/*************************************************************************** * 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. * * * * Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen * * * * 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. * ***************************************************************************/ #include <stdlib.h> #include <limits.h> #include <sys/cdefs.h> #include <sys/time.h> #include <pthread.h> #include "jobo_quest.h" #include "jobo_comm.h" #include "kav_soundex.h" #include "monk.h" #include "garou.h" #include "angel.h" #include "lich.h" #include "shapeshifter.h" #include "undead_knight.h" #include "tanarri.h" #include "cyborg.h" #include "mage.h" #include "ninja.h" #include "drow.h" #include "demon.h" #include "samurai.h" #include "skyblade.h" #include "ghoul.h" #include "draconian.h" #include "sorcerer.h" #include "thief.h" #include "shadow.h" #include "priest.h" #include "jedi.h" #include "wizard.h" #include "class.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( ) #define DECLARE_QUEST_FUN( fun ) void fun( ) #define DECLARE_SHOP_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_QUEST_FUN( fun ) QUEST_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun #define DECLARE_SHOP_FUN( fun ) SHOP_FUN fun #endif /* * Short scalar types. * Diavolo reports AIX compiler has bugs with short types. */ #if !defined(FALSE) #define FALSE 0 #endif #if !defined(TRUE) #define TRUE 1 #endif #if defined(_AIX) #if !defined(const) #define const #endif typedef int sh_int; typedef int bool; #define unix #else typedef short int sh_int; typedef unsigned char bool; #endif /* mccp: support bits */ #include <zlib.h> #define TELOPT_COMPRESS 85 #define COMPRESS_BUF_SIZE 16384 /* * 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 alias_data ALIAS_DATA; typedef struct quest_data QUEST_DATA; typedef struct wiz_data WIZ_DATA; typedef struct history_data HISTORY_DATA; typedef struct l_board LEADER_BOARD; typedef struct map_type MAP_TYPE; typedef struct editor_data EDITOR_DATA; typedef struct kingdom_data KINGDOM_DATA; typedef struct war_data WAR_DATA; typedef struct dummy_arg DUMMY_ARG; 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 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 mprog_list MPROG_LIST; typedef struct mprog_code MPROG_CODE; typedef struct disabled_data DISABLED_DATA; typedef struct project_data PROJECT_DATA; typedef struct auction_data AUCTION_DATA; typedef struct granite_travel GRANITE_DATA; typedef enum {sCreate,sFree,sFreeList} structure_dowhat; typedef struct buf_type BUFFER; struct buf_type { BUFFER * next; bool valid; sh_int state; /* error state of the buffer */ sh_int size; /* size in k */ char * string; /* buffer's string */ }; struct auction_data { OBJ_DATA * item; CHAR_DATA * owner; CHAR_DATA * high_bidder; sh_int status; long current_bid; long minbid; long bones_held; }; #define AUCTION_LENGTH 5 extern AUCTION_DATA auction_info; extern int arena; extern int TOTAL_BID; #define MINIMUM_BID 100 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 */ }; struct project_data { PROJECT_DATA * next; /* Next project in list*/ PROJECT_DATA * prev; /* Previous project in list*/ NOTE_DATA * first_log; /* First log on project*/ NOTE_DATA * last_log; /* Last log on project*/ char *name; char *owner; char *coder; char *status; char *date; char *description; bool taken; /* Has someone taken project?*/ }; extern DISABLED_DATA *disabled_first; /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) ); typedef void QUEST_FUN args (( CHAR_DATA * questmaster, CHAR_DATA * ch, char *argument )); typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo ) ); typedef void SHOP_FUN args (( CHAR_DATA * shopkeeper, CHAR_DATA * ch, char *argument )); /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 8192 #define MAX_INPUT_LENGTH 400 /* * Rotains Gobal Procedures */ 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 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 special_hurl args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); void make_part args( (CHAR_DATA *ch, char *argument) ); void home_write args( ( ) ); void behead args( (CHAR_DATA *victim) ); void paradox args( (CHAR_DATA *ch) ); bool fair_fight args( (CHAR_DATA *ch, CHAR_DATA *victim) ); /* * file stuff */ void save_topboard args( (void) ); void load_leaderboard args( (void) ); void save_leaderboard args( (void) ); void load_bans args( (void) ); void save_bans args( (void) ); void load_kingdoms args( (void) ); void save_kingdoms args( (void) ); /* * Godwars Game Parameters * By Rotain */ #define SKILL_ADEPT 100 #define SKILL_THAC0_32 18 #define SKILL_THAC0_00 6 #define VERSION_NUMBER 1 #define DONATION_ROOM_WEAPON 3207 #define DONATION_ROOM_ARMOR 3207 #define DONATION_ROOM_REST 3207 #define MAX_VAMPIRE_POWER 3 #define MAX_CLAN 11 #define MAX_DISCIPLINES 44 #define MAX_ART 12 #define MAX_SONGS 1 /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MUDNAME "Mindcloud" #define MAX_KNUDE 500 #define MAX_HISTORY 15 #define MAX_IGNORE 10 #define MAX_ALIAS 30 #define MAX_KINGDOM 5 #define MAX_WAR 30 #define CURRENT_REVISION 1 // change this each time you update revision of pfiles #define PARADOX_TICK 30 #define MAX_SKILL 225 #define MAX_SPELL 74 #define MAX_LEVEL 12 #define MAX_TOP_PLAYERS 20 /* Size of the map and depth of recursion to undertake */ #define MAPX 10 #define MAPY 8 #define MAXDEPTH 2 #define NO_WATCH 10 #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_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_THIRTY (30 * PULSE_PER_SECOND) #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_SHAPESPEC 7 #define PULSE_DB_DUMP (1800* PULSE_PER_SECOND ) /* 30 minutes */ #define PULSE_AUCTION (10 * PULSE_PER_SECOND) #define PULSE_EMBRACE ( 4 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_PLAYERS ( 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) #define PULSE_ARENA (30 * PULSE_AREA) /* 120 minutes */ #define PULSE_RAGNAROK ( 15 * PULSE_AREA) #define PULSE_HINT ( 3 * PULSE_AREA) #define PULSE_MINUTE ( 60 * PULSE_PER_SECOND) /* * Let's just keep it down here - Jobo */ #include "board.h" /* * Site ban structure. */ struct ban_data { BAN_DATA * next; char * name; char * reason; }; struct wiz_data { WIZ_DATA * next; bool valid; sh_int level; 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; }; struct bit_type { char *const name; int bit_value; }; struct war_data { int one; int two; }; struct kingdom_data { char * whoname; // the name used in do_who(). char * name; // the keyword name. char * leader; // who runs the place. char * general; // who's the right hand man. int recall; int kills; // amount of pkills done by kingdom members. int deaths; // amount of pkills done agains kingdom members. int qps; // the size of the kingdoms wealth. int req_hit; // hps req to join. int req_move; // move req to join. int req_mana; // mana req to join. int req_qps; // qps cost to join (will be donated to the kingdom vault). }; struct granite_travel { int vnum; char *name; GRANITE_DATA *next; }; /* * 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; /* * Stable prompt ala Erwins howto. */ #define VT_SAVECURSOR "\e7" /* Save cursor and attrib */ #define VT_RESTORECURSOR "\e8" /* Restore cursor pos and attribs */ #define VT_SETWIN_CLEAR "\e[r" /* Clear scrollable window size */ #define VT_CLEAR_SCREEN "\e[2J" /* Clear screen */ #define VT_CLEAR_LINE "\e[2K" /* Clear this whole line */ #define VT_RESET_TERMINAL "\ec" #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 /* * threaded status - Jobo */ #define STATUS_LOOKUP 0 // New Descriptor, in lookup pr. default. #define STATUS_DONE 1 // The lookup is done. #define STATUS_WAIT 2 // Closed while in thread. #define STATUS_CLOSED 3 // Closed, ready to be recycled. /* * Extra Descr bits - Jobo */ #define ED_TYPE_NONE 0 #define ED_TYPE_PULL 1 #define ED_TYPE_PRESS 2 #define ED_TYPE_PUSH 3 #define ED_TYPE_TOUCH 4 #define ED_ACTION_NONE 0 #define ED_ACTION_TELEPORT 1 #define ED_ACTION_OBJECT 2 #define ED_ACTION_SPELL 3 #define ED_ACTION_ELEVATOR 4 /* * Mudinfo Bits */ #define MUDINFO_UPDATED 0 #define MUDINFO_MCCP_USERS 1 #define MUDINFO_OTHER_USERS 2 #define MUDINFO_PEAK_USERS 3 #define MUDINFO_MBYTE 4 #define MUDINFO_BYTE 5 #define MUDINFO_DATA_PEAK 6 #define MUDINFO_MSP_USERS 7 #define MUDINFO_MBYTE_S 8 #define MUDINFO_BYTE_S 9 #define MUDINFO_MAX 10 /* * Taking care of the control center */ #define CCENTER_MIN_EXP 0 /* default 4K */ #define CCENTER_MAX_EXP 1 /* default 3 mill */ #define CCENTER_EXP_LEVEL 2 /* default 100 % */ #define CCENTER_QPS_LEVEL 3 /* default 100 % */ #define CCENTER_MAX 4 /* * 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_ANSI 9 #define CON_READ_MOTD 10 #define CON_NOT_PLAYING 11 #define CON_EDITING 12 #define CON_COPYOVER_RECOVER 13 #define CON_PFILE 20 /* * 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_LAYONHANDS 0 #define TIMER_WRENCH 1 #define TIMER_WRENCHED 2 #define TIMER_VAMPCALL 3 #define TIMER_UNCONCIOUS 4 #define TIMER_VAMP_INHABIT 5 #define TIMER_DAEMONIC_TRANSFORM 6 #define TIMER_MESMERISE 7 #define TIMER_MESMERISED 8 #define TIMER_FORAGE 9 #define TIMER_GOLEM1 11 #define TIMER_REGEN 12 #define TIMER_SLOW 13 #define TIMER_HASTE 