/***************************************************************************
* Original Diku Mud copyright ((FLAG) 1 << 2) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright ((FLAG) 1 << 2) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if !defined(MERC_H)
#define MERC_H
/*
* Accommodate old non-Ansi compilers.
*/
#if defined(TRADITIONAL)
#define const
#define args( list ) ( )
#define DECLARE_DO_FUN( fun ) void fun( )
#define DECLARE_SPEC_FUN( fun ) bool fun( )
#define DECLARE_SPELL_FUN( fun ) void fun( )
#else
#define args( list ) list
#define DECLARE_DO_FUN( fun ) DO_FUN fun
#define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun
#define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun
#endif
/*
* Short scalar types.
* Diavolo reports AIX compiler has bugs with short types.
*/
#if !defined(FALSE)
#define FALSE 0
#endif
#if !defined(TRUE)
#define TRUE 1
#endif
#if defined(_AIX)
#if !defined(const)
#define const
#endif
typedef int sh_int;
typedef int bool;
#define unix
#else
typedef short int sh_int;
#if !defined(__cplusplus)
typedef unsigned char bool;
#else
#include <crypt.h>
#endif
#endif
#if defined(WIN32)
typedef __int64 FLAG; /* For MSVC4.2/5.0 - flags */
typedef __int32 SFLAG; /* short flags (less memory usage) */
typedef unsigned long ulong;
typedef unsigned int uint;
#pragma warning( disable: 4018 4244 4305 4761 4800 4309)
#define __attribute__(x)
#if !defined(NOCRYPT)
#define NOCRYPT
#endif
#else
typedef int64_t FLAG;
typedef int32_t SFLAG;
#endif
typedef long VNUM;
/* ea */
#define MSL MAX_STRING_LENGTH
#define MIL MAX_INPUT_LENGTH
#include "ansi.h"
/*
* Structure types.
*/
typedef struct affect_data AFFECT_DATA;
typedef struct area_data AREA_DATA;
typedef struct ban_data BAN_DATA;
typedef struct buf_type BUFFER;
typedef struct char_data CHAR_DATA;
typedef struct descriptor_data DESCRIPTOR_DATA;
typedef struct exit_data EXIT_DATA;
typedef struct extra_descr_data EXTRA_DESCR_DATA;
typedef struct help_data HELP_DATA;
typedef struct help_area_data HELP_AREA;
typedef struct kill_data KILL_DATA;
typedef struct mem_data MEM_DATA;
typedef struct mob_index_data MOB_INDEX_DATA;
typedef struct note_data NOTE_DATA;
typedef struct obj_data OBJ_DATA;
typedef struct obj_index_data OBJ_INDEX_DATA;
typedef struct pc_data PC_DATA;
typedef struct gen_data GEN_DATA;
typedef struct reset_data RESET_DATA;
typedef struct room_index_data ROOM_INDEX_DATA;
typedef struct shop_data SHOP_DATA;
typedef struct time_info_data TIME_INFO_DATA;
typedef struct weather_data WEATHER_DATA;
typedef struct mprog_list MPROG_LIST;
typedef struct mprog_code MPROG_CODE;
typedef struct disabled_data DISABLED_DATA;
typedef struct stat_data STAT_DATA;
/*
* Function types.
*/
typedef void DO_FUN args ( ( CHAR_DATA * ch, char *argument ) );
typedef bool SPEC_FUN args ( ( CHAR_DATA * ch ) );
typedef void SPELL_FUN
args ( ( int sn, int level, CHAR_DATA * ch, void *vo, int target ) );
#define CH_CMD(name) void name(CHAR_DATA * ch, char *argument)
/*
* String and memory management parameters.
*/
#define MAX_KEY_HASH 1024
#define MAX_STRING_LENGTH 4608
#define MAX_INPUT_LENGTH 256
#define PAGELEN 22
//#define CONST_SOCIAL
/*
* Game parameters.
* Increase the max'es if you add more of something.
* Adjust the pulse numbers to suit yourself.
*/
#define MAX_SKILL 150
#define MAX_GROUP 30
#define MAX_IN_GROUP 15
#if defined(CONST_SOCIAL)
#define MAX_SOCIALS 256
#endif
#define MAX_ALIAS 5
#define MAX_CLASS 4
#define MAX_PC_RACE 5
#define MAX_CLAN 3
#define MAX_DAMAGE_MESSAGE 41
#define MAX_LEVEL 209
#define LEVEL_HERO (MAX_LEVEL - 9)
#define LEVEL_IMMORTAL (MAX_LEVEL - 8)
#define PULSE_PER_SECOND 4
#define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND)
#define PULSE_MOBILE ( 4 * PULSE_PER_SECOND)
#define PULSE_MUSIC ( 6 * PULSE_PER_SECOND)
#define PULSE_TICK (60 * PULSE_PER_SECOND)
#define PULSE_AREA (120 * PULSE_PER_SECOND)
#define IMPLEMENTOR MAX_LEVEL
#define CREATOR (MAX_LEVEL - 1)
#define SUPREME (MAX_LEVEL - 2)
#define DEITY (MAX_LEVEL - 3)
#define GOD (MAX_LEVEL - 4)
#define IMMORTAL (MAX_LEVEL - 5)
#define DEMI (MAX_LEVEL - 6)
#define ANGEL (MAX_LEVEL - 7)
#define AVATAR (MAX_LEVEL - 8)
#define HERO LEVEL_HERO
/*
* Site ban structure.
*/
#define BAN_SUFFIX ((FLAG) 1 << 0)
#define BAN_PREFIX ((FLAG) 1 << 1)
#define BAN_NEWBIES ((FLAG) 1 << 2)
#define BAN_ALL ((FLAG) 1 << 3)
#define BAN_PERMIT ((FLAG) 1 << 4)
#define BAN_PERMANENT ((FLAG) 1 << 5)
struct ban_data
{
BAN_DATA *next;
bool valid;
SFLAG ban_flags;
sh_int level;
char *name;
};
struct buf_type
{
BUFFER *next;
bool valid;
sh_int state; /* error state of the buffer */
sh_int size; /* size in k */
char *string; /* buffer's string */
};
/*
* Time and weather stuff.
*/
#define SUN_DARK 0
#define SUN_RISE 1
#define SUN_LIGHT 2
#define SUN_SET 3
#define SKY_CLOUDLESS 0
#define SKY_CLOUDY 1
#define SKY_RAINING 2
#define SKY_LIGHTNING 3
struct time_info_data
{
int hour;
int day;
int month;
int year;
};
struct weather_data
{
int mmhg;
int change;
int sky;
int sunlight;
};
/*
* Connected state for a channel.
*/
#define CON_PLAYING 0
#define CON_GET_NAME 1
#define CON_GET_OLD_PASSWORD 2
#define CON_CONFIRM_NEW_NAME 3
#define CON_GET_NEW_PASSWORD 4
#define CON_CONFIRM_NEW_PASSWORD 5
#define CON_GET_NEW_RACE 6
#define CON_GET_NEW_SEX 7
#define CON_GET_NEW_CLASS 8
#define CON_GET_ALIGNMENT 9
#define CON_DEFAULT_CHOICE 10
#define CON_GEN_GROUPS 11
#define CON_PICK_WEAPON 12
#define CON_READ_IMOTD 13
#define CON_READ_MOTD 14
#define CON_BREAK_CONNECT 15
#define CON_GET_TERM 16
#define CON_COPYOVER_RECOVER 17
#define CON_NOTE_TO 18
#define CON_NOTE_SUBJECT 19
#define CON_NOTE_EXPIRE 20
#define CON_NOTE_TEXT 21
#define CON_NOTE_FINISH 22
/*
* Descriptor (channel) structure.
*/
struct descriptor_data
{
DESCRIPTOR_DATA *next;
DESCRIPTOR_DATA *snoop_by;
CHAR_DATA *character;
CHAR_DATA *original;
bool valid;
char *host;
sh_int descriptor;
sh_int connected;
bool fcommand;
char inbuf[4 * MAX_INPUT_LENGTH];
char incomm[MAX_INPUT_LENGTH];
char inlast[MAX_INPUT_LENGTH];
int repeat;
char *outbuf;
int outsize;
int outtop;
char *showstr_head;
char *showstr_point;
void *pEdit; /* OLC */
char **pString; /* OLC */
int editor; /* OLC */
SFLAG desc_flags;
};
/*
* Descriptor Flags.
