teleport; extern TELEPORT_DATA * last_teleport; extern OBJ_DATA * extracted_obj_queue; extern EXTRACT_CHAR_DATA * extracted_char_queue; extern OBJ_DATA * save_equipment[MAX_WEAR][MAX_LAYERS]; extern CHAR_DATA * quitting_char; extern CHAR_DATA * loading_char; extern CHAR_DATA * saving_char; extern OBJ_DATA * all_obj; extern char bug_buf []; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern FILE * fpLOG; extern char log_buf []; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern AUCTION_DATA * auction; extern struct act_prog_data * mob_act_list; /* * Command functions. * Defined in act_*.c (mostly). */ DECLARE_DO_FUN( skill_notfound ); DECLARE_DO_FUN( do_aassign ); DECLARE_DO_FUN( do_advance ); DECLARE_DO_FUN( do_affected ); DECLARE_DO_FUN( do_afk ); DECLARE_DO_FUN( do_aid ); DECLARE_DO_FUN( do_allow ); DECLARE_DO_FUN( do_ansi ); DECLARE_DO_FUN( do_answer ); DECLARE_DO_FUN( do_apply ); DECLARE_DO_FUN( do_appraise ); DECLARE_DO_FUN( do_areas ); DECLARE_DO_FUN( do_aset ); DECLARE_DO_FUN( do_ask ); DECLARE_DO_FUN( do_astat ); DECLARE_DO_FUN( do_at ); DECLARE_DO_FUN( do_auction ); DECLARE_DO_FUN( do_authorize ); DECLARE_DO_FUN( do_avtalk ); DECLARE_DO_FUN( do_backstab ); DECLARE_DO_FUN( do_balzhur ); DECLARE_DO_FUN( do_bamfin ); DECLARE_DO_FUN( do_bamfout ); DECLARE_DO_FUN( do_ban ); DECLARE_DO_FUN( do_bash ); DECLARE_DO_FUN( do_bashdoor ); DECLARE_DO_FUN( do_berserk ); DECLARE_DO_FUN( do_bestow ); DECLARE_DO_FUN( do_bio ); DECLARE_DO_FUN( do_bite ); DECLARE_DO_FUN( do_boards ); DECLARE_DO_FUN( do_bodybag ); DECLARE_DO_FUN( do_brandish ); DECLARE_DO_FUN( do_brew ); DECLARE_DO_FUN( do_bset ); DECLARE_DO_FUN( do_bstat ); DECLARE_DO_FUN( do_bug ); DECLARE_DO_FUN( do_bury ); DECLARE_DO_FUN( do_buy ); DECLARE_DO_FUN( do_cast ); DECLARE_DO_FUN( do_cedit ); DECLARE_DO_FUN( do_channels ); DECLARE_DO_FUN( do_chat ); DECLARE_DO_FUN( do_check_vnums ); DECLARE_DO_FUN( do_circle ); DECLARE_DO_FUN( do_clans ); DECLARE_DO_FUN( do_clantalk ); DECLARE_DO_FUN( do_claw ); DECLARE_DO_FUN( do_climb ); DECLARE_DO_FUN( do_close ); DECLARE_DO_FUN( do_cmdtable ); DECLARE_DO_FUN( do_cmenu ); DECLARE_DO_FUN( do_commands ); DECLARE_DO_FUN( do_comment ); DECLARE_DO_FUN( do_compare ); DECLARE_DO_FUN( do_config ); DECLARE_DO_FUN( do_consider ); DECLARE_DO_FUN( do_council_induct); DECLARE_DO_FUN( do_council_outcast); DECLARE_DO_FUN( do_councils ); DECLARE_DO_FUN( do_counciltalk ); DECLARE_DO_FUN( do_credits ); DECLARE_DO_FUN( do_cset ); DECLARE_DO_FUN( do_deities ); DECLARE_DO_FUN( do_deny ); DECLARE_DO_FUN( do_description ); DECLARE_DO_FUN( do_destro ); DECLARE_DO_FUN( do_destroy ); DECLARE_DO_FUN( do_detrap ); DECLARE_DO_FUN( do_devote ); DECLARE_DO_FUN( do_dig ); DECLARE_DO_FUN( do_disarm ); DECLARE_DO_FUN( do_disconnect ); DECLARE_DO_FUN( do_dismount ); DECLARE_DO_FUN( do_dmesg ); DECLARE_DO_FUN( do_down ); DECLARE_DO_FUN( do_drag ); DECLARE_DO_FUN( do_drink ); DECLARE_DO_FUN( do_drop ); DECLARE_DO_FUN( do_diagnose ); DECLARE_DO_FUN( do_east ); DECLARE_DO_FUN( do_eat ); DECLARE_DO_FUN( do_echo ); DECLARE_DO_FUN( do_emote ); DECLARE_DO_FUN( do_empty ); DECLARE_DO_FUN( do_enter ); DECLARE_DO_FUN( do_equipment ); DECLARE_DO_FUN( do_examine ); DECLARE_DO_FUN( do_exits ); DECLARE_DO_FUN( do_feed ); DECLARE_DO_FUN( do_fill ); DECLARE_DO_FUN( do_fixchar ); DECLARE_DO_FUN( do_flee ); DECLARE_DO_FUN( do_foldarea ); DECLARE_DO_FUN( do_follow ); DECLARE_DO_FUN( do_for ); DECLARE_DO_FUN( do_force ); DECLARE_DO_FUN( do_forceclose ); DECLARE_DO_FUN( do_fquit ); /* Gorog */ DECLARE_DO_FUN( do_form_password); DECLARE_DO_FUN( do_freeze ); DECLARE_DO_FUN( do_get ); DECLARE_DO_FUN( do_give ); DECLARE_DO_FUN( do_glance ); DECLARE_DO_FUN( do_gold ); DECLARE_DO_FUN( do_goto ); DECLARE_DO_FUN( do_gouge ); DECLARE_DO_FUN( do_group ); DECLARE_DO_FUN( do_gtell ); DECLARE_DO_FUN( do_guilds ); DECLARE_DO_FUN( do_guildtalk ); DECLARE_DO_FUN( do_hedit ); DECLARE_DO_FUN( do_hell ); DECLARE_DO_FUN( do_help ); DECLARE_DO_FUN( do_hide ); DECLARE_DO_FUN( do_hitall ); DECLARE_DO_FUN( do_hlist ); DECLARE_DO_FUN( do_holylight ); DECLARE_DO_FUN( do_homepage ); DECLARE_DO_FUN( do_hset ); DECLARE_DO_FUN( do_ide ); DECLARE_DO_FUN( do_idea ); DECLARE_DO_FUN( do_immortalize ); DECLARE_DO_FUN( do_immtalk ); DECLARE_DO_FUN( do_induct ); DECLARE_DO_FUN( do_installarea ); DECLARE_DO_FUN( do_instaroom ); DECLARE_DO_FUN( do_instazone ); DECLARE_DO_FUN( do_inventory ); DECLARE_DO_FUN( do_invis ); DECLARE_DO_FUN( do_kick ); DECLARE_DO_FUN( do_kill ); DECLARE_DO_FUN( do_languages ); DECLARE_DO_FUN( do_last ); DECLARE_DO_FUN( do_leave ); DECLARE_DO_FUN( do_level ); DECLARE_DO_FUN( do_light ); DECLARE_DO_FUN( do_list ); DECLARE_DO_FUN( do_litterbug ); DECLARE_DO_FUN( do_loadarea ); DECLARE_DO_FUN( do_loadup ); DECLARE_DO_FUN( do_lock ); DECLARE_DO_FUN( do_log ); DECLARE_DO_FUN( do_look ); DECLARE_DO_FUN( do_low_purge ); DECLARE_DO_FUN( do_mailroom ); DECLARE_DO_FUN( do_make ); DECLARE_DO_FUN( do_makeboard ); DECLARE_DO_FUN( do_makeclan ); DECLARE_DO_FUN( do_makecouncil ); DECLARE_DO_FUN( do_makedeity ); DECLARE_DO_FUN( do_makeguild ); DECLARE_DO_FUN( do_makerepair ); DECLARE_DO_FUN( do_makeshop ); DECLARE_DO_FUN( do_makewizlist ); DECLARE_DO_FUN( do_massign ); DECLARE_DO_FUN( do_memory ); DECLARE_DO_FUN( do_mcreate ); DECLARE_DO_FUN( do_mdelete ); DECLARE_DO_FUN( do_mfind ); DECLARE_DO_FUN( do_minvoke ); DECLARE_DO_FUN( do_mlist ); DECLARE_DO_FUN( do_mount ); DECLARE_DO_FUN( do_mset ); DECLARE_DO_FUN( do_mstat ); DECLARE_DO_FUN( do_murde ); DECLARE_DO_FUN( do_murder ); DECLARE_DO_FUN( do_muse ); DECLARE_DO_FUN( do_music ); DECLARE_DO_FUN( do_mwhere ); DECLARE_DO_FUN( do_name ); DECLARE_DO_FUN( do_newbiechat ); DECLARE_DO_FUN( do_newbieset ); DECLARE_DO_FUN( do_newzones ); DECLARE_DO_FUN( do_noemote ); DECLARE_DO_FUN( do_noresolve ); DECLARE_DO_FUN( do_north ); DECLARE_DO_FUN( do_northeast ); DECLARE_DO_FUN( do_northwest ); DECLARE_DO_FUN( do_notell ); DECLARE_DO_FUN( do_noteroom ); DECLARE_DO_FUN( do_oassign ); DECLARE_DO_FUN( do_ocreate ); DECLARE_DO_FUN( do_odelete ); DECLARE_DO_FUN( do_ofind ); DECLARE_DO_FUN( do_oinvoke ); DECLARE_DO_FUN( do_oldscore ); DECLARE_DO_FUN( do_olist ); DECLARE_DO_FUN( do_open ); DECLARE_DO_FUN( do_opentourney ); DECLARE_DO_FUN( do_order ); DECLARE_DO_FUN( do_orders ); DECLARE_DO_FUN( do_ordertalk ); DECLARE_DO_FUN( do_oset ); DECLARE_DO_FUN( do_ostat ); DECLARE_DO_FUN( do_ot ); DECLARE_DO_FUN( do_outcast ); DECLARE_DO_FUN( do_owhere ); DECLARE_DO_FUN( do_pager ); DECLARE_DO_FUN( do_pardon ); DECLARE_DO_FUN( do_password ); DECLARE_DO_FUN( do_peace ); DECLARE_DO_FUN( do_pick ); DECLARE_DO_FUN( do_poison_weapon); DECLARE_DO_FUN( do_pose ); DECLARE_DO_FUN( do_practice ); DECLARE_DO_FUN( do_prompt ); DECLARE_DO_FUN( do_pull ); DECLARE_DO_FUN( do_punch ); DECLARE_DO_FUN( do_purge ); DECLARE_DO_FUN( do_push ); DECLARE_DO_FUN( do_put ); DECLARE_DO_FUN( do_quaff ); DECLARE_DO_FUN( do_quest ); DECLARE_DO_FUN( do_qui ); DECLARE_DO_FUN( do_quit ); DECLARE_DO_FUN( do_rank ); DECLARE_DO_FUN( do_rassign ); DECLARE_DO_FUN( do_rat ); DECLARE_DO_FUN( do_rdelete ); DECLARE_DO_FUN( do_reboo ); DECLARE_DO_FUN( do_reboot ); DECLARE_DO_FUN( do_recall ); DECLARE_DO_FUN( do_recho ); DECLARE_DO_FUN( do_recite ); DECLARE_DO_FUN( do_redit ); DECLARE_DO_FUN( do_regoto ); DECLARE_DO_FUN( do_remove ); DECLARE_DO_FUN( do_rent ); DECLARE_DO_FUN( do_repair ); DECLARE_DO_FUN( do_repairset ); DECLARE_DO_FUN( do_repairshops ); DECLARE_DO_FUN( do_repairstat ); DECLARE_DO_FUN( do_reply ); DECLARE_DO_FUN( do_report ); DECLARE_DO_FUN( do_rescue ); DECLARE_DO_FUN( do_rest ); DECLARE_DO_FUN( do_reset ); DECLARE_DO_FUN( do_restore ); DECLARE_DO_FUN( do_restoretime ); DECLARE_DO_FUN( do_restrict ); DECLARE_DO_FUN( do_retire ); DECLARE_DO_FUN( do_retran ); DECLARE_DO_FUN( do_return ); DECLARE_DO_FUN( do_revert ); DECLARE_DO_FUN( do_rip ); DECLARE_DO_FUN( do_rlist ); DECLARE_DO_FUN( do_rreset ); DECLARE_DO_FUN( do_rset ); DECLARE_DO_FUN( do_rstat ); DECLARE_DO_FUN( do_sacrifice ); DECLARE_DO_FUN( do_save ); DECLARE_DO_FUN( do_savearea ); DECLARE_DO_FUN( do_say ); DECLARE_DO_FUN( do_scan ); DECLARE_DO_FUN( do_score ); DECLARE_DO_FUN( do_scribe ); DECLARE_DO_FUN( do_search ); DECLARE_DO_FUN( do_sedit ); DECLARE_DO_FUN( do_sell ); DECLARE_DO_FUN( do_set_boot_time); DECLARE_DO_FUN( do_setclan ); DECLARE_DO_FUN( do_setclass ); DECLARE_DO_FUN( do_setcouncil ); DECLARE_DO_FUN( do_setdeity ); DECLARE_DO_FUN( do_shops ); DECLARE_DO_FUN( do_shopset ); DECLARE_DO_FUN( do_shopstat ); DECLARE_DO_FUN( do_shout ); DECLARE_DO_FUN( do_shove ); DECLARE_DO_FUN( do_showclass ); DECLARE_DO_FUN( do_showclan ); DECLARE_DO_FUN( do_showcouncil ); DECLARE_DO_FUN( do_showdeity ); DECLARE_DO_FUN( do_shutdow ); DECLARE_DO_FUN( do_shutdown ); DECLARE_DO_FUN( do_silence ); DECLARE_DO_FUN( do_sit ); DECLARE_DO_FUN( do_sla ); DECLARE_DO_FUN( do_slay ); DECLARE_DO_FUN( do_sleep ); DECLARE_DO_FUN( do_slice ); DECLARE_DO_FUN( do_slist ); DECLARE_DO_FUN( do_slookup ); DECLARE_DO_FUN( do_smoke ); DECLARE_DO_FUN( do_sneak ); DECLARE_DO_FUN( do_snoop ); DECLARE_DO_FUN( do_sober ); DECLARE_DO_FUN( do_socials ); DECLARE_DO_FUN( do_south ); DECLARE_DO_FUN( do_southeast ); DECLARE_DO_FUN( do_southwest ); DECLARE_DO_FUN( do_speak ); DECLARE_DO_FUN( do_split ); DECLARE_DO_FUN( do_sset ); DECLARE_DO_FUN( do_stand ); DECLARE_DO_FUN( do_starttourney ); DECLARE_DO_FUN( do_steal ); DECLARE_DO_FUN( do_sting ); DECLARE_DO_FUN( do_stun ); DECLARE_DO_FUN( do_supplicate ); DECLARE_DO_FUN( do_switch ); DECLARE_DO_FUN( do_tail ); DECLARE_DO_FUN( do_tamp ); DECLARE_DO_FUN( do_tell ); DECLARE_DO_FUN( do_think ); DECLARE_DO_FUN( do_time ); DECLARE_DO_FUN( do_timecmd ); DECLARE_DO_FUN( do_title ); DECLARE_DO_FUN( do_track ); DECLARE_DO_FUN( do_transfer ); DECLARE_DO_FUN( do_trust ); DECLARE_DO_FUN( do_typo ); DECLARE_DO_FUN( do_unfoldarea ); DECLARE_DO_FUN( do_unhell ); DECLARE_DO_FUN( do_unlock ); DECLARE_DO_FUN( do_unsilence ); DECLARE_DO_FUN( do_up ); DECLARE_DO_FUN( do_users ); DECLARE_DO_FUN( do_value ); DECLARE_DO_FUN( do_visible ); DECLARE_DO_FUN( do_vnums ); DECLARE_DO_FUN( do_vsearch ); DECLARE_DO_FUN( do_wake ); DECLARE_DO_FUN( do_wartalk ); DECLARE_DO_FUN( do_wear ); DECLARE_DO_FUN( do_weather ); DECLARE_DO_FUN( do_west ); DECLARE_DO_FUN( do_where ); DECLARE_DO_FUN( do_who ); DECLARE_DO_FUN( do_whois ); DECLARE_DO_FUN( do_wimpy ); DECLARE_DO_FUN( do_wizhelp ); DECLARE_DO_FUN( do_wizlist ); DECLARE_DO_FUN( do_wizlock ); DECLARE_DO_FUN( do_yell ); DECLARE_DO_FUN( do_zap ); DECLARE_DO_FUN( do_zones ); /* mob prog stuff */ DECLARE_DO_FUN( do_mp_close_passage ); DECLARE_DO_FUN( do_mp_damage ); DECLARE_DO_FUN( do_mp_restore ); DECLARE_DO_FUN( do_mp_open_passage ); DECLARE_DO_FUN( do_mp_practice ); DECLARE_DO_FUN( do_mp_slay); DECLARE_DO_FUN( do_mpadvance ); DECLARE_DO_FUN( do_mpasound ); DECLARE_DO_FUN( do_mpat ); DECLARE_DO_FUN( do_mpdream ); DECLARE_DO_FUN( do_mp_deposit ); DECLARE_DO_FUN( do_mp_withdraw ); DECLARE_DO_FUN( do_mpecho ); DECLARE_DO_FUN( do_mpechoaround ); DECLARE_DO_FUN( do_mpechoat ); DECLARE_DO_FUN( do_mpedit ); DECLARE_DO_FUN( do_mrange ); DECLARE_DO_FUN( do_opedit ); DECLARE_DO_FUN( do_orange ); DECLARE_DO_FUN( do_rpedit ); DECLARE_DO_FUN( do_mpforce ); DECLARE_DO_FUN( do_mpinvis ); DECLARE_DO_FUN( do_mpgoto ); DECLARE_DO_FUN( do_mpjunk ); DECLARE_DO_FUN( do_mpkill ); DECLARE_DO_FUN( do_mpmload ); DECLARE_DO_FUN( do_mpmset ); DECLARE_DO_FUN( do_mpnothing ); DECLARE_DO_FUN( do_mpoload ); DECLARE_DO_FUN( do_mposet ); DECLARE_DO_FUN( do_mppurge ); DECLARE_DO_FUN( do_mpstat ); DECLARE_DO_FUN( do_opstat ); DECLARE_DO_FUN( do_rpstat ); DECLARE_DO_FUN( do_mptransfer ); DECLARE_DO_FUN( do_mpapply ); DECLARE_DO_FUN( do_mpapplyb ); DECLARE_DO_FUN( do_mppkset ); /* * Spell functions. * Defined in magic.c. */ DECLARE_SPELL_FUN( spell_null ); DECLARE_SPELL_FUN( spell_notfound ); DECLARE_SPELL_FUN( spell_acid_blast ); DECLARE_SPELL_FUN( spell_animate_dead ); DECLARE_SPELL_FUN( spell_astral_walk ); 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_control_weather ); DECLARE_SPELL_FUN( spell_create_food ); DECLARE_SPELL_FUN( spell_create_water ); DECLARE_SPELL_FUN( spell_cure_blindness ); DECLARE_SPELL_FUN( spell_cure_poison ); DECLARE_SPELL_FUN( spell_curse ); DECLARE_SPELL_FUN( spell_detect_poison ); DECLARE_SPELL_FUN( spell_dispel_evil ); DECLARE_SPELL_FUN( spell_dispel_magic ); DECLARE_SPELL_FUN( spell_dream ); 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_farsight ); DECLARE_SPELL_FUN( spell_fireball ); DECLARE_SPELL_FUN( spell_flamestrike ); DECLARE_SPELL_FUN( spell_gate ); DECLARE_SPELL_FUN( spell_knock ); DECLARE_SPELL_FUN( spell_harm ); DECLARE_SPELL_FUN( spell_identify ); 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_mist_walk ); DECLARE_SPELL_FUN( spell_pass_door ); DECLARE_SPELL_FUN( spell_plant_pass ); DECLARE_SPELL_FUN( spell_poison ); DECLARE_SPELL_FUN( spell_polymorph ); DECLARE_SPELL_FUN( spell_possess ); DECLARE_SPELL_FUN( spell_recharge ); DECLARE_SPELL_FUN( spell_remove_curse ); DECLARE_SPELL_FUN( spell_remove_invis ); DECLARE_SPELL_FUN( spell_remove_trap ); DECLARE_SPELL_FUN( spell_shocking_grasp ); DECLARE_SPELL_FUN( spell_sleep ); DECLARE_SPELL_FUN( spell_smaug ); DECLARE_SPELL_FUN( spell_solar_flight ); 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_spiral_blast ); DECLARE_SPELL_FUN( spell_scorching_surge ); DECLARE_SPELL_FUN( spell_helical_flow ); DECLARE_SPELL_FUN( spell_transport ); DECLARE_SPELL_FUN( spell_portal ); /* * 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(MIPS_OS) char * crypt args( ( const char *key, const char *salt ) ); #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). */ #define PLAYER_DIR "../player/" /* Player files */ #define BACKUP_DIR "../backup/" /* Backup Player files */ #define GOD_DIR "../gods/" /* God Info Dir */ #define BOARD_DIR "../boards/" /* Board data dir */ #define CLAN_DIR "../clans/" /* Clan data dir */ #define COUNCIL_DIR "../councils/" /* Council data dir */ #define GUILD_DIR "../guilds/" /* Guild data dir */ #define DEITY_DIR "../deity/" /* Deity data dir */ #define BUILD_DIR "../building/" /* Online building save dir */ #define SYSTEM_DIR "../system/" /* Main system files */ #define PROG_DIR "mudprogs/" /* MUDProg files */ #define CORPSE_DIR "../corpses/" /* Corpses */ #define NULL_FILE "/dev/null" /* To reserve one stream */ #define CLASS_DIR "../classes/" /* Classes */ #define AREA_LIST "area.lst" /* List of areas */ #define BAN_LIST "ban.lst" /* List of bans */ #define CLAN_LIST "clan.lst" /* List of clans */ #define COUNCIL_LIST "council.lst" /* List of councils */ #define GUILD_LIST "guild.lst" /* List of guilds */ #define GOD_LIST "gods.lst" /* List of gods */ #define DEITY_LIST "deity.lst" /* List of deities */ #define CLASS_LIST "class.lst" /* List of classes */ #define BOARD_FILE "boards.txt" /* For bulletin boards */ #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ #define RIPSCREEN_FILE SYSTEM_DIR "mudrip.rip" #define RIPTITLE_FILE SYSTEM_DIR "mudtitle.rip" #define ANSITITLE_FILE SYSTEM_DIR "mudtitle.ans" #define ASCTITLE_FILE SYSTEM_DIR "mudtitle.asc" #define BOOTLOG_FILE SYSTEM_DIR "boot.txt" /* Boot up error file */ #define BUG_FILE SYSTEM_DIR "bugs.txt" /* For 'bug' and bug( )*/ #define IDEA_FILE SYSTEM_DIR "ideas.txt" /* For 'idea' */ #define TYPO_FILE SYSTEM_DIR "typos.txt" /* For 'typo' */ #define LOG_FILE SYSTEM_DIR "log.txt" /* For talking in logged rooms */ #define WIZLIST_FILE SYSTEM_DIR "WIZLIST" /* Wizlist */ #define WHO_FILE SYSTEM_DIR "WHO" /* Who output file */ #define WEBWHO_FILE SYSTEM_DIR "WEBWHO" /* WWW Who output file */ #define REQUEST_PIPE SYSTEM_DIR "REQUESTS" /* Request FIFO */ #define SKILL_FILE SYSTEM_DIR "skills.dat" /* Skill table */ #define HERB_FILE SYSTEM_DIR "herbs.dat" /* Herb table */ #define SOCIAL_FILE SYSTEM_DIR "socials.dat" /* Socials */ #define COMMAND_FILE SYSTEM_DIR "commands.dat" /* Commands */ #define USAGE_FILE SYSTEM_DIR "usage.txt" /* How many people are on every half hour - trying to determine best reboot time */ #define CLASSDIR "../classes/" /* * 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 BD BOARD_DATA #define CL CLAN_DATA #define EDD EXTRA_DESCR_DATA #define RD RESET_DATA #define ED EXIT_DATA #define ST SOCIALTYPE #define CO COUNCIL_DATA #define DE DEITY_DATA #define SK