14 #define TIMER_THIRD_ARM_GROWING 15 #define TIMER_FOURTH_ARM_GROWING 16 #define TIMER_THIRD_ARM_GOING 17 #define TIMER_FOURTH_ARM_GOING 18 #define TIMER_ACCURACY 19 #define TIMER_CAN_CALL_ROCKS 20 #define TIMER_CANT_BE_TURNED 21 #define TIMER_CANT_TURN 22 #define TIMER_FIGHT_LAG 23 #define TIMER_CAN_CHANGE_HAWK 24 #define TIMER_CAN_CREATE_SHARD 25 #define TIMER_CAN_GUST 26 #define TIMER_CAN_ENTER_STASIS 27 #define TIMER_MAKE_SNOWMAN 28 #define TIMER_ENTOMB 29 #define TIMER_CAN_BREATHE_FROST 30 #define TIMER_HELLFIRE_SUMMON 31 #define TIMER_ON_SPEED 32 #define TIMER_WYRM_ROAR 33 #define TIMER_CAN_CALL_WAR_HORSE 35 #define TIMER_WAR_HORSE_GO 36 #define TIMER_CAN_SPIT_VENOM 37 #define TIMER_CAN_GAIN_VOODOO 38 #define TIMER_CAN_FEATHER 39 #define TIMER_MIGHT 40 #define TIMER_CAN_POLYMORPH 41 #define TIMER_DRAGON_GROW 42 #define TIMER_VAMPIRE_GROW 43 #define TIMER_SKILL_LEV1 44 #define TIMER_SKILL_LEV2 45 #define TIMER_CANT_SWARM 46 #define TIMER_CANT_BORROWLIFE 47 #define TIMER_SHARDS 48 #define TIMER_NEXUS_STUNNED 49 #define TIMER_GOLEM 50 #define TIMER_TAINT 51 #define TIMER_NEWBIE_IMM 52 #define TIMER_CAN_DO_NEXUS 53 #define TIMER_CAN_USE_HEALER 54 #define TIMER_DISCORD 55 #define TIMER_SPHINX_ROAR 56 #define TIMER_INFERNO 57 #define TIMER_CHAOSPORT 58 #define TIMER_CANMAJESTY 59 #define TIMER_MAJESTY 60 #define TIMER_DSLEEP 61 #define TIMER_CHALLENGE 62 #define TIMER_PUMMEL 63 #define MAX_TIMER 64 #define RTIMER_STINKING_CLOUD 0 #define RTIMER_LIFE_VORTEX 1 #define RTIMER_DEATH_VORTEX 2 #define RTIMER_GLYPH_PROTECTION 3 #define RTIMER_HIDE_ROOM 4 #define RTIMER_SWARM_BEES 5 #define RTIMER_SWARM_RATS 6 #define RTIMER_SWARM_BATS 7 #define RTIMER_GHOST_LIGHT 8 #define RTIMER_NEXUS_FLAME 9 #define RTIMER_NEXUS_WATER 10 #define RTIMER_NEXUS_AIR 11 #define RTIMER_NEXUS_EARTH 12 #define RTIMER_NEXUS_ENTROPY 13 #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_DISCORD 20 #define RTIMER_DARK_ROOM 21 #define RTIMER_SILENCE 22 #define MAX_RTIMER 30 /* * Needed for threads - Jobo */ struct dummy_arg { DUMMY_ARG *next; DESCRIPTOR_DATA *d; char *buf; sh_int status; }; /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; char * host; char * showstr_head; /* From ENVY code to compile */ char * showstr_point; /* From ENVY code to compile */ char * outbuf; char inbuf[4 * MAX_INPUT_LENGTH]; char incomm[MAX_INPUT_LENGTH]; char inlast[MAX_INPUT_LENGTH]; char ** pString; /* OLC */ sh_int descriptor; sh_int connected; sh_int lookup_status; bool fcommand; int repeat; int outsize; int outtop; int editor; /* OLC */ void * pEdit; /* OLC */ z_stream * out_compress; /* MCCP */ unsigned char * out_compress_buf; /* MCCP */ }; /* * Attribute bonus structures. */ struct str_app_type { sh_int tohit; sh_int todam; sh_int carry; sh_int wield; }; struct int_app_type { sh_int learn; }; struct wis_app_type { sh_int practice; }; struct dex_app_type { sh_int defensive; }; struct con_app_type { sh_int hitp; sh_int shock; }; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define TO_ALL 4 /* * Help table types. */ struct help_data { HELP_DATA * next; HELP_DATA * prev; AREA_DATA * area; 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; time_t date_stamp; time_t expire; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; sh_int type; sh_int duration; sh_int location; sh_int modifier; int bitvector; }; /* * A quest */ struct quest_data { QUEST_DATA *next; // next quest player has sh_int time; // in mud hours sh_int type; // the type of quest int giver; // the questmasters vnum int vnums[4]; // vnum of questor }; /* * History data used for storing messages; */ struct history_data { HISTORY_DATA *next; char *message; }; /* * An alias */ struct alias_data { ALIAS_DATA * next; char * short_n; char * long_n; }; /* Structure for the map itself */ struct map_type { char tegn; /* Character to print at this map coord */ int vnum; /* Room this coord represents */ int depth; /* Recursive depth this coord was found at */ int info; bool can_see; }; typedef struct heap_data { sh_int iVertice; ROOM_INDEX_DATA * knude[MAX_KNUDE]; } HEAP; /* * A kill structure (indexed by level). */ struct kill_data { sh_int number; sh_int killed; }; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ #define WIZ_TICKS (A) #define WIZ_LINKS (B) #define WIZ_DEBUG (C) #define WIZ_LOGS (D) #define WIZ_CREATE (E) #define WIZ_COMMANDS (F) #define WIZ_MISC (G) #define WIZ_DEATH (H) struct wiznet_type { char *name; int channel; int min_level; char *col; char *id; char *on_name; char *off_name; }; /* Mob Progs */ #define TRIG_ACT (A) #define TRIG_BRIBE (B) #define TRIG_DEATH (C) #define TRIG_ENTRY (D) #define TRIG_FIGHT (E) #define TRIG_GIVE (F) #define TRIG_GREET (G) #define TRIG_GRALL (H) #define TRIG_KILL (I) #define TRIG_HPCNT (J) #define TRIG_RANDOM (K) #define TRIG_SPEECH (L) #define TRIG_EXIT (M) #define TRIG_EXALL (N) #define TRIG_DELAY (O) #define TRIG_SURR (P) struct mprog_list { int trig_type; char * trig_phrase; int vnum; char * code; MPROG_LIST * next; bool valid; }; struct mprog_code { int vnum; char * code; MPROG_CODE * next; }; /* * Bits for 'affected_by'. * Used in #MOBILES. flags2 */ #define VAMP_ASHES (A) #define VAMP_CLONE (B) #define VAMP_OBJMASK (C) #define AFF_TOTALBLIND (D) #define AFF_SPIRITGUARD (E) #define AFF_CLAW (L) #define AFF_BITE (M) #define AFF_TAIL (N) #define AFF_WING (O) // flag3 #define AFF3_BLINK_1ST_RD (A) #define AFF3_BLINK_2ND_RD (B) /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_VAMPIRE 3404 #define MOB_VNUM_CANNIBAL 30069 /* * 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_SHIELD2 8388608 /* Chaotic shield */ #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 (A) /* Auto set for mobs */ #define ACT_SENTINEL (B) /* Stays in one room */ #define ACT_SCAVENGER (C) /* Picks up objects */ #define ACT_AGGRESSIVE (D) /* Attacks PC's */ #define ACT_STAY_AREA (E) /* Won't leave area */ #define ACT_WIMPY (F) /* Flees when hurt */ #define ACT_PET (G) /* Auto set for pets */ #define ACT_TRAIN (H) /* Can train PC's */ #define ACT_PRACTICE (I) /* Can practice PC's */ #define ACT_MOUNT (J) /* Can be mounted */ #define ACT_NOPARTS (K) /* Dead = no body parts */ #define ACT_NOEXP (L) /* No exp for killing */ #define ACT_PROTOTYPE (M) #define ACT_NOAUTOKILL (N) #define ACT_NOEXP2 (O) #define ACT_NOTRAVEL (P) #define ACT_NOSUMMON (Q) #define ACT_NODAMAGE (R) #define ACT_DEALER (S) /* * Thingers for Demon Warps */ #define WARP_CBODY 1 #define WARP_SBODY 2 #define WARP_STRONGARMS 4 #define WARP_STRONGLEGS 8 #define WARP_VENOMTONG 16 #define WARP_SPIKETAIL 32 #define WARP_BADBREATH 64 #define WARP_QUICKNESS 128 #define WARP_STAMINA 256 #define WARP_HUNT 512 #define WARP_DEVOUR 1024 #define WARP_TERROR 2048 #define WARP_REGENERATE 4096 #define WARP_STEED 8192 #define WARP_WEAPON 16384 #define WARP_INFIRMITY 32768 #define WARP_GBODY 65536 #define WARP_SCARED 131072 #define WARP_MAGMA 262144 #define WARP_WEAK 524288 #define WARP_SLOW 1048576 #define WARP_VULNER 2097152 #define WARP_SHARDS 4194304 #define WARP_WINGS 8388608 #define WARP_CLUMSY 16777216 #define WARP_STUPID 33554432 #define WARP_SPOON 67108864 #define WARP_FORK 134217728 #define WARP_KNIFE 268435456 #define WARP_SALADBOWL 536870912 /* Bits for the Discie thing Numbers.. really.. not bits */ #define DISC_VAMP_CELE 2 #define DISC_VAMP_FORT 3 #define DISC_VAMP_OBTE 4 #define DISC_VAMP_PRES 5 #define DISC_VAMP_QUIE 6 #define DISC_VAMP_THAU 7 #define DISC_VAMP_AUSP 8 #define DISC_VAMP_DOMI 9 #define DISC_VAMP_OBFU 10 #define DISC_VAMP_POTE 11 #define DISC_VAMP_PROT 12 #define DISC_VAMP_SERP 13 #define DISC_VAMP_VICI 14 #define DISC_VAMP_DAIM 15 #define DISC_VAMP_ANIM 16 #define DISC_WERE_BEAR 18 #define DISC_WERE_LYNX 19 #define DISC_WERE_BOAR 20 #define DISC_WERE_OWL 21 #define DISC_WERE_SPID 22 #define DISC_WERE_WOLF 23 #define DISC_WERE_HAWK 24 #define DISC_WERE_MANT 25 #define DISC_WERE_RAPT 26 #define DISC_WERE_LUNA 27 #define DISC_WERE_PAIN 28 #define DISC_WERE_CONG 29 #define DISC_DAEM_HELL 30 #define DISC_DAEM_ATTA 31 #define DISC_DAEM_TEMP 32 #define DISC_DAEM_MORP 33 #define DISC_DAEM_CORR 34 #define DISC_DAEM_GELU 35 #define DISC_DAEM_DISC 36 #define DISC_DAEM_NETH 37 #define DISC_DAEM_IMMU 38 #define DISC_VAMP_CHIM 39 #define DISC_VAMP_THAN 40 #define DISC_VAMP_OBEA 41 #define DISC_VAMP_NECR 42 #define DISC_VAMP_MELP 43 /* * 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_PROTECT_GOOD 16777216 #define AFF_DROWFIRE 33554432 /* Drow Darkness - Rotain */ #define AFF_ZULOFORM 67108864 #define AFF_SHIFT 134217728 #define AFF_PEACE 268435456 #define AFF_INFIRMITY 536870912 #define AFF_HOLYAURA 1073741824 /* Affected_by 2 */ #define AFF_CONTRACEPTION 1 #define AFF_BEASTIE 2 #define PLR_IMPLAG 4 #define PLR_PSYCHO 8 #define EXTRA_BLINKY 16 #define AFF2_TENDRILS 32 #define AFF2_BLINK_1ST_RD 64 #define AFF2_BLINK_2ND_RD 128 #define AFF2_BALOR 256 #define AFF2_STEELSHIELD 512 #define OBJ_VNUM_LEGS 46 #define OBJ_VNUM_QUEST_MIN 9425 #define OBJ_VNUM_QUEST_MAX 9435 /* * Bits for 'itemaffect'. * Used in #MOBILES. */ #define ITEMA_SHOCKSHIELD 1 #define ITEMA_FIRESHIELD 2 #define ITEMA_ICESHIELD 4 #define ITEMA_ACIDSHIELD 8 #define ITEMA_MONKCHI 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_TALON 524288 #define