/************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #ifndef MERC_H #define MERC_H #include <mysql/mysql.h> #include <stdlib.h> #include <limits.h> #include <sys/cdefs.h> #include <sys/time.h> #include <dlfcn.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 #define MAX_MEM_LIST 13 void pwipe(); /* * 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 int sh_int; typedef unsigned char bool; #endif #include "player.h" #include "old.h" #include "buffer.h" #include "libs.h" struct ansi_type { char * name; char * value; /* escape sequence, or whatever */ int index; char letter; int stlen; }; #define MAX_ANSI 28 extern const struct ansi_type ansi_table [MAX_ANSI]; void log_f (char * fmt, ...) __attribute__ ((format(printf,1,2))); extern bool mem_log; #define STR(x) #x #define SX(x) STR(x) #define getmem(size) _getmem(size,_caller,1) #define qgetmem(size) _getmem(size,_caller,0) #define _caller __FILE__ ":" SX(__LINE__) #define _dispose(mem,size,log) \ do { \ if ( ! (mem) ) \ { \ bug("Disposing NULL memory",0); \ return; \ } \ if (log&&mem_log) log_f("dispose(%p) from %s:%d", (mem), __FILE__, __LINE__); \ free((mem)); \ (mem) = NULL; \ } while(0) #define dispose(mem,size) _dispose(mem,size,1) #define qdispose(mem,size) _dispose(mem,size,0) /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct ban_data BAN_DATA; typedef struct char_data CHAR_DATA; typedef struct config_data CONFIG_DATA; typedef struct editor_data EDITOR_DATA; typedef struct board_data BOARD_DATA; typedef struct class_data CLASS_DATA; typedef struct balance_data BALANCE_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 mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct pc_data PC_DATA; typedef struct reset_data RESET_DATA; typedef struct room_index_data ROOM_INDEX_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct weather_data WEATHER_DATA; typedef struct disabled_data DISABLED_DATA; typedef struct race_data RACE_DATA; typedef struct clan_data CLAN_DATA; typedef struct fortress_data FORTRESS_DATA; typedef struct wiz_data WIZ_DATA; extern AREA_DATA *area_first; extern CLASS_DATA *alie; extern CLASS_DATA *apoc; extern CLASS_DATA *drag; extern CLASS_DATA *drow; extern CLASS_DATA *jedi; extern CLASS_DATA *monk; extern CLASS_DATA *vamp; extern CLASS_DATA *were; /* 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 */ }; extern DISABLED_DATA *disabled_first; struct race_data { RACE_DATA *next; char *name; int group1; int group2; bool complete; }; /* * 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 ) ); /* sound defines for MSP */ #define SOUND_SWORD1 "vortexmsp/sword.wav" #define SOUND_BITE "vortexmsp/bite.wav" #define SOUND_SCREAM "vortexmsp/diescream.wav" #define SOUND_GUN "vortexmsp/goldengun.wav" #define SOUND_WOO "vortexmsp/gyscream.wav" /*dont use*/ #include "globals.h" /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 4096 #define MAX_INPUT_LENGTH 400 #define ALIGN_NONE 0 #define ALIGN_LEFT 1 #define ALIGN_RIGHT 2 #define ALIGN_CENTER 3 #define CURRENT_PFILE_VERSION 6 int jedi_eq_counter( CHAR_DATA *ch, bool exempt ); int blood_max( CHAR_DATA *ch ); int count_mobs( CHAR_DATA *ch); bool wearing_one_ring(CHAR_DATA *ch); bool is_naked(CHAR_DATA *ch); bool is_ds_range( CHAR_DATA *ch ); bool is_vorpal( CHAR_DATA *ch ); void play_sound( CHAR_DATA *ch, char *sound, int type); void *_getmem( int size, const char *caller, int log); void send_to_room args(( char *message, ROOM_INDEX_DATA *room )); void conceal_count args((CHAR_DATA *ch)); void strip_class_bits args((CHAR_DATA *ch)); bool has_metal args((CHAR_DATA *ch, int count, int type)); void remove_bars(CHAR_DATA *ch, int count, int type); bool in_arena(CHAR_DATA *ch); bool has_power_level(CHAR_DATA *ch, int power, int level); bool has_power(CHAR_DATA *ch, int power); bool standard_calls(CHAR_DATA *ch, int power, int level); int random_block(CHAR_DATA *ch); int get_warp(CHAR_DATA *ch); bool is_valid_warp(CHAR_DATA *ch, int warp); void update_players_logged(void); void set_stun( CHAR_DATA * victim, int stuntime ); void display_class_stats( CHAR_DATA *ch); void improve_class(CHAR_DATA *ch, int field); int class_parry(CHAR_DATA *ch); int class_dodge(CHAR_DATA *ch); int class_num_attack(CHAR_DATA *ch); int class_mod_damage(CHAR_DATA *ch, CHAR_DATA *victim, int dam); void get_points(CHAR_DATA *ch, CHAR_DATA *victim); void class_attributes(CHAR_DATA *ch); int class_hitroll(CHAR_DATA *ch); int class_damroll(CHAR_DATA *ch); int class_ac(CHAR_DATA *ch); void class_regen(CHAR_DATA *ch); bool has_weapons(CHAR_DATA *ch); WIZ_DATA *get_immortal( char *argument); /* * Rotains Gobal Procedures */ void put_wall args( (ROOM_INDEX_DATA *room, int dir, int wall)); void make_wall args( (ROOM_INDEX_DATA *room, int dir, int wall)); void shootdirection args( (CHAR_DATA *ch, CHAR_DATA *victim,int range,char arg[MAX_STRING_LENGTH])); void snipedirection args( (CHAR_DATA *ch, CHAR_DATA *victim,int range,char arg[MAX_STRING_LENGTH])); bool safe_room args( (CHAR_DATA *ch)); void clear_stats args( (CHAR_DATA *ch) ); void room_is_total_darkness args( (ROOM_INDEX_DATA *pRoomIndex) ); void improve_wpn args( (CHAR_DATA *ch,int dtype, int right_hand) ); void improve_stance args( (CHAR_DATA *ch) ); void skillstance args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void show_spell args( (CHAR_DATA *ch, int dtype) ); void fightaction args( (CHAR_DATA *ch, CHAR_DATA *victim, int actype , \ int dtype, int wpntype) ); void crack_head args( (CHAR_DATA *ch, OBJ_DATA *obj, char *argument) ); void critical_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, int dam) ); void take_item args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void newbie_trans args( (OBJ_DATA *obj) ); void do_damn args( (CHAR_DATA *ch, char *argument) ); void raw_kill args( (CHAR_DATA *victim) ); void trip args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void disarm args( (CHAR_DATA *ch, CHAR_DATA *victim) ); void make_corpse args( (CHAR_DATA *ch) ); void one_hit args( (CHAR_DATA *ch, CHAR_DATA *victim, int dt, \ int handtype) ); void make_part args( (CHAR_DATA *ch, char *argument) ); void do_reward args( (CHAR_DATA *ch, char *argument) ); void group_gain args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void behead args( (CHAR_DATA *victim) ); void paradox args( (CHAR_DATA *ch) ); void load_bans args( (void) ); void save_bans args( (void) ); void load_class_stats args( (void) ); void save_class_stats args( (void) ); void save_commands args( (void) ); void config_who_exp args( (void) ); int count_techniques(CHAR_DATA *ch); int get_hours_played args( (CHAR_DATA *ch) ); /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define SKILL_ADEPT 100 #define MAX_FORGET 10 #define DONATION_ROOM_WEAPON 3207 #define DONATION_ROOM_ARMOR 3207 #define DONATION_ROOM_REST 3207 #define PARADOX_TICK 30 #define MAX_SKILL 250 #define MAX_SPELL 120 #define MAX_LEVEL 12 #define NO_WATCH 10 #define NO_GODLESS (MAX_LEVEL - 2) #define LEVEL_HERO (MAX_LEVEL - 9) #define LEVEL_IMMORTAL (MAX_LEVEL - 5) #define LEVEL_MORTAL (MAX_LEVEL - 10) #define LEVEL_AVATAR (MAX_LEVEL - 9) #define LEVEL_APPRENTICE (MAX_LEVEL - 8) #define LEVEL_MAGE (MAX_LEVEL - 7) #define LEVEL_ARCHMAGE (MAX_LEVEL - 6) #define LEVEL_NINJA (MAX_LEVEL - 6) #define LEVEL_MONK (MAX_LEVEL - 6) #define LEVEL_BUILDER (MAX_LEVEL - 5) #define LEVEL_QUESTMAKER (MAX_LEVEL - 4) #define LEVEL_ENFORCER (MAX_LEVEL - 3) #define LEVEL_JUDGE (MAX_LEVEL - 2) #define LEVEL_HIGHJUDGE (MAX_LEVEL - 1) #define LEVEL_IMPLEMENTOR (MAX_LEVEL) #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define OLOAD_30333 1 #define PULSE_EMBRACE ( 5 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_TICK (30 * PULSE_PER_SECOND) #define PULSE_AREA (60 * PULSE_PER_SECOND) #define PULSE_WW ( 4 * PULSE_PER_SECOND) struct wiz_data { WIZ_DATA *next; WIZ_DATA *prev; char *name; char *message; int level; }; struct clan_data { CLAN_DATA *next; CLAN_DATA *prev; FORTRESS_DATA *fort; char *name; char *leader; char *coleader; int fight_timer; int kills; int deaths; int points; int id_num; char *channel; char *rank_name[10]; }; struct fortress_data { char *name; int level; int max_tanks; int max_turrets; int tanks; int turrets; int spies; int wall_str[4]; int wall_cond[4]; int upper_vnum; int lower_vnum; int recall_vnum; }; /* * Site ban structure. */ struct ban_data { BAN_DATA * next; char * name; }; /* * 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; }; /* * Directions. * Used in #ROOMS. */ typedef enum { DIR_NORTH, DIR_EAST, DIR_SOUTH, DIR_WEST, DIR_UP, DIR_DOWN, DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST, DIR_SOMEWHERE } dir_types; #define MAX_DIR DIR_SOUTHWEST /* max for normal walking */ #define SUB_NORTH DIR_NORTH #define SUB_EAST DIR_EAST #define SUB_SOUTH DIR_SOUTH #define SUB_WEST DIR_WEST #define SUB_UP DIR_UP #define SUB_DOWN DIR_DOWN #define SUB_NE DIR_NORTHEAST #define SUB_NW DIR_NORTHWEST #define SUB_SE DIR_SOUTHEAST #define SUB_SW DIR_SOUTHWEST /* * 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_SEX 6 #define CON_GET_NEW_CLASS 7 #define CON_GET_NEW_VT102 8 #define CON_GET_NEW_ANSI 9 #define CON_READ_MOTD 10 #define CON_NOT_PLAYING 11 #define CON_EDITING 12 #define CON_COPYOVER_RECOVER 13 #define CON_ANSI 14 /* * Character substates */ typedef enum { SUB_NONE, SUB_PAUSE, SUB_PERSONAL_DESC, SUB_OBJ_SHORT, SUB_OBJ_LONG, SUB_OBJ_EXTRA, SUB_MOB_LONG, SUB_MOB_DESC, SUB_ROOM_DESC, SUB_ROOM_EXTRA, SUB_ROOM_EXIT_DESC, SUB_WRITING_NOTE, SUB_MPROG_EDIT, SUB_HELP_EDIT, SUB_WRITING_MAP, SUB_PERSONAL_BIO, SUB_REPEATCMD, SUB_RESTRICTED, SUB_DEITYDESC, /* timer