/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997, 1998 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright (c) Lucasfilm Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Main mud header file * ****************************************************************************/ #include <stdlib.h> #include <limits.h> #include <sys/cdefs.h> #include <sys/time.h> typedef int ch_ret; typedef int obj_ret; #define args( list ) list #define DECLARE_DO_FUN( fun ) DO_FUN fun #define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun /* * 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(BERR) #define BERR 255 #endif typedef unsigned char bool; #define KEY( literal, field, value ) \ if ( !str_cmp( word, (literal) ) ) \ { \ (field) = (value); \ fMatch = TRUE; \ break; \ } /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct auction_data AUCTION_DATA; /* auction data */ typedef struct ban_data BAN_DATA; typedef struct extracted_char_data EXTRACT_CHAR_DATA; typedef struct char_data CHAR_DATA; typedef struct hunt_hate_fear HHF_DATA; typedef struct fighting_data FIGHT_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct board_data BOARD_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 shop_data SHOP_DATA; typedef struct repairshop_data REPAIR_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct hour_min_sec HOUR_MIN_SEC; typedef struct weather_data WEATHER_DATA; typedef struct bounty_data BOUNTY_DATA; typedef struct planet_data PLANET_DATA; typedef struct guard_data GUARD_DATA; typedef struct space_data SPACE_DATA; typedef struct clan_data CLAN_DATA; typedef struct senate_data SENATE_DATA; typedef struct ship_data SHIP_DATA; typedef struct missile_data MISSILE_DATA; typedef struct mob_prog_data MPROG_DATA; typedef struct mob_prog_act_list MPROG_ACT_LIST; typedef struct editor_data EDITOR_DATA; typedef struct teleport_data TELEPORT_DATA; typedef struct timer_data TIMER; typedef struct system_data SYSTEM_DATA; typedef struct smaug_affect SMAUG_AFF; typedef struct who_data WHO_DATA; typedef struct skill_type SKILLTYPE; typedef struct social_type SOCIALTYPE; typedef struct cmd_type CMDTYPE; typedef struct killed_data KILLED_DATA; typedef struct wizent WIZENT; typedef struct specfun_list SPEC_LIST; /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA * ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA * ch ) ); typedef ch_ret SPELL_FUN args( ( int sn, int level, CHAR_DATA * ch, void *vo ) ); #define DUR_CONV 23.333333333333333333333333 #define HIDDEN_TILDE '*' #define BV00 (1 << 0) #define BV01 (1 << 1) #define BV02 (1 << 2) #define BV03 (1 << 3) #define BV04 (1 << 4) #define BV05 (1 << 5) #define BV06 (1 << 6) #define BV07 (1 << 7) #define BV08 (1 << 8) #define BV09 (1 << 9) #define BV10 (1 << 10) #define BV11 (1 << 11) #define BV12 (1 << 12) #define BV13 (1 << 13) #define BV14 (1 << 14) #define BV15 (1 << 15) #define BV16 (1 << 16) #define BV17 (1 << 17) #define BV18 (1 << 18) #define BV19 (1 << 19) #define BV20 (1 << 20) #define BV21 (1 << 21) #define BV22 (1 << 22) #define BV23 (1 << 23) #define BV24 (1 << 24) #define BV25 (1 << 25) #define BV26 (1 << 26) #define BV27 (1 << 27) #define BV28 (1 << 28) #define BV29 (1 << 29) #define BV30 (1 << 30) #define BV31 (1 << 31) /* 32 USED! DO NOT ADD MORE! SB */ /* * String and memory management parameters. */ #define MAX_KEY_HASH 2048 #define MAX_STRING_LENGTH 4096 /* buf */ #define MAX_INPUT_LENGTH 1024 /* arg */ #define MAX_INBUF_SIZE 1024 #define HASHSTR /* use string hashing */ #define MAX_LAYERS 8 /* maximum clothing layers */ #define MAX_NEST 100 /* maximum container nesting */ #define MAX_KILLTRACK 20 /* track mob vnums killed */ /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ #define MAX_EXP_WORTH 500000 #define MIN_EXP_WORTH 25 #define MAX_REXITS 20 /* Maximum exits allowed in 1 room */ #define MAX_SKILL 276 #define MAX_ABILITY 8 #define MAX_RACE 17 #define MAX_NPC_RACE 91 #define MAX_LEVEL 105 #define MAX_CLAN 50 #define MAX_PLANET 100 #define MAX_SHIP 1000 #define MAX_BOUNTY 255 #define MAX_GOV 255 #define MAX_HERB 20 #define LEVEL_HERO (MAX_LEVEL - 5) #define LEVEL_IMMORTAL (MAX_LEVEL - 4) #define LEVEL_SUPREME MAX_LEVEL #define LEVEL_INFINITE (MAX_LEVEL - 1) #define LEVEL_ETERNAL (MAX_LEVEL - 1) #define LEVEL_IMPLEMENTOR (MAX_LEVEL - 1) #define LEVEL_SUB_IMPLEM (MAX_LEVEL - 1) #define LEVEL_ASCENDANT (MAX_LEVEL - 2) #define LEVEL_GREATER (MAX_LEVEL - 2) #define LEVEL_GOD (MAX_LEVEL - 2) #define LEVEL_LESSER (MAX_LEVEL - 3) #define LEVEL_TRUEIMM (MAX_LEVEL - 3) #define LEVEL_DEMI (MAX_LEVEL - 3) #define LEVEL_SAVIOR (MAX_LEVEL - 3) #define LEVEL_CREATOR (MAX_LEVEL - 3) #define LEVEL_ACOLYTE (MAX_LEVEL - 4) #define LEVEL_NEOPHYTE (MAX_LEVEL - 4) #define LEVEL_AVATAR (MAX_LEVEL - 5) #include "hotboot.h" #include "account.h" #define LEVEL_LOG LEVEL_LESSER #define LEVEL_HIGOD LEVEL_GOD #define PULSE_PER_SECOND 4 #define PULSE_MINUTE ( 60 * PULSE_PER_SECOND) #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_TICK ( 70 * PULSE_PER_SECOND) #define PULSE_AREA ( 60 * PULSE_PER_SECOND) #define PULSE_AUCTION ( 10 * PULSE_PER_SECOND) #define PULSE_SPACE ( 10 * PULSE_PER_SECOND) #define PULSE_TAXES ( 60 * PULSE_MINUTE) /* * Command logging types. */ typedef enum { LOG_NORMAL, LOG_ALWAYS, LOG_NEVER, LOG_BUILD, LOG_HIGH, LOG_COMM, LOG_ALL } log_types; /* short cut crash bug fix provided by gfinello@mail.karmanet.it*/ typedef enum { relMSET_ON, relOSET_ON } relation_type; typedef struct rel_data REL_DATA; struct rel_data { void *Actor; void *Subject; REL_DATA *next; REL_DATA *prev; relation_type Type; }; /* * Return types for move_char, damage, greet_trigger, etc, etc * Added by Thoric to get rid of bugs */ typedef enum { rNONE, rCHAR_DIED, rVICT_DIED, rBOTH_DIED, rCHAR_QUIT, rVICT_QUIT, rBOTH_QUIT, rSPELL_FAILED, rOBJ_SCRAPPED, rOBJ_EATEN, rOBJ_EXPIRED, rOBJ_TIMER, rOBJ_SACCED, rOBJ_QUAFFED, rOBJ_USED, rOBJ_EXTRACTED, rOBJ_DRUNK, rCHAR_IMMUNE, rVICT_IMMUNE, rCHAR_AND_OBJ_EXTRACTED = 128, rERROR = 255 } ret_types; /* Echo types for echo_to_all */ #define ECHOTAR_ALL 0 #define ECHOTAR_PC 1 #define ECHOTAR_IMM 2 /* defines for new do_who */ #define WT_MORTAL 0 #define WT_IMM 2 #define WT_AVATAR 1 #define WT_NEWBIE 3 #include "color.h" #ifdef IMC #include "imc.h" #endif /* * do_who output structure -- Narn */ struct who_data { WHO_DATA *prev; WHO_DATA *next; char *text; int type; }; /* * Site ban structure. */ struct ban_data { BAN_DATA *next; BAN_DATA *prev; char *name; int level; char *ban_time; }; /* * Time and weather stuff. */ typedef enum { SUN_DARK, SUN_RISE, SUN_LIGHT, SUN_SET } sun_positions; typedef enum { SKY_CLOUDLESS, SKY_CLOUDY, SKY_RAINING, SKY_LIGHTNING } sky_conditions; struct time_info_data { int hour; int day; int month; int year; }; struct hour_min_sec { int hour; int min; int sec; int manual; }; struct weather_data { int mmhg; int change; int sky; int sunlight; }; /* * Structure used to build wizlist */ struct wizent { WIZENT *next; WIZENT *last; char *name; short level; }; /* * Connected state for a channel. */ typedef enum { CON_GET_NAME = -99, CON_GET_OLD_PASSWORD, CON_CONFIRM_NEW_NAME, CON_GET_NEW_PASSWORD, CON_CONFIRM_NEW_PASSWORD, CON_GET_NEW_SEX, CON_GET_NEW_CLASS, CON_READ_MOTD, CON_GET_NEW_RACE, CON_GET_EMULATION, CON_GET_MSP, CON_ROLL_STATS, CON_STATS_OK, CON_GET_WANT_RIPANSI, CON_TITLE, CON_PRESS_ENTER, CON_WAIT_1, CON_WAIT_2, CON_WAIT_3, CON_ACCEPTED, CON_GET_PKILL, CON_READ_IMOTD, CON_COPYOVER_RECOVER, CON_PLAYING = 0, CON_EDITING, // Account Connection Types CON_GET_ACCOUNT_NAME, CON_GET_ACCOUNT_NEW_PASS, CON_ACCOUNT_PENDING, CON_GET_ACCOUNT_OLD_PASS, CON_GET_ACCOUNT_NAME_CONFIRM, CON_GET_ACCOUNT_FIRST, CON_ACCOUNT_ADD_CHAR, CON_ACCOUNT_CONFIRM_PASS, CON_ACCOUNT_ADD_CHAR_PASS, CON_ACCOUNT_GET_EMAIL, CON_ACCOUNT_CONFIRM_EMAIL, CON_ACCOUNT_PAGEIMM, CON_ACCOUNT_CHATTING, CON_ACCOUNT_GET_PASSWORD, CON_ACCOUNT_PASSWORD_NEW, CON_ACCOUNT_PASSWORD_CONFIRM } connection_types; /* * 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, /* * timer types ONLY below this point */ SUB_TIMER_DO_ABORT = 128, SUB_TIMER_CANT_ABORT } char_substates; /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA *next; DESCRIPTOR_DATA *prev; DESCRIPTOR_DATA *snoop_by; CHAR_DATA *character; CHAR_DATA *original; ACCOUNT_DATA *account; struct mccp_data *mccp; /* Mud Client Compression Protocol */ bool can_compress; char *host; char *hostip; int port; int descriptor; short connected; short idle; short lines; short scrlen; bool fcommand; char inbuf[MAX_INBUF_SIZE]; char incomm[MAX_INPUT_LENGTH]; char inlast[MAX_INPUT_LENGTH]; int repeat; char *outbuf; unsigned long outsize; int outtop; char *pagebuf; unsigned long pagesize; int pagetop; char *pagepoint; char pagecmd; char pagecolor; int newstate; unsigned char prevcolor; }; /* * Attribute bonus structures. */ struct str_app_type { short tohit; short todam; short carry; short wield; }; struct int_app_type { short learn; }; struct wis_app_type { short practice; }; struct dex_app_type { short defensive; }; struct con_app_type { short hitp; short shock; }; struct cha_app_type { short charm; }; struct lck_app_type { short luck; }; struct frc_app_type { short force; }; /* ability classes */ #define ABILITY_NONE -1 #define COMBAT_ABILITY 0 #define PILOTING_ABILITY 1 #define ENGINEERING_ABILITY 2 #define HUNTING_ABILITY 3 #define SMUGGLING_ABILITY 4 #define DIPLOMACY_ABILITY 5 #define LEADERSHIP_ABILITY 6 #define FORCE_ABILITY 7 /* the races */ #define RACE_HUMAN 0 #define RACE_WOOKIEE 1 #define RACE_TWI_LEK 2 #define RACE_RODIAN 3 #define RACE_HUTT 4 #define RACE_MON_CALAMARI 5 #define RACE_NOGHRI 6 #define RACE_GAMORREAN 7 #define RACE_JAWA 8 #define RACE_ADARIAN 9 #define RACE_EWOK 10 #define RACE_VERPINE 11 #define RACE_DEFEL 12 #define RACE_TRANDOSHAN 13 #define RACE_CHADRA_FAN 14 #define RACE_DUINUOGWUIN 16 /* big mistake was causing mass chaos */ #define RACE_QUARREN 15 /* * Languages -- Altrag */ #define LANG_COMMON BV00 /* Human base language */ #define LANG_WOOKIEE BV01 #define LANG_TWI_LEK BV02 #define LANG_RODIAN BV03 #define LANG_HUTT BV04 #define LANG_MON_CALAMARI BV05 #define LANG_NOGHRI BV06 #define LANG_EWOK BV07 #define LANG_ITHORIAN BV08 #define LANG_GOTAL BV09 #define LANG_DEVARONIAN BV10 #define LANG_DROID BV11 #define LANG_SPIRITUAL BV12 #define LANG_MAGICAL BV13 #define LANG_GAMORREAN BV14 #define LANG_GOD BV15 #define LANG_ANCIENT BV16 #define LANG_JAWA BV17 #define LANG_CLAN BV18 #define LANG_ADARIAN BV19 #define LANG_VERPINE BV20 #define LANG_DEFEL BV21 #define LANG_TRANDOSHAN BV22 #define LANG_CHADRA_FAN BV23 #define LANG_QUARREN BV24 #define LANG_DUINUOGWUIN BV25 #define LANG_UNKNOWN 0 /* Anything that doesnt fit a category */ #define VALID_LANGS ( LANG_COMMON | LANG_WOOKIEE | LANG_TWI_LEK | LANG_RODIAN \ | LANG_HUTT | LANG_MON_CALAMARI | LANG_NOGHRI | LANG_GAMORREAN \ | LANG_JAWA | LANG_ADARIAN | LANG_EWOK | LANG_VERPINE | LANG_DEFEL \ | LANG_TRANDOSHAN | LANG_CHADRA_FAN | LANG_QUARREN | LANG_DUINUOGWUIN) /* 26 Languages */ /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define INIT_WEAPON_CONDITION 12 #define MAX_ITEM_IMPACT 30 /* * Help table types. */ struct help_data { HELP_DATA *next; HELP_DATA *prev; short level; char *keyword; char *text; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA *next; /* Next shop in list */ SHOP_DATA *prev; /* Previous shop in list */ int keeper; /* Vnum of shop keeper mob */ short buy_type[MAX_TRADE]; /* Item types shop will buy */ short profit_buy; /* Cost multiplier for buying */ short profit_sell; /* Cost multiplier for selling */ short open_hour; /* First opening hour */ short close_hour; /* First closing hour */ }; #define MAX_FIX 3 #define SHOP_FIX 1 #define SHOP_RECHARGE 2 struct repairshop_data { REPAIR_DATA *next; /* Next shop in list */ REPAIR_DATA *prev; /* Previous shop in list */ int keeper; /* Vnum of shop keeper mob */ short fix_type[MAX_FIX]; /* Item types shop will fix */ short profit_fix; /* Cost multiplier for fixing */ short shop_type; /* Repair shop type */ short open_hour; /* First opening hour */ short close_hour; /* First closing hour */ }; /* Mob program structures */ struct act_prog_data { struct act_prog_data *next; void *vo; }; struct mob_prog_act_list { MPROG_ACT_LIST *next; char *buf; CHAR_DATA *ch; OBJ_DATA *obj; void *vo; }; struct mob_prog_data { MPROG_DATA *next; int type; bool triggered; int resetdelay; char *arglist; char *comlist; bool fileprog; }; bool MOBtrigger; /* race dedicated stuff */ struct race_type { char race_name[16]; /* Race name */ int affected; /* Default affect bitvectors */ short str_plus; /* Str bonus/penalty */ short dex_plus; /* Dex " */ short wis_plus; /* Wis " */ short int_plus; /* Int " */ short con_plus; /* Con " */ short cha_plus; /* Cha " */ short lck_plus; /* Lck " */ short frc_plus; /* Frc " */ short hit; short mana; short resist; short suscept; int class_restriction; /* Flags for illegal classes */ int language; /* Default racial language */ }; typedef enum { CLAN_PLAIN, CLAN_CRIME, CLAN_GUILD, CLAN_SUBCLAN } clan_types; typedef enum { SHIP_CIVILIAN, SHIP_REPUBLIC, SHIP_IMPERIAL, MOB_SHIP } ship_types; typedef enum { SHIP_DOCKED, SHIP_READY, SHIP_BUSY, SHIP_BUSY_2, SHIP_BUSY_3, SHIP_REFUEL, SHIP_LAUNCH, SHIP_LAUNCH_2, SHIP_LAND, SHIP_LAND_2, SHIP_HYPERSPACE, SHIP_DISABLED, SHIP_FLYING } ship_states; typedef enum { MISSILE_READY, MISSILE_FIRED, MISSILE_RELOAD, MISSILE_RELOAD_2, MISSILE_DAMAGED } missile_states; typedef enum { FIGHTER_SHIP, MIDSIZE_SHIP, CAPITAL_SHIP, SHIP_PLATFORM, CLOUD_CAR, OCEAN_SHIP, LAND_SPEEDER, WHEELED, LAND_CRAWLER, WALKER } ship_classes; typedef enum { CONCUSSION_MISSILE, PROTON_TORPEDO, HEAVY_ROCKET, HEAVY_BOMB } missile_types; typedef enum { GROUP_CLAN, GROUP_COUNCIL, GROUP_GUILD } group_types; #define LASER_DAMAGED -1 #define LASER_READY 0 struct space_data { SPACE_DATA *next; SPACE_DATA *prev; SHIP_DATA *first_ship; SHIP_DATA *last_ship; MISSILE_DATA *first_missile; MISSILE_DATA *last_missile; PLANET_DATA *first_planet; PLANET_DATA *last_planet; char *filename; char *name; char *star1; char *star2; char *planet1; char *planet2; char *planet3; char *location1a; char *location2a; char *location3a; char *location1b; char *location2b; char *location3b; char *location1c; char *location2c; char *location3c; int xpos; int ypos; int s1x; int s1y; int s1z; int s2x; int s2y; int s2z; int doc1a; int doc2a; int doc3a; int doc1b; int doc2b; int doc3b; int doc1c; int doc2c; int doc3c; int p1x; int p1y; int p1z; int p2x; int p2y; int