*/
#define DESC_COLOUR ((FLAG) 1 << 0)
/*
* Attribute bonus structures.
*/
struct str_app_type
{
sh_int tohit;
sh_int todam;
sh_int carry;
sh_int wield;
};
struct int_app_type
{
sh_int learn;
};
struct wis_app_type
{
sh_int practice;
};
struct dex_app_type
{
sh_int defensive;
};
struct con_app_type
{
sh_int hitp;
sh_int shock;
};
/*
* TO types for act.
*/
#define TO_ROOM 0
#define TO_NOTVICT 1
#define TO_VICT 2
#define TO_CHAR 3
#define TO_ALL 4
/*
* Help table types.
*/
struct help_data
{
HELP_DATA *next;
HELP_DATA *next_area;
sh_int level;
char *keyword;
char *text;
};
struct help_area_data
{
HELP_AREA *next;
HELP_DATA *first;
HELP_DATA *last;
AREA_DATA *area;
char *filename;
bool changed;
};
/*
* Shop types.
*/
#define MAX_TRADE 5
struct shop_data
{
SHOP_DATA *next; /* Next shop in list */
VNUM keeper; /* Vnum of shop keeper mob */
sh_int buy_type[MAX_TRADE]; /* Item types shop will buy */
sh_int profit_buy; /* Cost multiplier for buying */
sh_int profit_sell; /* Cost multiplier for selling */
sh_int open_hour; /* First opening hour */
sh_int close_hour; /* First closing hour */
};
/*
* Per-class stuff.
*/
#define MAX_GUILD 2
#define MAX_STATS 5
#define STAT_STR 0
#define STAT_INT 1
#define STAT_WIS 2
#define STAT_DEX 3
#define STAT_CON 4
struct class_type
{
char *name; /* the full name of the class */
char who_name[4]; /* Three-letter name for 'who' */
sh_int attr_prime; /* Prime attribute */
sh_int weapon; /* First weapon */
VNUM guild[MAX_GUILD]; /* Vnum of guild rooms */
sh_int skill_adept; /* Maximum skill level */
sh_int thac0_00; /* Thac0 for level 0 */
sh_int thac0_32; /* Thac0 for level 32 */
sh_int hp_min; /* Min hp gained on leveling */
sh_int hp_max; /* Max hp gained on leveling */
bool fMana; /* Class gains mana on level */
char *base_group; /* base skills gained */
char *default_group; /* default skills gained */
};
struct item_type
{
int type;
char *name;
};
struct weapon_type
{
char *name;
VNUM vnum;
sh_int type;
sh_int *gsn;
};
struct wiznet_type
{
char *name;
FLAG flag;
int level;
};
struct attack_type
{
char *name; /* name */
char *noun; /* message */
int damage; /* damage class */
};
struct race_type
{
char *name; /* call name of the race */
bool pc_race; /* can be chosen by pcs */
FLAG act; /* act bits for the race */
FLAG aff; /* aff bits for the race */
FLAG off; /* off bits for the race */
FLAG imm; /* imm bits for the race */
FLAG res; /* res bits for the race */
FLAG vuln; /* vuln bits for the race */
FLAG form; /* default form flag for the race */
FLAG parts; /* default parts for the race */
};
struct pc_race_type /* additional data for pc races */
{
char *name; /* MUST be in race_type */
char who_name[6];
sh_int points; /* cost in points of the race */
sh_int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */
char *skills[5]; /* bonus skills for the race */
sh_int stats[MAX_STATS]; /* starting stats */
sh_int max_stats[MAX_STATS]; /* maximum stats */
sh_int size; /* aff bits for the race */
};
struct spec_type
{
char *name; /* special function name */
SPEC_FUN *function; /* the function */
};
/*
* Data structure for notes.
*/
struct note_data
{
NOTE_DATA *next;
bool valid;
char *sender;
char *date;
char *to_list;
char *subject;
char *text;
time_t date_stamp;
time_t expire;
};
#include "board.h"
/*
* An affect.
*/
struct affect_data
{
AFFECT_DATA *next;
bool valid;
sh_int where;
sh_int type;
sh_int level;
sh_int duration;
sh_int location;
sh_int modifier;
FLAG bitvector;
};
/* where definitions */
#define TO_AFFECTS 0
#define TO_OBJECT 1
#define TO_IMMUNE 2
#define TO_RESIST 3
#define TO_VULN 4
#define TO_WEAPON 5
/*
* A kill structure (indexed by level).
*/
struct kill_data
{
sh_int number;
sh_int killed;
};
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (Start of section ... start here) *
* *
***************************************************************************/
/*
* Well known mob virtual numbers.
* Defined in #MOBILES.
*/
#define MOB_VNUM_FIDO 3090
#define MOB_VNUM_CITYGUARD 3060
#define MOB_VNUM_VAMPIRE 3404
#define MOB_VNUM_PATROLMAN 2106
#define GROUP_VNUM_TROLLS 2100
#define GROUP_VNUM_OGRES 2101
/*
* ACT bits for mobs.
* Used in #MOBILES.
*/
#define ACT_IS_NPC ((FLAG) 1 << 0) /* Auto set for mobs */
#define ACT_SENTINEL ((FLAG) 1 << 1) /* Stays in one room */
#define ACT_SCAVENGER ((FLAG) 1 << 2) /* Picks up objects */
#define ACT_AGGRESSIVE ((FLAG) 1 << 5) /* Attacks PC's */
#define ACT_STAY_AREA ((FLAG) 1 << 6) /* Won't leave area */
#define ACT_WIMPY ((FLAG) 1 << 7)
#define ACT_PET ((FLAG) 1 << 8) /* Auto set for pets */
#define ACT_TRAIN ((FLAG) 1 << 9) /* Can train PC's */
#define ACT_PRACTICE ((FLAG) 1 << 10) /* Can practice PC's */
#define ACT_UNDEAD ((FLAG) 1 << 14)
#define ACT_CLERIC ((FLAG) 1 << 16)
#define ACT_MAGE ((FLAG) 1 << 17)
#define ACT_THIEF ((FLAG) 1 << 18)
#define ACT_WARRIOR ((FLAG) 1 << 19)
#define ACT_NOALIGN ((FLAG) 1 << 20)
#define ACT_NOPURGE ((FLAG) 1 << 21)
#define ACT_OUTDOORS ((FLAG) 1 << 22)
#define ACT_INDOORS ((FLAG) 1 << 24)
#define ACT_IS_HEALER ((FLAG) 1 << 26)
#define ACT_GAIN ((FLAG) 1 << 27)
#define ACT_UPDATE_ALWAYS ((FLAG) 1 << 28)
#define ACT_IS_CHANGER ((FLAG) 1 << 29)
/* damage classes */
#define DAM_NONE 0
#define DAM_BASH 1
#define DAM_PIERCE 2
#define DAM_SLASH 3
#define DAM_FIRE 4
#define DAM_COLD 5
#define DAM_LIGHTNING 6
#define DAM_ACID 7
#define DAM_POISON 8
#define DAM_NEGATIVE 9
#define DAM_HOLY 10
#define DAM_ENERGY 11
#define DAM_MENTAL 12