types ONLY below this point */ SUB_TIMER_DO_ABORT = 128, SUB_TIMER_CANT_ABORT } char_substates; /* * Timer macros. */ #define TIMER(ch, tmr) ((ch)->tick_timer[(tmr)]) #define SET_TIMER(ch, tmr, tm) ((ch)->tick_timer[(tmr)] = (tm)) #define ADD_TIMER(ch, tmr, tm) ((ch)->tick_timer[(tmr)] += (tm)) #define SUB_TIMER(ch, tmr, tm) ((ch)->tick_timer[(tmr)] -= (tm)) #define TIME_UP(ch, tmr) ((ch)->tick_timer[(tmr)] == 0 ? TRUE : FALSE) #define RTIMER(room, rtmr) ((room)->tick_timer[(rtmr)]) #define SET_RTIMER(room, rtmr, rtm) ((room)->tick_timer[(rtmr)] = (rtm)) #define ADD_RTIMER(room, rtmr, rtm) ((room)->tick_timer[(rtmr)] += (rtm)) #define SUB_RTIMER(room, rtmr, rtm) ((room)->tick_timer[(rtmr)] -= (rtm)) #define RTIME_UP(room, rtmr) ((room)->tick_timer[(rtmr)] == 0 ? TRUE : FALSE) #define TIMER_FIGHT_LAG 23 #define TIMER_CAN_GUST 26 #define TIMER_STASIS 29 #define TIMER_SHADOWPLANE 58 #define TIMER_DROW_DARK 59 #define TIMER_TASER 60 #define TIMER_CAN_SUMMON 61 #define MAX_TIMER 62 #define PULSE_HEALTOUCH 0 #define PULSE_DEATHTOUCH 1 #define PULSE_STASIS 2 #define PULSE_SHADOWPLANE 3 #define PULSE_HEATMETAL 4 #define PULSE_BEAR 5 #define PULSE_GRAB 6 #define PULSE_DARKNESS 7 #define MAX_PULSE_TIMER 8 #define RTIMER_WALL_NORTH 14 #define RTIMER_WALL_EAST 15 #define RTIMER_WALL_SOUTH 16 #define RTIMER_WALL_WEST 17 #define RTIMER_WALL_UP 18 #define RTIMER_WALL_DOWN 19 #define RTIMER_DARK_ROOM 21 #define RTIMER_SILENCE 22 #define MAX_RTIMER 30 /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; DESCRIPTOR_DATA * infect; CHAR_DATA * character; CHAR_DATA * original; char * host; char * mac; sh_int descriptor; sh_int connected; bool fcommand; bool vt102; bool ansi; char inbuf [4 * MAX_INPUT_LENGTH]; char incomm [MAX_INPUT_LENGTH]; char inlast [MAX_INPUT_LENGTH]; int repeat; char * showstr_head; /* From ENVY code to compile */ char * showstr_point; /* From ENVY code to compile */ char * outbuf; long outsize; long outtop; void * pEdit; /* OLC */ char ** pString; /* OLC */ int editor; /* OLC */ }; /* * 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 #define GOCIAL 5 /* * Help table types. */ struct help_data { HELP_DATA * next; HELP_DATA * prev; sh_int level; char * keyword; char * text; }; /* * Data structure for notes. */ struct note_data { NOTE_DATA * next; char * sender; char * date; char * to_list; char * subject; char * text; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; sh_int type; sh_int duration; sh_int location; sh_int modifier; int bitvector; int level; }; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ /* ASCII conversions -- used so we can have letters in this file */ #define BIT_1 1 #define BIT_2 2 #define BIT_3 4 #define BIT_4 8 #define BIT_5 16 #define BIT_6 32 #define BIT_7 64 #define BIT_8 128 #define BIT_9 256 #define BIT_10 512 #define BIT_11 1024 #define BIT_12 2048 #define BIT_13 4096 #define BIT_14 8192 #define BIT_15 16384 #define BIT_16 32768 #define BIT_17 65536 #define BIT_18 131072 #define BIT_19 262144 #define BIT_20 524288 #define BIT_21 1048576 #define BIT_22 2097152 #define BIT_23 4194304 #define BIT_24 8388608 #define BIT_25 16777216 #define BIT_26 33554432 #define BIT_27 67108864 #define BIT_28 134217728 #define BIT_29 268435456 #define BIT_30 536870912 #define BIT_31 1073741824 #define BIT_32 2147483648 #define BIT_33 4294967256 /* * Bits for 'affected_by'. * Used in #MOBILES. flags2 */ #define AFF_REDONE BIT_26 #define AFF_HOLD BIT_1 #define AFF_ALLOW_VAMP BIT_16 #define AFF_ALLOW_WERE BIT_17 #define AFF_ALLOW_ELAD BIT_18 #define AFF_ALLOW_DEMON BIT_19 #define AFF_ALLOW_WARLOCK BIT_20 #define AFF_DDONE BIT_8 #define AFF_DEMONDONE BIT_9 #define AFF_FUCK BIT_10 #define AFF_BOUNTY BIT_5 #define AFF_IMPROVED_INVIS BIT_11 #define AFF_CLAW BIT_12 #define AFF_BITE BIT_13 #define AFF_TAIL BIT_14 #define AFF_WING BIT_15 #define AFF_MAGIC_DEAF BIT_21 #define AFF_SHIELD BIT_22 #define AFF_SHADOW_PLANE BIT_23 #define AFF_WRENCHED BIT_24 #define AFF_SHADOW_SIGHT BIT_25 #define AFF_LAUGHTER BIT_26 #define AFF_WATER_SHIELD BIT_27 #define AFF_MASKED BIT_28 #define AFF_SHAPE_SHIFTED BIT_29 #define AFF_FAMILIAR BIT_30 #define AFF3_BLINK_1ST_RD BIT_1 #define AFF3_BLINK_2ND_RD BIT_2 /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_CITYGUARD 3060 #define MOB_VNUM_VAMPIRE 3404 /* * Immunities, for players. KaVir. */ #define IMM_SLASH 1 /* Resistance to slash, slice. */ #define IMM_STAB 2 /* Resistance to stab, pierce. */ #define IMM_SMASH 4 /* Resistance to blast, pound, crush. */ #define IMM_ANIMAL 8 /* Resistance to bite, claw. */ #define IMM_MISC 16 /* Resistance to grep, suck, whip. */ #define IMM_CHARM 32 /* Immune to charm spell. */ #define IMM_HEAT 64 /* Immune to fire/heat spells. */ #define IMM_COLD 128 /* Immune to frost/cold spells. */ #define IMM_LIGHTNING 256 /* Immune to lightning spells. */ #define IMM_ACID 512 /* Immune to acid spells. */ #define IMM_SUMMON 1024 /* Immune to being summoned. */ #define IMM_VOODOO 2048 /* Immune to voodoo magic. */ #define IMM_VAMPIRE 4096 /* Allow yourself to become a vampire. */ #define IMM_STAKE 8192 /* Immune to being staked (vamps only). */ #define IMM_SUNLIGHT 16384 /* Immune to sunlight (vamps only). */ #define IMM_SHIELDED 32768 /* For Obfuscate. Block scry, etc. */ #define IMM_HURL 65536 /* Cannot be hurled. */ #define IMM_BACKSTAB 131072 /* Cannot be backstabbed. */ #define IMM_KICK 262144 /* Cannot be kicked. */ #define IMM_DISARM 524288 /* Cannot be disarmed. */ #define IMM_STEAL 1048576 /* Cannot have stuff stolen. */ #define IMM_SLEEP 2097152 /* Immune to sleep spell. */ #define IMM_DRAIN 4194304 /* Immune to energy drain. */ #define IMM_DEMON 8388608 /* Allow yourself to become a demon. */ #define IMM_TRANSPORT 16777216 /* Objects can't be transported to you. */ #define IMM_TRAVEL 33554432 /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC BIT_1 /* Auto set for mobs */ #define ACT_SENTINEL BIT_2 /* Stays in one room */ #define ACT_SCAVENGER BIT_3 /* Picks up objects */ #define ACT_AGGRESSIVE BIT_4 /* Attacks PC's */ #define ACT_STAY_AREA BIT_5 /* Won't leave area */ #define ACT_WIMPY BIT_6 /* Flees when hurt */ #define ACT_PET BIT_7 /* Auto set for pets */ #define ACT_TRAIN BIT_8 /* Can train PC's */ #define ACT_PRACTICE BIT_9 /* Can practice PC's */ #define ACT_MOUNT BIT_10 /* Can be mounted */ #define ACT_NOPARTS BIT_11 /* Dead = no body parts */ #define ACT_NOEXP BIT_12 /* No exp for killing */ #define ACT_PROTOTYPE BIT_13 #define POWER_LIFE 1 /* Warps */ #define MAX_WARP 26 #define WARP_CRYSTAL 1 /*crystaline body*/ #define WARP_STEEL 2 /*steel body*/ #define WARP_VENOM 4 /*coated in venom */ #define WARP_SPIKE 8 /*covered in spikes */ #define WARP_QUICK 16 /* extra quick */ #define WARP_SLOW 32 /* extra slow */ #define WARP_TERROR 64 /* opponents randomly flee */ #define WARP_REGEN 128 /* double healing rate */ #define WARP_WEAPON 256 /* weapon master */ #define WARP_INEPT 512 /* lower weapon levels */ #define WARP_WEAK 1024 /* do lower damage */ #define WARP_VULN 2048 /* take extra damage */ #define WARP_SHARDS 4096 /* throw glass shards */ #define WARP_CLUMSY 8192 /* lower dodge/parry */ #define WARP_TENT 16384 /* tentacles */ #define WARP_SLOWHEAL 32768 /* half regen rate */ #define WARP_ARCANE 65536 /* higher magic levels */ #define WARP_NOMAGE 131072 /* low magic level */ #define WARP_STRONG 262144 /* do extra damage */ #define WARP_SMELLY 524288 /* does nothing */ #define WARP_WART 1048576 /* nothing */ #define WARP_FEATHER 2097152 /* nothing */ #define WARP_HAIRY 4194304 /* nothing */ #define WARP_BIGFEET 8388608 /*nohting again */ #define WARP_BALD 16777216 /* nothing */ #define WARP_TAIL 33554432 /*nothing */ /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND 1 #define AFF_INVISIBLE 2 #define AFF_DETECT_EVIL 4 #define AFF_DETECT_INVIS 8 #define AFF_DETECT_MAGIC 16 #define AFF_DETECT_HIDDEN 32 #define AFF_SHADOWPLANE 64 /* Creatures in shadow plane - KaVir */ #define AFF_SANCTUARY 128 #define AFF_FAERIE_FIRE 256 #define AFF_INFRARED 512 #define AFF_CURSE 1024 #define AFF_FLAMING 2048 /* For burning creatures - KaVir */ #define AFF_POISON 4096 #define AFF_PROTECT 8192 #define AFF_ETHEREAL 16384 /* For ethereal creatures - KaVir */ #define AFF_SNEAK 32768 #define AFF_HIDE 65536 #define AFF_SLEEP 131072 #define AFF_CHARM 262144 #define AFF_FLYING 524288 #define AFF_PASS_DOOR 1048576 #define AFF_POLYMORPH 2097152 /* For polymorphed creatures -KaVir */ #define AFF_SHADOWSIGHT 4194304 /* Can see between planes - KaVir */ #define AFF_WEBBED 8388608 /* Cannot move - KaVir */ #define AFF_TENDRILS 16777216 /* Cannot get pregnant - KaVir */ #define AFF_DROWFIRE 33554432 /* Drow Darkness - Rotain */ #define AFF_ZULOFORM 67108864 #define AFF_SHIFT 134217728 #define AFF_HASTE 268435456 #define AFF_INFIRMITY 536870912 #define AFF_GODBLESS 1073741824 /* Monk and Paladin Bless */ #define AFF_DARKNESS 2147483648 /* Total Blind, nothing can penerate */ #define AFF_STEEL_SHIELD 4294967296 #define MONKFLAMING 8589934592 #define MONK_HASTE 1 #define MONK_SLOW 2 #define MONK_BLIND 4 #define MONK_DIAMONDSKIN 8 #define MONK_IRONSKIN 16 /* * Bits for 'itemaffect'. * Used in #MOBILES. */ #define ITEMA_SHOCKSHIELD 1 #define ITEMA_FIRESHIELD 2 #define ITEMA_ICESHIELD 4 #define ITEMA_ACIDSHIELD 8 #define ITEMA_DBPASS 16 #define ITEMA_CHAOSSHIELD 32 #define ITEMA_ARTIFACT 64 #define ITEMA_REGENERATE 128 #define ITEMA_SPEED 256 #define ITEMA_VORPAL 512 #define ITEMA_PEACE 1024 #define ITEMA_RIGHT_SILVER 2048 #define