SKILLTYPE /* act_comm.c */ bool circle_follow args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); 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 send_rip_screen args( ( CHAR_DATA *ch ) ); void send_rip_title args( ( CHAR_DATA *ch ) ); void send_ansi_title args( ( CHAR_DATA *ch ) ); void send_ascii_title args( ( CHAR_DATA *ch ) ); void to_channel args( ( const char *argument, int channel, const char *verb, sh_int level ) ); void talk_auction args( ( char *argument ) ); bool knows_language args( ( CHAR_DATA *ch, int language, CHAR_DATA *cch ) ); bool can_learn_lang args( ( CHAR_DATA *ch, int language ) ); int countlangs args( ( int languages ) ); char * translate args( ( CHAR_DATA *ch, CHAR_DATA *victim, const char *argument ) ); char * obj_short args( ( OBJ_DATA *obj ) ); /* act_info.c */ int get_door args( ( char *arg ) ); char * format_obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch, bool fShort ) ); void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowNothing ) ); /* act_move.c */ void clear_vrooms args( ( void ) ); ED * find_door args( ( CHAR_DATA *ch, char *arg, bool quiet ) ); ED * get_exit args( ( ROOM_INDEX_DATA *room, sh_int dir ) ); ED * get_exit_to args( ( ROOM_INDEX_DATA *room, sh_int dir, int vnum ) ); ED * get_exit_num args( ( ROOM_INDEX_DATA *room, sh_int count ) ); ch_ret move_char args( ( CHAR_DATA *ch, EXIT_DATA *pexit, int fall ) ); void teleport args( ( CHAR_DATA *ch, sh_int room, int flags ) ); sh_int encumbrance args( ( CHAR_DATA *ch, sh_int move ) ); bool will_fall args( ( CHAR_DATA *ch, int fall ) ); /* act_obj.c */ obj_ret damage_obj args( ( OBJ_DATA *obj ) ); sh_int get_obj_resistance args( ( OBJ_DATA *obj ) ); void save_clan_storeroom args( ( CHAR_DATA *ch, CLAN_DATA *clan ) ); void obj_fall args( ( OBJ_DATA *obj, bool through ) ); /* act_wiz.c */ RID * find_location args( ( CHAR_DATA *ch, char *arg ) ); void echo_to_all args( ( sh_int AT_COLOR, char *argument, sh_int tar ) ); void get_reboot_string args( ( void ) ); struct tm *update_time args( ( struct tm *old_time ) ); void free_social args( ( SOCIALTYPE *social ) ); void add_social args( ( SOCIALTYPE *social ) ); void free_command args( ( CMDTYPE *command ) ); void unlink_command args( ( CMDTYPE *command ) ); void add_command args( ( CMDTYPE *command ) ); /* boards.c */ void load_boards args( ( void ) ); BD * get_board args( ( OBJ_DATA *obj ) ); void free_note args( ( NOTE_DATA *pnote ) ); /* build.c */ char * flag_string args( ( int bitvector, char * const flagarray[] ) ); int get_mpflag args( ( char *flag ) ); int get_dir args( ( char *txt ) ); char * strip_cr args( ( char *str ) ); /* clans.c */ CL * get_clan args( ( char *name ) ); void load_clans args( ( void ) ); void save_clan args( ( CLAN_DATA *clan ) ); CO * get_council args( ( char *name ) ); void load_councils args( ( void ) ); void save_council args( ( COUNCIL_DATA *council ) ); /* deity.c */ DE * get_deity args( ( char *name ) ); void load_deity args( ( void ) ); void save_deity args( ( DEITY_DATA *deity ) ); /* comm.c */ void close_socket args( ( DESCRIPTOR_DATA *dclose, bool force ) ); void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void write_to_pager args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void send_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void send_to_char_color args( ( const char *txt, CHAR_DATA *ch ) ); void send_to_pager args( ( const char *txt, CHAR_DATA *ch ) ); void send_to_pager_color args( ( const char *txt, CHAR_DATA *ch ) ); void set_char_color args( ( sh_int AType, CHAR_DATA *ch ) ); void set_pager_color args( ( sh_int AType, CHAR_DATA *ch ) ); void ch_printf args( ( CHAR_DATA *ch, char *fmt, ... ) ); void pager_printf args( (CHAR_DATA *ch, char *fmt, ...) ); void act args( ( sh_int AType, const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); /* reset.c */ RD * make_reset args( ( char letter, int extra, int arg1, int arg2, int arg3 ) ); RD * add_reset args( ( AREA_DATA *tarea, char letter, int extra, int arg1, int arg2, int arg3 ) ); RD * place_reset args( ( AREA_DATA *tarea, char letter, int extra, int arg1, int arg2, int arg3 ) ); void reset_area args( ( AREA_DATA * pArea ) ); /* db.c */ void show_file args( ( CHAR_DATA *ch, char *filename ) ); char * str_dup args( ( char const *str ) ); void boot_db args( ( void ) ); void area_update args( ( void ) ); void add_char args( ( CHAR_DATA *ch ) ); 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 ) ); MID * get_mob_index args( ( sh_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 ) ); char * fread_string_nohash args( ( FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); char * fread_line args( ( FILE *fp ) ); 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 ) ); void hide_tilde args( ( char *str ) ); char * show_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 ) ); char * strlower args( ( const char *str ) ); char * strupper args( ( const char *str ) ); char * aoran args( ( const char *str ) ); void append_file args( ( CHAR_DATA *ch, char *file, char *str ) ); void append_to_file args( ( char *file, char *str ) ); void bug args( ( const char *str, ... ) ); void log_string_plus args( ( const char *str, sh_int log_type, sh_int level ) ); RID * make_room args( ( int vnum ) ); OID * make_object args( ( int vnum, int cvnum, char *name ) ); MID * make_mobile args( ( sh_int vnum, sh_int cvnum, char *name ) ); ED * make_exit args( ( ROOM_INDEX_DATA *pRoomIndex, ROOM_INDEX_DATA *to_room, sh_int door ) ); void add_help args( ( HELP_DATA *pHelp ) ); void fix_area_exits args( ( AREA_DATA *tarea ) ); void load_area_file args( ( AREA_DATA *tarea, char *filename ) ); void randomize_exits args( ( ROOM_INDEX_DATA *room, sh_int maxdir ) ); void make_wizlist args( ( void ) ); void tail_chain args( ( void ) ); bool delete_room args( ( ROOM_INDEX_DATA *room ) ); bool delete_obj args( ( OBJ_INDEX_DATA *obj ) ); bool delete_mob args( ( MOB_INDEX_DATA *mob ) ); /* Functions to add to sorting lists. -- Altrag */ /*void mob_sort args( ( MOB_INDEX_DATA *pMob ) ); void obj_sort args( ( OBJ_INDEX_DATA *pObj ) ); void room_sort args( ( ROOM_INDEX_DATA *pRoom ) );*/ void sort_area args( ( AREA_DATA *pArea, bool proto ) ); /* build.c */ void start_editing args( ( CHAR_DATA *ch, char *data ) ); void stop_editing args( ( CHAR_DATA *ch ) ); void edit_buffer args( ( CHAR_DATA *ch, char *argument ) ); char * copy_buffer args( ( CHAR_DATA *ch ) ); bool can_rmodify args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room ) ); bool can_omodify args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool can_mmodify args( ( CHAR_DATA *ch, CHAR_DATA *mob ) ); bool can_medit args( ( CHAR_DATA *ch, MOB_INDEX_DATA *mob ) ); void free_reset args( ( AREA_DATA *are, RESET_DATA *res ) ); void free_area args( ( AREA_DATA *are ) ); void assign_area args( ( CHAR_DATA *ch ) ); EDD * SetRExtra args( ( ROOM_INDEX_DATA *room, char *keywords ) ); bool DelRExtra args( ( ROOM_INDEX_DATA *room, char *keywords ) ); EDD * SetOExtra args( ( OBJ_DATA *obj, char *keywords ) ); bool DelOExtra args( ( OBJ_DATA *obj, char *keywords ) ); EDD * SetOExtraProto args( ( OBJ_INDEX_DATA *obj, char *keywords ) ); bool DelOExtraProto args( ( OBJ_INDEX_DATA *obj, char *keywords ) ); void fold_area args( ( AREA_DATA *tarea, char *filename, bool install ) ); int get_otype args( ( char *type ) ); int get_atype args( ( char *type ) ); int get_aflag args( ( char *flag ) ); int get_oflag args( ( char *flag ) ); int get_wflag args( ( char *flag ) ); /* fight.c */ int max_fight args( ( CHAR_DATA *ch ) ); void violence_update args( ( void ) ); ch_ret multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); sh_int ris_damage args( ( CHAR_DATA *ch, sh_int dam, int ris ) ); ch_ret damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); void update_pos args( ( CHAR_DATA *victim ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); void free_fight args( ( CHAR_DATA *ch ) ); CD * who_fighting args( ( CHAR_DATA *ch ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void check_attacker args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void death_cry args( ( CHAR_DATA *ch ) ); void stop_hunting args( ( CHAR_DATA *ch ) ); void stop_hating args( ( CHAR_DATA *ch ) ); void stop_fearing args( ( CHAR_DATA *ch ) ); void start_hunting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void start_hating args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void start_fearing args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_hunting args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_hating args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_fearing args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool legal_loot args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); sh_int VAMP_AC args( ( CHAR_DATA *ch ) ); bool check_illegal_pk args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void raw_kill args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool in_arena args( ( CHAR_DATA *ch ) ); /* makeobjs.c */ void make_corpse args( ( CHAR_DATA *ch, CHAR_DATA *killer ) ); void make_blood args( ( CHAR_DATA *ch ) ); void make_bloodstain args( ( CHAR_DATA *ch ) ); void make_scraps args( ( OBJ_DATA *obj ) ); void make_fire args( ( ROOM_INDEX_DATA *in_room, sh_int timer) ); OD * make_trap args( ( int v0, int v1, int v2, int v3 ) ); OD * create_money args( ( int amount ) ); /* misc.c */ void actiondesc args( ( CHAR_DATA *ch, OBJ_DATA *obj, void *vo ) ); /* deity.c */ void adjust_favor args( ( CHAR_DATA *ch, int field, int mod ) ); /* mud_comm.c */ char * mprog_type_to_name args( ( int type ) ); /* mud_prog.c */ #ifdef DUNNO_STRSTR char * strstr args ( (const char *s1, const char *s2 ) ); #endif void mprog_wordlist_check args ( ( char * arg, CHAR_DATA *mob, CHAR_DATA* actor, OBJ_DATA* object, void* vo, int type ) ); void mprog_percent_check args ( ( CHAR_DATA *mob, CHAR_DATA* actor, OBJ_DATA* object, void* vo, int type ) ); void mprog_act_trigger args ( ( char* buf, CHAR_DATA* mob, CHAR_DATA* ch, OBJ_DATA* obj, void* vo ) ); void mprog_bribe_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch, int amount ) ); void mprog_entry_trigger args ( ( CHAR_DATA* mob ) ); void mprog_give_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch, OBJ_DATA* obj ) ); void mprog_greet_trigger args ( ( CHAR_DATA* mob ) ); void mprog_fight_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) ); void mprog_hitprcnt_trigger args ( ( CHAR_DATA* mob, CHAR_DATA* ch ) ); void mprog_death_trigger args ( ( CHAR_DATA *killer, CHAR_DATA* mob ) ); void mprog_random_trigger args ( ( CHAR_DATA* mob ) ); void mprog_speech_trigger args ( ( char* txt, CHAR_DATA* mob ) ); void mprog_script_trigger args ( ( CHAR_DATA *mob ) ); void mprog_hour_trigger args ( ( CHAR_DATA *mob ) ); void