#define DAM_DISEASE 13
#define DAM_DROWNING 14
#define DAM_LIGHT 15
#define DAM_OTHER 16
#define DAM_HARM 17
#define DAM_CHARM 18
#define DAM_SOUND 19
/* OFF bits for mobiles */
#define OFF_AREA_ATTACK ((FLAG) 1 << 0)
#define OFF_BACKSTAB ((FLAG) 1 << 1)
#define OFF_BASH ((FLAG) 1 << 2)
#define OFF_BERSERK ((FLAG) 1 << 3)
#define OFF_DISARM ((FLAG) 1 << 4)
#define OFF_DODGE ((FLAG) 1 << 5)
#define OFF_FADE ((FLAG) 1 << 6)
#define OFF_FAST ((FLAG) 1 << 7)
#define OFF_KICK ((FLAG) 1 << 8)
#define OFF_KICK_DIRT ((FLAG) 1 << 9)
#define OFF_PARRY ((FLAG) 1 << 10)
#define OFF_RESCUE ((FLAG) 1 << 11)
#define OFF_TAIL ((FLAG) 1 << 12)
#define OFF_TRIP ((FLAG) 1 << 13)
#define OFF_CRUSH ((FLAG) 1 << 14)
#define ASSIST_ALL ((FLAG) 1 << 15)
#define ASSIST_ALIGN ((FLAG) 1 << 16)
#define ASSIST_RACE ((FLAG) 1 << 17)
#define ASSIST_PLAYERS ((FLAG) 1 << 18)
#define ASSIST_GUARD ((FLAG) 1 << 19)
#define ASSIST_VNUM ((FLAG) 1 << 20)
/* return values for check_imm */
#define IS_NORMAL 0
#define IS_IMMUNE 1
#define IS_RESISTANT 2
#define IS_VULNERABLE 3
/* IMM bits for mobs */
#define IMM_SUMMON ((FLAG) 1 << 0)
#define IMM_CHARM ((FLAG) 1 << 1)
#define IMM_MAGIC ((FLAG) 1 << 2)
#define IMM_WEAPON ((FLAG) 1 << 3)
#define IMM_BASH ((FLAG) 1 << 4)
#define IMM_PIERCE ((FLAG) 1 << 5)
#define IMM_SLASH ((FLAG) 1 << 6)
#define IMM_FIRE ((FLAG) 1 << 7)
#define IMM_COLD ((FLAG) 1 << 8)
#define IMM_LIGHTNING ((FLAG) 1 << 9)
#define IMM_ACID ((FLAG) 1 << 10)
#define IMM_POISON ((FLAG) 1 << 11)
#define IMM_NEGATIVE ((FLAG) 1 << 12)
#define IMM_HOLY ((FLAG) 1 << 13)
#define IMM_ENERGY ((FLAG) 1 << 14)
#define IMM_MENTAL ((FLAG) 1 << 15)
#define IMM_DISEASE ((FLAG) 1 << 16)
#define IMM_DROWNING ((FLAG) 1 << 17)
#define IMM_LIGHT ((FLAG) 1 << 18)
#define IMM_SOUND ((FLAG) 1 << 19)
#define IMM_WOOD ((FLAG) 1 << 23)
#define IMM_SILVER ((FLAG) 1 << 24)
#define IMM_IRON ((FLAG) 1 << 25)
/* RES bits for mobs */
#define RES_SUMMON ((FLAG) 1 << 0)
#define RES_CHARM ((FLAG) 1 << 1)
#define RES_MAGIC ((FLAG) 1 << 2)
#define RES_WEAPON ((FLAG) 1 << 3)
#define RES_BASH ((FLAG) 1 << 4)
#define RES_PIERCE ((FLAG) 1 << 5)
#define RES_SLASH ((FLAG) 1 << 6)
#define RES_FIRE ((FLAG) 1 << 7)
#define RES_COLD ((FLAG) 1 << 8)
#define RES_LIGHTNING ((FLAG) 1 << 9)
#define RES_ACID ((FLAG) 1 << 10)
#define RES_POISON ((FLAG) 1 << 11)
#define RES_NEGATIVE ((FLAG) 1 << 12)
#define RES_HOLY ((FLAG) 1 << 13)
#define RES_ENERGY ((FLAG) 1 << 14)
#define RES_MENTAL ((FLAG) 1 << 15)
#define RES_DISEASE ((FLAG) 1 << 16)
#define RES_DROWNING ((FLAG) 1 << 17)
#define RES_LIGHT ((FLAG) 1 << 18)
#define RES_SOUND ((FLAG) 1 << 19)
#define RES_WOOD ((FLAG) 1 << 23)
#define RES_SILVER ((FLAG) 1 << 24)
#define RES_IRON ((FLAG) 1 << 25)
/* VULN bits for mobs */
#define VULN_SUMMON ((FLAG) 1 << 0)
#define VULN_CHARM ((FLAG) 1 << 1)
#define VULN_MAGIC ((FLAG) 1 << 2)
#define VULN_WEAPON ((FLAG) 1 << 3)
#define VULN_BASH ((FLAG) 1 << 4)
#define VULN_PIERCE ((FLAG) 1 << 5)
#define VULN_SLASH ((FLAG) 1 << 6)
#define VULN_FIRE ((FLAG) 1 << 7)
#define VULN_COLD ((FLAG) 1 << 8)
#define VULN_LIGHTNING ((FLAG) 1 << 9)
#define VULN_ACID ((FLAG) 1 << 10)
#define VULN_POISON ((FLAG) 1 << 11)
#define VULN_NEGATIVE ((FLAG) 1 << 12)
#define VULN_HOLY ((FLAG) 1 << 13)
#define VULN_ENERGY ((FLAG) 1 << 14)
#define VULN_MENTAL ((FLAG) 1 << 15)
#define VULN_DISEASE ((FLAG) 1 << 16)
#define VULN_DROWNING ((FLAG) 1 << 17)
#define VULN_LIGHT ((FLAG) 1 << 18)
#define VULN_SOUND ((FLAG) 1 << 19)
#define VULN_WOOD ((FLAG) 1 << 23)
#define VULN_SILVER ((FLAG) 1 << 24)
#define VULN_IRON ((FLAG) 1 << 25)
/* body form */
#define FORM_EDIBLE ((FLAG) 1 << 0)
#define FORM_POISON ((FLAG) 1 << 1)
#define FORM_MAGICAL ((FLAG) 1 << 2)
#define FORM_INSTANT_DECAY ((FLAG) 1 << 3)
#define FORM_OTHER ((FLAG) 1 << 4) /* defined by material bit */
/* actual form */
#define FORM_ANIMAL ((FLAG) 1 << 6)
#define FORM_SENTIENT ((FLAG) 1 << 7)
#define FORM_UNDEAD ((FLAG) 1 << 8)
#define FORM_CONSTRUCT ((FLAG) 1 << 9)
#define FORM_MIST ((FLAG) 1 << 10)
#define FORM_INTANGIBLE ((FLAG) 1 << 11)
#define FORM_BIPED ((FLAG) 1 << 12)
#define FORM_CENTAUR ((FLAG) 1 << 13)
#define FORM_INSECT ((FLAG) 1 << 14)
#define FORM_SPIDER ((FLAG) 1 << 15)
#define FORM_CRUSTACEAN ((FLAG) 1 << 16)
#define FORM_WORM ((FLAG) 1 << 17)
#define FORM_BLOB ((FLAG) 1 << 18)
#define FORM_MAMMAL ((FLAG) 1 << 21)
#define FORM_BIRD ((FLAG) 1 << 22)
#define FORM_REPTILE ((FLAG) 1 << 23)
#define FORM_SNAKE ((FLAG) 1 << 24)
#define FORM_DRAGON ((FLAG) 1 << 25)
#define FORM_AMPHIBIAN ((FLAG) 1 << 26)
#define FORM_FISH ((FLAG) 1 << 27)
#define FORM_COLD_BLOOD ((FLAG) 1 << 28)
/* body parts */
#define PART_HEAD ((FLAG) 1 << 0)
#define PART_ARMS ((FLAG) 1 << 1)
#define PART_LEGS ((FLAG) 1 << 2)
#define PART_HEART ((FLAG) 1 << 3)
#define PART_BRAINS ((FLAG) 1 << 4)
#define PART_GUTS ((FLAG) 1 << 5)
#define PART_HANDS ((FLAG) 1 << 6)
#define PART_FEET ((FLAG) 1 << 7)
#define PART_FINGERS ((FLAG) 1 << 8)
#define PART_EAR ((FLAG) 1 << 9)
#define PART_EYE ((FLAG) 1 << 10)
#define PART_LONG_TONGUE ((FLAG) 1 << 11)
#define PART_EYESTALKS ((FLAG) 1 << 12)
#define PART_TENTACLES ((FLAG) 1 << 13)
#define PART_FINS ((FLAG) 1 << 14)
#define PART_WINGS ((FLAG) 1 << 15)
#define PART_TAIL ((FLAG) 1 << 16)
/* for combat */
#define PART_CLAWS ((FLAG) 1 << 20)
#define PART_FANGS ((FLAG) 1 << 21)
#define PART_HORNS ((FLAG) 1 << 22)
#define PART_SCALES ((FLAG) 1 << 23)
#define PART_TUSKS ((FLAG) 1 << 24)
/*
* Bits for 'affected_by'.
* Used in #MOBILES.