p2z; int p3x; int p3y; int p3z; int gravitys1; int gravitys2; int gravityp1; int gravityp2; int gravityp3; int p1_low; int p1_high; int p2_low; int p2_high; int p3_low; int p3_high; int crash; }; struct bounty_data { BOUNTY_DATA *next; BOUNTY_DATA *prev; char *target; long int amount; }; struct guard_data { GUARD_DATA *next; GUARD_DATA *prev; GUARD_DATA *next_on_planet; GUARD_DATA *prev_on_planet; CHAR_DATA *mob; ROOM_INDEX_DATA *reset_loc; PLANET_DATA *planet; }; struct senate_data { SENATE_DATA *next; SENATE_DATA *prev; char *name; }; struct planet_data { PLANET_DATA *next; PLANET_DATA *prev; PLANET_DATA *next_in_system; PLANET_DATA *prev_in_system; GUARD_DATA *first_guard; GUARD_DATA *last_guard; SPACE_DATA *starsystem; AREA_DATA *first_area; AREA_DATA *last_area; char *name; char *filename; long base_value; CLAN_DATA *governed_by; int population; bool flags; float pop_support; }; #define PLANET_NOCAPTURE BV00 struct clan_data { CLAN_DATA *next; /* next clan in list */ CLAN_DATA *prev; /* previous clan in list */ CLAN_DATA *next_subclan; CLAN_DATA *prev_subclan; CLAN_DATA *first_subclan; CLAN_DATA *last_subclan; CLAN_DATA *mainclan; char *filename; /* Clan filename */ char *name; /* Clan name */ char *description; /* A brief description of the clan */ char *leader; /* Head clan leader */ char *number1; /* First officer */ char *number2; /* Second officer */ int pkills; /* Number of pkills on behalf of clan */ int pdeaths; /* Number of pkills against clan */ int mkills; /* Number of mkills on behalf of clan */ int mdeaths; /* Number of clan deaths due to mobs */ short clan_type; /* See clan type defines */ short members; /* Number of clan members */ int board; /* Vnum of clan board */ int storeroom; /* Vnum of clan's store room */ int guard1; /* Vnum of clan guard type 1 */ int guard2; /* Vnum of clan guard type 2 */ int patrol1; /* vnum of patrol */ int patrol2; /* vnum of patrol */ int trooper1; /* vnum of reinforcements */ int trooper2; /* vnum of elite troopers */ long int funds; int spacecraft; int vehicles; int jail; char *tmpstr; }; struct ship_data { SHIP_DATA *next; SHIP_DATA *prev; SHIP_DATA *next_in_starsystem; SHIP_DATA *prev_in_starsystem; SHIP_DATA *next_in_room; SHIP_DATA *prev_in_room; ROOM_INDEX_DATA *in_room; SPACE_DATA *starsystem; char *filename; char *name; char *home; char *description; char *owner; char *pilot; char *copilot; char *dest; short type; short class; short comm; short sensor; short astro_array; short hyperspeed; int hyperdistance; short realspeed; short currspeed; short shipstate; short statet0; short statet1; short statet2; short missiletype; short missilestate; short missiles; short maxmissiles; short torpedos; short maxtorpedos; short rockets; short maxrockets; short lasers; short tractorbeam; short manuever; bool bayopen; bool hatchopen; bool autorecharge; bool autotrack; bool autospeed; float vx, vy, vz; float hx, hy, hz; float jx, jy, jz; int maxenergy; int energy; int shield; int maxshield; int hull; int maxhull; int cockpit; int turret1; int turret2; int location; int lastdoc; int shipyard; int entrance; int hanger; int engineroom; int firstroom; int lastroom; int navseat; int pilotseat; int coseat; int gunseat; long collision; SHIP_DATA *target0; SHIP_DATA *target1; SHIP_DATA *target2; SPACE_DATA *currjump; short chaff; short maxchaff; bool chaff_released; bool autopilot; }; struct missile_data { MISSILE_DATA *next; MISSILE_DATA *prev; MISSILE_DATA *next_in_starsystem; MISSILE_DATA *prev_in_starsystem; SPACE_DATA *starsystem; SHIP_DATA *target; SHIP_DATA *fired_from; char *fired_by; short missiletype; short