mprog_time_trigger args ( ( CHAR_DATA *mob ) ); void progbug args( ( char *str, CHAR_DATA *mob ) ); void rset_supermob args( ( ROOM_INDEX_DATA *room) ); void release_supermob args( ( ) ); /* player.c */ void set_title args( ( CHAR_DATA *ch, char *title ) ); /* skills.c */ bool check_skill args( ( CHAR_DATA *ch, char *command, char *argument ) ); void learn_from_success args( ( CHAR_DATA *ch, int sn ) ); void learn_from_failure args( ( CHAR_DATA *ch, int sn ) ); bool check_parry args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_dodge args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool check_grip args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void disarm args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); void trip args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); /* handler.c */ int get_exp args( ( CHAR_DATA *ch ) ); int get_exp_worth args( ( CHAR_DATA *ch ) ); int exp_level args( ( CHAR_DATA *ch, sh_int level ) ); sh_int get_trust args( ( CHAR_DATA *ch ) ); sh_int get_age args( ( CHAR_DATA *ch ) ); sh_int get_curr_str args( ( CHAR_DATA *ch ) ); sh_int get_curr_int args( ( CHAR_DATA *ch ) ); sh_int get_curr_wis args( ( CHAR_DATA *ch ) ); sh_int get_curr_dex args( ( CHAR_DATA *ch ) ); sh_int get_curr_con args( ( CHAR_DATA *ch ) ); sh_int get_curr_cha args( ( CHAR_DATA *ch ) ); sh_int get_curr_lck args( ( CHAR_DATA *ch ) ); bool can_take_proto 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 ) ); bool is_name_prefix args( ( const char *str, char *namelist ) ); bool nifty_is_name args( ( char *str, char *namelist ) ); bool nifty_is_name_prefix args( ( char *str, char *namelist ) ); void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); 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 ) ); OD * 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 ) ); OD * obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) ); OD * 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_exit args( ( ROOM_INDEX_DATA *room, EXIT_DATA *pexit ) ); void extract_room args( ( ROOM_INDEX_DATA *room ) ); void clean_room args( ( ROOM_INDEX_DATA *room ) ); void clean_obj args( ( OBJ_INDEX_DATA *obj ) ); void clean_mob args( ( MOB_INDEX_DATA *mob ) ); void clean_resets args( ( AREA_DATA *tarea ) ); void extract_char args( ( CHAR_DATA *ch, bool fPull ) ); CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) ); OD * get_obj_list args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) ); OD * get_obj_list_rev args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) ); OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); 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 ) ); char * magic_bit_name args( ( int magic_flags ) ); ch_ret check_for_trap args( ( CHAR_DATA *ch, OBJ_DATA *obj, int flag ) ); ch_ret check_room_for_traps args( ( CHAR_DATA *ch, int flag ) ); bool is_trapped args( ( OBJ_DATA *obj ) ); OD * get_trap args( ( OBJ_DATA *obj ) ); ch_ret spring_trap args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); void name_stamp_stats args( ( CHAR_DATA *ch ) ); void fix_char args( ( CHAR_DATA *ch ) ); void showaffect args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void set_cur_obj args( ( OBJ_DATA *obj ) ); bool obj_extracted args( ( OBJ_DATA *obj ) ); void queue_extracted_obj args( ( OBJ_DATA *obj ) ); void clean_obj_queue args( ( void ) ); void set_cur_char args( ( CHAR_DATA *ch ) ); bool char_died args( ( CHAR_DATA *ch ) ); void queue_extracted_char args( ( CHAR_DATA *ch, bool extract ) ); void clean_char_queue args( ( void ) ); void add_timer args( ( CHAR_DATA *ch, sh_int type, sh_int count, DO_FUN *fun, int value ) ); TIMER * get_timerptr args( ( CHAR_DATA *ch, sh_int type ) ); sh_int get_timer args( ( CHAR_DATA *ch, sh_int type ) ); void extract_timer args( ( CHAR_DATA *ch, TIMER *timer ) ); void remove_timer args( ( CHAR_DATA *ch, sh_int type ) ); bool in_soft_range args( ( CHAR_DATA *ch, AREA_DATA *tarea ) ); bool in_hard_range args( ( CHAR_DATA *ch, AREA_DATA *tarea ) ); bool chance args( ( CHAR_DATA *ch, sh_int percent ) ); bool chance_attrib args( ( CHAR_DATA *ch, sh_int percent, sh_int attrib ) ); OD * clone_object args( ( OBJ_DATA *obj ) ); void split_obj args( ( OBJ_DATA *obj, int num ) ); void separate_obj args( ( OBJ_DATA *obj ) ); bool empty_obj args( ( OBJ_DATA *obj, OBJ_DATA *destobj, ROOM_INDEX_DATA *destroom ) ); OD * find_obj args( ( CHAR_DATA *ch, char *argument, bool carryonly ) ); bool ms_find_obj args( ( CHAR_DATA *ch ) ); void worsen_mental_state args( ( CHAR_DATA *ch, int mod ) ); void better_mental_state args( ( CHAR_DATA *ch, int mod ) ); void boost_economy args( ( AREA_DATA *tarea, int gold ) ); void lower_economy args( ( AREA_DATA *tarea, int gold ) ); void economize_mobgold args( ( CHAR_DATA *mob ) ); bool economy_has args( ( AREA_DATA *tarea, int gold ) ); void add_kill args( ( CHAR_DATA *ch, CHAR_DATA *mob ) ); int times_killed args( ( CHAR_DATA *ch, CHAR_DATA *mob ) ); /* interp.c */ bool check_pos args( ( CHAR_DATA *ch, sh_int position ) ); 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 ) ); char * one_argument2 args( ( char *argument, char *arg_first ) ); ST * find_social args( ( char *command ) ); CMDTYPE *find_command args( ( char *command ) ); void hash_commands args( ( ) ); void start_timer args( ( struct timeval *stime ) ); time_t end_timer args( ( struct timeval *stime ) ); void send_timer args( ( struct