*/
#define AFF_BLIND ((FLAG) 1 << 0)
#define AFF_INVISIBLE ((FLAG) 1 << 1)
#define AFF_DETECT_EVIL ((FLAG) 1 << 2)
#define AFF_DETECT_INVIS ((FLAG) 1 << 3)
#define AFF_DETECT_MAGIC ((FLAG) 1 << 4)
#define AFF_DETECT_HIDDEN ((FLAG) 1 << 5)
#define AFF_DETECT_GOOD ((FLAG) 1 << 6)
#define AFF_SANCTUARY ((FLAG) 1 << 7)
#define AFF_FAERIE_FIRE ((FLAG) 1 << 8)
#define AFF_INFRARED ((FLAG) 1 << 9)
#define AFF_CURSE ((FLAG) 1 << 10)
#define AFF_UNUSED_FLAG ((FLAG) 1 << 11) /* unused */
#define AFF_POISON ((FLAG) 1 << 12)
#define AFF_PROTECT_EVIL ((FLAG) 1 << 13)
#define AFF_PROTECT_GOOD ((FLAG) 1 << 14)
#define AFF_SNEAK ((FLAG) 1 << 15)
#define AFF_HIDE ((FLAG) 1 << 16)
#define AFF_SLEEP ((FLAG) 1 << 17)
#define AFF_CHARM ((FLAG) 1 << 18)
#define AFF_FLYING ((FLAG) 1 << 19)
#define AFF_PASS_DOOR ((FLAG) 1 << 20)
#define AFF_HASTE ((FLAG) 1 << 21)
#define AFF_CALM ((FLAG) 1 << 22)
#define AFF_PLAGUE ((FLAG) 1 << 23)
#define AFF_WEAKEN ((FLAG) 1 << 24)
#define AFF_DARK_VISION ((FLAG) 1 << 25)
#define AFF_BERSERK ((FLAG) 1 << 26)
#define AFF_SWIM ((FLAG) 1 << 27)
#define AFF_REGENERATION ((FLAG) 1 << 28)
#define AFF_SLOW ((FLAG) 1 << 29)
/*
* Sex.
* Used in #MOBILES.
*/
#define SEX_NEUTRAL 0
#define SEX_MALE 1
#define SEX_FEMALE 2
/* AC types */
#define AC_PIERCE 0
#define AC_BASH 1
#define AC_SLASH 2
#define AC_EXOTIC 3
/* dice */
#define DICE_NUMBER 0
#define DICE_TYPE 1
#define DICE_BONUS 2
/* size */
#define SIZE_TINY 0
#define SIZE_SMALL 1
#define SIZE_MEDIUM 2
#define SIZE_LARGE 3
#define SIZE_HUGE 4
#define SIZE_GIANT 5
/*
* Well known object virtual numbers.
* Defined in #OBJECTS.
*/
#define OBJ_VNUM_SILVER_ONE 1
#define OBJ_VNUM_GOLD_ONE 2
#define OBJ_VNUM_GOLD_SOME 3
#define OBJ_VNUM_SILVER_SOME 4
#define OBJ_VNUM_COINS 5
#define OBJ_VNUM_CORPSE_NPC 10
#define OBJ_VNUM_CORPSE_PC 11
#define OBJ_VNUM_SEVERED_HEAD 12
#define OBJ_VNUM_TORN_HEART 13
#define OBJ_VNUM_SLICED_ARM 14
#define OBJ_VNUM_SLICED_LEG 15
#define OBJ_VNUM_GUTS 16
#define OBJ_VNUM_BRAINS 17
#define OBJ_VNUM_MUSHROOM 20
#define OBJ_VNUM_LIGHT_BALL 21
#define OBJ_VNUM_SPRING 22
#define OBJ_VNUM_DISC 23
#define OBJ_VNUM_PORTAL 25
#define OBJ_VNUM_ROSE 1001
#define OBJ_VNUM_PIT 3010
#define OBJ_VNUM_SCHOOL_MACE 3700
#define OBJ_VNUM_SCHOOL_DAGGER 3701
#define OBJ_VNUM_SCHOOL_SWORD 3702
#define OBJ_VNUM_SCHOOL_SPEAR 3717
#define OBJ_VNUM_SCHOOL_STAFF 3718
#define OBJ_VNUM_SCHOOL_AXE 3719
#define OBJ_VNUM_SCHOOL_FLAIL 3720
#define OBJ_VNUM_SCHOOL_WHIP 3721
#define OBJ_VNUM_SCHOOL_POLEARM 3722
#define OBJ_VNUM_SCHOOL_VEST 3703
#define OBJ_VNUM_SCHOOL_SHIELD 3704
#define OBJ_VNUM_SCHOOL_BANNER 3716
#define OBJ_VNUM_MAP 3162
#define OBJ_VNUM_WHISTLE 2116
/*
* Item types.
* Used in #OBJECTS.
*/
#define ITEM_LIGHT 1
#define ITEM_SCROLL 2
#define ITEM_WAND 3
#define ITEM_STAFF 4
#define ITEM_WEAPON 5
#define ITEM_TREASURE 8
#define ITEM_ARMOR 9
#define ITEM_POTION 10
#define ITEM_CLOTHING 11
#define ITEM_FURNITURE 12
#define ITEM_TRASH 13
#define ITEM_CONTAINER 15
#define ITEM_DRINK_CON 17
#define ITEM_KEY 18
#define ITEM_FOOD 19
#define ITEM_MONEY 20
#define ITEM_BOAT 22
#define ITEM_CORPSE_NPC 23
#define ITEM_CORPSE_PC 24
#define ITEM_FOUNTAIN 25
#define ITEM_PILL 26
#define ITEM_PROTECT 27
#define ITEM_MAP 28
#define ITEM_PORTAL 29
#define ITEM_WARP_STONE 30
#define ITEM_ROOM_KEY 31
#define ITEM_GEM 32
#define ITEM_JEWELRY 33
#define ITEM_JUKEBOX 34
/*
* Extra flags.
* Used in #OBJECTS.
*/
#define ITEM_GLOW ((FLAG) 1 << 0)
#define ITEM_HUM ((FLAG) 1 << 1)
#define ITEM_DARK ((FLAG) 1 << 2)
#define ITEM_LOCK ((FLAG) 1 << 3)
#define ITEM_EVIL ((FLAG) 1 << 4)
#define ITEM_INVIS ((FLAG) 1 << 5)
#define ITEM_MAGIC ((FLAG) 1 << 6)
#define ITEM_NODROP ((FLAG) 1 << 7)
#define ITEM_BLESS ((FLAG) 1 << 8)
#define ITEM_ANTI_GOOD ((FLAG) 1 << 9)
#define ITEM_ANTI_EVIL ((FLAG) 1 << 10)
#define ITEM_ANTI_NEUTRAL ((FLAG) 1 << 11)
#define ITEM_NOREMOVE ((FLAG) 1 << 12)
#define ITEM_INVENTORY ((FLAG) 1 << 13)
#define ITEM_NOPURGE ((FLAG) 1 << 14)
#define ITEM_ROT_DEATH ((FLAG) 1 << 15)
#define ITEM_VIS_DEATH ((FLAG) 1 << 16)
#define ITEM_NONMETAL ((FLAG) 1 << 18)
#define ITEM_NOLOCATE ((FLAG) 1 << 19)
#define ITEM_MELT_DROP ((FLAG) 1 << 20)
#define ITEM_HAD_TIMER ((FLAG) 1 << 21)
#define ITEM_SELL_EXTRACT ((FLAG) 1 << 22)
#define ITEM_BURN_PROOF ((FLAG) 1 << 24)
#define ITEM_NOUNCURSE ((FLAG) 1 << 25)
/*
* Wear flags.
* Used in #OBJECTS.