ITEMA_LEFT_SILVER 4096 #define ITEMA_REFLECT 8192 #define ITEMA_RESISTANCE 16384 #define ITEMA_VISION 32768 #define ITEMA_STALKER 65536 #define ITEMA_VANISH 131072 #define ITEMA_RAGER 262144 #define ITEMA_HIGHLANDER 524288 /* Colour scale macros - added 12th Aug 1995 by Calamar */ #define NO_COLOUR "" /* Blank */ #define GREY "[0;1;30m" /* Dark Grey */ #define D_RED "[0;0;31m" /* Dark Red */ #define L_RED "[0;1;31m" /* Light Red */ #define D_GREEN "[0;0;32m" /* Dark Green */ #define L_GREEN "[0;1;32m" /* Light Green */ #define BROWN "[0;0;33m" /* Brown */ #define YELLOW "[0;1;33m" /* Yellow */ #define D_BLUE "[0;0;34m" /* Dark Blue */ #define L_BLUE "[0;1;34m" /* Light Blue */ #define MAGENTA "[0;0;35m" /* Magenta */ #define PINK "[0;1;35m" /* Pink */ #define D_CYAN "[0;0;36m" /* Dark Cyan */ #define L_CYAN "[0;1;36m" /* Light Cyan */ #define NORMAL "[0;0;37m" /* Light Grey */ #define WHITE "[0;0;38m" /* White */ #define ADD_COLOUR(_player,_str,_col) {char swh_temp[255]; \ if (!IS_NPC(_player) && IS_SET(_player->act, PLR_ANSI)) {swh_temp[0] = '\0'; \ strcpy(swh_temp, _col); strcat(swh_temp, _str); strcat(swh_temp, NORMAL); \ strcpy(_str, swh_temp);}} #define SCALE_COLS 4 #define COL_SCALE(_swh_str,_swh_ch,_swh_curr,_swh_max) \ ADD_COLOUR(_swh_ch, _swh_str, \ (_swh_curr < 1) ? L_RED : \ (_swh_curr < _swh_max) ? \ scale[(SCALE_COLS * _swh_curr) / ((_swh_max > 0) \ ? _swh_max : 1)] : L_CYAN) extern char *scale[SCALE_COLS]; /* * Zombie Lord. */ #define ZOMBIE_NOTHING 0 #define ZOMBIE_TRACKING 1 #define ZOMBIE_ANIMATE 2 #define ZOMBIE_CAST 3 #define ZOMBIE_REST 4 /* return values for check_imm */ #define IS_NORMAL 0 #define IS_DIMMUNE 1 #define IS_RESISTANT 2 #define IS_VULNERABLE 3 /* 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 /* IMM bits for mobs */ #define DIMM_SUMMON BIT_1 #define DIMM_CHARM BIT_2 #define DIMM_MAGIC BIT_3 #define DIMM_WEAPON BIT_4 #define DIMM_BASH BIT_5 #define DIMM_PIERCE BIT_6 #define DIMM_SLASH BIT_7 #define DIMM_FIRE BIT_8 #define DIMM_COLD BIT_9 #define DIMM_LIGHTNING BIT_10 #define DIMM_ACID BIT_11 #define DIMM_POISON BIT_12 #define DIMM_NEGATIVE BIT_13 #define DIMM_HOLY BIT_14 #define DIMM_ENERGY BIT_15 #define DIMM_MENTAL BIT_16 #define DIMM_DISEASE BIT_17 #define DIMM_DROWNING BIT_18 #define DIMM_LIGHT BIT_19 #define DIMM_SOUND BIT_20 #define DIMM_WOOD BIT_24 #define DIMM_SILVER BIT_25 #define DIMM_IRON BIT_26 /* RES bits for mobs */ #define RES_SUMMON BIT_1 #define RES_CHARM BIT_2 #define RES_MAGIC BIT_3 #define RES_WEAPON BIT_4 #define RES_BASH BIT_5 #define RES_PIERCE BIT_6 #define RES_SLASH BIT_7 #define RES_FIRE BIT_8 #define RES_COLD BIT_9 #define RES_LIGHTNING BIT_10 #define RES_ACID BIT_11 #define RES_POISON BIT_12 #define RES_NEGATIVE BIT_13 #define RES_HOLY BIT_14 #define RES_ENERGY BIT_15 #define RES_MENTAL BIT_16 #define RES_DISEASE BIT_17 #define RES_DROWNING BIT_18 #define RES_LIGHT BIT_19 #define RES_SOUND BIT_20 #define RES_WOOD BIT_24 #define RES_SILVER BIT_25 #define RES_IRON BIT_26 /* VULN bits for mobs */ #define VULN_SUMMON BIT_1 #define VULN_CHARM BIT_2 #define VULN_MAGIC BIT_3 #define VULN_WEAPON BIT_4 #define VULN_BASH BIT_5 #define VULN_PIERCE BIT_6 #define VULN_SLASH BIT_7 #define VULN_FIRE BIT_8 #define VULN_COLD BIT_9 #define VULN_LIGHTNING BIT_10 #define VULN_ACID BIT_11 #define VULN_POISON BIT_12 #define VULN_NEGATIVE BIT_13 #define VULN_HOLY BIT_14 #define VULN_ENERGY BIT_15 #define VULN_MENTAL BIT_16 #define VULN_DISEASE BIT_17 #define VULN_DROWNING BIT_18 #define VULN_LIGHT BIT_19 #define VULN_SOUND BIT_20 #define VULN_WOOD BIT_24 #define VULN_SILVER BIT_25 #define VULN_IRON BIT_26 /* * Bits for Demonic Champions. * * new demon fields in player.h and old ones in old.h */ /* * Mounts */ #define IS_ON_FOOT 0 #define IS_MOUNT 1 #define IS_RIDING 2 #define IS_CARRIED 4 #define IS_CARRYING 8 /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_MONEY_ONE 2 #define OBJ_VNUM_MONEY_SOME 3 #define OBJ_VNUM_BROD 30073 #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_FINAL_TURD 16 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_BLOOD_SPRING 23 #define OBJ_VNUM_SCHOOL_MACE 3700 #define OBJ_VNUM_SCHOOL_DAGGER 3701 #define OBJ_VNUM_SCHOOL_SWORD 3702 #define OBJ_VNUM_SCHOOL_VEST 3703 #define OBJ_VNUM_SCHOOL_SHIELD 3704 #define OBJ_VNUM_SCHOOL_BANNER 3716 /* For KaVir's stuff */ #define OBJ_VNUM_SOULBLADE 30000 #define OBJ_VNUM_GATE 30042 #define OBJ_VNUM_GATE2 30072 #define OBJ_VNUM_PORTAL 30001 #define OBJ_VNUM_EGG 30002 #define OBJ_VNUM_EMPTY_EGG 30003 #define OBJ_VNUM_SPILLED_ENTRAILS 30004 #define OBJ_VNUM_QUIVERING_BRAIN 30005 #define OBJ_VNUM_SQUIDGY_EYEBALL 30006 #define OBJ_VNUM_SPILT_BLOOD 30007 #define OBJ_VNUM_VOODOO_DOLL 30010 #define OBJ_VNUM_RIPPED_FACE 30012 #define OBJ_VNUM_TORN_WINDPIPE 30013 #define OBJ_VNUM_CRACKED_HEAD 30014 #define OBJ_VNUM_SLICED_EAR 30025 #define OBJ_VNUM_SLICED_NOSE 30026 #define OBJ_VNUM_KNOCKED_TOOTH 30027 #define OBJ_VNUM_TORN_TONGUE 30028 #define OBJ_VNUM_SEVERED_HAND 30029 #define OBJ_VNUM_SEVERED_FOOT 30030 #define OBJ_VNUM_SEVERED_THUMB 30031 #define OBJ_VNUM_SEVERED_INDEX 30032 #define OBJ_VNUM_SEVERED_MIDDLE 30033 #define OBJ_VNUM_SEVERED_RING 30034 #define OBJ_VNUM_SEVERED_LITTLE 30035 #define OBJ_VNUM_SEVERED_TOE 30036 #define OBJ_VNUM_PROTOPLASM 30037 #define OBJ_VNUM_QUESTCARD 30039 #define OBJ_VNUM_QUESTMACHINE 30040 #define OBJ_VNUM_COPPER 30049 #define OBJ_VNUM_IRON 30050 #define OBJ_VNUM_STEEL 30051 #define OBJ_VNUM_ADAMANTITE 30052 #define OBJ_VNUM_BOMB 4 #define OBJ_VNUM_MINE 5 #define OBJ_VNUM_MISSLE 6 #define MOB_VNUM_GUARDIAN 30001 #define MOB_VNUM_SERVANT 30002 #define MOB_VNUM_MOUNT 6 #define MOB_VNUM_FROG 7 #define MOB_VNUM_RAVEN 8 #define MOB_VNUM_CAT 9 #define MOB_VNUM_DOG 10 #define MOB_VNUM_EYE 12 #define MOB_VNUM_SATAN 30003 #define MOB_VNUM_DEMON 30005 #define MOB_VNUM_SERPENT 30006 /* * 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_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_PORTAL 27 #define ITEM_EGG 28 #define ITEM_VOODOO 29 #define ITEM_STAKE 30 #define ITEM_MISSILE 31 /* Ammo vnum, cur, max, type */ #define ITEM_AMMO 32 /* ???, dam min, dam max, type */ #define ITEM_QUEST 33 #define ITEM_QUESTCARD 34 #define ITEM_QUESTMACHINE 35 #define ITEM_SYMBOL 36 #define ITEM_BOOK 37 #define ITEM_PAGE 38 #define ITEM_TOOL 39 #define ITEM_WALL 40 #define ITEM_COPPER 41 #define ITEM_IRON 42 #define ITEM_STEEL 43 #define ITEM_ADAMANTITE 44 #define ITEM_GEMSTONE 45 #define ITEM_HILT 46 #define ITEM_ARTIFACT 47 #define ITEM_BOMB 48 #define ITEM_GEM 49 #define ITEM_ORE 50 #define ITEM_METAL 51 /* * Weapon Stats */ #define WEAPON_FLAMING BIT_1 #define WEAPON_FROST BIT_2 #define WEAPON_VAMPIRIC BIT_3 #define WEAPON_SHARP BIT_4 #define WEAPON_VORPAL BIT_5 #define WEAPON_TWO_HANDS BIT_6 #define WEAPON_SHOCKING BIT_7 #define WEAPON_POISON BIT_8 #define WEAPON_SUNBLADE BIT_9 #define WEAPON_DRAGONLANCE BIT_10 #define WEAPON_SILVER BIT_11 #define WEAPON_RUNE_FORCE_BOLT BIT_12 #define WEAPON_RUNE_SMITE_EVIL BIT_13 #define WEAPON_RUNE_BLAZE BIT_14 #define WEAPON_RUNE_LIGHTNING BIT_15 #define WEAPON_RUNE_DANCING BIT_16 #define WEAPON_ELE_FLAME BIT_17 #define WEAPON_ELE_WATER BIT_18 #define WEAPON_ELE_EARTH BIT_19 #define WEAPON_ELE_AIR BIT_20 /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW 1 #define ITEM_HUM 2 #define ITEM_THROWN 4 #define ITEM_KEEP 8 #define ITEM_VANISH 16 #define ITEM_INVIS 32 #define ITEM_MAGIC 64 #define ITEM_NODROP 128 #define ITEM_BLESS 256 #define ITEM_ANTI_GOOD 512 #define ITEM_ANTI_EVIL 1024 #define ITEM_ANTI_NEUTRAL 2048 #define ITEM_NOREMOVE 4096 #define ITEM_INVENTORY 8192 #define ITEM_LOYAL 16384 #define ITEM_SHADOWPLANE 32768 #define ITEM_FORGED 65536 #define ITEM_PREPARED 131072 #define FORGE_COPPER 262144 #define FORGE_BRONZE 524288 #define FORGE_IRON 1048576 #define FORGE_STEEL 2097152 #define ITEM_ONE_RING 4194304 #define ITEM_LIGHT_SABER 8388608 #define ITEM_PROTOTYPE BIT_12 #define ITEM_FIXED_DUR BIT_25 /* artifact and relic flags */ #define ITEM_TELEPORTS BIT_23 /* teleports upon owner death */ #define ITEM_DESTROYED BIT_24 /* destroyed upon owner death */ #define ITEM_UNIQUE BIT_25 /* only 1 in game ever */ #define ITEM_DESIRED BIT_26 /* you can't let go of it ever */ #define ITEM_INDESTRUCTABLE BIT_27 /* guess */ #define ITEM_TELEPORT_PROTECTION BIT_28 /* teleports when attempts to destroy it */ #define ITEM_KNOW_OWNER BIT_29 /* owner displayed on artifact command */ #define ITEM_FLYING BIT_30 #define ITEM_FORM_MELDED BIT_31 /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE 1 #define ITEM_WEAR_FINGER 2 #define ITEM_WEAR_NECK 4 #define ITEM_WEAR_BODY 8 #define ITEM_WEAR_HEAD 16 #define ITEM_WEAR_LEGS 32 #define ITEM_WEAR_FEET 64 #define ITEM_WEAR_HANDS 128 #define ITEM_WEAR_ARMS 256 #define ITEM_WEAR_SHIELD 512 #define ITEM_WEAR_ABOUT 1024 #define ITEM_WEAR_WAIST 2048 #define ITEM_WEAR_WRIST 4096 #define ITEM_WIELD 8192 #define ITEM_HOLD 16384 #define ITEM_WEAR_FACE 32768 /* * Special types. * Used in #OBJECTS for special items - KaVir. */ #define SITEM_ACTIVATE 1 #define SITEM_TWIST 2 #define SITEM_PRESS 4 #define SITEM_PULL 8 #define SITEM_TARGET 16 #define SITEM_SPELL 32 #define SITEM_TRANSPORTER 64 #define SITEM_TELEPORTER 128 #define SITEM_DELAY1 256 #define SITEM_DELAY2 512 #define SITEM_OBJECT 1024 #define SITEM_MOBILE 2048 #define SITEM_ACTION 4096 #define SITEM_MORPH 8192 #define SITEM_SILVER 16384 #define SITEM_WOLFWEAPON 32768 #define SITEM_DROW 65536 #define SITEM_CHAMPWEAPON 131072 #define SITEM_DEMONIC 262144 #define SITEM_HIGHLANDER 524288 #define SITEM_COPPER 