/************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvements copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefiting. 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 * *************************************************************************** * 1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings * * http://1stmud.dlmud.com/ <r-jenn@shaw.ca> * ***************************************************************************/ #if !defined(MERC_H) #define MERC_H #define args( list ) list #define DECLARE_DO_FUN( fun ) DO_FUN fun #define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun #define DECLARE_LOOKUP_FUN( fun ) LOOKUP_F fun #define DECLARE_ED_FUN( fun ) ED_FUN fun #define DECLARE_VALIDATE_FUN(fun) VALIDATE_FUN fun #define DECLARE_OBJ_FUN( fun ) OBJ_FUN fun #define DECLARE_ROOM_FUN( fun ) ROOM_FUN fun /* * Short scalar types. * Diavolo reports AIX compiler has bugs with short types. */ #if !defined(__cplusplus) typedef short int bool; #endif #if !defined(FALSE) #if defined(__cplusplus) #define FALSE false #else #define FALSE 0 #endif #endif #if !defined(TRUE) #if defined(__cplusplus) #define TRUE true #else #define TRUE 1 #endif #endif #if defined(WIN32) #pragma warning( disable: 4018 4244 4305 4761 4800 4309) #define __attribute__(x) #if !defined(NOCRYPT) #define NOCRYPT #endif typedef __int64 flag_t; #else #if defined(__CYGWIN__) #define NOCRYPT #define NO_MCCP #endif typedef int64_t flag_t; #endif typedef long vnum_t; /* ea */ #define MSL MAX_STRING_LENGTH #define MIL MAX_INPUT_LENGTH #include "ansi.h" #if !defined(NO_MCCP) #if !defined(WIN32) #include <zlib.h> #else #if defined(IN_WINSTUFF_C) #include "zlib.h" #else #include "../win32/zlib.h" #endif #endif #define TELOPT_COMPRESS 85 #define COMPRESS_BUF_SIZE 16384 #endif /* * 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 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 prog_list PROG_LIST; typedef struct prog_code PROG_CODE; typedef struct disabled_data DISABLED_DATA; typedef struct stat_data STAT_DATA; typedef struct social_type SOCIAL_DATA; typedef struct gquest_data GQUEST; typedef struct war_data WAR_DATA; typedef struct clan_type CLAN_DATA; typedef struct cmd_type CMD_DATA; typedef struct skill_type SKILL_DATA; typedef struct group_type GROUP_DATA; typedef struct race_type RACE_DATA; typedef struct class_type CLASS_DATA; typedef struct corpse_data CORPSE_DATA; typedef struct auction_data AUCTION_DATA; typedef struct clan_rank RANK_DATA; typedef struct deity_type DEITY_DATA; typedef struct wpwd_data WPWD_DATA; typedef struct mbr_data MBR_DATA; typedef struct file_data FILE_DATA; /* * Function types. */ typedef void DO_FUN args((CHAR_DATA * ch, const char *argument)); typedef bool SPEC_FUN args((CHAR_DATA * ch)); typedef void SPELL_FUN args((int sn, int level, CHAR_DATA * ch, void *vo, int target)); typedef int LOOKUP_F args((const char *)); typedef bool ED_FUN args((const char *, CHAR_DATA *, const char *, void *, const void *)); typedef bool VALIDATE_FUN args((CHAR_DATA * ch, const void *arg)); typedef void OBJ_FUN args((OBJ_DATA * obj, const char *argument)); typedef void ROOM_FUN args((ROOM_INDEX_DATA * room, const char *argument)); #define CH_CMD(name) void name(CHAR_DATA * ch, const char *argument) #define ED_FUN_DEC(blah) bool blah ( const char * n_fun, CHAR_DATA *ch, const char *argument, void *arg, const void *par ) #define VALIDATE_FUN(fun) bool fun(CHAR_DATA *ch, const void *arg) /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 4608 #define MAX_INPUT_LENGTH 256 #define PAGELEN 22 #define MAX_EXPLORE_HASH 8192 /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_IN_GROUP 15 #define MAX_TZONE 25 #define MAX_ALIAS 5 #define MAX_BUDDY 10 #define MAX_REMORT 2 // should never be higher than maxClass #define MAX_MCLASS (MAX_REMORT + 3) #define MAX_DAMAGE_MESSAGE 41 #define MAX_RANK 6 #define MAX_HOUSE_ROOMS 5 #define MAX_VNUM 60000 #define MAX_LEVEL 60 #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 AUCTION_LENGTH (60 * 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 (BIT_A) #define BAN_PREFIX (BIT_B) #define BAN_NEWBIES (BIT_C) #define BAN_ALL (BIT_D) #define BAN_PERMIT (BIT_E) #define BAN_PERMANENT (BIT_F) struct ban_data { BAN_DATA *next; BAN_DATA *prev; bool valid; flag_t ban_flags; int level; const char *name; }; struct buf_type { BUFFER *next; BUFFER *prev; bool valid; int state; /* error state of the buffer */ int size; /* size in k */ char *string; /* buffer's string */ }; struct auction_data { AUCTION_DATA *next; AUCTION_DATA *prev; OBJ_DATA *item; CHAR_DATA *owner; CHAR_DATA *high_bidder; int status; int number; unsigned long bid; bool valid; }; /* * 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; }; /* Bitvector defines, 52 for A-Z, a-z */ #define BIT_A ((flag_t) 1 << 0) #define BIT_B ((flag_t) 1 << 1) #define BIT_C ((flag_t) 1 << 2) #define BIT_D ((flag_t) 1 << 3) #define BIT_E ((flag_t) 1 << 4) #define BIT_F ((flag_t) 1 << 5) #define BIT_G ((flag_t) 1 << 6) #define BIT_H ((flag_t) 1 << 7) #define BIT_I ((flag_t) 1 << 8) #define BIT_J ((flag_t) 1 << 9) #define BIT_K ((flag_t) 1 << 10) #define BIT_L ((flag_t) 1 << 11) #define BIT_M ((flag_t) 1 << 12) #define BIT_N ((flag_t) 1 << 13) #define BIT_O ((flag_t) 1 << 14) #define BIT_P ((flag_t) 1 << 15) #define BIT_Q ((flag_t) 1 << 16) #define BIT_R ((flag_t) 1 << 17) #define BIT_S ((flag_t) 1 << 