ITEMA_CHAOSHANDS 1048576 #define ITEMA_AFFMANTIS 2097152 #define ITEMA_AFFENTROPY 4194304 #define ITEMA_AFFEYE 8388608 #define ITEMA_MAGESHIELD 16777216 #define ITEMA_STEELSHIELD 33554432 /* Mage tougness */ #define ITEMA_DEFLECTOR 67108864 /* Mage dodge/parry */ #define ITEMA_ILLUSIONS 134217728 /* Mage dodge/parry */ #define ITEMA_BEAST 268435456 /* Mage extra attacks */ #define ITEMA_SUNSHIELD 536870912 #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]; /* * Bits for 'vampire'. * Used for player vampires. */ #define VAM_FANGS 1 #define VAM_CLAWS 2 #define VAM_NIGHTSIGHT 4 #define VAM_FLYING 8 /* For flying creatures */ #define VAM_SONIC 16 /* For creatures with full detect */ #define VAM_CHANGED 32 /* Changed using a vampire power */ #define VAM_PROTEAN 64 /* Claws, nightsight, and change */ #define VAM_CELERITY 128 /* 66%/33% chance 1/2 extra attacks */ #define VAM_FORTITUDE 256 /* 5 hp less per hit taken */ #define VAM_POTENCE 512 /* Deal out 1.5 times normal damage */ #define VAM_OBFUSCATE 1024 /* Disguise and invis */ #define VAM_AUSPEX 2048 /* Truesight, etc */ #define VAM_OBTENEBRATION 4096 /* Shadowplane/sight and shadowbody */ #define VAM_SERPENTIS 8192 /* Eyes/serpent, heart/darkness, etc */ #define VAM_DISGUISED 16384 /* For the Obfuscate disguise ability */ #define VAM_MORTAL 32768 /* For Obfuscate mortal ability. */ #define VAM_DOMINATE 65536 /* Evileye, command */ #define VAM_EVILEYE 131072 /* Evileye, command */ #define VAM_PRESENCE 262144 /* Presence discipline */ #define VAM_VICISSITUDE 524288 /* Vicissitude discipline */ #define VAM_THAU 1048576 /* Thaumaturgy discipline */ #define VAM_ANIMAL 2097152 /* Animalism discipline */ #define VAM_SHIFTED 4194304 /* Non-poly shift */ #define VAM_QUIETUS 8388608 /* Quietus discipline */ #define VAM_HEAD 16777216 #define VAM_TAIL 33554432 #define VAM_EXOSKELETON 67108864 #define VAM_HORNS 134217728 #define VAM_WINGS 268435456 /* * Bits for 'polymorph'. * Used for players. */ #define POLY_BAT 1 #define POLY_WOLF 2 #define POLY_MIST 4 #define POLY_SERPENT 8 #define POLY_RAVEN 16 #define POLY_FISH 32 #define POLY_FROG 64 #define POLY_ZULOFORM 128 #define POLY_SHIFT 256 #define POLY_SPIDER 512 #define POLY_DRAGON 1024 #define POLY_LIZARDFORM 2048 #define POLY_PFORM 4096 /* * Score. */ #define SCORE_TOTAL_XP 0 #define SCORE_HIGH_XP 1 #define SCORE_TOTAL_LEVEL 2 #define SCORE_HIGH_LEVEL 3 #define SCORE_QUEST 4 #define SCORE_NUM_QUEST 5 /* * Zombie Lord. */ #define ZOMBIE_NOTHING 0 #define ZOMBIE_TRACKING 1 #define ZOMBIE_ANIMATE 2 #define ZOMBIE_CAST 3 #define ZOMBIE_REST 4 /* * Damcap values. */ #define DAM_CAP 0 #define DAM_CHANGE 1 /* 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 (A) #define DIMM_CHARM (B) #define DIMM_MAGIC (C) #define DIMM_WEAPON (D) #define DIMM_BASH (E) #define DIMM_PIERCE (F) #define DIMM_SLASH (G) #define DIMM_FIRE (H) #define DIMM_COLD (I) #define DIMM_LIGHTNING (J) #define DIMM_ACID (K) #define DIMM_POISON (L) #define DIMM_NEGATIVE (M) #define DIMM_HOLY (N) #define DIMM_ENERGY (O) #define DIMM_MENTAL (P) #define DIMM_DISEASE (Q) #define DIMM_DROWNING (R) #define DIMM_LIGHT (S) #define DIMM_SOUND (T) #define DIMM_WOOD (X) #define DIMM_SILVER (Y) #define DIMM_IRON (Z) /* * 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 /* Demonic Transformation */ #define OBJ_VNUM_DHELM 27924 #define OBJ_VNUM_DGREAVES 27925 #define OBJ_VNUM_DCLOAK 27926 #define OBJ_VNUM_DARMOR 27927 #define OBJ_VNUM_DRING 27928 #define OBJ_VNUM_DSWORD 27929 #define OBJ_VNUM_DSHIELD 27930 #define OBJ_VNUM_BROD 30073 #define OBJ_VNUM_LKLAIVE 33114 #define OBJ_VNUM_GKLAIVE 29697 #define OBJ_VNUM_STAKE 30011 #define OBJ_VNUM_MEDAL 29521 #define OBJ_VNUM_KHORNE 29664 #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_COPPER 30049 #define OBJ_VNUM_IRON 30050 #define OBJ_VNUM_STEEL 30051 #define OBJ_VNUM_ADAMANTITE 30052 #define OBJ_VNUM_MITHRIL 30048 #define MOB_VNUM_GUARDIAN 33001 #define MOB_VNUM_SERVANT 33002 #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 33003 #define MOB_VNUM_ILLUSION 33004 #define MOB_VNUM_FIRE 93361 #define MOB_VNUM_STONE 93362 #define MOB_VNUM_IRON 93363 #define MOB_VNUM_CLAY 93364 /* * 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_PIECE 34 #define ITEM_MITHRIL 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_DTOKEN 47 #define ITEM_HEAD 48 #define ITEM_COOKINGPOT 50 #define ITEM_DRAGONGEM 51 #define ITEM_WGATE 52 #define ITEM_INSTRUMENT 53 #define ITEM_SLOT_MACHINE 54 /* * Weapon Stats */ #define WEAPON_FLAMING (A) #define WEAPON_FROST (B) #define WEAPON_VAMPIRIC (C) #define WEAPON_SHARP (D) #define WEAPON_VORPAL (E) #define WEAPON_TWO_HANDS (F) #define WEAPON_SHOCKING (G) #define WEAPON_POISON (H) #define WEAPON_SUNBLADE (I) #define WEAPON_DRAGONLANCE (J) #define WEAPON_SILVER (K) #define WEAPON_RUNE_FORCE_BOLT (L) #define WEAPON_RUNE_SMITE_EVIL (M) #define WEAPON_RUNE_BLAZE (N) #define WEAPON_RUNE_LIGHTNING (O) #define WEAPON_RUNE_DANCING (P) #define WEAPON_ELE_FLAME (Q) #define WEAPON_ELE_WATER (R) #define WEAPON_ELE_EARTH (S) #define WEAPON_ELE_AIR (T) /* * 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_NOLOCATE 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_MENCHANT 65536 #define ITEM_NOCLAIM 131072 #define ITEM_BLESS 262144 #define ITEM_PROTOTYPE 524288 // 2048, same as anti_neutral.. FIX FIX #define ITEM_ELECENCHANT 1048576 #define ITEM_ICEENCHANT 2097152 #define ITEM_FIREENCHANT 4194304 /* Item extra flags II, the return of the item flags! */ #define ITEM_ARM (A) #define ITEM_NYSTUL (B) #define ITEM_NO_INTERRUPT (C) #define ITEM_DAEMONSEED (D) #define ITEM_JUJU_BAG (F) #define ITEM_VOO_HEAD (G) #define ITEM_VOO_DEAD (H) #define ITEM_VOO_BODY (I) #define ITEM_VOO_THREAD (J) #define ITEM_INGRED_GLOIN (K) #define ITEM_INGRED_FROGBREATH (L) #define ITEM_INGRED_PAPACOCO (M) #define ITEM_INGRED_MULDALEAF (N) #define ITEM_INGRED_SCULLYWEED (O) #define ITEM_INGRED_WORMWART (P) #define ITEM_INGRED_TILLIFREEN (Q) #define ITEM_INGRED_BAJUJU (R) #define ITEM_ATTACK_GOOD (S) #define ITEM_ITEMHIDE (T) #define ITEM_ICE (U) /* artifact and relic flags */ #define ITEM_TELEPORTS (W) /* teleports upon owner death */ #define ITEM_DESTROYED (X) /* destroyed upon owner death */ #define ITEM_UNIQUE (Y) /* only 1 in game ever */ #define ITEM_DESIRED (Z) /* you can't let go of it ever */ #define ITEM_INDESTRUCTABLE (aa) /* guess */ #define ITEM_TELEPORT_PROTECTION (bb) /* teleports when attempts to destroy it */ #define ITEM_KNOW_OWNER (cc) /* owner displayed on artifact command */ #define ITEM_FLYING (dd) #define ITEM_FORM_MELDED (ee) /*More New Seeds of Hate custom class Bits (Trent) This is mostly mages*/ #define SOH_TALONS 1 #define SOH_SPELLREADY 2 //<==A LOT of mage flags from here on down #define SOH_SPELLTRUESIGHT 4 //<--Magic Group //(SPELLasdf : the spell ready flag for that spell #define SOH_SPELLSCRY 8 //(asdf) : the affect #define SOH_SPELLTELEPORT 16 #define SOH_SPELLSLOW 32 #define SOH_SPELLHASTE 64 #define SOH_SPELLACCURACY 128 //<-- Naturalism.. EagleEye/MagicEye #define SOH_SPELLSHARDS 256 // Shards Spells #define SOH_SPELLHEAL 512 //Healing Spells #define SOH_SPELLREGEN 1024 //Regen Spells #define SOH_SPELLSORC1 2048 //<--Sorcery Spells (yes i know its superficial) #define SOH_SPELLSORC2 4096 #define SOH_SPELLSORC3 8192 #define SOH_SPELLSORC4 16384 #define SOH_SPELLSORC5 32768 #define SOH_SPELLENCHANT1 65536 //<--Enchant Spells #define SOH_SPELLENCHANT2 131072 #define SOH_SPELLENCHANT3 262144 #define SOH_SPELLENCHANT4 524288 #define SOH_SPELLENCHANT5 1048576 #define SOH_SPECFIRE 2097152 //<--Elemental Specializations #define SOH_SPECICE 4194304 #define SOH_SPECLIGHTNING 8388608 #define SOH_SLOW 16777216 //<--And now.. the affects! #define SOH_HASTE 33554432 #define SOH_ACCURACY 67108864 #define SOH_SPELLMIGHT 134217728 //<--Woops forgot that one #define SOH_MIGHT 268435456 #define SOH_REGEN 536870912 #define SOH_SHARDS 1073741824 /* * 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 #define ITEM_WEAR_SPECIAL 65536 #define ITEM_WEAR_BODYART 131072 #define ITEM_WEAR_MEDAL 262144 #define ITEM_WEAR_FLOAT 524288 /* * 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_MITHRIL 524288 #define SITEM_COPPER 1048576 #define SITEM_MAGE 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_IRON 268435456 #define SITEM_SKYBLADE 536870912 /* * 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_ENCHANTED 2048 #define QUEST_SPELLPROOF 4096 #define QUEST_ARTIFACT 8192 #define QUEST_IMPROVED 16384 #define QUEST_PRIZE 32768 #define QUEST_RELIC 65536 #define QUEST_NAME 131072 #define QUEST_BLOODA 262144 #define QUEST_CLONED 1048576 #define QUEST_ZOMBIE 2097152 #define QUEST_FORGE 4194304 #define ITEM_EQUEST 8388608 #define QUEST_SHORT 16777216 #define QUEST_LONG 33554432 #define QUEST_FREENAME 67108864 #define QUEST_WWPOISON 134217728 #define QUEST_PLATING 268435456 #define QUEST_MALLEABLE 536870912 /* * Tool types. */ #define TOOL_PEN 1 #define TOOL_PLIERS 2 #define TOOL_SCALPEL 4 /* * 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 3005 #define ROOM_VNUM_ALTAR 3054 #define ROOM_VNUM_SCHOOL 3700 #define ROOM_VNUM_HELL 93420 #define ROOM_VNUM_CRYPT 30001 #define ROOM_VNUM_DISCONNECTION 3 #define ROOM_VNUM_IN_OBJECT 33000 #define ROOM_VNUM_AWINNER 