*/
#define ITEM_TAKE ((FLAG) 1 << 0)
#define ITEM_WEAR_FINGER ((FLAG) 1 << 1)
#define ITEM_WEAR_NECK ((FLAG) 1 << 2)
#define ITEM_WEAR_BODY ((FLAG) 1 << 3)
#define ITEM_WEAR_HEAD ((FLAG) 1 << 4)
#define ITEM_WEAR_LEGS ((FLAG) 1 << 5)
#define ITEM_WEAR_FEET ((FLAG) 1 << 6)
#define ITEM_WEAR_HANDS ((FLAG) 1 << 7)
#define ITEM_WEAR_ARMS ((FLAG) 1 << 8)
#define ITEM_WEAR_SHIELD ((FLAG) 1 << 9)
#define ITEM_WEAR_ABOUT ((FLAG) 1 << 10)
#define ITEM_WEAR_WAIST ((FLAG) 1 << 11)
#define ITEM_WEAR_WRIST ((FLAG) 1 << 12)
#define ITEM_WIELD ((FLAG) 1 << 13)
#define ITEM_HOLD ((FLAG) 1 << 14)
#define ITEM_NO_SAC ((FLAG) 1 << 15)
#define ITEM_WEAR_FLOAT ((FLAG) 1 << 16)
/* weapon class */
#define WEAPON_EXOTIC 0
#define WEAPON_SWORD 1
#define WEAPON_DAGGER 2
#define WEAPON_SPEAR 3
#define WEAPON_MACE 4
#define WEAPON_AXE 5
#define WEAPON_FLAIL 6
#define WEAPON_WHIP 7
#define WEAPON_POLEARM 8
/* weapon types */
#define WEAPON_FLAMING ((FLAG) 1 << 0)
#define WEAPON_FROST ((FLAG) 1 << 1)
#define WEAPON_VAMPIRIC ((FLAG) 1 << 2)
#define WEAPON_SHARP ((FLAG) 1 << 3)
#define WEAPON_VORPAL ((FLAG) 1 << 4)
#define WEAPON_TWO_HANDS ((FLAG) 1 << 5)
#define WEAPON_SHOCKING ((FLAG) 1 << 6)
#define WEAPON_POISON ((FLAG) 1 << 7)
/* gate flags */
#define GATE_NORMAL_EXIT ((FLAG) 1 << 0)
#define GATE_NOCURSE ((FLAG) 1 << 1)
#define GATE_GOWITH ((FLAG) 1 << 2)
#define GATE_BUGGY ((FLAG) 1 << 3)
#define GATE_RANDOM ((FLAG) 1 << 4)
/* furniture flags */
#define STAND_AT ((FLAG) 1 << 0)
#define STAND_ON ((FLAG) 1 << 1)
#define STAND_IN ((FLAG) 1 << 2)
#define SIT_AT ((FLAG) 1 << 3)
#define SIT_ON ((FLAG) 1 << 4)
#define SIT_IN ((FLAG) 1 << 5)
#define REST_AT ((FLAG) 1 << 6)
#define REST_ON ((FLAG) 1 << 7)
#define REST_IN ((FLAG) 1 << 8)
#define SLEEP_AT ((FLAG) 1 << 9)
#define SLEEP_ON ((FLAG) 1 << 10)
#define SLEEP_IN ((FLAG) 1 << 11)
#define PUT_AT ((FLAG) 1 << 12)
#define PUT_ON ((FLAG) 1 << 13)
#define PUT_IN ((FLAG) 1 << 14)
#define PUT_INSIDE ((FLAG) 1 << 15)
/*
* Apply types (for affects).
* Used in #OBJECTS.
*/
#define APPLY_NONE 0
#define APPLY_STR 1
#define APPLY_DEX 2
#define APPLY_INT 3
#define APPLY_WIS 4
#define APPLY_CON 5
#define APPLY_SEX 6
#define APPLY_CLASS 7
#define APPLY_LEVEL 8
#define APPLY_AGE 9
#define APPLY_HEIGHT 10
#define APPLY_WEIGHT 11
#define APPLY_MANA 12
#define APPLY_HIT 13
#define APPLY_MOVE 14
#define APPLY_GOLD 15
#define APPLY_EXP 16
#define APPLY_AC 17
#define APPLY_HITROLL 18
#define APPLY_DAMROLL 19
#define APPLY_SAVES 20
#define APPLY_SAVING_PARA 20
#define APPLY_SAVING_ROD 21
#define APPLY_SAVING_PETRI 22
#define APPLY_SAVING_BREATH 23
#define APPLY_SAVING_SPELL 24
#define APPLY_SPELL_AFFECT 25
/*
* Values for containers (value[1]).
* Used in #OBJECTS.
*/
#define CONT_CLOSEABLE 1
#define CONT_PICKPROOF 2
#define CONT_CLOSED 4
#define CONT_LOCKED 8
#define CONT_PUT_ON 16
/*
* Well known room virtual numbers.
* Defined in #ROOMS.
*/
#define ROOM_VNUM_LIMBO 2
#define ROOM_VNUM_CHAT 1200
#define ROOM_VNUM_TEMPLE 3001
#define ROOM_VNUM_ALTAR 3054
#define ROOM_VNUM_SCHOOL 3700
/*
* Room flags.
* Used in #ROOMS.
*/
#define ROOM_DARK ((FLAG) 1 << 0)
#define ROOM_NO_MOB ((FLAG) 1 << 2)
#define ROOM_INDOORS ((FLAG) 1 << 3)
#define ROOM_PRIVATE ((FLAG) 1 << 9)
#define ROOM_SAFE ((FLAG) 1 << 10)
#define ROOM_SOLITARY ((FLAG) 1 << 11)
#define ROOM_PET_SHOP ((FLAG) 1 << 12)
#define ROOM_NO_RECALL ((FLAG) 1 << 13)
#define ROOM_IMP_ONLY ((FLAG) 1 << 14)
#define ROOM_GODS_ONLY ((FLAG) 1 << 15)
#define ROOM_HEROES_ONLY ((FLAG) 1 << 16)
#define ROOM_NEWBIES_ONLY ((FLAG) 1 << 17)
#define ROOM_LAW ((FLAG) 1 << 18)
#define ROOM_NOWHERE ((FLAG) 1 << 19)
/*
* Directions.
* Used in #ROOMS.
*/
#define DIR_NORTH 0
#define DIR_EAST 1
#define DIR_SOUTH 2
#define DIR_WEST 3
#define DIR_UP 4
#define DIR_DOWN 5
/*
* Exit flags.
* Used in #ROOMS.
*/
#define EX_ISDOOR ((FLAG) 1 << 0)
#define EX_CLOSED ((FLAG) 1 << 1)
#define EX_LOCKED ((FLAG) 1 << 2)
#define EX_PICKPROOF ((FLAG) 1 << 5)
#define EX_NOPASS ((FLAG) 1 << 6)
#define EX_EASY ((FLAG) 1 << 7)
#define EX_HARD ((FLAG) 1 << 8)
#define EX_INFURIATING ((FLAG) 1 << 9)
#define EX_NOCLOSE ((FLAG) 1 << 10)
#define EX_NOLOCK ((FLAG) 1 << 11)
/*
* Sector types.
* Used in #ROOMS.
*/
#define SECT_INSIDE 0
#define SECT_CITY 1
#define SECT_FIELD 2
#define SECT_FOREST 3
#define SECT_HILLS 4
#define SECT_MOUNTAIN 5
#define SECT_WATER_SWIM 6
#define SECT_WATER_NOSWIM 7
#define SECT_UNUSED 8
#define SECT_AIR 9
#define SECT_DESERT 10
#define SECT_MAX 11
/*
* Equpiment wear locations.
* Used in #RESETS.
*/
#define WEAR_NONE -1
#define WEAR_LIGHT 0
#define WEAR_FINGER_L 1
#define WEAR_FINGER_R 2
#define WEAR_NECK_1 3
#define WEAR_NECK_2 4
#define WEAR_BODY 5
#define WEAR_HEAD 6
#define WEAR_LEGS 7
#define WEAR_FEET 8
#define WEAR_HANDS 9
#define WEAR_ARMS 10
#define WEAR_SHIELD 11
#define WEAR_ABOUT 12
#define WEAR_WAIST 13
#define WEAR_WRIST_L 14
#define WEAR_WRIST_R 15
#define WEAR_WIELD 16
#define WEAR_HOLD 17
#define WEAR_FLOAT 18
#define WEAR_SECONDARY 19
#define MAX_WEAR 20
/***************************************************************************
* *
* VALUES OF INTEREST TO AREA BUILDERS *
* (End of this section ... stop here) *
* *
***************************************************************************/
/*
* Conditions.
*/
#define COND_DRUNK 0
#define COND_FULL 1
#define COND_THIRST 2
#define COND_HUNGER 3
/*
* Positions.
*/
#define POS_DEAD 0
#define POS_MORTAL 1
#define POS_INCAP 2
#define POS_STUNNED 3
#define POS_SLEEPING 4
#define POS_RESTING 5
#define POS_SITTING 6
#define POS_FIGHTING 7
#define POS_STANDING 8
/*
* ACT bits for players.