18) #define BIT_T ((flag_t) 1 << 19) #define BIT_U ((flag_t) 1 << 20) #define BIT_V ((flag_t) 1 << 21) #define BIT_W ((flag_t) 1 << 22) #define BIT_X ((flag_t) 1 << 23) #define BIT_Y ((flag_t) 1 << 24) #define BIT_Z ((flag_t) 1 << 25) #define BIT_a ((flag_t) 1 << 26) #define BIT_b ((flag_t) 1 << 27) #define BIT_c ((flag_t) 1 << 28) #define BIT_d ((flag_t) 1 << 29) #define BIT_e ((flag_t) 1 << 30) #define BIT_f ((flag_t) 1 << 31) #define BIT_Ax ((flag_t) 1 << 32) #define BIT_Bx ((flag_t) 1 << 33) #define BIT_Cx ((flag_t) 1 << 34) #define BIT_Dx ((flag_t) 1 << 35) #define BIT_Ex ((flag_t) 1 << 36) #define BIT_Fx ((flag_t) 1 << 37) #define BIT_Gx ((flag_t) 1 << 38) #define BIT_Hx ((flag_t) 1 << 39) #define BIT_Ix ((flag_t) 1 << 40) #define BIT_Jx ((flag_t) 1 << 41) #define BIT_Kx ((flag_t) 1 << 42) #define BIT_Lx ((flag_t) 1 << 43) #define BIT_Mx ((flag_t) 1 << 44) #define BIT_Nx ((flag_t) 1 << 45) #define BIT_Ox ((flag_t) 1 << 46) #define BIT_Px ((flag_t) 1 << 47) #define BIT_Qx ((flag_t) 1 << 48) #define BIT_Rx ((flag_t) 1 << 49) #define BIT_Sx ((flag_t) 1 << 50) #define BIT_Tx ((flag_t) 1 << 51) #define BIT_Ux ((flag_t) 1 << 52) #define BIT_Vx ((flag_t) 1 << 53) #define BIT_Wx ((flag_t) 1 << 54) #define BIT_Xx ((flag_t) 1 << 55) #define BIT_Yx ((flag_t) 1 << 56) #define BIT_Zx ((flag_t) 1 << 57) #define BIT_ax ((flag_t) 1 << 58) #define BIT_bx ((flag_t) 1 << 59) #define BIT_cx ((flag_t) 1 << 60) #define BIT_dx ((flag_t) 1 << 61) #define BIT_ex ((flag_t) 1 << 62) #define BIT_fx ((flag_t) 1 << 63) /* * 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_GET_DEITY 10 #define CON_GET_TIMEZONE 11 #define CON_DEFAULT_CHOICE 12 #define CON_GEN_GROUPS 13 #define CON_PICK_WEAPON 14 #define CON_READ_IMOTD 15 #define CON_READ_MOTD 16 #define CON_BREAK_CONNECT 17 #define CON_GET_TERM 18 #define CON_COPYOVER_RECOVER 19 #define CON_NOTE_TO 20 #define CON_NOTE_SUBJECT 21 #define CON_NOTE_EXPIRE 22 #define CON_NOTE_TEXT 23 #define CON_NOTE_FINISH 24 /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA *next; DESCRIPTOR_DATA *prev; DESCRIPTOR_DATA *snoop_by; CHAR_DATA *character; CHAR_DATA *original; bool valid; const char *host; int descriptor; 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; const char *showstr_head; const char *showstr_point; void *pEdit; /* OLC */ const char **pString; /* OLC */ int editor; /* OLC */ flag_t d_flags; unsigned int scr_width; /* screen width */ unsigned int scr_height; /* screen height */ #if !defined(NO_MCCP) z_stream *out_compress; unsigned char *out_compress_buf; #endif const char *run_buf; const char *run_head; }; /* * Descriptor Flags. */ #define DESC_COLOUR (BIT_A) #define DESC_TELOPT_EOR (BIT_B) #define DESC_TELOPT_ECHO (BIT_C) #define DESC_TELOPT_NAWS (BIT_D) /* * Attribute bonus structures. */ struct str_app_type { int tohit; int todam; int carry; int wield; }; struct int_app_type { int learn; }; struct wis_app_type { int practice; }; struct dex_app_type { int defensive; }; struct con_app_type { int hitp; int shock; }; /* * TO types for act. */ #define TO_ROOM BIT_A #define TO_NOTVICT BIT_B #define TO_VICT BIT_C #define TO_CHAR BIT_D #define TO_ALL BIT_E #define TO_DAMAGE BIT_F #define TO_ZONE BIT_G enum special_flags { spec_public_flag, spec_clan_flag, spec_buddy_flag, spec_imm_flag }; /* * Help table types. */ struct help_data { HELP_DATA *next; HELP_DATA *prev; int level; const char *keyword; const char *text; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA *next; SHOP_DATA *prev; /* Next shop in list */ vnum_t keeper; /* Vnum of shop keeper mob */ int buy_type[MAX_TRADE]; /* Item types shop will buy */ int profit_buy; /* Cost multiplier for buying */ int profit_sell; /* Cost multiplier for selling */ int open_hour; /* First opening hour */ 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 #define STAT_MAX 5 struct class_type { const char *name; /* the full name of the class */ const char *who_name; /* Three-letter name for 'who' */ int attr_prime; /* Prime attribute */ vnum_t weapon; /* First weapon */ vnum_t guild[MAX_GUILD]; /* Vnum of guild rooms */ int skill_adept; /* Maximum skill level */ int thac0_00; /* Thac0 for level 0 */ int thac0_32; /* Thac0 for level 32 */ int hp_min; /* Min hp gained on leveling */ int hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ const char *base_group; /* base skills gained */ const char *default_group; /* default skills gained */ }; struct item_type { int type; const char *name; }; struct weapon_type { const char *name; vnum_t vnum; int type; int *gsn; }; struct wiznet_type { const char *name; flag_t flag; int level; }; struct attack_type { const char *name; /* name */ const char *noun; /* message */ int damage; /* damage class */ }; struct deity_type { const char *name; const char *desc; const char *skillname; DEITY_DATA *next, *prev; bool valid; }; struct corpse_data { CORPSE_DATA *next; CORPSE_DATA *prev; OBJ_DATA *corpse; }; struct race_type { const char *name; /* call name of the race */ bool pc_race; /* can be chosen by pcs */ flag_t act; /* act bits for the race */ flag_t aff; /* aff bits for the race */ flag_t off; /* off bits for the race */ flag_t imm; /* imm bits for the race */ flag_t res; /* res bits for the race */ flag_t vuln; /* vuln bits for the race */ flag_t form; /* default form flag_t for the race */ flag_t parts; /* default parts for the race */ const char *who_name; int