1048576 #define SITEM_IRON 2097152 #define SITEM_STEEL 4194304 #define SITEM_ADAMANTITE 8388608 #define SITEM_GEMSTONE 16777216 #define SITEM_HILT 33554432 #define SITEM_PDEMONIC 67108864 #define SITEM_MONK 134217728 #define SITEM_NINJA 268435456 /* * Apply types (for quest affects). * Used in #OBJECTS. */ #define QUEST_STR 1 #define QUEST_DEX 2 #define QUEST_INT 4 #define QUEST_WIS 8 #define QUEST_CON 16 #define QUEST_HITROLL 32 #define QUEST_DAMROLL 64 #define QUEST_HIT 128 #define QUEST_MANA 256 #define QUEST_MOVE 512 #define QUEST_AC 1024 #define QUEST_NAME 2048 #define QUEST_SHORT 4096 #define QUEST_LONG 8192 #define QUEST_FREENAME 16384 #define QUEST_ENCHANTED 32768 #define QUEST_SPELLPROOF 65536 #define QUEST_ARTIFACT 131072 #define QUEST_IMPROVED 262144 #define QUEST_MASTER_RUNE 524288 #define QUEST_RELIC 1048576 #define QUEST_BLOODA 2097152 #define QUEST_CLONED 4194304 #define QUEST_ZOMBIE 8388608 #define QUEST_FORGE 16777216 /* * 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_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_POLY 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 /* * 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_HELL 6 #define ROOM_VNUM_CRYPT 30001 #define ROOM_VNUM_DISCONNECTION 2 #define ROOM_VNUM_IN_OBJECT 30008 #define ROOM_VNUM_AWINNER 70 #define ROOM_VNUM_ALOSER 69 #define ROOM_VNUM_CAINE 27000 #define ROOM_VNUM_DEVOUR 30006 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK 1 #define ROOM_NO_OTRANS 2 #define ROOM_NO_MOB 4 #define ROOM_INDOORS 8 #define ROOM_PRIVATE 512 #define ROOM_SAFE 1024 #define ROOM_SOLITARY 2048 #define ROOM_PET_SHOP 4096 #define ROOM_NO_RECALL 8192 #define ROOM_NO_TELEPORT 16384 #define ROOM_TOTAL_DARKNESS 32768 #define ROOM_BLADE_BARRIER 65536 #define ROOM_ARENA 131072 #define ROOM_FLAMING 262144 #define ROOM_SILENCE 524288 #define ROOM_EXPLODED 1048576 #define ROOM_PROTOTYPE BIT_16 /* * Room text flags (KaVir). * Used in #ROOMS. */ #define RT_LIGHTS 1 /* Toggles lights on/off */ #define RT_SAY 2 /* Use this if no others powers */ #define RT_ENTER 4 #define RT_CAST 8 #define RT_THROWOUT 16 /* Erm...can't remember ;) */ #define RT_OBJECT 32 /* Creates an object */ #define RT_MOBILE 64 /* Creates a mobile */ #define RT_LIGHT 128 /* Lights on ONLY */ #define RT_DARK 256 /* Lights off ONLY */ #define RT_OPEN_LIFT 512 /* Open lift */ #define RT_CLOSE_LIFT 1024 /* Close lift */ #define RT_MOVE_LIFT 2048 /* Move lift */ #define RT_SPELL 4096 /* Cast a spell */ #define RT_PORTAL 8192 /* Creates a one-way portal */ #define RT_TELEPORT 16384 /* Teleport player to room */ #define RT_ACTION 32768 #define RT_BLANK_1 65536 #define RT_BLANK_2 131072 #define RT_RETURN 1048576 /* Perform once */ #define RT_PERSONAL 2097152 /* Only shows message to char */ #define RT_TIMER 4194304 /* Sets object timer to 1 tick */ /* area flags */ #define UNDER_WATER 1 /* * 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_1 #define EX_CLOSED BIT_2 #define EX_LOCKED BIT_3 #define EX_PICKPROOF BIT_6 #define EX_NOPASS BIT_7 #define EX_EASY BIT_8 #define EX_HARD BIT_9 #define EX_INFURIATING BIT_10 #define EX_NOCLOSE BIT_11 #define EX_NOLOCK BIT_12 #define EX_ICE_WALL BIT_13 #define EX_FIRE_WALL BIT_14 #define EX_SWORD_WALL BIT_15 #define EX_PRISMATIC_WALL BIT_16 #define EX_IRON_WALL BIT_17 #define EX_MUSHROOM_WALL BIT_18 #define EX_CALTROP_WALL BIT_19 #define EX_ASH_WALL BIT_20 #define EX_WARDING BIT_21 #define EX_ENERGYNET_WALL BIT_22 #define MAX_EXFLAG 20 #define MAX_WALL 10 /* * 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 /* * Equipment 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_THIRD 18 #define WEAR_FOURTH 19 #define WEAR_FACE 20 #define WEAR_SCABBARD_L 21 #define WEAR_SCABBARD_R 22 #define MAX_WEAR 23 /* * Locations for damage. */ #define LOC_HEAD 0 #define LOC_BODY 1 #define LOC_ARM_L 2 #define LOC_ARM_R 3 #define LOC_LEG_L 4 #define LOC_LEG_R 5 /* * For Head */ #define LOST_EYE_L 1 #define LOST_EYE_R 2 #define LOST_EAR_L 4 #define LOST_EAR_R 8 #define LOST_NOSE 16 #define BROKEN_NOSE 32 #define BROKEN_JAW 64 #define BROKEN_SKULL 128 #define LOST_HEAD 256 #define LOST_TOOTH_1 512 /* These should be added..... */ #define LOST_TOOTH_2 1024 /* ...together to caculate... */ #define LOST_TOOTH_4 2048 /* ...the total number of.... */ #define LOST_TOOTH_8 4096 /* ...teeth lost. Total..... */ #define LOST_TOOTH_16 8192 /* ...possible is 31 teeth. */ #define LOST_TONGUE 16384 /* * For Body */ #define BROKEN_RIBS_1 1 /* Remember there are a total */ #define BROKEN_RIBS_2 2 /* of 12 pairs of ribs in the */ #define BROKEN_RIBS_4 4 /* human body, so not all of */ #define BROKEN_RIBS_8 8 /* these bits should be set */ #define BROKEN_RIBS_16 16 /* at the same time. */ #define BROKEN_SPINE 32 #define BROKEN_NECK 64 #define CUT_THROAT 128 #define CUT_STOMACH 256 #define CUT_CHEST 512 /* * For Arms */ #define BROKEN_ARM 1 #define LOST_ARM 2 #define LOST_HAND 4 #define LOST_FINGER_I 8 /* Index finger */ #define LOST_FINGER_M 16 /* Middle finger */ #define LOST_FINGER_R 32 /* Ring finger */ #define LOST_FINGER_L 64 /* Little finger */ #define LOST_THUMB 128 #define BROKEN_FINGER_I 256 /* Index finger */ #define BROKEN_FINGER_M 512 /* Middle finger */ #define BROKEN_FINGER_R 1024 /* Ring finger */ #define BROKEN_FINGER_L 2048 /* Little finger */ #define BROKEN_THUMB 4096 /* * For Legs */ #define BROKEN_LEG 1 #define LOST_LEG 2 #define LOST_FOOT 4 #define LOST_TOE_A 8 #define LOST_TOE_B 16 #define LOST_TOE_C 32 #define LOST_TOE_D 64 /* Smallest toe */ #define LOST_TOE_BIG 128 #define BROKEN_TOE_A 256 #define BROKEN_TOE_B 512 #define BROKEN_TOE_C 1024 #define BROKEN_TOE_D 2048 /* Smallest toe */ #define BROKEN_TOE_BIG 4096 /* * For Bleeding */ #define BLEEDING_HEAD 1 #define BLEEDING_THROAT 2 #define BLEEDING_ARM_L 4 #define BLEEDING_ARM_R 8 #define BLEEDING_HAND_L 16 #define BLEEDING_HAND_R 32 #define BLEEDING_LEG_L 64 #define BLEEDING_LEG_R 128 #define BLEEDING_FOOT_L 256 #define BLEEDING_FOOT_R 512 /*************************************************************************** * * * 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 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_MEDITATING 5 #define POS_SITTING 6 #define POS_RESTING 7 #define POS_FIGHTING 8 #define POS_STANDING 9 /* Status of Arena */ #define FIGHT_OPEN 0 #define FIGHT_START 1 #define FIGHT_BUSY 2 #define FIGHT_LOCK 3 #define ARENA_NORMAL 0 #define ARENA_CLAN 1 #define ARENA_STATUS 2 /* * ACT bits for players. */ /* #define PLR_EMBRACING 4 #define PLR_EMBRACED 256 Seriosly bugged bits for some reason dont enable them they arent used*/ #define PLR_IS_NPC 1 /* Don't EVER set. */ #define PLR_MXP 2 #define PLR_NEW_HELP 4 #define PLR_AUTOEXIT 8 #define PLR_AUTOLOOT 16 #define PLR_AUTOSAC 32 #define PLR_BLANK 64 #define PLR_BRIEF 128 #define PLR_COL_SCALE 256 #define PLR_COMBINE 512 #define PLR_PROMPT 1024 #define PLR_TELNET_GA 2048 #define PLR_HOLYLIGHT 4096 #define PLR_WIZINVIS 8192 #define PLR_ANSI 16384 #define PLR_SILENCE 32768 #define PLR_VT102 65536 #define PLR_INCOG 131072 #define PLR_NO_TELL 262144 #define PLR_LOG 524288 #define PLR_DENY 1048576 #define PLR_FREEZE 2097152 #define PLR_SHADOWSIGHT 4194304 #define PLR_MSP 8388608 #define PLR_WATCHER 33554432 #define PLR_NO_GROUP 67108864 #define PLR_CHALLENGER 134217728 #define PLR_CHALLENGED 268435456 #define PLR_SACREDINVIS 536870912 #define PLR_WAS_AVATAR 1073741824 /*New bits for playrs (Infidel)*/ #define NEW_CLOAK 32768 #define NEW_DARKNESS 131072 #define THIRD_HAND 262144 #define FOURTH_HAND 524288 #define NEW_SETLOG 2097152 #define NEW_SETEXIT 4194304 #define NEW_SETDECAP 8388608 #define HAS_HADES 16777216 /* Clan bits */ #define CLAN_LDR 1 #define CLAN_CO 2 #define CLAN_TRUSTED 4 /* * EXTRA bits for players. (KaVir) */ #define EXTRA_ZOMBIE 2 #define EXTRA_TRUSTED 4 #define EXTRA_NEWPASS 8 #define EXTRA_OSWITCH 16 #define EXTRA_SWITCH 32 #define TIED_UP 128 #define GAGGED 256 #define BLINDFOLDED 512 #define EXTRA_PROMPT 65536 #define EXTRA_CALL_ALL 1048576 #define EXTRA_NOTE_TRUST 4194304 #define EXTRA_ROT BIT_28 /* * Stances for combat */ #define STANCE_NONE -1 #define STANCE_NORMAL 0 #define STANCE_VIPER 1 #define STANCE_CRANE 2 #define STANCE_CRAB 3 #define STANCE_MONGOOSE 4 #define STANCE_BULL 5 #define STANCE_MANTIS 6 #define STANCE_DRAGON 7 #define STANCE_TIGER 8 #define STANCE_MONKEY 9 #define STANCE_SWALLOW 10 #define STANCE_WOLF 11 /* * Channel bits. */ #define CHANNEL_CLAN3 1 #define CHANNEL_CHAT 2 #define CHANNEL_CLAN1 4 #define CHANNEL_IMMTALK 8 #define CHANNEL_MUSIC 16 #define CHANNEL_QUESTION 32 #define CHANNEL_SHOUT 64 #define CHANNEL_YELL 128 #define CHANNEL_CLAN2 256 #define CHANNEL_CLAN5 512 #define CHANNEL_LOG 1024 #define CHANNEL_PRAY 2048 #define CHANNEL_INFO 4096 #define CHANNEL_NEWTALK 8192 #define CHANNEL_TELL 16384 #define CHANNEL_MAGETALK 32768 #define CHANNEL_HIGHTALK 65536 #define CHANNEL_CLAN 131072 #define CHANNEL_SIGN 262144 #define CHANNEL_MONKTALK 524288 #define CHANNEL_FORCETALK 1048576 #define CHANNEL_BELLOW BIT_22 #define CHANNEL_GODTALK BIT_23 #define CHANNEL_CLAN4 BIT_24 #define CHANNEL_CLAN6 BIT_25 #define CHANNEL_CLAN7 BIT_26 /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; SPEC_FUN * spec_fun; CHAR_DATA * mount; CHAR_DATA * wizard; char * hunting; char * player_name; char * short_descr; char * long_descr; char * description; char * lord; char * clan; char * morph; char * createtime; char * pload; char * lasttime; char * lasthost; char * powertype; char * poweraction; char * prompt; char * cprompt; sh_int