/*************************************************************************** * 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