points; /* cost in points of the race */ int *class_mult; /* exp multiplier for class, * 100 */ const char *skills[5]; /* bonus skills for the race */ int stats[MAX_STATS]; /* starting stats */ int max_stats[MAX_STATS]; /* maximum stats */ int size; /* aff bits for the race */ RACE_DATA *next, *prev; bool valid; }; struct spec_type { const char *name; /* special function name */ SPEC_FUN *function; /* the function */ }; /* * Data structure for notes. */ struct note_data { NOTE_DATA *next; NOTE_DATA *prev; bool valid; const char *sender; const char *date; const char *to_list; const char *subject; const char *text; time_t date_stamp; time_t expire; }; #include "board.h" #define MAX_GQUEST_MOB 26 struct gquest_data { CHAR_DATA *last_registar; vnum_t mobs[MAX_GQUEST_MOB]; const char *who; int mob_count; int timer; int involved; int qpoints; int gold; int minlevel; int maxlevel; int running; int next; }; #define GQUEST_OFF 0 #define GQUEST_WAITING 1 #define GQUEST_RUNNING 2 /* * An affect. */ struct affect_data { AFFECT_DATA *next; AFFECT_DATA *prev; bool valid; int where; int type; int level; int duration; int location; int modifier; flag_t 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 { int number; 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_WARMASTER 17601 #define MOB_VNUM_PATROLMAN 2106 #define GROUP_VNUM_TROLLS 2100 #define GROUP_VNUM_OGRES 2101 #define MOB_VNUM_REGISTAR 202 /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC (BIT_A) /* Auto set for mobs */ #define ACT_SENTINEL (BIT_B) /* Stays in one room */ #define ACT_SCAVENGER (BIT_C) /* Picks up objects */ #define ACT_AGGRESSIVE (BIT_F) /* Attacks PC's */ #define ACT_STAY_AREA (BIT_G) /* Won't leave area */ #define ACT_WIMPY (BIT_H) #define ACT_PET (BIT_I) /* Auto set for pets */ #define ACT_TRAIN (BIT_J) /* Can train PC's */ #define ACT_PRACTICE (BIT_K) /* Can practice PC's */ #define ACT_UNDEAD (BIT_O) #define ACT_CLERIC (BIT_Q) #define ACT_MAGE (BIT_R) #define ACT_THIEF (BIT_S) #define ACT_WARRIOR (BIT_T) #define ACT_NOALIGN (BIT_U) #define ACT_NOPURGE (BIT_V) #define ACT_OUTDOORS (BIT_W) #define ACT_INDOORS (BIT_Y) #define ACT_IS_HEALER (BIT_a) #define ACT_GAIN (BIT_b) #define ACT_UPDATE_ALWAYS (BIT_c) #define ACT_IS_CHANGER (BIT_d) /* 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 (BIT_A) #define OFF_BACKSTAB (BIT_B) #define OFF_BASH (BIT_C) #define OFF_BERSERK (BIT_D) #define OFF_DISARM (BIT_E) #define OFF_DODGE (BIT_F) #define OFF_FADE (BIT_G) #define OFF_FAST (BIT_H) #define OFF_KICK (BIT_I) #define OFF_KICK_DIRT (BIT_J) #define OFF_PARRY (BIT_K) #define OFF_RESCUE (BIT_L) #define OFF_TAIL (BIT_M) #define OFF_TRIP (BIT_N) #define OFF_CRUSH (BIT_O) #define ASSIST_ALL (BIT_P) #define ASSIST_ALIGN (BIT_Q) #define ASSIST_RACE (BIT_R) #define ASSIST_PLAYERS (BIT_S) #define ASSIST_GUARD (BIT_T) #define ASSIST_VNUM (BIT_U) /* return values for check_imm */ #define IS_NORMAL 0 #define IS_IMMUNE 1 #define IS_RESISTANT 2 #define IS_VULNERABLE 3 /* IMM bits for mobs */ #define IMM_SUMMON (BIT_A) #define IMM_CHARM (BIT_B) #define IMM_MAGIC (BIT_C) #define IMM_WEAPON (BIT_D) #define IMM_BASH (BIT_E) #define IMM_PIERCE (BIT_F) #define IMM_SLASH (BIT_G) #define IMM_FIRE (BIT_H) #define IMM_COLD (BIT_I) #define IMM_LIGHTNING (BIT_J) #define IMM_ACID (BIT_K) #define IMM_POISON (BIT_L) #define IMM_NEGATIVE (BIT_M) #define IMM_HOLY (BIT_N) #define IMM_ENERGY (BIT_O) #define IMM_MENTAL (BIT_P) #define IMM_DISEASE (BIT_Q) #define IMM_DROWNING (BIT_R) #define IMM_LIGHT (BIT_S) #define IMM_SOUND (BIT_T) #define IMM_WOOD (BIT_X) #define IMM_SILVER (BIT_Y) #define IMM_IRON (BIT_Z) /* RES bits for mobs */ #define RES_SUMMON (BIT_A) #define RES_CHARM (BIT_B) #define RES_MAGIC (BIT_C) #define RES_WEAPON (BIT_D) #define RES_BASH (BIT_E) #define RES_PIERCE (BIT_F) #define RES_SLASH (BIT_G) #define RES_FIRE (BIT_H) #define RES_COLD (BIT_I) #define RES_LIGHTNING (BIT_J) #define RES_ACID (BIT_K) #define RES_POISON (BIT_L) #define RES_NEGATIVE (BIT_M) #define RES_HOLY (BIT_N) #define RES_ENERGY (BIT_O) #define RES_MENTAL (BIT_P) #define RES_DISEASE (BIT_Q) #define RES_DROWNING (BIT_R) #define RES_LIGHT (BIT_S) #define RES_SOUND (BIT_T) #define RES_WOOD (BIT_X) #define RES_SILVER (BIT_Y) #define RES_IRON (BIT_Z) /* VULN bits for mobs */ #define VULN_SUMMON (BIT_A) #define VULN_CHARM (BIT_B) #define VULN_MAGIC (BIT_C) #define VULN_WEAPON (BIT_D) #define VULN_BASH (BIT_E) #define VULN_PIERCE (BIT_F) #define VULN_SLASH (BIT_G) #define VULN_FIRE (BIT_H) #define VULN_COLD (BIT_I) #define VULN_LIGHTNING (BIT_J) #define VULN_ACID (BIT_K) #define VULN_POISON (BIT_L) #define VULN_NEGATIVE (BIT_M) #define VULN_HOLY (BIT_N) #define VULN_ENERGY (BIT_O) #define VULN_MENTAL (BIT_P) #define VULN_DISEASE (BIT_Q) #define VULN_DROWNING (BIT_R) #define VULN_LIGHT (BIT_S) #define VULN_SOUND (BIT_T) #define VULN_WOOD (BIT_X) #define VULN_SILVER (BIT_Y) #define VULN_IRON (BIT_Z) /* body form */ #define FORM_EDIBLE (BIT_A) #define FORM_POISON (BIT_B) #define FORM_MAGICAL (BIT_C) #define FORM_INSTANT_DECAY (BIT_D) #define FORM_OTHER (BIT_E) /* defined by material bit */ /* actual form */ #define FORM_ANIMAL (BIT_G) #define FORM_SENTIENT (BIT_H) #define FORM_UNDEAD (BIT_I) #define FORM_CONSTRUCT (BIT_J) #define FORM_MIST (BIT_K) #define FORM_INTANGIBLE (BIT_L) #define FORM_BIPED (BIT_M) #define FORM_CENTAUR (BIT_N) #define FORM_INSECT (BIT_O) #define FORM_SPIDER (BIT_P) #define FORM_CRUSTACEAN (BIT_Q) #define FORM_WORM (BIT_R) #define FORM_BLOB (BIT_S) #define FORM_MAMMAL (BIT_V) #define FORM_BIRD (BIT_W) #define FORM_REPTILE (BIT_X) #define FORM_SNAKE (BIT_Y) #define FORM_DRAGON (BIT_Z) #define FORM_AMPHIBIAN (BIT_a) #define FORM_FISH (BIT_b) #define FORM_COLD_BLOOD (BIT_c) /* body parts */ #define PART_HEAD (BIT_A) #define PART_ARMS (BIT_B) #define PART_LEGS (BIT_C) #define PART_HEART (BIT_D) #define PART_BRAINS (BIT_E) #define PART_GUTS (BIT_F) #define PART_HANDS (BIT_G) #define PART_FEET (BIT_H) #define PART_FINGERS (BIT_I) #define PART_EAR (BIT_J) #define PART_EYE (BIT_K) #define PART_LONG_TONGUE (BIT_L) #define PART_EYESTALKS (BIT_M) #define PART_TENTACLES (BIT_N) #define PART_FINS (BIT_O) #define PART_WINGS (BIT_P) #define PART_TAIL (BIT_Q) /* for combat */ #define PART_CLAWS (BIT_U) #define PART_FANGS (BIT_V) #define PART_HORNS (BIT_W) #define PART_SCALES (BIT_X) #define PART_TUSKS (BIT_Y) /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND (BIT_A) #define AFF_INVISIBLE (BIT_B) #define AFF_DETECT_EVIL (BIT_C) #define AFF_DETECT_INVIS (BIT_D) #define AFF_DETECT_MAGIC (BIT_E) #define AFF_DETECT_HIDDEN (BIT_F) #define AFF_DETECT_GOOD (BIT_G) #define AFF_SANCTUARY (BIT_H) #define AFF_FAERIE_FIRE (BIT_I) #define AFF_INFRARED (BIT_J) #define AFF_CURSE (BIT_K) #define AFF_UNUSED_FLAG (BIT_L) /* unused */ #define AFF_POISON (BIT_M) #define AFF_PROTECT_EVIL (BIT_N) #define AFF_PROTECT_GOOD (BIT_O) #define AFF_SNEAK (BIT_P) #define AFF_HIDE (BIT_Q) #define AFF_SLEEP (BIT_R) #define AFF_CHARM (BIT_S) #define AFF_FLYING (BIT_T) #define AFF_PASS_DOOR (BIT_U) #define AFF_HASTE (BIT_V) #define AFF_CALM (BIT_W) #define AFF_PLAGUE (BIT_X) #define AFF_WEAKEN (BIT_Y) #define AFF_DARK_VISION (BIT_Z) #define AFF_BERSERK (BIT_a) #define AFF_SWIM (BIT_b) #define AFF_REGENERATION (BIT_c) #define AFF_SLOW (BIT_d) /* * 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 #define OBJ_VNUM_TRIVIA_PILL 200 #define QUEST_AURA 201 #define QUEST_SWORD 203 #define QUEST_BPLATE 204 #define QUEST_BOOTS 205 #define QUEST_GLOVES 206 #define QUEST_FLAME 207 #define QUEST_HELM 208 #define QUEST_BAG 209 #define QUEST_SHIELD 210 #define QUEST_REGEN 211 #define QUEST_INVIS 212 #define QUEST_TRIVIA OBJ_VNUM_TRIVIA_PILL /* * Item types. * Used in #OBJECTS. */ #define ITEM_NONE 0 #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 (BIT_A) #define ITEM_HUM (BIT_B) #define ITEM_DARK (BIT_C) #define ITEM_LOCK (BIT_D) #define ITEM_EVIL (BIT_E) #define ITEM_INVIS (BIT_F) #define ITEM_MAGIC (BIT_G) #define ITEM_NODROP (BIT_H) #define ITEM_BLESS (BIT_I) #define ITEM_ANTI_GOOD (BIT_J) #define ITEM_ANTI_EVIL (BIT_K) #define ITEM_ANTI_NEUTRAL (BIT_L) #define ITEM_NOREMOVE (BIT_M) #define ITEM_INVENTORY (BIT_N) #define ITEM_NOPURGE (BIT_O) #define ITEM_ROT_DEATH (BIT_P) #define ITEM_VIS_DEATH (BIT_Q) #define ITEM_AUCTIONED (BIT_R) #define ITEM_NONMETAL (BIT_S) #define ITEM_NOLOCATE (BIT_T) #define ITEM_MELT_DROP (BIT_U) #define ITEM_HAD_TIMER (BIT_V) #define ITEM_SELL_EXTRACT (BIT_W) #define ITEM_BURN_PROOF (BIT_Y) #define ITEM_NOUNCURSE (BIT_Z) #define ITEM_QUEST (BIT_a) /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE (BIT_A) #define ITEM_WEAR_FINGER (BIT_B) #define ITEM_WEAR_NECK (BIT_C) #define ITEM_WEAR_BODY (BIT_D) #define ITEM_WEAR_HEAD (BIT_E) #define ITEM_WEAR_LEGS (BIT_F) #define ITEM_WEAR_FEET (BIT_G) #define ITEM_WEAR_HANDS (BIT_H) #define ITEM_WEAR_ARMS (BIT_I) #define ITEM_WEAR_SHIELD (BIT_J) #define ITEM_WEAR_ABOUT (BIT_K) #define ITEM_WEAR_WAIST (BIT_L) #define ITEM_WEAR_WRIST (BIT_M) #define ITEM_WIELD (BIT_N) #define ITEM_HOLD (BIT_O) #define ITEM_NO_SAC (BIT_P) #define ITEM_WEAR_FLOAT (BIT_Q) /* 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 (BIT_A) #define WEAPON_FROST (BIT_B) #define WEAPON_VAMPIRIC (BIT_C) #define WEAPON_SHARP (BIT_D) #define WEAPON_VORPAL (BIT_E) #define WEAPON_TWO_HANDS (BIT_F) #define WEAPON_SHOCKING (BIT_G) #define WEAPON_POISON (BIT_H) /* gate flags */ #define GATE_NORMAL_EXIT (BIT_A) #define GATE_NOCURSE (BIT_B) #define GATE_GOWITH (BIT_C) #define GATE_BUGGY (BIT_D) #define GATE_RANDOM (BIT_E) /* furniture flags */ #define STAND_AT (BIT_A) #define STAND_ON (BIT_B) #define STAND_IN (BIT_C) #define SIT_AT (BIT_D) #define SIT_ON (BIT_E) #define SIT_IN (BIT_F) #define REST_AT (BIT_G) #define REST_ON (BIT_H) #define REST_IN (BIT_I) #define SLEEP_AT (BIT_J) #define SLEEP_ON (BIT_K) #define SLEEP_IN (BIT_L) #define PUT_AT (BIT_M) #define PUT_ON (BIT_N) #define PUT_IN (BIT_O) #define PUT_INSIDE (BIT_P) /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_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 #define ROOM_VNUM_WAITROOM 17600 #define ROOM_VNUM_MORGUE 2 #define ROOM_VNUM_DUEL_START 17596 #define ROOM_VNUM_DUEL_END 17597 #define ROOM_VNUM_DUEL_WINNER 17598 #define ROOM_VNUM_DUEL_LOSER 17599 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (BIT_A) #define HOME_ENTRANCE (BIT_B) #define ROOM_NO_MOB (BIT_C) #define ROOM_INDOORS (BIT_D) #define ROOM_ARENA (BIT_E) #define ROOM_BANK (BIT_F) #define ROOM_PRIVATE (BIT_J) #define ROOM_SAFE (BIT_K) #define ROOM_SOLITARY (BIT_L) #define ROOM_PET_SHOP (BIT_M) #define ROOM_NO_RECALL (BIT_N) #define ROOM_IMP_ONLY (BIT_O) #define ROOM_GODS_ONLY (BIT_P) #define ROOM_HEROES_ONLY (BIT_Q) #define ROOM_NEWBIES_ONLY (BIT_R) #define ROOM_LAW (BIT_S) #define ROOM_NOWHERE (BIT_T) #define