spectype; sh_int specpower; int loc_hp [7]; int vnum; sh_int count; sh_int killed; sh_int sex; sh_int mounted; sh_int home; sh_int recall2; int level; int immune; int polyaff; int vampaff; int itemaffect; int vamppass; int form; int act; int extra; unsigned long affected_by; unsigned long aff2; sh_int alignment; sh_int hitroll; /* Unused */ sh_int ac; /* Unused */ sh_int hitnodice; /* Unused */ sh_int hitsizedice; /* Unused */ sh_int hitplus; /* Unused */ sh_int damnodice; /* Unused */ sh_int damsizedice; /* Unused */ sh_int damplus; /* Unused */ int gold; /* Unused */ /*int special; int class; */ }; struct balance_data { int pkills; int pkilled; int members; int total_score; int position; int total_gen; int num_tertiary; int total_alignment; }; struct editor_data { sh_int numlines; sh_int on_line; sh_int size; char line[49][81]; }; struct class_data { int armo; int atta; int damr; int dodg; int hitr; int parr; float powe; float rege; float toug; }; struct config_data { float ap_exp_mult; int ap_exp_points; int mob_hp_mult; int mob_hp_div; int mob_level_mult; int mob_level_div; int mob_dam_mult; int mob_dam_div; int mob_ac_mult; int mob_ac_div; int prac_exp_mult; int prac_exp_div; int research_exp_mult; int research_exp_div; int research_time_mult; int research_time_div; int train_exp_mult; int train_exp_div; int max_players; char *autohelp; char *title_none; char *title00; char *title05; char *title10; char *title15; char *title20; char *title25; char *title30; char *title35; char *title40; char *title45; char *title50; char *imm07; char *imm08; char *imm09; char *imm10; char *imm11; char *imm12; }; /* * One character (PC or NPC). */ struct char_data { CHAR_DATA * next; CHAR_DATA * prev_in_room; CHAR_DATA * next_in_room; CHAR_DATA * master; CHAR_DATA * leader; CHAR_DATA * fighting; CHAR_DATA * embracing; CHAR_DATA * embraced; CHAR_DATA * blinkykill; CHAR_DATA * reply; CHAR_DATA * mount; CHAR_DATA * wizard; CHAR_DATA * challenger; /* person who challenged you */ CHAR_DATA * challenged; /* person who you challenged */ CHAR_DATA * gladiator; /* ARENA player wagered on */ SPEC_FUN * spec_fun; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; NOTE_DATA * pnote; OBJ_DATA * carrying; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; PC_DATA * pcdata; DO_FUN * last_cmd; DO_FUN * prev_cmd; /* mapping */ int clan_rank; sh_int ABlock[3]; sh_int BBlock[3]; sh_int CBlock[3]; bool stasis; char * hunting; char * name; char * pload; char * short_descr; char * long_descr; char * description; char * clan; char * createtime; char * setlog; char * setexit; char * lasttime; char * lasthost; char * prompt; char * cprompt; sh_int sex; sh_int race; sh_int class; int immune; int fight_timer; int login_timer; int itemaffect; int warp; int explevel; int expgained; int levelexp; int paintball[3]; int smelt[4]; int stuntimer; /* SMAUUUUUUUUUUUG */ void * dest_buf; void * spare_ptr; int tempnum; EDITOR_DATA * editor; sh_int substate; int pagelen; /* BUILD INTERFACE */ sh_int inter_page; /* BUILD INTERFACE */ sh_int inter_type; /* BUILD INTERFACE */ char *inter_editing; /* BUILD INTERFACE */ int inter_editing_vnum; /* BUILD INTERFACE */ sh_int inter_substate; /* BUILD INTERFACE */ /* End O' Smaug */ sh_int generation; sh_int rage; sh_int tick_timer[MAX_TIMER]; sh_int warpcount; sh_int loc_hp [7]; sh_int wpn [13]; sh_int spl [5]; sh_int cmbt [8]; sh_int stance [11]; sh_int mounted; sh_int home; sh_int recall2; sh_int level; sh_int trust; int played; time_t logon; time_t save_time; sh_int timer; sh_int wait; int pkill; int pdeath; int mkill; int mdeath; int hit; int max_hit; int mana; int max_mana; int move; int max_move; int exp; int act; int extra; int newbits; int clanbits; int special; int affected_by; int aff2; sh_int position; sh_int practice; sh_int carry_weight; sh_int carry_number; sh_int saving_throw; sh_int alignment; sh_int hitroll; sh_int damroll; sh_int armor; sh_int wimpy; sh_int deaf; sh_int paradox [3]; char *morph; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; OBJ_DATA * familiar; OBJ_DATA * chobj; RACE_DATA * race; int radio; int version; char * held; char * held_by; char * pwd; char * bamfin; char * bamfout; char * title; char * who; char * setlog; char * setexit; char * forget[MAX_FORGET]; char * switchname; char * custom_enter_room; char * enter_room; char * subprompt; /* Substate prompt */ sh_int souls; sh_int perm_str; sh_int perm_int; sh_int perm_wis; sh_int perm_dex; sh_int perm_con; sh_int mod_str; sh_int mod_int; sh_int mod_wis; sh_int mod_dex; sh_int mod_con; sh_int remort; int quest; int gentick; int powers[35]; int askills[20]; int stats[12]; int pulse_timer[MAX_PULSE_TIMER]; bool lwrgen; sh_int wolf; sh_int rank; int obj_vnum; sh_int condition [3]; sh_int learned [MAX_SKILL]; sh_int followers; int plr_wager; /* ARENA amount wagered */ int awins; /* ARENA number of wins */ int alosses; /* ARENA number of losses */ int comm; int exp_multiplyer; /* for newbie exp multiplyer */ sh_int bounty[2]; char * decap_mess; int c_chal; int apoints; char * target; }; /* * Liquids. */ #define LIQ_WATER 0 #define LIQ_MAX 16 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[3]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; /* Next in list */ EXTRA_DESCR_DATA *prev; /* Previous */ 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; EXTRA_DESCR_DATA * first_extradesc; EXTRA_DESCR_DATA * last_extradesc; AFFECT_DATA * first_affect; AFFECT_DATA * last_affect; AFFECT_DATA * affected; char * name; char * short_descr; char * description; char * chpoweron; char * chpoweroff; char * chpoweruse; char * victpoweron; char * victpoweroff; char * victpoweruse; char * questmaker; char * questowner; int vnum; sh_int item_type; sh_int extra_flags; sh_int extra_flags2; sh_int wear_flags; sh_int count; sh_int weight; sh_int weapflags; int spectype; int specpower; sh_int condition; sh_int toughness; sh_int resistance; int quest; sh_int points; int cost; /* Unused */ int value [4]; int durability; }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; CHAR_DATA * carried_by; CHAR_DATA * chobj; CHAR_DATA * armed_by; EXTRA_DESCR_DATA * extra_descr; EXTRA_DESCR_DATA * first_extradesc; EXTRA_DESCR_DATA * last_extradesc; AFFECT_DATA * first_affect; AFFECT_DATA * last_affect; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; sh_int gem_count; char * name; char * short_descr; char * description; char * chpoweron; char * chpoweroff; char * chpoweruse; char * victpoweron; char * victpoweroff; char * victpoweruse; char * questmaker; char * questowner; sh_int item_type; int extra_flags; sh_int extra_flags2; sh_int wear_flags; sh_int wear_loc; sh_int weight; sh_int weapflags; int spectype; int specpower; sh_int condition; sh_int toughness; sh_int resistance; int quest; sh_int points; int cost; sh_int level; sh_int timer; int value [4]; int durability; }; #define BOMB_MINE 1 /* * Exit data. */ struct exit_data { EXIT_DATA * prev; /* previous exit in linked list */ EXIT_DATA * next; /* next exit in linked list */ EXIT_DATA * rexit; /* Reverse exit pointer */ ROOM_INDEX_DATA * to_room; /* Pointer to destination room */ char * keyword; /* Keywords for exit or door */ char * description; /* Description of exit */ int vnum; /* Vnum of room exit leads to */ int rvnum; /* Vnum of room in opposite dir */ int exit_info; /* door states & other flags */ int key; /* Key vnum */ sh_int vdir; /* 0,5 N\E\S\W\U\D shit */ }; /* * Room text checking data. */ typedef struct roomtext_data { int type; int power; int mob; char * input; char * output; char * choutput; char * name; struct roomtext_data *next; } ROOMTEXT_DATA; /* * Reset commands: * '*': comment * 'M': read a mobile * 'O': read an object * 'P': put object in object * 'G': give object to mobile * 'E': equip object to mobile * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA * next; char command; sh_int arg1; sh_int arg2; sh_int arg3; }; /* * Area definition. */ struct area_data { AREA_DATA * next; RESET_DATA * reset_first; RESET_DATA * reset_last; int hi_vnum; int lo_vnum; char * name; sh_int age; sh_int nplayer; int flags; char * filename; AFFECT_DATA * affected; int affected_by; }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA * next; ROOM_INDEX_DATA * next_room; char * trapped_by; char * rune_by; CHAR_DATA * people; CHAR_DATA * first_person; CHAR_DATA * last_person; OBJ_DATA * contents; OBJ_DATA * first_content; OBJ_DATA * last_content; EXTRA_DESCR_DATA * extra_descr; EXTRA_DESCR_DATA * first_extradesc; EXTRA_DESCR_DATA * last_extradesc; AREA_DATA * area; EXIT_DATA * exit [6]; EXIT_DATA * first_exit; EXIT_DATA * last_exit; ROOMTEXT_DATA * roomtext; AFFECT_DATA * affected; char * track [5]; char * name; char * description; int vnum; int room_flags; sh_int light; sh_int blood; sh_int track_dir [5]; sh_int sector_type; sh_int tick_timer[MAX_RTIMER]; int affected_by; }; /* * Types of attacks. * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* * Target types. */ #define TAR_IGNORE 0 #define TAR_CHAR_OFFENSIVE 1 #define TAR_CHAR_DEFENSIVE 2 #define TAR_CHAR_SELF 3 #define TAR_OBJ_INV 4 #define TAR_OBJ_CHAR_DEF 5 #define TAR_OBJ_CHAR_OFF 6 #define TAR_OBJ_ROOM 7 #define TAR_EXIT 8 #define TAR_CHAR_WORLD 9 #define TARGET_CHAR 0 #define TARGET_OBJ 1 #define TARGET_ROOM 2 #define TARGET_NONE 3 #define PURPLE_MAGIC 0 #define RED_MAGIC 1 #define BLUE_MAGIC 2 #define GREEN_MAGIC 3 #define YELLOW_MAGIC 4 /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ sh_int skill_level; /* Level needed by class */ 