70 #define ROOM_VNUM_ALOSER 69 #define ROOM_VNUM_CAINE 27000 #define ROOM_VNUM_DEVOUR 30006 #define ROOM_VNUM_ELKOR 100300 #define ROOM_VNUM_FORTRESS2 151 #define ROOM_VNUM_VICTORY 155 #define ROOM_VNUM_FORTRESS1 156 #define ROOM_VNUM_SAM_HOME 93320 #define ROOM_VNUM_LICH_HOME 93360 #define ROOM_VNUM_SHIFTER_HOME 93312 #define ROOM_VNUM_DROID_HOME 93350 #define ROOM_VNUM_ANGEL_HOME 93340 #define ROOM_VNUM_UK_HOME 93300 #define ROOM_VNUM_TAN_HOME 93330 #define ROOM_VNUM_VAMP_HOME 93450 #define ROOM_VNUM_WW_HOME 93430 #define ROOM_VNUM_DEMON_HOME 93420 #define ROOM_VNUM_NINJA_HOME 93460 #define ROOM_VNUM_MONK_HOME 93410 #define ROOM_VNUM_SKY_HOME 93480 #define ROOM_VNUM_DRAC_HOME 93500 #define ROOM_VNUM_GHOUL_HOME 93490 #define ROOM_VNUM_THIEF_HOME 93510 #define ROOM_VNUM_WIZARD_HOME 93520 #define ROOM_VNUM_MAGE_HOME 93400 #define ROOM_VNUM_SORC_HOME 93590 #define ROOM_VNUM_DROW_HOME 93440 #define ROOM_VNUM_SHADOW_HOME 93540 #define ROOM_VNUM_PRIEST_HOME 93550 #define ROOM_VNUM_JEDI_HOME 93570 #define ROOM_VNUM_GAROU_HOME 93580 #define ROOM_VNUM_GOLEM_HOME 93560 /* * 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_SEX 16 #define ROOM_PRIVATE 512 #define ROOM_SAFE 1024 #define ROOM_SOLITARY 2048 #define ROOM_BANK 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_ASTRAL 1048576 #define ROOM_PROTOTYPE 2097152 #define ROOM_ORDER 4194304 #define ROOM_NO_CHANT 8388608 #define ROOM_LIGHT 16777216 /* * 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_TEXT 262144 /* Send a block of text to char */ #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 */ /* * 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 1 #define EX_CLOSED 2 #define EX_LOCKED 4 #define EX_PICKPROOF 32 #define EX_NOPASS 64 #define EX_EASY 128 #define EX_HARD 256 #define EX_INFURIATING 512 #define EX_NOCLOSE 1024 #define EX_NOLOCK 2048 #define EX_ICE_WALL 4096 #define EX_FIRE_WALL 8192 #define EX_SWORD_WALL 16384 #define EX_PRISMATIC_WALL 32768 #define EX_IRON_WALL 65536 #define EX_MUSHROOM_WALL 131072 #define EX_CALTROP_WALL 262144 #define EX_ASH_WALL 524288 #define EX_WARDING 1048576 #define MAX_EXFLAG 20 #define MAX_WALL 8 /* * 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 WEAR_SPECIAL 23 #define WEAR_FLOAT 24 #define WEAR_MEDAL 25 #define WEAR_BODYART 26 #define MAX_WEAR 27 /* * 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 /* * For Spec powers on players */ #define EYE_SPELL 1 /* Spell when they look at you */ #define EYE_SELFACTION 2 /* You do action when they look */ #define EYE_ACTION 4 /* Others do action when they look */ /*************************************************************************** * * * 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 /* * Stats - KaVir. */ #define STAT_STR 0 #define STAT_END 1 #define STAT_REF 2 #define STAT_FLE 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 /* ACT bits for Autos */ #define PLR_AUTOEXIT 1 #define PLR_AUTOLOOT 2 #define PLR_AUTOSAC 4 #define PLR_AUTOBONES 8 // Can use both hands well. #define PLR_AUTOSLAB 16 #define PLR_AUTOHEAD 32 #define PLR_AUTOGEM 64 #define PLR_AUTOHILT 128 #define PLR_AUTOSTORE 256 /* * ACT bits for players. */ #define PLR_IS_NPC 1 /* Don't EVER set. */ #define PLR_BRIEF3 2 #define PLR_LEFTHAND 4 #define PLR_BRIEF5 8 #define PLR_BRIEF 16 #define PLR_MAP 32 #define PLR_BRIEF2 64 #define PLR_BRIEF4 128 #define PLR_HOLYLIGHT 256 #define PLR_COMBINE 512 #define PLR_PROMPT 1024 #define PLR_TELNET_GA 2048 #define PLR_WIZINVIS 8192 #define PLR_ANSI 16384 #define PLR_SILENCE 32768 #define PLR_AMBI 65536 #define PLR_RIGHTHAND 131072 #define PLR_NO_TELL 262144 #define PLR_LOG 524288 #define PLR_DENY 1048576 #define PLR_FREEZE 2097152 #define PLR_SOUND 4194304 #define PLR_MUSIC 8388608 #define PLR_ACID 16777216 /*New bits for playrs (Infidel)*/ #define NEW_SLAM 1 #define NEW_QUILLS 2 #define NEW_JAWLOCK 4 #define NEW_PERCEPTION 8 #define NEW_SKIN 16 #define NEW_TIDE 32 #define NEW_COIL 64 #define NEW_REND 128 #define NEW_MONKFLAME 256 #define NEW_SCLAWS 512 #define NEW_IRONMIND 1024 #define NEW_MONKCLOAK 2048 #define NEW_MONKADAM 4096 #define NEW_MONKSKIN 8192 #define NEW_MONKFAVOR 16384 #define NEW_CLOAK 32768 #define NEW_DROWHATE 65536 #define NEW_DARKNESS 131072 #define THIRD_HAND 262144 #define FOURTH_HAND 524288 #define NEW_CLOUDBLESS 1048576 #define NEW_VISION 2097152 #define NEW_NATURAL 4194304 #define NEW_POWER 8388608 #define NEW_DFORM 16777216 #define NEW_MASTERY 33554432 #define NEW_DARKTENDRILS 67108864 #define NEW_MULTIARMS 134217728 #define NEW_BLADESPIN 268435456 #define NEW_FIGHTDANCE 536870912 #define NEW_CUBEFORM 1073741824 #define NEW2_EAGLES 1 #define NEW2_HAWKEYES 2 #define NEW2_VVIGOR 4 #define NEW2_SCALES 8 #define NEW2_ACIDBLOOD 16 #define NEW2_VIOLATION 32 #define NEW2_NEUTRAL 64 #define NEW2_REINA 128 // exactly like newbits wheeeeee! #define MORE_ANIMAL_MASTER 1 #define MORE_SPIRIT 2 #define MORE_GUARDIAN 4 #define GAME_NONE 0 #define GAME_SLOTS 1 #define GAME_HIGH_DICE 2 void do_slots(CHAR_DATA *ch, char *argument ); void do_high_dice(CHAR_DATA *ch, char *argument); /* * JFLAGS : ch->pcdata->jflags */ #define JFLAG_SETDECAP 1 #define JFLAG_SETLOGIN 2 #define JFLAG_SETLOGOUT 4 #define JFLAG_SETAVATAR 8 #define JFLAG_BULLY 16 #define JFLAG_SETTIE 32 #define JFLAG_NOSET 64 #define JFLAG_SS1 128 #define JFLAG_SS2 256 #define JFLAG_SS3 512 #define JFLAG_SS4 1024 #define JFLAG_SS5 2048 #define JFLAG_MADNESS 4096 #define JFLAG_POLICY 8192 #define JFLAG_POLICE 16384 #define JFLAG_WANT_KINGDOM 32768 #define JFLAG_KNOWS_FORGING 65536 /* * special flags */ #define SPC_GOLEMBIND 1 #define SPC_PRINCE 2 #define SPC_WOLFMAN 4 #define SPC_INCONNU 64 #define SPC_DROW_WAR 128 #define SPC_DROW_MAG 256 #define SPC_DROW_CLE 512 #define SPC_JEDI_FSHIELD 1024 #define SPC_JEDI_LEVITATE 2048 #define SPC_JEDI_QUICKEN 4096 /* * TEMPFLAGS : ch->pcdata->tempflag */ #define TEMP_ARTIFACT 1 #define TEMP_VT100 2 #define TEMP_AGGRESSIVE 4 #define TEMP_EDGE 8 /* * EXTRA bits for players. (KaVir) */ /* 1 */ #define EXTRA_NOAUCTION 2 #define EXTRA_TRUSTED 4 #define EXTRA_NEWPASS 8 #define EXTRA_OSWITCH 16 #define EXTRA_SWITCH 32 #define EXTRA_FAKE_CON 64 #define TIED_UP 128 #define GAGGED 256 #define BLINDFOLDED 512 #define EXTRA_STANCE 1024 #define EXTRA_DONE 2048 #define EXTRA_EXP 4096 #define EXTRA_PREGNANT 8192 #define EXTRA_LABOUR 16384 #define EXTRA_BORN 32768 #define EXTRA_PROMPT 65536 #define EXTRA_MARRIED 131072 #define EXTRA_AFK 262144 #define EXTRA_DRAGON 524288 #define EXTRA_CALL_ALL 1048576 #define EXTRA_AFK2 2097152 #define EXTRA_BSD 4194304 #define EXTRA_EARTHMELD 8388608 #define EXTRA_PLASMA 16777216 #define EXTRA_POTENCY 33554432 /* This one is free for use */ #define EXTRA_AWE 67108864 #define EXTRA_ROT 134217728 #define EXTRA_ZOMBIE 268435456 #define EXTRA_BAAL 536870912 #define EXTRA_FLASH 1073741824 /* * AGE Bits. */ #define AGE_CHILDE 0 #define AGE_NEONATE 1 #define AGE_ANCILLA 2 #define AGE_ELDER 3 #define AGE_METHUSELAH 4 #define AGE_LA_MAGRA 5 #define AGE_TRUEBLOOD 6 #define BELT_ONE 7 #define BELT_TWO 8 #define BELT_THREE 9 #define BELT_FOUR 10 #define BELT_FIVE 11 #define BELT_SIX 12 #define BELT_SEVEN 13 #define BELT_EIGHT 14 #define BELT_NINE 15 #define BELT_TEN 16 /* * 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 #define STANCE_AUTOSTANCE 12 #define STANCE_SS1 13 #define STANCE_SS2 14 #define STANCE_SS3 15 #define STANCE_SS4 16 #define STANCE_SS5 17 /* * Bits for superstances */ #define STANCEPOWER_DODGE 1 /* more dodge */ #define STANCEPOWER_PARRY 2 /* more parry */ #define STANCEPOWER_SPEED 4 /* 2 extra attack */ #define STANCEPOWER_BYPASS 8 /* bypass dodge/parry */ #define STANCEPOWER_DAMAGE_1 16 /* lesser increase damage and chance to hit */ #define STANCEPOWER_DAMAGE_2 32 /* greater increase damage and chance to hit */ #define STANCEPOWER_DAMAGE_3 64 /* supreme increase damage and chance to hit */ #define STANCEPOWER_RESIST_1 128 /* lesser resist damage */ #define STANCEPOWER_RESIST_2 256 /* greater resist damage */ #define STANCEPOWER_RESIST_3 512 /* supreme resist damage */ #define STANCEPOWER_DAMCAP_1 1024 /* lesser damcap bonus */ #define STANCEPOWER_DAMCAP_2 2048 /* greater damcap bonus */ #define STANCEPOWER_DAMCAP_3 4096 /* supreme damcap bonus */ #define STANCEPOWER_REV_DAMCAP_1 8192 /* lesser damcap penalty for opponent */ #define STANCEPOWER_REV_DAMCAP_2 16384 /* greater damcap penalty for opponent */ #define STANCEPOWER_REV_DAMCAP_3 32768 /* supreme damcap penalty for opponent */ /* * Channel bits. */ #define CHANNEL_KINGDOM 1 #define CHANNEL_CHAT 2 #define CHANNEL_ANGEL 4 #define CHANNEL_IMMTALK 8 #define CHANNEL_MUSIC 16 #define CHANNEL_AUCTION 32 #define CHANNEL_HINT 64 #define CHANNEL_YELL 128 #define CHANNEL_VAMPTALK 256 #define CHANNEL_HOWL 512 #define CHANNEL_LOG 1024 #define CHANNEL_PRAY 2048 #define CHANNEL_INFO 4096 #define CHANNEL_FLAME 8192 #define CHANNEL_TELL 16384 #define CHANNEL_MAGETALK 32768 #define CHANNEL_HIGHTALK 65536 #define CHANNEL_NEWBIE 131072 #define CHANNEL_SIGN 262144 #define CHANNEL_MONK 524288 #define CHANNEL_MIKTALK 1048576 #define CHANNEL_TELEPATH 2097152 #define CHANNEL_COMMUNICATE 4194304 #define CHANNEL_KNIGHTTALK 8388608 #define CHANNEL_LICHTALK 16777216 #define CHANNEL_TANTALK 33554432 #define CHANNEL_TRIVIA 67108864 #define CHANNEL_QUEST 134217728 #define CHANNEL_SOCIAL 268435456 struct top_board { int pkscore; char *name; }; struct l_board { char * pk_name; char * time_name; char * quest_name; char * mobkills_name; char * pkscore_name; char * arena_name; int arena_number; int pk_number; int time_number; int quest_number; int mobkills_number; int pkscore_number; }; /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA * next; SPEC_FUN * spec_fun; QUEST_FUN * quest_fun; SHOP_FUN * shop_fun; CHAR_DATA * mount; CHAR_DATA * wizard; AREA_DATA * area; /* OLC */ MPROG_LIST * mprogs; char * hunting; char * player_name; char * short_descr; char * long_descr; char * description; char * lord; 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 natural_attack; int level; int immune; int polyaff; int vampaff; int itemaffect; int form; int act; int extra; int bones; int affected_by; int affected_by2; int alignment; /* values 0-2 in OLC */ int toughness; int dam_modifier; int extra_attack; long mprog_flags; sh_int default_pos; }; struct editor_data { sh_int numlines; sh_int on_line; sh_int size; char line[49][81]; }; /* * 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 * bridgekill; 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 */ CHAR_DATA * mprog_target; SPEC_FUN * spec_fun; QUEST_FUN * quest_fun; SHOP_FUN * shop_fun; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; OBJ_DATA * carrying; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; PC_DATA * pcdata; DO_FUN * last_cmd; NOTE_DATA * pnote; DO_FUN * prev_cmd; char * hunting; char * name; char * pload; char * short_descr; char * long_descr; char * long_descr_orig; char * description; char * lord; char * morph; char * createtime; char * lasttime; char * lasthost; char * poweraction; char * powertype; char * prompt; char * cprompt; char * prefix; bool deathmatch; bool tracking; sh_int mprog_delay; sh_int sex; sh_int amount_attacks_recieved; sh_int amount_attacks_dealt; sh_int decay_pulse; sh_int hunt_pointer; sh_int hunt_playerid; sh_int agg; int tier; int tks; int amount_damage_recieved; int amount_damage_dealt; int class; int tells; sh_int race; sh_int default_pos; int immune; int polyaff; int vampaff_a; int fight_timer; int itemaffect; int form; int warp; int explevel; int expgained; int power[MAX_DISCIPLINES]; long moves; /* golem moves.. */ int countdown; /* shapespecs until a golem converts */ int convert_to; /* what the golem converts to after countdown = 0 */ /* 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 */ int cclan; int flag2; int flag3; int flag4; sh_int generation; int genexp; sh_int primary; sh_int proper_size; sh_int size; sh_int cur_form; sh_int dragtype; sh_int rage; sh_int siltol; sh_int tick_timer[MAX_TIMER]; sh_int warpcount; sh_int vampgen_a; sh_int spectype; sh_int specpower; sh_int loc_hp [7]; sh_int wpn [13]; sh_int spl [8]; sh_int cmbt [8]; int stance [24]; sh_int beast; sh_int mounted; int mflags; int more; sh_int spheres[10]; sh_int imms[3]; int home; int level; int majesty_timer; int obeah_timer; int reina_timer; int cobra_timer; int wyld_timer; sh_int trust; int played; time_t logon; time_t save_time; sh_int timer; sh_int wait; sh_int wait2; 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 act2; int extra; int newbits; int newbits2; int sohbits; int special; int affected_by; int affected_by2; int position; int practice; int carry_weight; int carry_number; int saving_throw; int alignment; int hitroll; int damroll; int armor; int wimpy; int deaf; int paradox [3]; int damcap [2]; int monkstuff; int monkcrap; int monkab [4]; sh_int chi [2]; char * clan; int gifts[21]; int garou1; int garou2; sh_int gnosis[2]; CHAR_DATA * unveil; char * objdesc; sh_int monkblock; sh_int focus[2]; GRANITE_DATA* influx; /* granite golem's personal portals */ int bones; }; /* * Data which only PC's have. */ struct pc_data { PC_DATA * next; BUFFER * buffer; CHAR_DATA * familiar; CHAR_DATA * partner; CHAR_DATA * propose; CHAR_DATA * pfile; OBJ_DATA * chobj; BOARD_DATA * board; /* The current board */ time_t last_note[MAX_BOARD]; /* last note for the boards */ NOTE_DATA * in_progress; ALIAS_DATA * alias; QUEST_DATA * quests; AREA_DATA * prev_area; HISTORY_DATA * history; char * last_decap[2]; char * retaliation; char * pwd; char * bamfin; char * bamfout; char * title; char * conception; char * parents; char * cparents; char * marriage; char * switchname; char * decapmessage; char * loginmessage; char * logoutmessage; char * avatarmessage; char *last_global; char * tiemessage; char * soultarget; char * host; /* Used to tell PC last login site */ char * love; time_t denied; sh_int revision; sh_int alias_count; sh_int vt100_size; sh_int rune_count; sh_int souls; sh_int voted; sh_int relrank; sh_int faith; sh_int safe_counter; 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 time_tick; sh_int willpower[2]; sh_int resist[5]; int betting_amount; int betting_char; int ignore[MAX_IGNORE]; int playerid; int tempflag; int jflags; int bank; int questsrun; int questtotal; int quest; int kingdom; int pagelen; int sit_safe; sh_int mortal; int powers[20]; int stats[12]; int disc_points; int disc_research; bool lwrgen; sh_int wolf; sh_int rank; sh_int demonic_a; sh_int stage[3]; sh_int wolfform[2]; int score[6]; sh_int disc_a[11]; int genes[10]; sh_int fake_skill; sh_int fake_stance; sh_int fake_hit; sh_int fake_dam; sh_int fake_hp; sh_int fake_mana; sh_int fake_move; int fake_ac; int obj_vnum; sh_int condition [3]; sh_int learned [MAX_SKILL]; sh_int stat_ability [4]; sh_int stat_amount [4]; sh_int stat_duration [4]; sh_int exhaustion; sh_int followers; int awins; /* ARENA number of wins */ int alosses; /* ARENA number of losses */ int comm; int security; /* OLC - Builder security */ int bounty; int wiznet; }; /* * Liquids. */ #define LIQ_WATER 0 #define LIQ_MAX 19 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 */ char *buffer1; /* special action buffer 1 */ char *buffer2; /* special action buffer 2 */ sh_int type; /* activation type */ int vnum; /* action related vnum */ sh_int action; /* action type */ }; /* * 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; AREA_DATA * area; /* OLC */ 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; int extra_flags; int extra_flags2; 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]; }; /* * 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; 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; char * name; char * short_descr; char * description; char * chpoweron; char * chpoweroff; char * chpoweruse; char * victpoweron; char * victpoweroff; char * victpoweruse; char * questmaker; char * questowner; int item_type; int ownerid; int extra_flags; int extra_flags2; int wear_flags; int wear_loc; int weight; int weapflags; int spectype; int specpower; int condition; int toughness; int resistance; int quest; sh_int points; int cost; int level; int timer; int value [4]; }; /* * 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 */ int rs_flags; /* OLC */ int orig_door; /* OLC */ bool color; /* pathfinding */ }; /* * 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; int arg1; int arg2; int arg3; }; /* * Area definition. */ struct area_data { AREA_DATA * next; char * name; int age; int nplayer; char * filename; /* OLC */ char * builders; /* OLC - Listing of builders */ char * music; int security; /* OLC - Value 0-infinity */ int lvnum; /* OLC - Lower vnum */ int uvnum; /* OLC - Upper vnum */ int vnum; /* OLC - Area vnum */ int cvnum; int area_flags; /* OLC */ int areabits; }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA * next; ROOM_INDEX_DATA * next_room; 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; RESET_DATA * reset_first; /* OLC */ RESET_DATA * reset_last; /* OLC */ 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]; sh_int heap_index; sh_int steps; bool visited; }; /* * 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 #define TYPE_ADD_AGG 3000 #define TYPE_AGG 3000 /* * 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 */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Waiting time after use */ char * noun_damage; /* Damage message */ char * msg_off; /* Wear off message */ }; /* * These are skill_lookup return values for common skills and spells. */ extern sh_int gsn_nova; extern sh_int gsn_bash; extern sh_int gsn_smack; extern sh_int gsn_thwack; extern sh_int gsn_telekinetic; extern sh_int gsn_plasma; extern sh_int gsn_potato; extern sh_int gsn_mocha; extern sh_int gsn_thrownpie; extern sh_int gsn_stuntubes; extern sh_int gsn_laser; extern sh_int gsn_stinger; extern sh_int gsn_quills; extern sh_int gsn_cheapshot; extern sh_int gsn_shred; extern sh_int gsn_heavenlyaura; extern sh_int gsn_bladespin; extern sh_int gsn_fiery; extern sh_int gsn_hooves; extern sh_int gsn_claws; extern sh_int gsn_fireball; extern sh_int gsn_tentacle; extern sh_int gsn_lightning; extern sh_int gsn_supreme; extern sh_int gsn_deathaura; extern sh_int gsn_lightningslash; extern sh_int gsn_wrathofgod; extern sh_int gsn_darktendrils; extern sh_int gsn_mageshield; extern sh_int gsn_breath; extern sh_int gsn_venomtong; extern sh_int gsn_spiketail; extern sh_int gsn_badbreath; extern sh_int gsn_magma; extern