ROOM_NOEXPLORE (BIT_U) #define ROOM_NOAUTOMAP (BIT_V) /* * Directions. * Used in #ROOMS. */ #define DIR_NORTH 0 #define DIR_EAST 1 #define DIR_SOUTH 2 #define DIR_WEST 3 #define DIR_UP 4 #define DIR_DOWN 5 /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR (BIT_A) #define EX_CLOSED (BIT_B) #define EX_LOCKED (BIT_C) #define EX_PICKPROOF (BIT_F) #define EX_NOPASS (BIT_G) #define EX_EASY (BIT_H) #define EX_HARD (BIT_I) #define EX_INFURIATING (BIT_J) #define EX_NOCLOSE (BIT_K) #define EX_NOLOCK (BIT_L) /* * Sector types. * Used in #ROOMS. */ #define SECT_INSIDE 0 #define SECT_CITY 1 #define SECT_FIELD 2 #define SECT_FOREST 3 #define SECT_HILLS 4 #define SECT_MOUNTAIN 5 #define SECT_WATER_SWIM 6 #define SECT_WATER_NOSWIM 7 #define SECT_UNUSED 8 #define SECT_AIR 9 #define SECT_DESERT 10 #define SECT_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 (BIT_A) /* Don't EVER set. */ #define PLR_AUTOMAP (BIT_B) /* RT auto flags */ #define PLR_AUTOASSIST (BIT_C) #define PLR_AUTOEXIT (BIT_D) #define PLR_AUTOLOOT (BIT_E) #define PLR_AUTOSAC (BIT_F) #define PLR_AUTOGOLD (BIT_G) #define PLR_AUTOSPLIT (BIT_H) #define PLR_GQUEST (BIT_I) #define PLR_WAR (BIT_J) #define PLR_AUTODAMAGE (BIT_K) /* Arena flags */ #define PLR_CHALLENGED (BIT_L) #define PLR_CHALLENGER (BIT_M) /* RT personal flags */ #define PLR_HOLYLIGHT (BIT_N) #define PLR_CANLOOT (BIT_P) #define PLR_NOSUMMON (BIT_Q) #define PLR_NOFOLLOW (BIT_R) /* 2 bits reserved, S-T */ /* penalty flags */ #define PLR_PERMIT (BIT_U) #define PLR_LOG (BIT_W) #define PLR_DENY (BIT_X) #define PLR_FREEZE (BIT_Y) #define PLR_THIEF (BIT_Z) #define PLR_KILLER (BIT_a) #define PLR_QUESTOR (BIT_b) #define PLR_REMORT (BIT_c) /* RT comm flags -- may be used on both mobs and chars */ #define COMM_QUIET (BIT_A) #define COMM_DEAF (BIT_B) #define COMM_NOWIZ (BIT_C) #define COMM_NOAUCTION (BIT_D) #define COMM_NOGOSSIP (BIT_E) #define COMM_NOQUESTION (BIT_F) #define COMM_NOMUSIC (BIT_G) #define COMM_NOCLAN (BIT_H) #define COMM_NOQUOTE (BIT_I) #define COMM_SHOUTSOFF (BIT_J) #define COMM_NOCOLOUR (BIT_K) /* display flags */ #define COMM_COMPACT (BIT_L) #define COMM_BRIEF (BIT_M) #define COMM_PROMPT (BIT_N) #define COMM_COMBINE (BIT_O) #define COMM_TELNET_GA (BIT_P) #define COMM_SHOW_AFFECTS (BIT_Q) #define COMM_NOGRATS (BIT_R) #define COMM_TELNET_EOR (BIT_S) /* End Of Record - from telnet negotiation */ /* penalties */ #define COMM_NOEMOTE (BIT_T) #define COMM_NOSHOUT (BIT_U) #define COMM_NOTELL (BIT_V) #define COMM_NOCHANNELS (BIT_W) #define COMM_SNOOP_PROOF (BIT_Y) #define COMM_AFK (BIT_Z) #define COMM_NOGOCIAL (BIT_a) #define COMM_NOOOC (BIT_b) #define COMM_NOBUDDY (BIT_c) /* WIZnet flags */ #define WIZ_ON (BIT_A) #define WIZ_TICKS (BIT_B) #define WIZ_LOGINS (BIT_C) #define WIZ_SITES (BIT_D) #define WIZ_LINKS (BIT_E) #define WIZ_DEATHS (BIT_F) #define WIZ_RESETS (BIT_G) #define WIZ_MOBDEATHS (BIT_H) #define WIZ_FLAGS (BIT_I) #define WIZ_PENALTIES (BIT_J) #define WIZ_SACCING (BIT_K) #define WIZ_LEVELS (BIT_L) #define WIZ_SECURE (BIT_M) #define WIZ_SWITCHES (BIT_N) #define WIZ_SNOOPS (BIT_O) #define WIZ_RESTORE (BIT_P) #define WIZ_LOAD (BIT_Q) #define WIZ_NEWBIE (BIT_R) #define WIZ_PREFIX (BIT_S) #define WIZ_SPAM (BIT_T) #define WIZ_BUGS (BIT_U) #define WAR_OFF 0 #define WAR_WAITING 1 #define WAR_RUNNING 2 enum war_types { WAR_NONE = 0, WAR_CLAN = 1, WAR_RACE = 2, WAR_CLASS = 3, WAR_GENOCIDE = 4, WAR_DEITY = 5, MAX_WAR = 6 }; struct war_data { const char *who; int min_level; int max_level; int inwar; enum war_types wartype; int timer; int iswar; int next; }; struct wpwd_data { WPWD_DATA *next; WPWD_DATA *prev; bool valid; const char *name; const char *passw; }; #define INFO_ALL (BIT_A) #define INFO_QUIET (BIT_B) #define INFO_LOGIN (BIT_C) #define INFO_LOGOUT (BIT_D) #define INFO_DEATH (BIT_E) #define INFO_NOTE (BIT_F) #define INFO_LEVEL (BIT_G) #define INFO_PRIVATE (BIT_H) #define INFO_WAR (BIT_I) #define INFO_GQUEST (BIT_J) #define INFO_AUCTION (BIT_K) #define INFO_ARENA (BIT_L) /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA *next; SPEC_FUN *spec_fun; SHOP_DATA *pShop; PROG_LIST *first_mprog; PROG_LIST *last_mprog; AREA_DATA *area; /* OLC */ vnum_t vnum; vnum_t group; bool new_format; int count; int killed; const char *player_name; const char *short_descr; const char *long_descr; const char *description; flag_t act; flag_t affected_by; int alignment; int level; int hitroll; int hit[3]; int mana[3]; int damage[3]; int ac[4]; int dam_type; flag_t off_flags; flag_t imm_flags; flag_t res_flags; flag_t vuln_flags; int start_pos; int default_pos; int sex; RACE_DATA *race; long wealth; flag_t form; flag_t parts; int size; const char *material; flag_t 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; MEM_DATA *prev; 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; STAT_DATA *prev; bool valid; const char *name; // name of character long gamestat[MAX_GAMESTAT]; // stat data }; struct mbr_data { MBR_DATA *next; MBR_DATA *prev; bool valid; const char *name; int rank; CLAN_DATA *clan; int level; }; /* * One character (PC or NPC). */ struct char_data { CHAR_DATA *next; CHAR_DATA *prev; CHAR_DATA *next_player; CHAR_DATA *prev_player; CHAR_DATA *next_in_room; CHAR_DATA *prev_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 *first_affect; AFFECT_DATA *last_affect; OBJ_DATA *first_carrying; OBJ_DATA *last_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; CHAR_DATA *hunting; bool valid; const char *name; long id; int version; const char *short_descr; const char *long_descr; const char *description; const char *prompt; const char *prefix; int group; CLAN_DATA *clan; int sex; int rank; CLAN_DATA *invited; int Class[MAX_MCLASS]; RACE_DATA *race; int level; DEITY_DATA *deity; int trust; int played; int lines; /* for the pager */ time_t logon; int timer; int wait; int daze; long hit; long max_hit; long mana; long max_mana; long move; long max_move; long gold; long silver; int exp; flag_t act; flag_t comm; /* RT added to pad the vector */ flag_t wiznet; /* wiz stuff */ flag_t imm_flags; flag_t res_flags; flag_t vuln_flags; int invis_level; int incog_level; flag_t affected_by; int position; int practice; int train; int carry_weight; int carry_number; int saving_throw; int alignment; int hitroll; int damroll; int armor[4]; int wimpy; /* stats */ int perm_stat[MAX_STATS]; int mod_stat[MAX_STATS]; /* parts stuff */ flag_t form; flag_t parts; int size; const char *material; /* mobile stuff */ flag_t off_flags; int damage[3]; int dam_type; int start_pos; int default_pos; flag_t info_settings; int mprog_delay; }; /* Arena Defines */ #define FIGHT_OPEN 0 #define FIGHT_START 1 #define FIGHT_BUSY 2 #define FIGHT_LOCK 3 #define LAST_PAGE_LENGTH 20 #define LAST_NONE -1 #define LAST_IMMTALK 0 #define LAST_GOSSIP 1 #define LAST_QA 2 #define LAST_MUSIC 3 #define LAST_CLANTALK 4 #define LAST_QUOTE 5 #define LAST_GRATS 6 #define LAST_BTALK 7 #define LAST_OOC 8 #define LAST_MAX 9 #define CHANNEL_NORMAL 0 #define CHANNEL_SOCIAL 1 #define CHANNEL_EMOTE 2 /* * Data which only PC's have. */ struct pc_data { PC_DATA *next; PC_DATA *prev; BUFFER *buffer; CHAR_DATA *challenger; CHAR_DATA *challenged; CHAR_DATA *gladiator; bool valid; const char *pwd; const char *bamfin; const char *bamfout; const char *title; const char *who_descr; long perm_hit; long perm_mana; long perm_move; int true_sex; int last_level; int condition[4]; int *learned; bool *group_known; 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; const char *alias[MAX_ALIAS]; const char *alias_sub[MAX_ALIAS]; int security; /* OLC *//* Builder security */ int colour[MAX_CUSTOM_COLOUR][3]; long gamestat[MAX_GAMESTAT]; int nextquest; int countdown; vnum_t questobj; vnum_t questmob; vnum_t questgiver; vnum_t questloc; int questpoints; int trivia; bool confirm_remort; bool stay_race; vnum_t gq_mobs[MAX_GQUEST_MOB]; char explored[MAX_EXPLORE_HASH]; bool still_in_war; long home_invite; vnum_t home[MAX_HOUSE_ROOMS]; vnum_t home_key; int awins; int alosses; int plr_wager; long gold_bank; long silver_bank; int shares; const char *webpass; char str_ed_key; const char *buddies[MAX_BUDDY]; const char *history[LAST_MAX][LAST_PAGE_LENGTH]; int timezone; }; /* Data for generating characters -- only used during generation */ struct gen_data { GEN_DATA *next; GEN_DATA *prev; bool valid; bool *skill_chosen; bool *group_chosen; int points_chosen; }; /* * Liquids. */ #define LIQ_WATER 0 struct liq_type { const char *liq_name; const char *liq_color; int liq_affect[5]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; EXTRA_DESCR_DATA *prev; /* Next in list */ bool valid; const char *keyword; /* Keyword in look/examine */ const char *description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA *next; EXTRA_DESCR_DATA *first_extra_descr; EXTRA_DESCR_DATA *last_extra_descr; AFFECT_DATA *first_affect; AFFECT_DATA *last_affect; PROG_LIST *first_oprog; PROG_LIST *last_oprog; AREA_DATA *area; /* OLC */ bool new_format; const char *name; const char *short_descr; const char *description; vnum_t vnum; int reset_num; const char *material; int item_type; flag_t extra_flags; flag_t wear_flags; int level; int condition; int count; int weight; int cost; long value[5]; flag_t oprog_flags; }; /* * One object. */ struct obj_data { OBJ_DATA *next; OBJ_DATA *prev; OBJ_DATA *next_content; OBJ_DATA *prev_content; OBJ_DATA *first_content; OBJ_DATA *last_content; OBJ_DATA *in_obj; OBJ_DATA *on; CHAR_DATA *carried_by; EXTRA_DESCR_DATA *first_extra_descr; EXTRA_DESCR_DATA *last_extra_descr; AFFECT_DATA *first_affect; AFFECT_DATA *last_affect; OBJ_INDEX_DATA *pIndexData; ROOM_INDEX_DATA *in_room; CHAR_DATA *oprog_target; int oprog_delay; bool valid; bool enchanted; const char *owner; const char *name; const char *short_descr; const char *description; int item_type; flag_t extra_flags; flag_t wear_flags; int wear_loc; int weight; int cost; int level; int condition; const char *material; int timer; long value[5]; }; /* * Exit data. */ struct exit_data { union { ROOM_INDEX_DATA *to_room; vnum_t vnum; } u1; flag_t exit_info; vnum_t key; const char *keyword; const char *description; EXIT_DATA *next; EXIT_DATA *prev; /* OLC */ flag_t 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; RESET_DATA *prev; char command; vnum_t arg1; int arg2; vnum_t arg3; int arg4; }; /* * Area definition. */ struct area_data { AREA_DATA *next; AREA_DATA *prev; AREA_DATA *next_sort; const char *file_name; const char *name; const char *credits; const char *lvl_comment; int version; int age; int nplayer; int min_level; int max_level; vnum_t min_vnum; vnum_t max_vnum; bool empty; const char *builders; /* OLC *//* Listing of */ int vnum; /* OLC *//* Area vnum */ flag_t area_flags; /* OLC */ int security; /* OLC *//* Value 1-9 */ }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA *next; CHAR_DATA *first_person; CHAR_DATA *last_person; OBJ_DATA *first_content; OBJ_DATA *last_content; EXTRA_DESCR_DATA *first_extra_descr; EXTRA_DESCR_DATA *last_extra_descr; AREA_DATA *area; EXIT_DATA *exit[6]; RESET_DATA *reset_first; /* OLC */ RESET_DATA *reset_last; /* OLC */ PROG_LIST *first_rprog; PROG_LIST *last_rprog; CHAR_DATA *rprog_target; flag_t rprog_flags; int rprog_delay; const char *name; const char *description; const char *owner; vnum_t vnum; flag_t room_flags; int light; int sector_type; int heal_rate; int mana_rate; CLAN_DATA *clan; }; /* one disabled command */ struct disabled_data { DISABLED_DATA *next; DISABLED_DATA *prev; /* pointer to next node */ struct cmd_type const *command; /* pointer to the command struct */ const char *disabled_by; /* name of disabler */ 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 { const char *name; /* Name of skill */ int *skill_level; /* Level needed by class */ int *rating; /* How hard it is to learn */ SPELL_FUN *spell_fun; /* Spell pointer (for spells) */ int target; /* Legal targets */ int minimum_position; /* Position for caster / user */ int *pgsn; /* Pointer to associated gsn */ int min_mana; /* Minimum mana used */ int beats; /* Waiting time after use */ const char *noun_damage; /* Damage message */ const char *msg_off; /* Wear off message */ const char *msg_obj; /* Wear off message for obects */ }; struct group_type { const char *name; int *rating; const char *spells[MAX_IN_GROUP]; }; /* * MOBprog definitions */ #define TRIG_ACT (BIT_A) #define TRIG_BRIBE (BIT_B) #define TRIG_DEATH (BIT_C) #define TRIG_ENTRY (BIT_D) #define TRIG_FIGHT (BIT_E) #define TRIG_GIVE (BIT_F) #define TRIG_GREET (BIT_G) #define TRIG_GRALL (BIT_H) #define TRIG_KILL (BIT_I) #define TRIG_HPCNT (BIT_J) #define TRIG_RANDOM (BIT_K) #define TRIG_SPEECH (BIT_L) #define TRIG_EXIT (BIT_M) #define TRIG_EXALL (BIT_N) #define TRIG_DELAY (BIT_O) #define TRIG_SURR (BIT_P) #define TRIG_GET (BIT_Q) #define TRIG_DROP (BIT_R) #define TRIG_SIT (BIT_S) #define PRG_MPROG 0 #define PRG_OPROG 1 #define PRG_RPROG 2 struct prog_list { flag_t trig_type; const char *trig_phrase; vnum_t vnum; const char *code; PROG_LIST *next; PROG_LIST *prev; bool valid; }; struct prog_code { vnum_t vnum; const char *code; PROG_CODE *next; PROG_CODE *prev; }; #if defined(WIN32) #define PATH_MAX MAX_PATH #else #include <limits.h> #endif struct file_data { FILE *file; char tmp_name[PATH_MAX]; char name[PATH_MAX]; }; #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)) /* bit string operations */ #define STR_IS_SET(var, bit) ((((char *)(var))[((bit)/8)]) & ((1<<((bit)%8)))) #define STR_SET_BIT(var, bit) ((((char *)(var))[((bit)/8)]) |= ((1<<((bit)%8)))) #define STR_REMOVE_BIT(var, bit) ((((char *)(var))[((bit)/8)]) &= ~((1<<((bit)%8)))) #define STR_TOGGLE_BIT(var, bit) ((((char *)(var))[((bit)/8)]) ^= ((1<<((bit)%8)))) #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 ); \ } #define UNLINK_SINGLE(pdata,pnext,type,list) \ do \ { \ if (list == pdata) \ { \ list = pdata->pnext; \ } \ else \ { \ type *prev; \ for (prev = list; prev != NULL; prev = prev->pnext) \ { \ if (prev->pnext == pdata) \ { \ prev->pnext = pdata->pnext; \ break; \ } \ } \ if (prev == NULL) \ { \ bugf (#pdata " not found in " #list "."); \ } \ } \ } while(0) #define LINK_SINGLE(pdata,pnext,list) \ do \ { \ pdata->pnext = list; \ list = pdata; \ } \ while (0) #define LINK_LAST(pdata,pnext,type,list) \ do \ { \ type *tmp; \ if((tmp = list) == NULL) \ { \ pdata->pnext = list; \ list = pdata; \ break; \ } \ for(; tmp; tmp = tmp->pnext) \ { \ if(!tmp->pnext) \ { \ tmp->pnext = pdata; \ pdata->pnext = NULL; \ break; \ } \ } \ } \ while (0) #define LINK(link, first, last, next, prev) \ do \ { \ if ( !(first) ) \ { \ (first) = (link); \ (last) = (link); \ } \ else \ (last)->next = (link); \ (link)->next = NULL; \ if (first == link) \ (link)->prev = NULL; \ else \ (link)->prev = (last); \ (last) = (link); \ } while(0) #define INSERT(link, insert, first, next, prev) \ do \ { \ (link)->prev = (insert)->prev; \ if ( !(insert)->prev ) \ (first) = (link); \ else \ (insert)->prev->next = (link); \ (insert)->prev = (link); \ (link)->next = (insert); \ } while(0) #define UNLINK(link, first, last, next, prev) \ do \ { \ if ( !(link)->prev ) \ { \ (first) = (link)->next; \ if ((first)) \ (first)->prev = NULL; \ } \ else \ { \ (link)->prev->next = (link)->next; \ } \ if ( !(link)->next ) \ { \ (last) = (link)->prev; \ if ((last)) \ (last)->next = NULL; \ } \ else \ { \ (link)->next->prev = (link)->prev; \ } \ } while(0) #define CHECK_LINKS(first, last, next, prev, type) \ do { \ type *ptr, *pptr = NULL; \ if ( !(first) && !(last) ) \ break; \ if ( !(first) ) \ { \ bugf( "CHECK_LINKS: last with NULL first! %s.", \ #first ); \ for ( ptr = (last); ptr->prev; ptr = ptr->prev ); \ (first) = ptr; \ } \ else if ( !