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 */ 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 */ }; struct skill_data { char *name; sh_int level; sh_int pos; sh_int beats; sh_int min_move; sh_int min_mana; char *noun; }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_firebolt; extern sh_int gsn_strike; extern sh_int gsn_quills; extern sh_int gsn_cheapshot; extern sh_int gsn_shred; extern sh_int gsn_swordstrike; extern sh_int gsn_fwave; extern sh_int gsn_cattack; extern sh_int gsn_venom; extern sh_int gsn_tentacle; extern sh_int gsn_venomtong; extern sh_int gsn_spiketail; extern sh_int gsn_badbreath; extern sh_int gsn_magma; extern sh_int gsn_shards; extern sh_int gsn_spiderform; extern sh_int gsn_hakun; extern sh_int gsn_garotte; extern sh_int gsn_backstab; /* drow circle */ extern sh_int gsn_circle; extern sh_int gsn_shiroken; extern sh_int gsn_claws; extern sh_int gsn_hide; extern sh_int gsn_peek; extern sh_int gsn_pick_lock; extern sh_int gsn_sneak; extern sh_int gsn_steal; extern sh_int gsn_godbless; /* Vic - Monks */ extern sh_int gsn_totalblind; /* Vic - Monks */ extern sh_int gsn_tendrils; extern sh_int gsn_berserk; extern sh_int gsn_punch; extern sh_int gsn_elbow; extern sh_int gsn_headbutt; extern sh_int gsn_shiroken; extern sh_int gsn_blinky; extern sh_int gsn_inferno; extern sh_int gsn_fangs; extern sh_int gsn_buffet; extern sh_int gsn_rfangs; extern sh_int gsn_sweep; extern sh_int gsn_knee; extern sh_int gsn_disarm; extern sh_int gsn_hurl; extern sh_int gsn_kick; extern sh_int gsn_rescue; extern sh_int gsn_track; extern sh_int gsn_polymorph; extern sh_int gsn_web; extern sh_int gsn_infirmity; extern sh_int gsn_drowfire; extern sh_int gsn_blindness; extern sh_int gsn_charm_person; extern sh_int gsn_curse; extern sh_int gsn_invis; extern sh_int gsn_mass_invis; extern sh_int gsn_poison; extern sh_int gsn_sleep; extern sh_int gsn_paradox; extern sh_int gsn_spew; extern sh_int gsn_darkness; extern sh_int gsn_circle; extern sh_int gsn_horns; extern sh_int gsn_manashield; /* * Utility macros. */ #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) #define TOGGLE_BIT(var, bit) ((var) ^= (bit)) #define COLOUR(ch,color,bit) (ADD_COLOUR((ch),(bit),(color));) /* * Memory allocation macros. */ #define CREATE(result, type, number) \ do \ { \ if (!((result) = (type *) calloc ((number), sizeof(type)))) \ { perror("malloc failure"); abort(); } \ } while(0) #define RECREATE(result,type,number) \ do \ { \ if (!((result) = (type *) realloc ((result), sizeof(type) * (number))))\ { perror("realloc failure"); abort(); } \ } while(0) #define DISPOSE(point) \ do \ { \ if (!(point)) \ { \ bug( "Freeing null pointer",0 ); \ fprintf( stderr, "DISPOSEing NULL in %s, line %d\n", __FILE__, __LINE__ ); \ } \ else free(point); \ point = NULL; \ } while(0) #ifdef HASHSTR #define STRALLOC(point) str_dup((point)) #define QUICKLINK(point) quick_link((point)) #define QUICKMATCH(p1, p2) (int) (p1) == (int) (p2) #define STRFREE(point) \ do \ { \ if (!(point)) \ { \ bug( "Freeing null pointer",0 ); \ } \ else if (str_free((point))==-1) \ fprintf( stderr, "STRFREEing bad pointer in %s, line %d\n", __FILE__, __LINE__ ); \ } while(0) #else #define STRALLOC(point) str_dup((point)) #define QUICKLINK(point) str_dup((point)) #define QUICKMATCH(p1, p2) strcmp((p1), (p2)) == 0 #define STRFREE(point) \ do \ { \ if (point == NULL) \ { \ bug( "Freeing null pointer",0 ); \ } \ else free_string((point)); \ } while(0) #endif /* double-linked list handling macros -Thoric */ #define LINK(link, first, last, next, prev) \ do \ { \ if ( !(first) ) \ (first) = (link); \ else \ (last)->next = (link); \ (link)->next = NULL; \ (link)->prev = (last); \ (last) = (link); \ } while(0) #define INSERT(link, insert, first, next, prev) \ do \ { \ (link)->prev = (insert)->prev; \ if ( !(insert)->prev ) \ (first) = (link); \ else \ (insert)->prev->next = (link); \ (insert)->prev = (link); \ (link)->next = (insert); \ } while(0) #define UNLINK(link, first, last, next, prev) \ do \ { \ if ( !(link)->prev ) \ (first) = (link)->next; \ else \ (link)->prev->next = (link)->next; \ if ( !(link)->next ) \ (last) = (link)->prev; \ else \ (link)->next->prev = (link)->prev; \ } while(0) #define CHECK_LINKS(first, last, next, prev, type) \ do { \ type *ptr, *pptr = NULL; \ if ( !(first) && !(last) ) \ break; \ if ( !(first) ) \ { \ bug( "CHECK_LINKS: last with NULL first! %s.", \ __STRING(first) ); \ for ( ptr = (last); ptr->prev; ptr = ptr->prev ); \ (first) = ptr; \ } \ else if ( !(last) ) \ { \ bug( "CHECK_LINKS: first with NULL last! %s.", \ __STRING(first) ); \ for ( ptr = (first); ptr->next; ptr = ptr->next ); \ (last) = ptr; \ } \ if ( (first) ) \ { \ for ( ptr = (first); ptr; ptr = ptr->next ) \ { \ if ( ptr->prev != pptr ) \ { \ bug( "CHECK_LINKS(%s): %p:->prev != %p. Fixing.", \ __STRING(first), ptr, pptr ); \ ptr->prev = pptr; \ } \ if ( ptr->prev && ptr->prev->next != ptr ) \ { \ bug( "CHECK_LINKS(%s): %p:->prev->next != %p. Fixing.",\ __STRING(first), ptr, ptr ); \ ptr->prev->next = ptr; \ } \ pptr = ptr; \ } \ pptr = NULL; \ } \ if ( (last) ) \ { \ for ( ptr = (last); ptr; ptr = ptr->prev ) \ { \ if ( ptr->next != pptr ) \ { \ bug( "CHECK_LINKS (%s): %p:->next != %p. Fixing.", \ __STRING(first), ptr, pptr ); \ ptr->next = pptr; \ } \ if ( ptr->next && ptr->next->prev != ptr ) \ { \ bug( "CHECK_LINKS(%s): %p:->next->prev != %p. Fixing.",\ __STRING(first), ptr, ptr ); \ ptr->next->prev = ptr; \ } \ pptr = ptr; \ } \ } \ } while(0) #define ASSIGN_GSN(gsn, skill) \ do \ { \ if ( ((gsn) = skill_lookup((skill))) == -1 ) \ fprintf( stderr, "ASSIGN_GSN: Skill %s not found.\n", \ (skill) ); \ } while(0) #define CHECK_SUBRESTRICTED(ch) \ do \ { \ if ( (ch)->substate == SUB_RESTRICTED ) \ { \ send_to_char( "You cannot use this command from within another command.\n\r", ch ); \ return; \ } \ } while(0) /* * Character macros. */ #define IS_NEWFLAG(ch, sn) (IS_SET((ch)->flag2, (sn))) #define IS_CREATOR(ch) (!str_cmp(GET_PC_NAME(ch), "SaTaN" )) #define GET_PROPER_NAME(ch) (IS_NPC((ch)) ? (ch)->short_descr : (ch)->pcdata->switchname) #define GET_PC_NAME(ch) (IS_NPC((ch)) ? "<npc>" : (ch)->pcdata->switchname) #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_JUDGE(ch) (get_trust(ch) >= LEVEL_JUDGE) #define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO) #define IS_DAY() ((weather_info.sunlight == SUN_RISE || weather_info.sunlight == SUN_LIGHT)) #define IS_NIGHT() ((!IS_DAY())) #define CAN_PK(ch) (get_trust(ch)>= 3 && get_trust(ch)<= 12) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define IS_SPEAKING(ch, sn) (IS_SET((ch)->pcdata->language[0], (sn))) #define CAN_SPEAK(ch, sn) (IS_SET((ch)->pcdata->language[1], (sn))) #define IS_ITEMAFF(ch, sn) (IS_SET((ch)->itemaffect, (sn))) #define IS_IMMUNE(ch, sn) (IS_SET((ch)->immune, (sn))) #define IS_FORM(ch, sn) (IS_SET((ch)->form, (sn))) #define IS_POLYAFF(ch, sn) (IS_SET((ch)->polyaff, (sn))) #define IS_EXTRA(ch, sn) (IS_SET((ch)->extra, (sn))) #define IS_STANCE(ch, sn) (ch->stance[0] == sn) #define IS_HEAD(ch, sn) (IS_SET((ch)->loc_hp[0], (sn))) #define IS_BODY(ch, sn) (IS_SET((ch)->loc_hp[1], (sn))) #define IS_ARM_L(ch, sn) (IS_SET((ch)->loc_hp[2], (sn))) #define IS_ARM_R(ch, sn) (IS_SET((ch)->loc_hp[3], (sn))) #define IS_LEG_L(ch, sn) (IS_SET((ch)->loc_hp[4], (sn))) #define IS_LEG_R(ch, sn) (IS_SET((ch)->loc_hp[5], (sn))) #define IS_BLEEDING(ch, sn) (IS_SET((ch)->loc_hp[6], (sn))) #define IN_CLAN( ch ) (IS_NPC(ch)?0:ch->clan) #define IS_PLAYING( d ) (d->connected==CON_PLAYING) #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 IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) /* * 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_OBJ_STAT2(obj, stat) (IS_SET((obj)->extra_flags2,(stat))) #define IS_WEAP(obj, stat) (IS_SET((obj)->weapflags, (stat))) /* * Description macros. */ #define PERS(ch, looker) ( can_see(looker,(ch)) ? (IS_NPC(ch) ? (ch)->short_descr : \ ( strlen((ch)->morph) > 0 ? (ch)->morph : (ch)->name)) : "someone" ) /* * Structure for a command in the command lookup table. */ struct cmd_type { char * const name; DO_FUN * do_fun; //char * code; sh_int position; sh_int level; sh_int log; sh_int race; /* 0 = all, other = specific race */ sh_int discipline; /* USE THE DISC_VAMP_???? etc.... */ sh_int disclevel; /* level in disc the command is granted */ }; /* * 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 cmd_type cmd_table []; extern const struct liq_type liq_table [LIQ_MAX]; extern const struct skill_type skill_table [MAX_SKILL]; extern const struct race_type race_table []; extern const char * colour_name [8]; extern const char * circlesymbol [7]; extern const struct clanrank_type clanrank [9][14]; extern const sh_int rev_dir []; /* * Global variables. */ extern WIZ_DATA * wiz_first; extern WIZ_DATA * wiz_last; extern CLAN_DATA * clan_list; extern CLAN_DATA * last_clan; extern HELP_DATA * help_first; extern HELP_DATA * first_help; extern HELP_DATA * last_help; extern BAN_DATA * ban_list; extern CHAR_DATA * char_list; extern DESCRIPTOR_DATA * descriptor_list; extern NOTE_DATA * note_list; extern OBJ_DATA * object_list; extern BALANCE_DATA balance_info[7]; extern CONFIG_DATA * config_info; extern ROOM_INDEX_DATA * room_list; extern AFFECT_DATA * affect_free; extern BAN_DATA * ban_free; extern CHAR_DATA * char_free; extern DESCRIPTOR_DATA * descriptor_free; extern EXTRA_DESCR_DATA * extra_descr_free; extern ROOMTEXT_DATA * roomtext_free; extern NOTE_DATA * note_free; extern OBJ_DATA * obj_free; extern PC_DATA * pcdata_free; extern