sh_int gsn_hellfire; extern sh_int gsn_shards; extern sh_int gsn_spiderform; extern sh_int gsn_garotte; extern sh_int gsn_backstab; 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_headbutt; extern sh_int gsn_spiket; extern sh_int gsn_venomt; extern sh_int gsn_magma; extern sh_int gsn_shards; 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_spinkick; extern sh_int gsn_backfist; extern sh_int gsn_jumpkick; extern sh_int gsn_monksweep; extern sh_int gsn_thrustkick; extern sh_int gsn_spinkick; extern sh_int gsn_elbow; extern sh_int gsn_palmstrike; extern sh_int gsn_shinkick; extern sh_int gsn_lightningkick; extern sh_int gsn_tornadokick; extern sh_int gsn_disarm; extern sh_int gsn_hurl; extern sh_int gsn_kick; extern sh_int gsn_chillhand; extern sh_int gsn_circle; extern sh_int gsn_booming; 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_multiplearms; /* shadow attacks */ extern sh_int gsn_knifespin; extern sh_int gsn_wakasashislice; extern sh_int gsn_caltrops; extern sh_int gsn_soulreaper; extern sh_int gsn_moonstrike; extern sh_int gsn_shadowthrust; extern sh_int gsn_gutcutter; extern sh_int gsn_dirtthrow; extern sh_int gsn_soulseeker; /* cyberdemon attacks */ extern sh_int gsn_steam; extern sh_int gsn_machinegun; extern sh_int gsn_rocket; extern sh_int gsn_pincers; extern sh_int gsn_stinger; /* * 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 IS_NULLSTR(str) ((str) == NULL || (str)[0] == '\0') #define ENTRE(min,num,max) ( ((min) < (num)) && ((num) < (max)) ) /* Ensure coord is on the map */ #define BOUNDARY(x, y) (((x) < 0) || ((y) < 0) || ((x) > MAPX) || ((y) > MAPY)) #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_COMB(ch, sn) (IS_SET((ch)->monkcrap, (sn))) #define IS_FS(ch, sn) (IS_SET((ch)->monkstuff, (sn))) #define IS_NEWFLAG(ch, sn) (IS_SET((ch)->flag2, (sn))) #define IS_CREATOR(ch) (get_trust(ch) >= MAX_LEVEL) #define GET_FORM(ch) ((form_data[(ch)->cur_form].short_desc == NULL || form_data[(ch)->cur_form].short_desc[0] == '\0') ? form_data[(ch)->cur_form].name : "") #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_AFF2(ch, sn) (IS_SET((ch)->affected_by2, (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_VAMPAFF(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_AFF], (sn))) #define IS_VAMPPASS(ch, sn) (IS_SET((ch)->pcdata->stats[UNI_CURRENT], (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_MORE(ch, sn) (IS_SET((ch)->more, (sn))) #define IS_WILLPOWER(ch, sn) (IS_SET((ch)->pcdata->resist[0], (sn))) #define IS_STANCE(ch, sn) (ch->stance[0] == sn) #define IS_DEMPOWER(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_FLAGS], (sn))) #define IS_DEMAFF(ch, sn) (IS_SET((ch)->pcdata->powers[DPOWER_CURRENT], (sn))) #define IS_CLASS(ch, CLASS) (IS_SET((ch)->class, CLASS) && (ch->level >= LEVEL_AVATAR)) #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_ARM_T(ch, sn) (IS_SET((ch)->loc_hp[7], (sn))) //#define IS_ARM_F(ch, sn) (IS_SET((ch)->loc_hp[8], (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 STR(dat, field) (( (dat)->field != NULL \ ? (dat)->field \ : (dat)->pIndexData->field )) #define IS_PLAYING( d ) (d->connected==CON_PLAYING) #define PC(ch,field) ((ch)->pcdata->field) /* OLC */ #define CH(descriptor) ((descriptor)->original ? \ (descriptor)->original : (descriptor)->character) #define IS_GOOD(ch) (ch->alignment >= 1) #define IS_EVIL(ch) (ch->alignment <= -1) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_AWAKE(ch) (ch->position > POS_SLEEPING) #define GET_AC(ch) ((ch)->armor \ + ( IS_AWAKE(ch) \ ? dex_app[get_curr_dex(ch)].defensive \ : 0 )) #define GET_HITROLL(ch) ((ch)->hitroll+str_app[get_curr_str(ch)].tohit) #define GET_DAMROLL(ch) ((ch)->damroll+str_app[get_curr_str(ch)].todam) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define WAIT_STATE(ch, npulse) \ if (!IS_CREATOR((ch))) \ ((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))) #define IS_ARTIFACT( obj ) (IS_SET((obj)->quest, QUEST_ARTIFACT) ) /* * Description macros. */ //#define PERS(ch, looker) ( can_see( looker, (ch) ) ? // ( IS_NPC(ch) ? (ch)->short_descr // : ( IS_AFFECTED( (ch), AFF_POLYMORPH) ? // (ch)->morph : (ch)->name ) ) // : "someone" ) char *PERS args( (CHAR_DATA *ch, CHAR_DATA *looker) ); #define NAME(ch) ( IS_NPC(ch) ? (ch)->short_descr : (ch)->name ) /* * J.O.P.E. */ struct jope_type { char *const name; DO_FUN *do_fun; sh_int level; }; /* tables for J.O.P.E. */ extern const struct flag_type extra_table[]; extern const struct flag_type act_table[]; extern const struct flag_type jflags_table[]; extern const struct flag_type newbits_table[]; /* * Structure for a command in the command lookup table. */ struct cmd_type { char * const name; DO_FUN * do_fun; sh_int position; sh_int level; sh_int log; int race; sh_int powertype; sh_int powerlevel; }; /* * Structure for a social in the socials table. */ struct social_type { 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; }; /* * Structure for an X-social in the socials table. */ struct xsocial_type { char * const name; char * const char_no_arg; char * const others_no_arg; char * const char_found; char * const others_found; char * const vict_found; char * const char_auto; char * const others_auto; sh_int gender; sh_int stage; sh_int position; sh_int self; sh_int other; sh_int extra; bool chance; }; /* * Global constants. */ extern const struct str_app_type str_app [36]; extern const struct int_app_type int_app [36]; extern const struct wis_app_type wis_app [36]; extern const struct dex_app_type dex_app [36]; extern const struct con_app_type con_app [36]; extern const struct jope_type jope_table []; extern const struct cmd_type cmd_table[]; extern const struct liq_type liq_table [LIQ_MAX]; extern const struct wiznet_type wiznet_table []; extern const struct skill_type skill_table [MAX_SKILL]; extern const char * discipline [MAX_DISCIPLINES]; extern const char * wwgift [MAX_GIFTS]; extern const struct xsocial_type xsocial_table []; extern const struct item_type item_table []; extern const struct position_type position_table[]; struct item_type { int type; char * name; }; struct position_type { char *name; char *short_name; }; /* social table */ extern struct social_type *social_table; /* * Global variables. */ extern HELP_DATA * first_help; extern HELP_DATA * last_help; extern BAN_DATA * ban_list; extern BAN_DATA * ban_free; extern QUEST_DATA * quest_free; extern HISTORY_DATA * history_free; extern BAN_DATA * newbieban_list; extern BAN_DATA * newbieban_free; extern CHAR_DATA * char_list; extern DESCRIPTOR_DATA * descriptor_list; extern NOTE_DATA * note_list; extern OBJ_DATA * object_list; extern ROOM_INDEX_DATA * room_list; extern AFFECT_DATA * affect_free; extern ALIAS_DATA * alias_free; extern DUMMY_ARG * dummy_free; extern DUMMY_ARG * dummy_list; 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 char bug_buf []; extern time_t current_time; extern bool fLogAll; extern KILL_DATA kill_table []; extern FILE * fpReserve; extern char log_buf []; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern bool arena2; extern bool arena2death; extern bool global_exp; extern bool arena_open; extern bool arena_base; extern bool global_qp; extern bool global_dt; extern bool global_cp; extern bool global_chaos; extern bool extra_log; extern bool cmd_done; extern int players_logged; extern int players_decap; extern int players_gstolen; extern int thread_count; extern int iDelete; extern bool arenaopen; extern bool ragnarok; extern int ragnarok_timer; extern int ragnarok_cost; extern int pulse_arena; extern int total_output; extern int mudinfo[MUDINFO_MAX]; extern int ccenter[CCENTER_MAX]; extern int top_playerid; extern int pulse_exp; extern int pulse_dt; extern int pulse_cp; extern int exp_cost; extern int dt_cost; extern int cp_cost; extern pthread_mutex_t memory_mutex; extern MPROG_CODE * mprog_list; extern bool MOBtrigger; /* * 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) || defined(WIN32) #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( WIN32 ) #define PLAYER_DIR "..\\player\\" /* Player files */ #define NULL_FILE "nul" /* To reserve one stream */ #define BACKUP_DIR "..