(last) ) \ { \ bugf( "CHECK_LINKS: first with NULL last! %s.", \ #first ); \ for ( ptr = (first); ptr->next; ptr = ptr->next ); \ (last) = ptr; \ } \ if ( (first) ) \ { \ for ( ptr = (first); ptr; ptr = ptr->next ) \ { \ if ( ptr->prev != pptr ) \ { \ bugf( "CHECK_LINKS(%s): %p:->prev != %p. Fixing.", \ #first, ptr, pptr ); \ ptr->prev = pptr; \ } \ if ( ptr->prev && ptr->prev->next != ptr ) \ { \ bugf( "CHECK_LINKS(%s): %p:->prev->next != %p. Fixing.",\ #first, ptr, ptr ); \ ptr->prev->next = ptr; \ } \ pptr = ptr; \ } \ pptr = NULL; \ } \ if ( (last) ) \ { \ for ( ptr = (last); ptr; ptr = ptr->prev ) \ { \ if ( ptr->next != pptr ) \ { \ bugf( "CHECK_LINKS (%s): %p:->next != %p. Fixing.", \ #first, ptr, pptr ); \ ptr->next = pptr; \ } \ if ( ptr->next && ptr->next->prev != ptr ) \ { \ bugf( "CHECK_LINKS(%s): %p:->next->prev != %p. Fixing.",\ #first, ptr, ptr ); \ ptr->next->prev = ptr; \ } \ pptr = ptr; \ } \ } \ } while(0) #define replace_string(astr, bstr) do{ free_string(astr); astr = str_dup(bstr); }while(0) #define IS_STRSET(str) ((str == NULL || str[0] == '\0') ? "Not set." : str) /* * 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 IS_IN_WAR(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_WAR) \ && IS_SET((ch)->in_room->room_flags, ROOM_ARENA)) #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_MOB(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig))) #define HAS_TRIGGER_OBJ(obj,trig) (IS_SET((obj)->pIndexData->oprog_flags,(trig))) #define HAS_TRIGGER_ROOM(room,trig) (IS_SET((room)->rprog_flags,(trig))) #define IS_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)->d_flags, (flag))) #define CH(descriptor) ((descriptor)->original ? \ (descriptor)->original : (descriptor)->character) #define IS_REMORT(ch) (!IS_NPC(ch) && ( IS_SET((ch)->act, PLR_REMORT) \ || number_classes(ch) > 1)) #define ON_GQUEST(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_GQUEST) && gquest_info.running != GQUEST_OFF) #define STR_EDIT_KEY(ch) (IS_NPC(ch) ? '.' : ch->pcdata->str_ed_key) #define GET_TZONE(ch) (IS_NPC(ch) ? -1 : ch->pcdata->timezone) /* * 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) #define IS_QUESTOR(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_QUESTOR) && \ (ch)->pcdata->questgiver != 0 ) /* * Description macros. */ #define PERS(ch, looker) ( can_see( looker, (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name ) : IS_IMMORTAL(ch) ? "an Immortal" : "someone" ) /* * Structure for a social in the socials table. */ struct social_type { const char *name; const char *char_no_arg; const char *others_no_arg; const char *char_found; const char *others_found; const char *vict_found; const char *char_not_found; const char *char_auto; const char *others_auto; SOCIAL_DATA *next, *prev, *next_hash; bool valid; }; /* * 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 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 spec_type spec_table[]; extern const struct liq_type liq_table[]; /* * Global variables. */ #include "globals.h" /* * 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) #else #include <crypt.h> #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 DATA_DIR "../data/" #define TEMP_FILE "../player/romtmp" #if !defined(WIN32) #define NULL_FILE "/dev/null" /* To reserve one stream */ #else #define NULL_FILE "NUL" #define WIN32_DIR "../win32/" #endif #define AREA_LIST "area.lst" /* List of areas */ #define BUG_FILE "bugs.txt" /* For 'bug' and bug() */ #define TYPO_FILE "typos.txt" /* For 'typo' */ #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ #define HELP_FILE "help.are" #define BAN_FILE DATA_DIR "ban.dat" #define MUSIC_FILE DATA_DIR "music.dat" #define DISABLED_FILE DATA_DIR "disabled.dat" /* disabled commands */ #define STAT_FILE DATA_DIR "statlist.dat" #define GQUEST_FILE DATA_DIR "gquest.dat" #define CLAN_FILE DATA_DIR "clans.dat" #define COMMAND_FILE DATA_DIR "commands.dat" #define SKILL_FILE DATA_DIR "skills.dat" #define GROUP_FILE DATA_DIR "groups.dat" #define RACE_FILE DATA_DIR "races.dat" #define CLASS_FILE DATA_DIR "classes.dat" #define SOCIAL_FILE DATA_DIR "social.dat" #define CORPSE_FILE DATA_DIR "corpses.dat" #define PIT_FILE DATA_DIR "pit.dat" #define BANK_FILE DATA_DIR "bank.dat" #define DEITY_FILE DATA_DIR "deity.dat" #define WPWD_FILE DATA_DIR "webpass.dat" #define MBR_FILE DATA_DIR "mbr.dat" #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 #define NO_FLAG -99 /* * Area flags. */ #define AREA_NONE 0 #define AREA_CHANGED (BIT_A) /* Area has been modified. */ #define AREA_ADDED (BIT_B) /* Area has been added to. */ #define AREA_LOADING (BIT_C) /* Used for counting in db.c */ #define AREA_PLAYER_HOMES (BIT_D) #define AREA_CLOSED (BIT_E) #define MAX_DIR 6 #define AREA_VERSION 1 /* * Global Constants */ extern char *const dir_name[]; extern const int rev_dir[]; /* int - ROM OLC */ /* * Global variables */ extern AREA_DATA *area_first; extern AREA_DATA *area_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_explored; extern int top_shop; extern vnum_t top_vnum_mob; extern vnum_t top_vnum_obj; extern vnum_t 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 CORPSE_DATA *corpse_first; extern CORPSE_DATA *corpse_last; #define STRING_END 2 #define STRING_FOUND 1 #define STRING_NONE 0 #define alloc_mem(result, type, number) \ do \ { \ if (!((result) = (type *) calloc ((number), sizeof(type)))) \ { \ perror("malloc failure"); \ logf( "Malloc failure @ %s:%d\n", __FILE__, __LINE__ ); \ abort(); \ } \ } while(0) #define realloc_mem(result,type,number) \ do \ { \ if (!((result) = (type *) realloc ((result), sizeof(type) * (number)))) \ { \ perror("realloc failure"); \ logf( "Realloc failure @ %s:%d\n", __FILE__, __LINE__ ); \ abort(); \ } \ } while(0) #define free_mem(point) \ do \ { \ if (!(point)) \ { \ bugf("Freeing null pointer %s:%d", __FILE__, __LINE__ ); \ } \ else free((void *)point); \ point = NULL; \ } while(0) #endif