RACE_DATA * racedata_free; extern char bug_buf []; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern char log_buf []; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern char last_command[MAX_STRING_LENGTH]; extern int arena; extern int arena_type; extern int global_exp_mult; extern int new_players; extern int old_players; extern float exp_who; extern bool PWipe; extern bool deathmatch; extern bool nogroup; extern bool db_connect; /* tells us if we have an open connection to the DB */ extern sh_int db_last_action; /* How long since we last accessed the DB */ extern MYSQL *db; /* the database object */ extern int top_social; typedef struct social_data SOCIAL_DATA; extern SOCIAL_DATA **social_table; void init_social_table args((void)); void resize_social_table args((int amt)); enum { SOC_COL_NAME, SOC_COL_CNA, SOC_COL_CF, SOC_COL_CA, SOC_COL_ONA, SOC_COL_VF, SOC_COL_OF, SOC_COL_OA }; struct social_data { char *name; char *char_no_arg; char *others_no_arg; char *char_found; char *others_found; char *vict_found; char *char_auto; char *others_auto; bool changed; int times_used; }; /* * OS-dependent declarations. * These are all very standard library functions, * but some systems have incomplete or non-ansi header files. */ #if defined(_AIX) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(apollo) int atoi args( ( const char *string ) ); void * calloc args( ( unsigned nelem, size_t size ) ); char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(hpux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(interactive) #endif #if defined(linux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(macintosh) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(MIPS_OS) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(MSDOS) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(NeXT) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(sequent) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); int fread args( ( void *ptr, int size, int n, FILE *stream ) ); int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(sun) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); #if defined(SYSV) size_t fread args( ( void *ptr, size_t size, size_t n, FILE *stream ) ); #else int fread args( ( void *ptr, int size, int n, FILE *stream ) ); #endif int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(ultrix) char * crypt args( ( const char *key, const char *salt ) ); #endif /* * The crypt(3) function is not available on some operating systems. * In particular, the U.S. Government prohibits its export from the * United States to foreign countries. * Turn on NOCRYPT to keep passwords in plain text. */ #if defined(NOCRYPT) #define crypt(s1, s2) (s1) #endif /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(macintosh) #define PLAYER_DIR "" /* Player files */ #define NULL_FILE "proto.are" /* To reserve one stream */ #define BACKUP_DIR "" /*reimburse shit -Infidel*/ #endif #if defined(MSDOS) #define PLAYER_DIR "" /* Player files */ #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define COMMAND_FILE "commands.dat" #define PLAYER_DIR "../player/" /* Player files */ #define BACKUP_DIR "../player/store/" /*reimb shit*/ #define BACK2_DIR "../player/backup/" /* need to delete this dir...*/ #define LAST_COMMAND "../last_command.txt" /*For the signal handler.*/ #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define CLAN_FILE "clans.dat" #define AREA_LIST "area.lst" /* List of areas */ #define CLAN_LIST "clan1.txt" /* List of clans */ #define ART_LIST "art1.txt" /* List of artifacts */ #define HOME_AREA "../area/homes.are" /* Mages towers, etc */ #define BAN_LIST "../area/ban.txt" /* baaan. */ #define BUG_FILE "bugs.txt" /* For 'bug' and bug( ) */ #define IDEA_FILE "ideas.txt" /* For 'idea' */ #define TYPO_FILE "typos.txt" /* For 'typo' */ #define NOTE_FILE "notes.txt" /* For 'notes' */ #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ #define COPYOVER_FILE "copyover" #define EXE_FILE "../src/merc" #define IMM_FILE "wizl.dat" /* For relevel/dynamic wizlist */ #define CONFIG_FILE "config.dat" /* Various configuration things */ #define FIGHT_LOG "fight_log.log" /* Fight logging for debugging */ #define CLASS_FILE "class.dat" /* Class configuration --Kline */ /* * Our function prototypes. * One big lump ... this is every function in Merc. */ #define CD CHAR_DATA #define MID MOB_INDEX_DATA #define OD OBJ_DATA #define OID OBJ_INDEX_DATA #define RID ROOM_INDEX_DATA #define SF SPEC_FUN #define ED EXIT_DATA /* who.c */ char* get_status_name( CHAR_DATA *ch); char* get_class_name( CHAR_DATA *ch); char* get_class_rank( CHAR_DATA *ch); char* get_player_name( CHAR_DATA *ch); char* get_title( CHAR_DATA *ch); char* get_clan_rank( CHAR_DATA *ch); char* act_who( CHAR_DATA *ch, const char *format); CLAN_DATA *find_clan_name(char *argument); /* act_comm.c */ bool write_to_descriptor args( ( int desc, char *txt, int length ) ); void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) ); void stop_follower args( ( CHAR_DATA *ch ) ); void die_follower args( ( CHAR_DATA *ch ) ); bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) ); void room_text args( ( CHAR_DATA *ch, char *argument ) ); char *strlower args( ( char * ip ) ); void excessive_cpu args( ( int blx ) ); bool check_parse_name args( ( char *name ) ); void room_message args( ( ROOM_INDEX_DATA *room, char *message ) ); /* act_info.c */ void set_title args( ( CHAR_DATA *ch, char *title ) ); void show_list_to_char args( ( OBJ_DATA *list, CHAR_DATA *ch, bool fShort, bool fShowNothing ) ); int char_hitroll args( ( CHAR_DATA *ch ) ); int char_damroll args( ( CHAR_DATA *ch ) ); int char_ac args( ( CHAR_DATA *ch ) ); void set_switchname args( ( CHAR_DATA *ch, char *title ) ); void set_pc_name args( ( CHAR_DATA *ch, char *title ) ); ROOM_INDEX_DATA * find_location args( ( CHAR_DATA *ch, char *arg ) ); /* act_move.c */ void move_char args( ( CHAR_DATA *ch, int door ) ); void open_lift args( ( CHAR_DATA *ch ) ); void close_lift args( ( CHAR_DATA *ch ) ); void move_lift args( ( CHAR_DATA *ch, int to_room ) ); void move_door args( ( CHAR_DATA *ch ) ); void thru_door args( ( CHAR_DATA *ch, int doorexit ) ); void open_door args( ( CHAR_DATA *ch, bool be_open ) ); bool is_open args( ( CHAR_DATA *ch ) ); bool same_floor args( ( CHAR_DATA *ch, int cmp_room ) ); void check_hunt args( ( CHAR_DATA *ch ) ); void check_trap args( ( CHAR_DATA *ch)); int disc_points_needed args( (CHAR_DATA *ch) ); void gain_disc_points args( (CHAR_DATA *ch, int points ) ); RID *get_random_room args ( (CHAR_DATA *ch) ); RID *get_rand_room args ( ( ) ); RID *get_treemeld_room args ( ( ) ); RID *get_rand_room_by_sect args ( (int sect ) ); /* act_obj.c */ bool is_ok_to_wear args( ( CHAR_DATA *ch, bool wolf_ok, char *argument ) ); void quest_object args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) ); void wear_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace ) ); /* act_wiz.c */ void bind_char args( ( CHAR_DATA *ch ) ); void logchan args( ( char *argument ) ); /* build.c */ ED * get_exit args( ( ROOM_INDEX_DATA *room, sh_int dir ) ); ED * get_exit_to args( ( ROOM_INDEX_DATA *room, sh_int dir, int vnum ) ); ED * get_exit_num args( ( ROOM_INDEX_DATA *room, sh_int count ) ); char * copy_buffer args( ( CHAR_DATA *ch ) ); void edit_buffer args( ( CHAR_DATA *ch, char *argument ) ); char * strip_cr args( ( char *str ) ); void start_editing args( ( CHAR_DATA *ch, char *data ) ); void stop_editing args( ( CHAR_DATA *ch ) ); /* comm.c */ void close_socket args( ( DESCRIPTOR_DATA *dclose ) ); void close_socket2 args( ( DESCRIPTOR_DATA *dclose, bool kickoff ) ); void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void send_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void send_to_desc args( ( const char *txt, DESCRIPTOR_DATA *d) ); void act args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void act2 args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type, int dam ) ); void kavitem args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void ch_output args( ( CHAR_DATA *ch, char *txt, ...) ); void banner_to_char args( ( char *txt, CHAR_DATA *ch ) ); void banner2_to_char args( ( char *txt, CHAR_DATA *ch ) ); void divide_to_char args( ( CHAR_DATA *ch ) ); void divide2_to_char args( ( CHAR_DATA *ch ) ); void divide3_to_char args( ( CHAR_DATA *ch ) ); void divide4_to_char args( ( CHAR_DATA *ch ) ); void divide5_to_char args( ( CHAR_DATA *ch ) ); void divide6_to_char args( ( CHAR_DATA *ch ) ); void stc args( ( const char *txt, CHAR_DATA *ch ) ); void cent_to_char args( ( char *txt, CHAR_DATA *ch ) ); int new_strlen args( ( char *str) ); #define str_len new_strlen #define DISABLED_FILE "disabled.txt" /* disabled commands */ /* prototypes from db.c */ void load_disabled args( ( void ) ); void save_disabled args( ( void ) ); /* db.c */ void init_descriptor (DESCRIPTOR_DATA *dnew, int desc); void copyover_recover(); void boot_db args( ( bool fCopyOver) ); void area_update args( ( void ) ); CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) ); OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) ); void clear_char args( ( CHAR_DATA *ch ) ); void free_char args( ( CHAR_DATA *ch ) ); char * get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA *ed ) ); char * get_roomtext args( ( const char *name, ROOMTEXT_DATA *rt ) ); MID * get_mob_index args( ( int vnum ) ); OID * get_obj_index args( ( int vnum ) ); RID * get_room_index args( ( int vnum ) ); char fread_letter args( ( FILE *fp ) ); int fread_number args( ( FILE *fp ) ); char * fread_string args( ( FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); void * alloc_mem args( ( int sMem ) ); void * alloc_perm args( ( int sMem ) ); void free_mem args( ( void *pMem, int sMem ) ); char * str_dup args( ( const char *str ) ); void free_string args( ( char *pstr ) ); int number_fuzzy args( ( int number ) ); int number_range args( ( int from, int to ) ); int number_percent args( ( void ) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); int number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); void smash_color args( ( char *str ) ); bool str_cmp args( ( const char *astr, const char *bstr ) ); bool str_prefix args( ( const char *astr, const char *bstr ) ); bool str_infix args( ( const char *astr, const char *bstr ) ); bool str_suffix args( ( const char *astr, const char *bstr ) ); char * capitalize args( ( const char *str ) ); void append_file args( ( CHAR_DATA *ch, char *file, char *str ) ); void bug args( ( const char *str, int param ) ); void fight_log args( ( const char *str ) ); void log_string args( ( const char *str ) ); void tail_chain args( ( void ) ); void add_help args( ( HELP_DATA *pHelp ) ); char * up_case args( ( const char *str ) ); char * strupper args( ( const char *str ) ); RID * make_room args( ( int vnum ) ); OID * make_object args( ( int vnum, int cvnum, char *name ) ); MID * make_mobile args( ( sh_int vnum, sh_int cvnum, char *name ) ); ED * make_exit args( ( ROOM_INDEX_DATA *pRoomIndex, ROOM_INDEX_DATA *to_room, sh_int door ) ); /* daemon.c */ ROOM_INDEX_DATA * locate_obj args ( ( OBJ_DATA *obj ) ); void shock_effect args( ( void *vo,int level, int dam, int target ) ); void cold_effect args( ( void *vo,int level, int dam, int target ) ); void acid_effect args( ( void *vo,int level, int dam, int target ) ); void fire_effect args( ( void *vo,int level, int dam, int target ) ); void make_wall args( ( ROOM_INDEX_DATA *room, int dir, int wall ) ); /* fight.c */ int cap_dam args( ( CD *ch, CD *victim, int dam)); int randomize_damage args( ( CD *ch, int dam ) ); void bounty_reward args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); bool has_bounty args( ( CHAR_DATA *ch) ); void violence_update args( ( void ) ); void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); void damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt ) ); bool damage_old args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int class, bool show ) ); void adv_damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) ); void update_pos args( ( CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); void stop_embrace args( ( CHAR_DATA *ch, CHAR_DATA *victim)); bool no_attack args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool MAGIC_CAN_AFFECT args(( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_stun args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_heal args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void hurt_person args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam ) ); void set_fighting args( ( CHAR_DATA *ch, CHAR_DATA *victim)); bool has_timer args( ( CHAR_DATA *ch ) ); bool IS_DAMNED args( ( CHAR_DATA *ch ) ); bool is_clan_leader args( ( CHAR_DATA *ch ) ); bool is_clan_coleader args( ( CHAR_DATA *ch ) ); /* handler.c */ void extract_exit args( ( ROOM_INDEX_DATA *room, EXIT_DATA *pexit ) ); int get_trust args( ( CHAR_DATA *ch ) ); int get_age args( ( CHAR_DATA *ch ) ); int get_curr_str args( ( CHAR_DATA *ch ) ); int get_curr_int args( ( CHAR_DATA *ch ) ); int get_curr_wis args( ( CHAR_DATA *ch ) ); int get_curr_dex args( ( CHAR_DATA *ch ) ); int get_curr_con args( ( CHAR_DATA *ch ) ); int can_carry_n args( ( CHAR_DATA *ch ) ); int can_carry_w args( ( CHAR_DATA *ch ) ); bool is_name args( ( const char *str, char *namelist ) ); // void assign_class_name args( ( CHAR_DATA *ch ) ); void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf) ); void total_affects args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf) ); void affect_to_char2 args( ( CHAR_DATA *ch, AFFECT_DATA *paf, int level)); void affect_remove2 args( ( CHAR_DATA *ch, AFFECT_DATA *paf, int level)); void affect_modify2 args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd, int level)); void affect_strip2 args( ( CHAR_DATA *ch, int sn, int level)); void room_affect_remove args(( ROOM_INDEX_DATA *room, AFFECT_DATA *paf)); void area_affect_remove args(( AREA_DATA *area, AFFECT_DATA *paf)); void affect_to_room args( ( ROOM_INDEX_DATA *room, AFFECT_DATA *paf) ); void affect_to_area args( ( AREA_DATA *area, AFFECT_DATA *paf) ); void affect_strip args( ( CHAR_DATA *ch, int sn) ); bool is_affected args( ( CHAR_DATA *ch, int sn ) ); void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void char_from_room args( ( CHAR_DATA *ch ) ); void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) ); void obj_from_char args( ( OBJ_DATA *obj ) ); int apply_ac args( ( OBJ_DATA *obj, int iWear ) ); OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) ); void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) ); void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) ); void obj_from_room args( ( OBJ_DATA *obj ) ); void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) ); void obj_from_obj args( ( OBJ_DATA *obj ) ); void extract_obj args( ( OBJ_DATA *obj ) ); void extract_char args( ( CHAR_DATA *ch, bool fPull ) ); CD * get_char_room args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_area args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_world2 args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) ); OD * get_obj_list args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) ); OD * get_obj_in_obj args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_wear args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_here args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_room args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_world2 args( ( CHAR_DATA *ch, char *argument ) ); OD * create_money args( ( int amount ) ); int get_obj_number args( ( OBJ_DATA *obj ) ); int get_obj_weight args( ( OBJ_DATA *obj ) ); bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); char * item_type_name args( ( OBJ_DATA *obj ) ); char * affect_loc_name args( ( int location ) ); char * affect_bit_name args( ( int vector ) ); char * affect_bit_name2 args( (int vector) ); char * extra_bit_name args( ( int extra_flags ) ); void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd) ); void room_affect_modify args(( ROOM_INDEX_DATA *room, AFFECT_DATA *paf, bool fAdd)); void area_affect_modify args(( AREA_DATA *area, AFFECT_DATA *paf, bool fAdd)); void set_learnable_disciplines args( ( CHAR_DATA *ch ) ); void update_disc args( ( CHAR_DATA *ch) ); void make_gem args( ( OBJ_DATA *obj) ); void make_ore args( ( OBJ_DATA *obj) ); void set_gem_name args( (OBJ_DATA *obj) ); bool standard_calls args( (CHAR_DATA *ch, int power, int level) ); /* interp.c */ void interpret args( ( CHAR_DATA *ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); char * one_argument args( ( char *argument, char *arg_first ) ); char *format_string args( ( char *oldstring ) ); void stage_update args( ( CHAR_DATA *ch, CHAR_DATA *victim, int stage ) ); void make_preg args( ( CHAR_DATA *mother, CHAR_DATA *father ) ); /* magic.c */ int skill_lookup args( ( const char *name ) ); int slot_lookup args( ( int slot ) ); bool saves_spell args( ( int level, CHAR_DATA *victim ) ); void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) ); void enhance_stat args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, int apply_bit, int bonuses, int affect_bit ) ); void do_summon_wear_loc args( (CHAR_DATA *ch, char *argument ) ); /* stat_sav.c */ void initialise_config args( ( void ) ); /* class_config.c */ void init_class args( ( void ) ); /* save.c */ void save_char_obj args( ( CHAR_DATA *ch ) ); void save_char_obj_backup args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) ); bool load_char_short args( ( DESCRIPTOR_DATA *d, char *name ) ); /* special.c */ SF * spec_lookup args( ( const char *name ) ); /* update.c */ void gain_exp args( ( CHAR_DATA *ch, int gain ) ); void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); void mobile_update args( ( void ) ); void weather_update args( ( void ) ); void char_update args( ( void ) ); void obj_update args( ( void ) ); void aggr_update args( ( void ) ); void ww_update args( ( void ) ); void room_update args( ( void ) ); /* kav_fight.c */ void special_move args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); /* kav_info.c */ void birth_date args( ( CHAR_DATA *ch, bool is_self ) ); void other_age args( ( CHAR_DATA *ch, int extra, bool is_preg, char *argument ) ); int years_old args( ( CHAR_DATA *ch ) ); /* kav_wiz.c */ void oset_affect args( ( CHAR_DATA *ch, OBJ_DATA *obj, int value, int affect, bool is_quest) ); void mob_oset_affect ( CHAR_DATA *ch, OBJ_DATA *obj, int value, int affect, bool is_quest ); /* clan.c */ void werewolf_regen args( ( CHAR_DATA *ch ) ); void mortal_regen args( ( CHAR_DATA *ch ) ); void reg_mend args( ( CHAR_DATA *ch ) ); void vamp_rage args( ( CHAR_DATA *ch ) ); bool char_exists args( ( bool backup, char *argument ) ); OD * get_page args( ( OBJ_DATA *book, int page_num ) ); /* vic.c */ DECLARE_DO_FUN( do_relevel2 ); void reset_weapon args( (CHAR_DATA *ch, int dtype) ); void reset_spell args( (CHAR_DATA *ch, int dtype) ); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef ED #endif /* * sql_handler.c */ MYSQL_RES *query_db(char *query);