*/
#define PLR_IS_NPC ((FLAG) 1 << 0) /* Don't EVER set. */
/* RT auto flags */
#define PLR_AUTOASSIST ((FLAG) 1 << 2)
#define PLR_AUTOEXIT ((FLAG) 1 << 3)
#define PLR_AUTOLOOT ((FLAG) 1 << 4)
#define PLR_AUTOSAC ((FLAG) 1 << 5)
#define PLR_AUTOGOLD ((FLAG) 1 << 6)
#define PLR_AUTOSPLIT ((FLAG) 1 << 7)
/* RT personal flags */
#define PLR_HOLYLIGHT ((FLAG) 1 << 13)
#define PLR_CANLOOT ((FLAG) 1 << 15)
#define PLR_NOSUMMON ((FLAG) 1 << 16)
#define PLR_NOFOLLOW ((FLAG) 1 << 17)
/* 2 bits reserved, S-T */
/* penalty flags */
#define PLR_PERMIT ((FLAG) 1 << 20)
#define PLR_LOG ((FLAG) 1 << 22)
#define PLR_DENY ((FLAG) 1 << 23)
#define PLR_FREEZE ((FLAG) 1 << 24)
#define PLR_THIEF ((FLAG) 1 << 25)
#define PLR_KILLER ((FLAG) 1 << 26)
/* RT comm flags -- may be used on both mobs and chars */
#define COMM_QUIET ((FLAG) 1 << 0)
#define COMM_DEAF ((FLAG) 1 << 1)
#define COMM_NOWIZ ((FLAG) 1 << 2)
#define COMM_NOAUCTION ((FLAG) 1 << 3)
#define COMM_NOGOSSIP ((FLAG) 1 << 4)
#define COMM_NOQUESTION ((FLAG) 1 << 5)
#define COMM_NOMUSIC ((FLAG) 1 << 6)
#define COMM_NOCLAN ((FLAG) 1 << 7)
#define COMM_NOQUOTE ((FLAG) 1 << 8)
#define COMM_SHOUTSOFF ((FLAG) 1 << 9)
#define COMM_NOCOLOUR ((FLAG) 1 << 10)
/* display flags */
#define COMM_COMPACT ((FLAG) 1 << 11)
#define COMM_BRIEF ((FLAG) 1 << 12)
#define COMM_PROMPT ((FLAG) 1 << 13)
#define COMM_COMBINE ((FLAG) 1 << 14)
#define COMM_TELNET_GA ((FLAG) 1 << 15)
#define COMM_SHOW_AFFECTS ((FLAG) 1 << 16)
#define COMM_NOGRATS ((FLAG) 1 << 17)
/* penalties */
#define COMM_NOEMOTE ((FLAG) 1 << 19)
#define COMM_NOSHOUT ((FLAG) 1 << 20)
#define COMM_NOTELL ((FLAG) 1 << 21)
#define COMM_NOCHANNELS ((FLAG) 1 << 22)
#define COMM_SNOOP_PROOF ((FLAG) 1 << 24)
#define COMM_AFK ((FLAG) 1 << 25)
/* WIZnet flags */
#define WIZ_ON ((FLAG) 1 << 0)
#define WIZ_TICKS ((FLAG) 1 << 1)
#define WIZ_LOGINS ((FLAG) 1 << 2)
#define WIZ_SITES ((FLAG) 1 << 3)
#define WIZ_LINKS ((FLAG) 1 << 4)
#define WIZ_DEATHS ((FLAG) 1 << 5)
#define WIZ_RESETS ((FLAG) 1 << 6)
#define WIZ_MOBDEATHS ((FLAG) 1 << 7)
#define WIZ_FLAGS ((FLAG) 1 << 8)
#define WIZ_PENALTIES ((FLAG) 1 << 9)
#define WIZ_SACCING ((FLAG) 1 << 10)
#define WIZ_LEVELS ((FLAG) 1 << 11)
#define WIZ_SECURE ((FLAG) 1 << 12)
#define WIZ_SWITCHES ((FLAG) 1 << 13)
#define WIZ_SNOOPS ((FLAG) 1 << 14)
#define WIZ_RESTORE ((FLAG) 1 << 15)
#define WIZ_LOAD ((FLAG) 1 << 16)
#define WIZ_NEWBIE ((FLAG) 1 << 17)
#define WIZ_PREFIX ((FLAG) 1 << 18)
#define WIZ_SPAM ((FLAG) 1 << 19)
#define WIZ_BUGS ((FLAG) 1 << 20)
/*
* Prototype for a mob.
* This is the in-memory version of #MOBILES.
*/
struct mob_index_data
{
MOB_INDEX_DATA *next;
SPEC_FUN *spec_fun;
SHOP_DATA *pShop;
MPROG_LIST *mprogs;
AREA_DATA *area; /* OLC */
VNUM vnum;
VNUM group;
bool new_format;
sh_int count;
sh_int killed;
char *player_name;
char *short_descr;
char *long_descr;
char *description;
FLAG act;
FLAG affected_by;
sh_int alignment;
sh_int level;
sh_int hitroll;
sh_int hit[3];
sh_int mana[3];
sh_int damage[3];
sh_int ac[4];
sh_int dam_type;
FLAG off_flags;
FLAG imm_flags;
FLAG res_flags;
FLAG vuln_flags;
sh_int start_pos;
sh_int default_pos;
sh_int sex;
sh_int race;
long wealth;
FLAG form;
FLAG parts;
sh_int size;
char *material;
SFLAG mprog_flags;
};
/* memory settings */
#define MEM_CUSTOMER A
#define MEM_SELLER B
#define MEM_HOSTILE C
#define MEM_AFRAID D
/* memory for mobs */
struct mem_data
{
MEM_DATA *next;
bool valid;
int id;
int reaction;
time_t when;
};
#define PK_KILLS 0
#define MOB_KILLS 1
#define PK_DEATHS 2
#define MOB_DEATHS 3
#define MAX_GAMESTAT 4
struct stat_data
{
STAT_DATA *next;
bool valid;
char *name; // name of character
long gamestat[MAX_GAMESTAT]; // stat data
};
/*
* One character (PC or NPC).
*/
struct char_data
{
CHAR_DATA *next;
CHAR_DATA *next_in_room;
CHAR_DATA *master;
CHAR_DATA *leader;
CHAR_DATA *fighting;
CHAR_DATA *reply;
CHAR_DATA *pet;
CHAR_DATA *mprog_target;
MEM_DATA *memory;
SPEC_FUN *spec_fun;
MOB_INDEX_DATA *pIndexData;
DESCRIPTOR_DATA *desc;
AFFECT_DATA *affected;
OBJ_DATA *carrying;
OBJ_DATA *on;
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *was_in_room;
AREA_DATA *zone;
PC_DATA *pcdata;
GEN_DATA *gen_data;
bool valid;
char *name;
long id;
sh_int version;
char *short_descr;
char *long_descr;
char *description;
char *prompt;
char *prefix;
sh_int group;
sh_int clan;
sh_int sex;
sh_int Class;
sh_int race;
sh_int level;
sh_int trust;
int played;
int lines; /* for the pager */
time_t logon;
sh_int timer;
sh_int wait;
sh_int daze;
sh_int hit;
sh_int max_hit;
sh_int mana;
sh_int max_mana;
sh_int move;
sh_int max_move;
long gold;
long silver;
int exp;
FLAG act;
FLAG comm; /* RT added to pad the vector */
FLAG wiznet; /* wiz stuff */
FLAG imm_flags;
FLAG res_flags;
FLAG vuln_flags;
sh_int invis_level;
sh_int incog_level;
FLAG affected_by;
sh_int position;
sh_int practice;
sh_int train;
sh_int carry_weight;
sh_int carry_number;
sh_int saving_throw;
sh_int alignment;
sh_int hitroll;
sh_int damroll;
sh_int armor[4];
sh_int wimpy;
/* stats */
sh_int perm_stat[MAX_STATS];
sh_int mod_stat[MAX_STATS];
/* parts stuff */
FLAG form;
FLAG parts;
sh_int size;
char *material;
/* mobile stuff */
FLAG off_flags;
sh_int damage[3];
sh_int dam_type;
sh_int start_pos;
sh_int default_pos;
sh_int mprog_delay;
};
/*
* Data which only PC's have.