timerset *vtime, CHAR_DATA *ch ) ); void update_userec args( ( struct timeval *time_used, struct timerset *userec ) ); /* magic.c */ bool process_spell_components args( ( CHAR_DATA *ch, int sn ) ); int ch_slookup args( ( CHAR_DATA *ch, const char *name ) ); int find_spell args( ( CHAR_DATA *ch, const char *name, bool know ) ); int find_skill args( ( CHAR_DATA *ch, const char *name, bool know ) ); int find_weapon args( ( CHAR_DATA *ch, const char *name, bool know ) ); int find_tongue args( ( CHAR_DATA *ch, const char *name, bool know ) ); int skill_lookup args( ( const char *name ) ); int herb_lookup args( ( const char *name ) ); int personal_lookup args( ( CHAR_DATA *ch, const char *name ) ); int slot_lookup args( ( int slot ) ); int bsearch_skill args( ( const char *name, int first, int top ) ); int bsearch_skill_exact args( ( const char *name, int first, int top ) ); bool saves_poison_death args( ( int level, CHAR_DATA *victim ) ); bool saves_wand args( ( int level, CHAR_DATA *victim ) ); bool saves_para_petri args( ( int level, CHAR_DATA *victim ) ); bool saves_breath args( ( int level, CHAR_DATA *victim ) ); bool saves_spell_staff args( ( int level, CHAR_DATA *victim ) ); ch_ret obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) ); int dice_parse args( (CHAR_DATA *ch, int level, char *exp) ); SK * get_skilltype args( ( int sn ) ); /* request.c */ void init_request_pipe args( ( void ) ); void check_requests args( ( void ) ); /* save.c */ /* object saving defines for fread/write_obj. -- Altrag */ #define OS_CARRY 0 #define OS_CORPSE 1 void save_char_obj args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name, bool preload ) ); void set_alarm args( ( long seconds ) ); void requip_char args( ( CHAR_DATA *ch ) ); void fwrite_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, FILE *fp, int iNest, sh_int os_type ) ); void fread_obj args( ( CHAR_DATA *ch, FILE *fp, sh_int os_type ) ); void de_equip_char args( ( CHAR_DATA *ch ) ); void re_equip_char args( ( CHAR_DATA *ch ) ); /* shops.c */ /* special.c */ SF * spec_lookup args( ( const char *name ) ); char * lookup_spec args( ( SPEC_FUN *special ) ); /* tables.c */ int get_skill args( ( char *skilltype ) ); char * spell_name args( ( SPELL_FUN *spell ) ); char * skill_name args( ( DO_FUN *skill ) ); void load_skill_table args( ( void ) ); void save_skill_table args( ( void ) ); void sort_skill_table args( ( void ) ); void load_socials args( ( void ) ); void save_socials args( ( void ) ); void load_commands args( ( void ) ); void save_commands args( ( void ) ); SPELL_FUN *spell_function args( ( char *name ) ); DO_FUN *skill_function args( ( char *name ) ); void write_class_file args( ( int cl ) ); void save_classes args( ( void ) ); void load_classes args( ( void ) ); void load_herb_table args( ( void ) ); void save_herb_table args( ( void ) ); /* track.c */ void found_prey args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void hunt_victim args( ( CHAR_DATA *ch) ); /* update.c */ void advance_level args( ( CHAR_DATA *ch ) ); void gain_exp args( ( CHAR_DATA *ch, int gain ) ); void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); void reboot_check args( ( char *arg ) ); void auction_update args( ( void ) ); void remove_portal args( ( OBJ_DATA *portal ) ); /* hashstr.c */ char * str_alloc args( ( char *str ) ); char * quick_link args( ( char *str ) ); int str_free args( ( char *str ) ); void show_hash args( ( int count ) ); char * hash_stats args( ( void ) ); char * check_hash args( ( char *str ) ); void hash_dump args( ( int hash ) ); void show_high_hash args( ( int top ) ); /* newscore.c */ char * get_class args( (CHAR_DATA *ch) ); char * get_race args( (CHAR_DATA *ch) ); #undef SK #undef CO #undef ST #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef BD #undef CL #undef EDD #undef RD #undef ED /* * * New Build Interface Stuff Follows * */ /* * Data for a menu page */ struct menu_data { char *sectionNum; char *charChoice; int x; int y; char *outFormat; void *data; int ptrType; int cmdArgs; char *cmdString; }; DECLARE_DO_FUN( do_redraw_page ); DECLARE_DO_FUN( do_refresh_page ); DECLARE_DO_FUN( do_pagelen ); DECLARE_DO_FUN( do_omenu ); DECLARE_DO_FUN( do_rmenu ); DECLARE_DO_FUN( do_mmenu ); DECLARE_DO_FUN( do_clear ); extern MENU_DATA room_page_a_data[]; extern MENU_DATA room_page_b_data[]; extern MENU_DATA room_page_c_data[]; extern MENU_DATA room_help_page_data[]; extern MENU_DATA mob_page_a_data[]; extern MENU_DATA mob_page_b_data[]; extern MENU_DATA mob_page_c_data[]; extern MENU_DATA mob_page_d_data[]; extern MENU_DATA mob_page_e_data[]; extern MENU_DATA mob_page_f_data[]; extern MENU_DATA mob_help_page_data[]; extern MENU_DATA obj_page_a_data[]; extern MENU_DATA obj_page_b_data[]; extern MENU_DATA obj_page_c_data[]; extern MENU_DATA obj_page_d_data[]; extern MENU_DATA obj_page_e_data[]; extern MENU_DATA obj_help_page_data[]; extern MENU_DATA control_page_a_data[]; extern MENU_DATA control_help_page_data[]; extern const char room_page_a[]; extern const char room_page_b[]; extern const char room_page_c[]; extern const char room_help_page[]; extern const char obj_page_a[]; extern const char obj_page_b[]; extern const char obj_page_c[]; extern const char obj_page_d[]; extern const char obj_page_e[]; extern const char obj_help_page[]; extern const char mob_page_a[]; extern const char mob_page_b[]; extern const char mob_page_c[]; extern