age; int speed; int mx, my, mz; }; struct tourney_data { int open; int low_level; int hi_level; }; /* * Data structure for notes. */ struct note_data { NOTE_DATA *next; NOTE_DATA *prev; char *sender; char *date; char *to_list; char *subject; int voting; char *yesvotes; char *novotes; char *abstentions; char *text; }; struct board_data { BOARD_DATA *next; /* Next board in list */ BOARD_DATA *prev; /* Previous board in list */ NOTE_DATA *first_note; /* First note on board */ NOTE_DATA *last_note; /* Last note on board */ char *note_file; /* Filename to save notes to */ char *read_group; /* Can restrict a board to a */ char *post_group; /* council, clan, guild etc */ char *extra_readers; /* Can give read rights to players */ char *extra_removers; /* Can give remove rights to players */ int board_obj; /* Vnum of board object */ short num_posts; /* Number of notes on this board */ short min_read_level; /* Minimum level to read a note */ short min_post_level; /* Minimum level to post a note */ short min_remove_level; /* Minimum level to remove a note */ short max_posts; /* Maximum amount of notes allowed */ int type; /* Normal board or mail board? */ }; /* * An affect. */ struct affect_data { AFFECT_DATA *next; AFFECT_DATA *prev; short type; int duration; short location; int modifier; int bitvector; }; /* * A SMAUG spell */ struct smaug_affect { SMAUG_AFF *next; char *duration; short location; char *modifier; int bitvector; }; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ /* * Well known mob virtual numbers. * Defined in #MOBILES. */ #define MOB_VNUM_ANIMATED_CORPSE 5 #define MOB_VNUM_POLY_WOLF 10 #define MOB_VNUM_STORMTROOPER 20 #define MOB_VNUM_IMP_GUARD 21 #define MOB_VNUM_NR_GUARD 22 #define MOB_VNUM_NR_TROOPER 23 #define MOB_VNUM_MERCINARY 24 #define MOB_VNUM_BOUNCER 25 #define MOB_VNUM_SUPERMOB 3 /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC BV00 /* Auto set for mobs */ #define ACT_SENTINEL BV01 /* Stays in one room */ #define ACT_SCAVENGER BV02 /* Picks up objects */ #define ACT_AGGRESSIVE BV05 /* Attacks PC's */ #define ACT_STAY_AREA BV06 /* Won't leave area */ #define ACT_WIMPY BV07 /* Flees when hurt */ #define ACT_PET BV08 /* Auto set for pets */ #define ACT_TRAIN BV09 /* Can train PC's */ #define ACT_PRACTICE BV10 /* Can practice PC's */ #define ACT_IMMORTAL BV11 /* Cannot be killed */ #define ACT_DEADLY BV12 /* Has a deadly poison */ #define ACT_POLYSELF BV13 #define ACT_META_AGGR BV14 /* Extremely aggressive */ #define ACT_GUARDIAN BV15 /* Protects master */ #define ACT_RUNNING BV16 /* Hunts quickly */ #define ACT_NOWANDER BV17 /* Doesn't wander */ #define ACT_MOUNTABLE BV18 /* Can be mounted */ #define ACT_MOUNTED BV19 /* Is mounted */ #define ACT_SCHOLAR BV20 /* Can teach languages */ #define ACT_SECRETIVE BV21 /* actions aren't seen */ #define ACT_POLYMORPHED BV22 /* Mob is a ch */ #define ACT_MOBINVIS BV23 /* Like wizinvis */ #define ACT_NOASSIST BV24 /* Doesn't assist mobs */ #define ACT_NOKILL BV25 /* Mob can't die */ #define ACT_DROID BV26 /* mob is a droid */ #define ACT_NOCORPSE BV27 #define ACT_PROTOTYPE BV30 /* A prototype mob */ /* 20 acts */ /* bits for vip flags */ #define VIP_CORUSCANT BV00 #define VIP_KASHYYYK BV01 #define VIP_RYLOTH BV02 #define VIP_RODIA BV03 #define VIP_NAL_HUTTA BV04 #define VIP_MON_CALAMARI BV05 #define VIP_HONOGHR BV06 #define VIP_GAMORR BV07 #define VIP_TATOOINE BV08 #define VIP_ADARI BV09 #define VIP_BYSS BV10 #define VIP_ENDOR BV11 #define VIP_ROCHE BV12 #define VIP_AF_EL BV13 #define VIP_TRANDOSH BV14 #define VIP_CHAD BV15 /* player wanted bits */ #define WANTED_MON_CALAMARI VIP_MON_CALAMARI #define WANTED_CORUSCANT VIP_CORUSCANT #define WANTED_ADARI VIP_ADARI #define WANTED_RODIA VIP_RODIA #define WANTED_RYLOTH VIP_RYLOTH #define WANTED_GAMORR VIP_GAMORR #define WANTED_TATOOINE VIP_TATOOINE #define WANTED_BYSS VIP_BYSS #define WANTED_NAL_HUTTA VIP_NAL_HUTTA #define WANTED_KASHYYYK VIP_KASHYYYK #define WANTED_HONOGHR VIP_HONOGHR #define WANTED_ENDOR BV11 #define WANTED_ROCHE BV12 #define WANTED_AF_EL BV13 #define WANTED_TRANDOSH BV14 #define WANTED_CHAD BV15 /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_NONE 0 #define AFF_BLIND BV00 #define AFF_INVISIBLE BV01 #define AFF_DETECT_EVIL BV02 #define AFF_DETECT_INVIS BV03 #define AFF_DETECT_MAGIC BV04 #define AFF_DETECT_HIDDEN BV05 #define AFF_WEAKEN BV06 #define AFF_SANCTUARY BV07 #define AFF_FAERIE_FIRE BV08 #define AFF_INFRARED BV09 #define AFF_CURSE BV10 #define AFF_FLAMING BV11 /* Unused */ #define AFF_POISON BV12 #define AFF_PROTECT BV13 #define AFF_PARALYSIS BV14 #define AFF_SNEAK BV15 #define AFF_HIDE BV16 #define AFF_SLEEP BV17 #define AFF_CHARM BV18 #define AFF_FLYING BV19 #define AFF_PASS_DOOR BV20 #define AFF_FLOATING BV21 #define AFF_TRUESIGHT BV22 #define AFF_DETECTTRAPS BV23 #define AFF_SCRYING BV24 #define AFF_FIRESHIELD BV25 #define AFF_SHOCKSHIELD BV26 #define AFF_HAUS1 BV27 /* not used */ #define AFF_ICESHIELD BV28 #define AFF_POSSESS BV29 #define AFF_BERSERK BV30 #define AFF_AQUA_BREATH BV31 /* 31 aff's (1 left.. :P) */ /* make that none - ugh - time for another field? :P */ /* * Resistant Immune Susceptible flags */ #define RIS_FIRE BV00 #define RIS_COLD BV01 #define RIS_ELECTRICITY BV02 #define RIS_ENERGY BV03 #define RIS_BLUNT BV04 #define RIS_PIERCE BV05 #define RIS_SLASH BV06 #define RIS_ACID BV07 #define RIS_POISON BV08 #define RIS_DRAIN BV09 #define RIS_SLEEP BV10 #define RIS_CHARM BV11 #define RIS_HOLD BV12 #define RIS_NONMAGIC BV13 #define RIS_PLUS1 BV14 #define RIS_PLUS2 BV15 #define RIS_PLUS3 BV16 #define RIS_PLUS4 BV17 #define RIS_PLUS5 BV18 #define RIS_PLUS6 BV19 #define RIS_MAGIC BV20 #define RIS_PARALYSIS BV21 /* 21 RIS's*/ /* * Attack types */ #define ATCK_BITE BV00 #define ATCK_CLAWS BV01 #define ATCK_TAIL BV02 #define ATCK_STING BV03 #define ATCK_PUNCH BV04 #define ATCK_KICK BV05 #define ATCK_TRIP BV06 #define ATCK_BACKSTAB BV10 /* * Defense types */ #define DFND_PARRY BV00 #define DFND_DODGE BV01 #define DFND_DISARM BV19 #define DFND_GRIP BV21 /* * Body parts */ #define PART_HEAD BV00 #define PART_ARMS BV01 #define PART_LEGS BV02 #define PART_HEART BV03 #define PART_BRAINS BV04 #define PART_GUTS BV05 #define PART_HANDS BV06 #define PART_FEET BV07 #define PART_FINGERS BV08 #define PART_EAR BV09 #define PART_EYE BV10 #define PART_LONG_TONGUE BV11 #define PART_EYESTALKS BV12 #define PART_TENTACLES BV13 #define PART_FINS BV14 #define PART_WINGS BV15 #define PART_TAIL BV16 #define PART_SCALES BV17 /* for combat */ #define PART_CLAWS BV18 #define PART_FANGS BV19 #define PART_HORNS BV20 #define PART_TUSKS BV21 #define PART_TAILATTACK BV22 #define PART_SHARPSCALES BV23 #define PART_BEAK BV24 #define PART_HAUNCH BV25 #define PART_HOOVES BV26 #define PART_PAWS BV27 #define PART_FORELEGS BV28 #define PART_FEATHERS BV29 /* * Autosave flags */ #define SV_DEATH BV00 #define SV_KILL BV01 #define SV_PASSCHG BV02 #define SV_DROP BV03 #define SV_PUT BV04 #define SV_GIVE BV05 #define SV_AUTO BV06 #define SV_ZAPDROP BV07 #define SV_AUCTION BV08 #define SV_GET BV09 #define SV_RECEIVE BV10 #define SV_IDLE BV11 #define SV_BACKUP BV12 /* * Pipe flags */ #define PIPE_TAMPED BV01 #define PIPE_LIT BV02 #define PIPE_HOT BV03 #define PIPE_DIRTY BV04 #define PIPE_FILTHY