*/
struct pc_data
{
PC_DATA *next;
BUFFER *buffer;
bool valid;
char *pwd;
char *bamfin;
char *bamfout;
char *title;
char *who_descr;
sh_int perm_hit;
sh_int perm_mana;
sh_int perm_move;
sh_int true_sex;
int last_level;
sh_int condition[4];
sh_int learned[MAX_SKILL];
bool group_known[MAX_GROUP];
sh_int points;
bool confirm_delete;
BOARD_DATA *board; /* The current board */
time_t last_note[MAX_BOARD]; /* last note for the boards */
NOTE_DATA *in_progress;
char *alias[MAX_ALIAS];
char *alias_sub[MAX_ALIAS];
int security; /* OLC *//* Builder security */
sh_int colour[MAX_CUSTOM_COLOUR];
long gamestat[MAX_GAMESTAT];
};
/* Data for generating characters -- only used during generation */
struct gen_data
{
GEN_DATA *next;
bool valid;
bool skill_chosen[MAX_SKILL];
bool group_chosen[MAX_GROUP];
int points_chosen;
};
/*
* Liquids.
*/
#define LIQ_WATER 0
struct liq_type
{
char *liq_name;
char *liq_color;
sh_int liq_affect[5];
};
/*
* Extra description data for a room or object.
*/
struct extra_descr_data
{
EXTRA_DESCR_DATA *next; /* Next in list */
bool valid;
char *keyword; /* Keyword in look/examine */
char *description; /* What to see */
};
/*
* Prototype for an object.
*/
struct obj_index_data
{
OBJ_INDEX_DATA *next;
EXTRA_DESCR_DATA *extra_descr;
AFFECT_DATA *affected;
AREA_DATA *area; /* OLC */
bool new_format;
char *name;
char *short_descr;
char *description;
VNUM vnum;
sh_int reset_num;
char *material;
sh_int item_type;
FLAG extra_flags;
FLAG wear_flags;
sh_int level;
sh_int condition;
sh_int count;
sh_int weight;
int cost;
long value[5];
};
/*
* One object.
*/
struct obj_data
{
OBJ_DATA *next;
OBJ_DATA *next_content;
OBJ_DATA *contains;
OBJ_DATA *in_obj;
OBJ_DATA *on;
CHAR_DATA *carried_by;
EXTRA_DESCR_DATA *extra_descr;
AFFECT_DATA *affected;
OBJ_INDEX_DATA *pIndexData;
ROOM_INDEX_DATA *in_room;
bool valid;
bool enchanted;
char *owner;
char *name;
char *short_descr;
char *description;
sh_int item_type;
FLAG extra_flags;
FLAG wear_flags;
sh_int wear_loc;
sh_int weight;
int cost;
sh_int level;
sh_int condition;
char *material;
sh_int timer;
long value[5];
};
/*
* Exit data.
*/
struct exit_data
{
union
{
ROOM_INDEX_DATA *to_room;
VNUM vnum;
}
u1;
SFLAG exit_info;
VNUM key;
char *keyword;
char *description;
EXIT_DATA *next; /* OLC */
SFLAG rs_flags; /* OLC */
int orig_door; /* OLC */
};
/*
* Reset commands:
* '*': comment
* 'M': read a mobile
* 'O': read an object
* 'P': put object in object
* 'G': give object to mobile
* 'E': equip object to mobile
* 'D': set state of door
* 'R': randomize room exits
* 'S': stop (end of list)
*/
/*
* Area-reset definition.
*/
struct reset_data
{
RESET_DATA *next;
char command;
VNUM arg1;
sh_int arg2;
VNUM arg3;
sh_int arg4;
};
/*
* Area definition.
*/
struct area_data
{
AREA_DATA *next;
HELP_AREA *helps;
char *file_name;
char *name;
char *credits;
sh_int age;
sh_int nplayer;
sh_int low_range;
sh_int high_range;
VNUM min_vnum;
VNUM max_vnum;
bool empty;
char *builders; /* OLC *//* Listing of */
int vnum; /* OLC *//* Area vnum */
SFLAG area_flags; /* OLC */
int security; /* OLC *//* Value 1-9 */
};
/*
* Room type.
*/
struct room_index_data
{
ROOM_INDEX_DATA *next;
CHAR_DATA *people;
OBJ_DATA *contents;
EXTRA_DESCR_DATA *extra_descr;
AREA_DATA *area;
EXIT_DATA *exit[6];
RESET_DATA *reset_first; /* OLC */
RESET_DATA *reset_last; /* OLC */
char *name;
char *description;
char *owner;
VNUM vnum;
SFLAG room_flags;
sh_int light;
sh_int sector_type;
sh_int heal_rate;
sh_int mana_rate;
sh_int clan;
};
/* one disabled command */
struct disabled_data
{
DISABLED_DATA *next; /* pointer to next node */
struct cmd_type const *command; /* pointer to the command struct */
char *disabled_by; /* name of disabler */
sh_int level; /* level of disabler */
};
/*
* Types of attacks.
* Must be non-overlapping with spell/skill types,
* but may be arbitrary beyond that.
*/
#define TYPE_UNDEFINED -1
#define TYPE_HIT 1000
/*
* Target types.
*/
#define TAR_IGNORE 0
#define TAR_CHAR_OFFENSIVE 1
#define TAR_CHAR_DEFENSIVE 2
#define TAR_CHAR_SELF 3
#define TAR_OBJ_INV 4
#define TAR_OBJ_CHAR_DEF 5
#define TAR_OBJ_CHAR_OFF 6
#define TARGET_CHAR 0
#define TARGET_OBJ 1
#define TARGET_ROOM 2
#define TARGET_NONE 3
/*
* Skills include spells as a particular case.
*/
struct skill_type
{
char *name; /* Name of skill */
sh_int skill_level[MAX_CLASS]; /* Level needed by class */
sh_int rating[MAX_CLASS]; /* How hard it is to learn */
SPELL_FUN *spell_fun; /* Spell pointer (for spells) */
sh_int target; /* Legal targets */
sh_int minimum_position; /* Position for caster / user */
sh_int *pgsn; /* Pointer to associated gsn */
sh_int slot; /* Slot for #OBJECT loading */
sh_int min_mana; /* Minimum mana used */
sh_int beats; /* Waiting time after use */
char *noun_damage; /* Damage message */
char *msg_off; /* Wear off message */
char *msg_obj; /* Wear off message for obects */
};
struct group_type
{
char *name;
sh_int rating[MAX_CLASS];
char *spells[MAX_IN_GROUP];
};
/*
* MOBprog definitions
*/
#define TRIG_ACT ((FLAG) 1 << 0)
#define TRIG_BRIBE ((FLAG) 1 << 1)
#define TRIG_DEATH ((FLAG) 1 << 2)
#define TRIG_ENTRY ((FLAG) 1 << 3)
#define TRIG_FIGHT ((FLAG) 1 << 4)
#define TRIG_GIVE ((FLAG) 1 << 5)
#define TRIG_GREET ((FLAG) 1 << 6)
#define TRIG_GRALL ((FLAG) 1 << 7)
#define TRIG_KILL ((FLAG) 1 << 8)
#define TRIG_HPCNT ((FLAG) 1 << 9)
#define TRIG_RANDOM ((FLAG) 1 << 10)
#define TRIG_SPEECH ((FLAG) 1 << 11)
#define TRIG_EXIT ((FLAG) 1 << 12)
#define TRIG_EXALL ((FLAG) 1 << 13)
#define TRIG_DELAY ((FLAG) 1 << 14)
#define TRIG_SURR ((FLAG) 1 << 15)
struct mprog_list
{
int trig_type;
char *trig_phrase;
VNUM vnum;
char *code;
MPROG_LIST *next;
bool valid;
};
struct mprog_code
{
VNUM vnum;
char *code;
MPROG_CODE *next;
};
#include "gsn.h"
/*
* Utility macros.
*/
#define IS_VALID(data) ((data) != NULL && (data)->valid)
#define VALIDATE(data) ((data)->valid = TRUE)
#define INVALIDATE(data) ((data)->valid = FALSE)
#define UMIN(a, b) ((a) < (b) ? (a) : (b))
#define UMAX(a, b) ((a) > (b) ? (a) : (b))
#define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b)))
#define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c))
#define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c))
#define IS_SET(flag, bit) ((flag) & (bit))
#define SET_BIT(var, bit) ((var) |= (bit))
#define REMOVE_BIT(var, bit) ((var) &= ~(bit))
#define IS_NULLSTR(str) ((str) == NULL || (str)[0] == '\0')
#define ENTRE(min,num,max) ( ((min) < (num)) && ((num) < (max)) )
#define CHECK_POS(a, b, c) { \
(a) = (b); \
if ( (a) < 0 ) \
bug( "CHECK_POS : " c " == %d < 0", a ); \
} \
/*
* Character macros.