const char mob_page_d[]; extern const char mob_page_e[]; extern const char mob_page_f[]; extern const char mob_help_page[]; extern const char * npc_sex[3]; extern const char * ris_strings[]; extern const char control_page_a[]; extern const char control_help_page[]; #define SH_INT 1 #define INT 2 #define CHAR 3 #define STRING 4 #define SPECIAL 5 #define NO_PAGE 0 #define MOB_PAGE_A 1 #define MOB_PAGE_B 2 #define MOB_PAGE_C 3 #define MOB_PAGE_D 4 #define MOB_PAGE_E 5 #define MOB_PAGE_F 17 #define MOB_HELP_PAGE 14 #define ROOM_PAGE_A 6 #define ROOM_PAGE_B 7 #define ROOM_PAGE_C 8 #define ROOM_HELP_PAGE 15 #define OBJ_PAGE_A 9 #define OBJ_PAGE_B 10 #define OBJ_PAGE_C 11 #define OBJ_PAGE_D 12 #define OBJ_PAGE_E 13 #define OBJ_HELP_PAGE 16 #define CONTROL_PAGE_A 18 #define CONTROL_HELP_PAGE 19 #define NO_TYPE 0 #define MOB_TYPE 1 #define OBJ_TYPE 2 #define ROOM_TYPE 3 #define CONTROL_TYPE 4 #define SUB_NORTH DIR_NORTH #define SUB_EAST DIR_EAST #define SUB_SOUTH DIR_SOUTH #define SUB_WEST DIR_WEST #define SUB_UP DIR_UP #define SUB_DOWN DIR_DOWN #define SUB_NE DIR_NORTHEAST #define SUB_NW DIR_NORTHWEST #define SUB_SE DIR_SOUTHEAST #define SUB_SW DIR_SOUTHWEST /* * defines for use with this get_affect function */ #define RIS_000 BV00 #define RIS_R00 BV01 #define RIS_0I0 BV02 #define RIS_RI0 BV03 #define RIS_00S BV04 #define RIS_R0S BV05 #define RIS_0IS BV06 #define RIS_RIS BV07 #define GA_AFFECTED BV09 #define GA_RESISTANT BV10 #define GA_IMMUNE BV11 #define GA_SUSCEPTIBLE BV12 #define GA_RIS BV30 /* * Map Structures */ DECLARE_DO_FUN( do_mapout ); DECLARE_DO_FUN( do_lookmap ); struct map_data /* contains per-room data */ { int vnum; /* which map this room belongs to */ int x; /* horizontal coordinate */ int y; /* vertical coordinate */ char entry; /* code that shows up on map */ }; struct map_index_data { MAP_INDEX_DATA *next; int vnum; /* vnum of the map */ int map_of_vnums[49][81]; /* room vnums aranged as a map */ }; MAP_INDEX_DATA *get_map_index(int vnum); void init_maps(); /* * mudprograms stuff */ extern CHAR_DATA *supermob; void oprog_speech_trigger( char *txt, CHAR_DATA *ch ); void oprog_random_trigger( OBJ_DATA *obj ); void oprog_wear_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); bool oprog_use_trigger( CHAR_DATA *ch, OBJ_DATA *obj, CHAR_DATA *vict, OBJ_DATA *targ, void *vo ); void oprog_remove_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_sac_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_damage_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_repair_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_drop_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_zap_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); char *oprog_type_to_name( int type ); /* * MUD_PROGS START HERE * (object stuff) */ void oprog_greet_trigger( CHAR_DATA *ch ); void oprog_speech_trigger( char *txt, CHAR_DATA *ch ); void oprog_random_trigger( OBJ_DATA *obj ); void oprog_random_trigger( OBJ_DATA *obj ); void oprog_remove_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_sac_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_get_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_damage_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_repair_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_drop_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_examine_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_zap_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_pull_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); void oprog_push_trigger( CHAR_DATA *ch, OBJ_DATA *obj ); /* mud prog defines */ #define ERROR_PROG -1 #define IN_FILE_PROG 0 #define ACT_PROG BV00 #define SPEECH_PROG BV01 #define RAND_PROG BV02 #define FIGHT_PROG BV03 #define RFIGHT_PROG BV03 #define DEATH_PROG BV04 #define RDEATH_PROG BV04 #define HITPRCNT_PROG BV05 #define ENTRY_PROG BV06 #define ENTER_PROG BV06 #define GREET_PROG BV07 #define RGREET_PROG BV07 #define OGREET_PROG BV07 #define ALL_GREET_PROG BV08 #define GIVE_PROG BV09 #define BRIBE_PROG BV10 #define HOUR_PROG BV11 #define TIME_PROG BV12 #define WEAR_PROG BV13 #define REMOVE_PROG BV14 #define SAC_PROG BV15 #define LOOK_PROG BV16 #define EXA_PROG BV17 #define ZAP_PROG BV18 #define GET_PROG BV19 #define DROP_PROG BV20 #define DAMAGE_PROG BV21 #define REPAIR_PROG BV22 #define RANDIW_PROG BV23 #define SPEECHIW_PROG BV24 #define PULL_PROG BV25 #define PUSH_PROG BV26 #define SLEEP_PROG BV27 #define REST_PROG BV28 #define LEAVE_PROG BV29 #define SCRIPT_PROG BV30 #define USE_PROG BV31 void rprog_leave_trigger( CHAR_DATA *ch ); void rprog_enter_trigger( CHAR_DATA *ch ); void rprog_sleep_trigger( CHAR_DATA *ch ); void rprog_rest_trigger( CHAR_DATA *ch ); void rprog_rfight_trigger( CHAR_DATA *ch ); void rprog_death_trigger( CHAR_DATA *killer, CHAR_DATA *ch ); void rprog_speech_trigger( char *txt, CHAR_DATA *ch ); void rprog_random_trigger( CHAR_DATA *ch ); void rprog_time_trigger( CHAR_DATA *ch ); void rprog_hour_trigger( CHAR_DATA *ch ); char *rprog_type_to_name( int type ); #define OPROG_ACT_TRIGGER #ifdef OPROG_ACT_TRIGGER void oprog_act_trigger( char *buf, OBJ_DATA *mobj, CHAR_DATA *ch, OBJ_DATA *obj, void *vo ); #endif #define RPROG_ACT_TRIGGER #ifdef RPROG_ACT_TRIGGER void rprog_act_trigger( char *buf, ROOM_INDEX_DATA *room, CHAR_DATA *ch, OBJ_DATA *obj, void *vo ); #endif #define GET_ADEPT(ch,sn) ( skill_table[(sn)]->skill_adept[(ch)->class])