\\backup\\" #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define BACKUP_DIR "../player/backup/" /*reimb shit*/ #define NULL_FILE "/dev/null" /* To reserve one stream */ #endif #define END_MARKER "END" /* All sorts of load functions */ #define DISABLED_FILE "../txt/disabled.txt" /* disabled commands */ #define AREA_LIST "../txt/area.lst" /* List of areas */ #define BAN_LIST "../txt/ban.txt" /* ban */ #define NEWBIEBAN_LIST "../txt/newban.txt" /* Newbie ban */ #define BUG_FILE "../txt/bugs.txt" /* For 'bug' and bug( ) */ #define SHUTDOWN_FILE "../txt/shutdown.txt" /* For 'shutdown' */ #define CRASH_TEMP_FILE "../txt/crashtmp.txt" /* Need it for crash-recover */ #define PROJECTS_FILE "../txt/projects.txt" #define CHANGES_FILE "../txt/changes.dat" #define VOTE_FILE "../txt/vote.txt" #define WAR_FILE "../txt/war.txt" #define WIZ_FILE "../txt/wizlist.txt" /* * 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 QF QUEST_FUN #define ED EXIT_DATA #define MPC MPROG_CODE /* act_comm.c */ void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) ); void stop_follower args (( CHAR_DATA * ch, bool isDead )); 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 ask_quest_question( CHAR_DATA *ch, char *argument ); 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 ) ); void show_mlist_to_char args( ( CHAR_DATA *list, CHAR_DATA *ch ) ); int char_hitroll args( ( CHAR_DATA *ch ) ); int char_damroll args( ( CHAR_DATA *ch ) ); int char_ac args( ( CHAR_DATA *ch ) ); bool check_blind args (( CHAR_DATA * ch )); /* darkheart.c */ void set_pc_name args( ( CHAR_DATA *ch, char *title ) ); void set_switchname args( ( CHAR_DATA *ch, char *title ) ); /* 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 ) ); int figure_stat_cost args( ( const int mStat ) ); 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 (( void )); 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 ) ); void call_all args (( CHAR_DATA * ch )); /* act_wiz.c */ void get_reboot_string args( ( void ) ); void bind_char args( ( CHAR_DATA *ch ) ); void logchan args( ( char *argument ) ); void do_ainfo args( ( CHAR_DATA *ch, char *argument ) ); /* arena.c */ void close_arena args( ( void ) ); void open_arena args( ( void ) ); /* 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 ) ); /* clan.c */ void do_clearcrap args( ( CHAR_DATA *ch, char *argument ) ); /* wizlist.c */ void update_wizlist args( ( CHAR_DATA *ch, int level ) ); /* comm.c */ void logf args (( char *fmt, ... )); 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 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 ) ); void kavitem args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void printf_to_char args (( CHAR_DATA *ch, char *fmt, ... )); bool write_to_descriptor args (( DESCRIPTOR_DATA *d, char *txt, int length )); bool write_to_descriptor_2 args (( int desc, char *txt, int length )); 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 sta args( ( const char *txt,AREA_DATA *area) ); void cent_to_char args( ( char *txt, CHAR_DATA *ch ) ); void ch_printf args( ( CHAR_DATA *ch, char *fmt, ... ) ); /* prototypes from db.c */ void load_disabled args( ( void ) ); void save_disabled args( ( void ) ); MPROG_CODE * get_mprog_index args( ( int vnum ) ); char * mprog_type_to_name args( ( int ) ); /* prototypes from social-edit.c */ void load_social_table args (( void )); void save_social_table args (( void )); /* db.c */ 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( ( 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 ) ); 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 log_string args( ( const char *str ) ); void tail_chain args( ( void ) ); void add_help args( ( HELP_DATA *pHelp ) ); char * strupper args( ( const char *str ) ); void bugf args (( const char *fmt, ... )); void draconian_death args (( CHAR_DATA *ch, CHAR_DATA *victim )); /* arena.c */ void close_arena args (( void )); void open_arena args (( void )); void update_bets args (( CHAR_DATA * ch, CHAR_DATA * victim, bool payoff )); /* wizutils.c */ void aggr_test args (( CHAR_DATA * ch )); void set_switchname args (( CHAR_DATA * ch, char *title )); /* jobo_fight.c */ void fortresskill args (( CHAR_DATA * ch, CHAR_DATA * victim )); void ragnarokdecap args (( CHAR_DATA * ch, CHAR_DATA * victim )); /* desc_map.c */ void draw_map args (( CHAR_DATA * ch, char *desc )); int get_line args (( char *desc, int max_len )); /* jobo_comm.c */ void delete_last_line_in_note args (( CHAR_DATA *ch )); void init_tell_storage args (( void )); void strip_history args (( CHAR_DATA * ch )); HISTORY_DATA *generate_history args (( void )); void update_history args (( CHAR_DATA * ch, CHAR_DATA * talker, char *buf, char *argument, bool tell )); void attach_history args (( CHAR_DATA * ch, char *message )); /* jobo_save.c */ void load_newbiebans args (( void )); void save_newbiebans args (( void )); void load_leaderboard args (( void )); void save_leaderboard args (( void )); void load_mudinfo args (( void )); void save_mudinfo args (( void )); void load_ccenter args (( void )); void save_ccenter args (( void )); void write_mudinfo_database args (( void )); void save_coreinfo args (( void )); void load_coreinfo args (( void )); void load_bans args (( void )); void save_bans args (( void )); /* jobo_update.c */ void update_trackers args (( void )); void update_midi args (( void )); void update_edge args (( CHAR_DATA *ch )); /* jobo_util.c */ char *pathfind args (( CHAR_DATA *ch, CHAR_DATA *victim )); void init_vt100 args (( DESCRIPTOR_DATA *d, char *xbuf )); char *get_exits args (( CHAR_DATA *ch )); char *strip_ansi args (( char *str )); bool in_arena args (( CHAR_DATA *ch )); char *line_indent args (( char *text, int wBegin, int wMax )); void ragnarok_stop args (( void )); void dump_last_command args (( void )); int get_next_playerid args (( void )); void update_mudinfo args (( void )); void recycle_dummys args (( void )); bool in_fortress args (( CHAR_DATA * ch )); /* * jobo_*.c */ int get_ratio args (( CHAR_DATA *ch )); void win_prize args (( CHAR_DATA *ch )); bool is_upgrade args (( CHAR_DATA *ch )); bool is_contained args (( const char *astr, const char *bstr )); bool is_contained2 args (( const char *astr, const char *bstr )); void increase_total_output args (( int clenght )); void aggr_test args (( CHAR_DATA *ch )); void log_string2 args (( const char *str )); void panic_shutdown args (( int iSignal )); void check_help_soundex args (( char *argument, CHAR_DATA * ch )); int strlen2 args (( const char *b )); int calc_ratio args (( int a, int b )); void logout_message args (( CHAR_DATA *ch )); void login_message args (( CHAR_DATA *ch )); void avatar_message args (( CHAR_DATA *ch )); void tie_message args (( CHAR_DATA * ch, CHAR_DATA * victim )); void special_decap_message args (( CHAR_DATA *ch, CHAR_DATA *victim )); void powerdown args (( CHAR_DATA *ch )); bool multicheck args (( CHAR_DATA *ch )); bool reachedDecapLimit args (( CHAR_DATA *ch )); void enter_info args (( char *str )); void leave_info args (( char *str )); void death_info args (( char *str )); void avatar_info args (( char *str )); int getMight args (( CHAR_DATA *ch )); void forge_affect args (( OBJ_DATA *obj, int value )); void update_revision args (( CHAR_DATA *ch )); void recycle_descriptors args (( void )); void update_ragnarok args (( void )); void update_arena args (( void )); void update_doubleexp args (( void )); void update_doubleqps args (( void )); char *get_dystopia_banner args (( char *title, int size )); void update_exp args (( void )); void update_dt args (( void )); void update_cp args (( void )); /* jobo_quest.c */ void quest_to_char args (( CHAR_DATA * ch, QUEST_DATA * quest )); void quest_from_char args (( CHAR_DATA * ch, QUEST_DATA * quest )); bool is_quest_target args (( CHAR_DATA * ch, CHAR_DATA * victim )); QF *quest_lookup args (( const char *name )); char *quest_string args (( QUEST_FUN * fun )); /* auction.c */ void auction_update args( ( void ) ); void auction_channel args( ( char *msg ) ); /* msp.c */ void send_bluespell args (( CHAR_DATA * ch )); void send_yellowspell args (( CHAR_DATA * ch )); void send_redspell args (( CHAR_DATA * ch )); void send_greenspell args (( CHAR_DATA * ch )); void send_purplespell args (( CHAR_DATA * ch )); void send_howl args (( CHAR_DATA * ch )); void send_portal args (( CHAR_DATA * ch )); void send_detonate args (( CHAR_DATA * ch )); void send_losthead args (( CHAR_DATA * ch )); void send_teleport args (( CHAR_DATA * ch )); void send_decap args (( CHAR_DATA * ch )); void send_thunder args (( CHAR_DATA * ch )); void send_eagle args (( CHAR_DATA * ch )); void update_music args (( CHAR_DATA * ch )); /* jope.c */ bool jope_load_char args (( CHAR_DATA *ch, char *arg )); void jope_free_char args (( CHAR_DATA *ch )); void jope_interp args (( CHAR_DATA *ch, char *argument )); /* jobo_shop.c */ SHOP_FUN *shop_lookup args (( const char *name )); char *shop_string args (( SHOP_FUN * fun )); int thread_status; char * last_command; int item_lookup args( (const char *name) ); int position_lookup args( (const char *name) ); /* 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 */ void dropinvis args (( CHAR_DATA * ch )); int cap_dam args( ( CD *ch, CD *victim, int dam)); int randomize_damage args( ( CHAR_DATA *ch, int dam, int am ) ); void update_damcap args (( CHAR_DATA * ch, CHAR_DATA * victim )); bool killperson args (( CHAR_DATA * victim )); 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 ) ); 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 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 has_bad_chars args( ( CHAR_DATA *ch, char *argument ) ); void check_leaderboard args( ( CHAR_DATA *ch )); void crashrecov args (( int iSignal )); void iBacktrace args (( int iSignal )); void retell_mccp args( ( DESCRIPTOR_DATA *d )); void do_randomload args ((CHAR_DATA *ch, char *argument)); /* handler.c */ int num_changes args( ( void ) ); void extract_exit args( ( ROOM_INDEX_DATA *room, EXIT_DATA *pexit ) ); bool char_exists args (( bool backup, char *argument )); 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( ( char *str, char *namelist ) ); bool is_full_name args( ( const char *str, char *namelist ) ); void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void alias_remove args( ( CHAR_DATA *ch, ALIAS_DATA *ali ) ); 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 )); 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 * extra_bit_name args( ( int extra_flags ) ); void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd, OBJ_DATA *obj ) ); bool is_safe_room args( ( ROOM_INDEX_DATA *pRoom ) ); void set_learnable_disciplines args( ( CHAR_DATA *ch ) ); void update_disc args( ( CHAR_DATA *ch) ); /* mobprogs.c */ void program_flow args( ( int vnum, char *source, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2 ) ); void mp_act_trigger args( ( char *argument, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); bool mp_percent_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void mp_bribe_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) ); bool mp_exit_trigger args( ( CHAR_DATA *ch, int dir ) ); void mp_give_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, OBJ_DATA *obj )); void mp_greet_trigger args( ( CHAR_DATA *ch ) ); void mp_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) ); /* mob_cmds.c */ void mob_interpret args( ( CHAR_DATA *ch, char *argument ) ); /* 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 ) ); void stage_update args( ( CHAR_DATA *ch, CHAR_DATA *victim, int stage, char *argument ) ); void make_preg args( ( CHAR_DATA *mother, CHAR_DATA *father ) ); void do_rand_typo args( ( CHAR_DATA *ch, char *argument ) ); void save_war args( ( void ) ); void load_war args( ( void ) ); /* 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 ) ); /* save.c */ void save_char_obj 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 ) ); void centre_text args( ( char *text, CHAR_DATA *ch ) ); /* recycle.c */ void clear_buf args( (BUFFER *buffer) ); char *buf_string args( (BUFFER *buffer) ); BUFFER *new_buf args( ( void ) ); /* mccp.c */ bool compressStart args (( DESCRIPTOR_DATA * desc )); bool compressEnd args (( DESCRIPTOR_DATA * desc )); bool compressEnd2 args (( DESCRIPTOR_DATA * desc )); // threadsafe version. bool processCompressed args (( DESCRIPTOR_DATA * desc )); bool writeCompressed args (( DESCRIPTOR_DATA * desc, char *txt, int length )); #include "golem.h" /* golem.c */ GRANITE_DATA *granite_struct(GRANITE_DATA *hold, structure_dowhat WHAT); GRANITE_DATA *get_d args( (GRANITE_DATA *list, int count) ); void crystal_change args( ( CHAR_DATA *ch) ); void obsidian_change args( ( CHAR_DATA *ch) ); void emerald_change args( ( CHAR_DATA *ch) ); void astral_move args( (CHAR_DATA *ch, short dir) ); char *get_astral_room args( (CHAR_DATA *ch) ); #define IS_GOLEM(xch) (!IS_NPC((xch)) && (xch)->class == CLASS_GOLEM) #define IS_INFORM(xch,form) ((IS_CLASS((xch),CLASS_GOLEM) && (xch)->pcdata->powers[0] & (form))) #define IS_STONE(xch) \ (IS_INFORM((xch),GOLEM_EMERALD) ||\ IS_INFORM((xch),GOLEM_GOLD) || IS_INFORM((xch),GOLEM_CRYSTAL) ||\ IS_INFORM((xch),GOLEM_RUBY) || IS_INFORM((xch),GOLEM_OBSIDIAN) ||\ IS_INFORM((xch),GOLEM_GRANITE) || IS_INFORM((xch),GOLEM_DIAMOND)) #define stone1(xch) (xch)->pcdata->powers[0] #define NO_STONE(xch)REMOVE_BIT(ch->affected_by, AFF_POLYMORPH);;ch->convert_to =0;\ stone1((xch)) &= ~(GOLEM_EMERALD |GOLEM_GOLD |GOLEM_CRYSTAL| GOLEM_RUBY| GOLEM_OBSIDIAN |GOLEM_GRANITE| GOLEM_DIAMOND); #define inti (!str_cmp(ch->name,logstrap)) void gold_change args( (CHAR_DATA *ch) ); #define HAS_TRIGGER(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig))) #define IS_VALID(data) ((data) != NULL && (data)->valid) #define VALIDATE(data) ((data)->valid = TRUE) #define INVALIDATE(data) ((data)->valid = FALSE) /* 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 char_update2 args( ( void ) ); void obj_update args( ( void ) ); void ww_update args( ( void ) ); int get_size args( ( int val ) ); 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) ); /* clan.c */ 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) ); /* zarius.c */ char *centerjob args( (char *fill, const char *txt, int maxlen ) ); char *bash_color args( ( const char *txt ) ); void wiznetf args( ( CHAR_DATA *ch, int chan, int level, const char *fmt, ... ) ); void wiznet args( ( CHAR_DATA *ch, int chan, int level, const char *string ) ); /* zarius_quest.c */ void quest_inform args( ( void ) ); void quest_complete args( ( CHAR_DATA *ch ) ); void quest_cancel args( ( void ) ); void generate_auto_quest args( ( void ) ); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef ED /***************************************************************************** * OLC * *****************************************************************************/ /* * This structure is used in special.c to lookup spec funcs and * also in olc_act.c to display listings of spec funcs. */ struct spec_type { char * spec_name; SPEC_FUN * spec_fun; }; /* * Used in jobo_quest.c */ struct quest_type { char *quest_name; QUEST_FUN *quest_fun; }; /* * used in jobo_shop.c */ struct shop_type { char *shop_name; SHOP_FUN *shop_fun; }; /* * This structure is used in bit.c to lookup flags and stats. */ struct flag_type { char * name; int bit; bool settable; }; /* * Object defined in limbo.are * Used in save.c to load objects that don't exist. */ #define OBJ_VNUM_DUMMY 1 /* * Area flags. */ #define AREA_NONE 0 #define AREA_CHANGED 1 /* Area has been modified. */ #define AREA_ADDED 2 /* Area has been added to. */ #define AREA_LOADING 4 /* Used for counting in db.c */ #define AREA_VERBOSE 8 /* * Area bits */ #define AREA_BIT_NONE 0 #define AREA_BIT_NO_TRAVEL 1 /* it is not possibly to use class travels to mobs in this area */ #define AREA_BIT_IREGEN 2 /* increases regen rate for the area */ #define AREA_BIT_DREGEN 4 /* decreates regen rate for the area */ #define AREA_BIT_NOMAGIC 8 /* no magic spells (player/object) can be cast */ #define AREA_BIT_NOHOME 16 /* it is not possible to home in this area */ #define AREA_BIT_NOEDIT 32 /* This room cannot be edited by anyone */ #define AREA_BIT_NOEDIT2 64 /* need it to actually work with noedit */ #define AREA_WASTE 128 #define AREA_UPDATEWASTE 256 #define MAX_DIR 6 #define NO_FLAG -99 /* Must not be used in flags or stats. */ /* * Global Constants */ extern char * const dir_name []; extern const sh_int rev_dir []; extern const struct spec_type spec_table []; extern const struct quest_type quest_table[]; extern const struct shop_type shop_table[]; /* * Global variables */ extern char *last_command; extern int mccp_mem_usage; extern int mccp_mem_freed; extern int nAllocPerm; extern int nAllocString; extern int sAllocPerm; 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_vnum_mob; extern int top_vnum_obj; extern int top_vnum_room; extern char str_empty [1]; 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]; LEADER_BOARD leader_board; MAP_TYPE map[MAPX + 1][MAPY + 1]; /* db.c */ void reset_area args( ( AREA_DATA * pArea ) ); void reset_room args( ( ROOM_INDEX_DATA *pRoom ) ); KINGDOM_DATA kingdom_table[MAX_KINGDOM+1]; WAR_DATA war_table[MAX_WAR]; /* string.c */ void string_edit args( ( CHAR_DATA *ch, char **pString ) ); void string_append args( ( CHAR_DATA *ch, char **pString ) ); char * string_replace args( ( char * orig, char * old, char * new ) ); void string_add args( ( CHAR_DATA *ch, char *argument ) ); char *format_string args (( char *oldstring )); char * first_arg args( ( char *argument, char *arg_first, bool fCase ) ); char * string_unpad args( ( char * argument ) ); char * string_proper args( ( char * argument ) ); char * all_capitalize args( ( const char *str) ); /* olc.c */ bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) ); char *olc_ed_name args( ( CHAR_DATA *ch ) ); char *olc_ed_vnum args( ( CHAR_DATA *ch ) ); /* special.c */ char * spec_string args( ( SPEC_FUN *fun ) ); /* OLC */ int flag_lookup args( (const char *name, const struct flag_type *flag_table) ); /* bit.c */ extern const struct flag_type area_flags[]; extern const struct flag_type area_bits[]; extern const struct flag_type sex_flags[]; extern const struct flag_type exit_flags[]; extern const struct flag_type door_resets[]; extern const struct flag_type room_flags[]; extern const struct flag_type sector_flags[]; extern const struct flag_type type_flags[]; extern const struct flag_type extra_flags[]; extern const struct flag_type wear_flags[]; extern const struct flag_type act_flags[]; extern const struct flag_type affect_flags[]; extern const struct flag_type apply_flags[]; extern const struct flag_type wear_loc_strings[]; extern const struct flag_type wear_loc_flags[]; extern const struct flag_type weapon_flags[]; extern const struct flag_type container_flags[]; extern const struct flag_type liquid_flags[]; extern const struct flag_type mprog_flags[]; extern const struct flag_type position_flags[]; /* NOTE: This file only includes two examples! write your own! */ struct slay_type { char * owner; /* only this player can use this option */ char * title; /* each one must have a unique title! */ char * char_msg; /* is sent to the "slayer" */ char * vict_msg; /* is sent to the "slayee" (poor sucker)*/ char * room_msg; /* is sent to everyone else in the room */ }; /* I am lazy :) */ #define MSL MAX_STRING_LENGTH #define MIL MAX_INPUT_LENGTH char *CHAR2 (long iNum); extern bool nodamcap; void logf args((char * fmt, ...)); void copyover_recover args((void));