*/
#define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC))
#define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL)
#define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO)
#define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level))
#define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn)))
#define GET_AGE(ch) ((int) (17 + ((ch)->played \
+ current_time - (ch)->logon )/72000))
#define IS_GOOD(ch) (ch->alignment >= 350)
#define IS_EVIL(ch) (ch->alignment <= -350)
#define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch))
#define IS_AWAKE(ch) (ch->position > POS_SLEEPING)
#define GET_AC(ch,type) ((ch)->armor[type] \
+ ( IS_AWAKE(ch) \
? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ))
#define GET_HITROLL(ch) \
((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit)
#define GET_DAMROLL(ch) \
((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam)
#define IS_OUTSIDE(ch) (!IS_SET( \
(ch)->in_room->room_flags, \
ROOM_INDOORS))
#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse)))
#define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse)))
#define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver/10 + \
(ch)->gold * 2 / 5)
#define act(format,ch,arg1,arg2,type)\
act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING)
#define HAS_TRIGGER(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig)))
#define IS_SWITCHED( ch ) ( ch->desc && ch->desc->original )
#define IS_BUILDER(ch, Area) ( !IS_NPC(ch) && !IS_SWITCHED( ch ) && \
( ch->pcdata->security >= Area->security \
|| strstr( Area->builders, ch->name ) \
|| strstr( Area->builders, "All" ) ) )
#define DESC_FLAGGED(d, flag) (IS_SET((d)->desc_flags, (flag)))
#define CH(descriptor) ((descriptor)->original ? \
(descriptor)->original : (descriptor)->character)
/*
* Object macros.
*/
#define CAN_WEAR(obj, part) (IS_SET((obj)->wear_flags, (part)))
#define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat)))
#define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat)))
#define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \
(obj)->value[4] : 100)
/*
* Description macros.
*/
#define PERS(ch, looker) ( can_see( looker, (ch) ) ? \
( IS_NPC(ch) ? (ch)->short_descr \
: (ch)->name ) : "someone" )
/*
* Structure for a social in the socials table.
*/
struct social_type
{
char name[20];
char *char_no_arg;
char *others_no_arg;
char *char_found;
char *others_found;
char *vict_found;
char *char_not_found;
char *char_auto;
char *others_auto;
};
/*
* Global constants.
*/
extern const struct str_app_type str_app[26];
extern const struct int_app_type int_app[26];
extern const struct wis_app_type wis_app[26];
extern const struct dex_app_type dex_app[26];
extern const struct con_app_type con_app[26];
extern const struct class_type class_table[MAX_CLASS];
extern const struct weapon_type weapon_table[];
extern const struct item_type item_table[];
extern const struct wiznet_type wiznet_table[];
extern const struct attack_type attack_table[];
extern const struct race_type race_table[];
extern const struct pc_race_type pc_race_table[];
extern const struct spec_type spec_table[];
extern const struct liq_type liq_table[];
extern const struct skill_type skill_table[MAX_SKILL];
extern const struct group_type group_table[MAX_GROUP];
extern char *const title_table[MAX_CLASS][MAX_LEVEL + 1][2];
#if defined(CONST_SOCIAL)
extern struct social_type social_table[MAX_SOCIALS];
#else
extern struct social_type *social_table;
#endif
/*
* Global variables.
*/
extern HELP_DATA *help_first;
extern SHOP_DATA *shop_first;
extern CHAR_DATA *char_list;
extern DESCRIPTOR_DATA *descriptor_list;
extern OBJ_DATA *object_list;
extern MPROG_CODE *mprog_list;
extern char bug_buf[];
extern time_t current_time;
extern bool fLogAll;
extern FILE *fpReserve;
extern KILL_DATA kill_table[];
extern char log_buf[];
extern TIME_INFO_DATA time_info;
extern WEATHER_DATA weather_info;
extern bool MOBtrigger;
extern NOTE_DATA *note_free;
extern OBJ_DATA *obj_free;
extern DISABLED_DATA *disabled_first; /* interp.c */
/*
* OS-dependent declarations.
* These are all very standard library functions,
* but some systems have incomplete or non-ansi header files.
*/
#if defined(_AIX)
char *crypt args ( ( const char *key, const char *salt ) );
#endif
#if defined(apollo)
int atoi args ( ( const char *string ) );
void *calloc args ( ( unsigned nelem, size_t size ) );
char *crypt args ( ( const char *key, const char *salt ) );
#endif
#if defined(hpux)
char *crypt args ( ( const char *key, const char *salt ) );
#endif
#if defined(linux) && !defined(__cplusplus)
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 file_close args ( ( FILE * stream ) );
int fprintf args ( ( FILE * stream, const char *format, ... ) )
__attribute__ ( ( format ( printf, 2, 3 ) ) );
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 file_close args ( ( FILE * stream ) );
int fprintf args ( ( FILE * stream, const char *format, ... ) )
__attribute__ ( ( format ( printf, 2, 3 ) ) );
#if defined(SYSV)
siz_t fread args ( ( void *ptr, size_t size, size_t n, FILE * stream ) );
#elif !defined(__SVR4)
int fread args ( ( void *ptr, int size, int n, FILE * stream ) );
#endif
int fseek args ( ( FILE * stream, long offset, int ptrname ) );
void perror args ( ( const char *s ) );
int ungetc args ( ( int c, FILE * stream ) );
#endif
#if defined(ultrix)
char *crypt args ( ( const char *key, const char *salt ) );
#endif
/*
* The crypt(3) function is not available on some operating systems.
* In particular, the U.S. Government prohibits its export from the
* United States to foreign countries.
* Turn on NOCRYPT to keep passwords in plain text.
*/
#if defined(NOCRYPT)
#define crypt(s1, s2) (s1)
#endif
/*
* Data files used by the server.
*
* AREA_LIST contains a list of areas to boot.
* All files are read in completely at bootup.
* Most output files (bug, idea, typo, shutdown) are append-only.
*
* The NULL_FILE is held open so that we have a stream handle in reserve,
* so players can go ahead and telnet to all the other descriptors.
* Then we close it whenever we need to open a file (e.g. a save file).
*/
#define PLAYER_DIR "../player/" /* Player files */
#define GOD_DIR "../gods/" /* list of gods */
#define TEMP_FILE "../player/romtmp"
#define NULL_FILE "/dev/null" /* To reserve one stream */
#define AREA_LIST "area.lst" /* List of areas */
#define BUG_FILE "bugs.txt" /* For 'bug' and bug() */
#define TYPO_FILE "typos.txt" /* For 'typo' */
#define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */
#define BAN_FILE "ban.txt"
#define MUSIC_FILE "music.txt"
#define DISABLED_FILE "disabled.txt" /* disabled commands */
#define STAT_FILE "statlist.txt"
#include "proto.h"
/*****************************************************************************
* OLC *
*****************************************************************************/
/*
* Object defined in limbo.are
* Used in save.c to load objects that don't exist.
*/
#define OBJ_VNUM_DUMMY 30
/*
* Area flags.
*/
#define AREA_NONE ((FLAG) 1 << 0)
#define AREA_CHANGED ((FLAG) 1 << 1) /* Area has been modified. */
#define AREA_ADDED ((FLAG) 1 << 2) /* Area has been added to. */
#define AREA_LOADING ((FLAG) 1 << 3) /* Used for counting in db.c */
#define MAX_DIR 6
#define NO_FLAG -99 /* Must not be used in flags or stats. */
/*
* Global Constants
*/
extern char *const dir_name[];
extern const sh_int rev_dir[]; /* sh_int - ROM OLC */
/*
* Global variables
*/
extern AREA_DATA *area_first;
extern AREA_DATA *area_last;
extern SHOP_DATA *shop_last;
extern int top_affect;
extern int top_area;
extern int top_ed;
extern int top_exit;
extern int top_help;
extern int top_mob_index;
extern int top_obj_index;
extern int top_reset;
extern int top_room;
extern int top_shop;
extern VNUM top_vnum_mob;
extern VNUM top_vnum_obj;
extern VNUM top_vnum_room;
extern MOB_INDEX_DATA *mob_index_hash[MAX_KEY_HASH];
extern OBJ_INDEX_DATA *obj_index_hash[MAX_KEY_HASH];
extern ROOM_INDEX_DATA *room_index_hash[MAX_KEY_HASH];
extern long TopGameStat[MAX_GAMESTAT]; // keeps track of the highest stats.
#endif