BV05 #define PIPE_GOINGOUT BV06 #define PIPE_BURNT BV07 #define PIPE_FULLOFASH BV08 /* * Skill/Spell flags The minimum BV *MUST* be 11! */ #define SF_WATER BV11 #define SF_EARTH BV12 #define SF_AIR BV13 #define SF_ASTRAL BV14 #define SF_AREA BV15 /* is an area spell */ #define SF_DISTANT BV16 /* affects something far away */ #define SF_REVERSE BV17 #define SF_SAVE_HALF_DAMAGE BV18 /* save for half damage */ #define SF_SAVE_NEGATES BV19 /* save negates affect */ #define SF_ACCUMULATIVE BV20 /* is accumulative */ #define SF_RECASTABLE BV21 /* can be refreshed */ #define SF_NOSCRIBE BV22 /* cannot be scribed */ #define SF_NOBREW BV23 /* cannot be brewed */ #define SF_GROUPSPELL BV24 /* only affects group members */ #define SF_OBJECT BV25 /* directed at an object */ #define SF_CHARACTER BV26 /* directed at a character */ #define SF_SECRETSKILL BV27 /* hidden unless learned */ #define SF_PKSENSITIVE BV28 /* much harder for plr vs. plr */ #define SF_STOPONFAIL BV29 /* stops spell on first failure */ typedef enum { SS_NONE, SS_POISON_DEATH, SS_ROD_WANDS, SS_PARA_PETRI, SS_BREATH, SS_SPELL_STAFF } save_types; #define ALL_BITS INT_MAX #define SDAM_MASK ALL_BITS & ~(BV00 | BV01 | BV02) #define SACT_MASK ALL_BITS & ~(BV03 | BV04 | BV05) #define SCLA_MASK ALL_BITS & ~(BV06 | BV07 | BV08) #define SPOW_MASK ALL_BITS & ~(BV09 | BV10) typedef enum { SD_NONE, SD_FIRE, SD_COLD, SD_ELECTRICITY, SD_ENERGY, SD_ACID, SD_POISON, SD_DRAIN } spell_dam_types; typedef enum { SA_NONE, SA_CREATE, SA_DESTROY, SA_RESIST, SA_SUSCEPT, SA_DIVINATE, SA_OBSCURE, SA_CHANGE } spell_act_types; typedef enum { SP_NONE, SP_MINOR, SP_GREATER, SP_MAJOR } spell_power_types; typedef enum { SC_NONE, SC_LUNAR, SC_SOLAR, SC_TRAVEL, SC_SUMMON, SC_LIFE, SC_DEATH, SC_ILLUSION } spell_class_types; /* * Sex. * Used in #MOBILES. */ typedef enum { SEX_NEUTRAL, SEX_MALE, SEX_FEMALE } sex_types; typedef enum { TRAP_TYPE_POISON_GAS = 1, TRAP_TYPE_POISON_DART, TRAP_TYPE_POISON_NEEDLE, TRAP_TYPE_POISON_DAGGER, TRAP_TYPE_POISON_ARROW, TRAP_TYPE_BLINDNESS_GAS, TRAP_TYPE_SLEEPING_GAS, TRAP_TYPE_FLAME, TRAP_TYPE_EXPLOSION, TRAP_TYPE_ACID_SPRAY, TRAP_TYPE_ELECTRIC_SHOCK, TRAP_TYPE_BLADE, TRAP_TYPE_SEX_CHANGE } trap_types; #define MAX_TRAPTYPE TRAP_TYPE_SEX_CHANGE #define TRAP_ROOM BV00 #define TRAP_OBJ BV01 #define TRAP_ENTER_ROOM BV02 #define TRAP_LEAVE_ROOM BV03 #define TRAP_OPEN BV04 #define TRAP_CLOSE BV05 #define TRAP_GET BV06 #define TRAP_PUT BV07 #define TRAP_PICK BV08 #define TRAP_UNLOCK BV09 #define TRAP_N BV10 #define TRAP_S BV11 #define TRAP_E BV12 #define TRAP_W BV13 #define TRAP_U BV14 #define TRAP_D BV15 #define TRAP_EXAMINE BV16 #define TRAP_NE BV17 #define TRAP_NW BV18 #define TRAP_SE BV19 #define TRAP_SW BV20 /* * Well known object virtual numbers. * Defined in #OBJECTS. */ #define OBJ_VNUM_MONEY_ONE 2 #define OBJ_VNUM_MONEY_SOME 3 #define OBJ_VNUM_DROID_CORPSE 9 #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_SPILLED_GUTS 16 #define OBJ_VNUM_BLOOD 17 #define OBJ_VNUM_BLOODSTAIN 18 #define OBJ_VNUM_SCRAPS 19 #define OBJ_VNUM_MUSHROOM 20 #define OBJ_VNUM_LIGHT_BALL 21 #define OBJ_VNUM_SPRING 22 #define OBJ_VNUM_SLICE 24 #define OBJ_VNUM_SHOPPING_BAG 25 #define OBJ_VNUM_FIRE 30 #define OBJ_VNUM_TRAP 31 #define OBJ_VNUM_PORTAL 32 #define OBJ_VNUM_BLACK_POWDER 33 #define OBJ_VNUM_SCROLL_SCRIBING 34 #define OBJ_VNUM_FLASK_BREWING 35 #define OBJ_VNUM_NOTE 36 /* Academy eq */ #define OBJ_VNUM_SCHOOL_MACE 10315 #define OBJ_VNUM_SCHOOL_DAGGER 10312 #define OBJ_VNUM_SCHOOL_SWORD 10313 #define OBJ_VNUM_SCHOOL_VEST 10308 #define OBJ_VNUM_SCHOOL_SHIELD 10310 #define OBJ_VNUM_SCHOOL_BANNER 10311 #define OBJ_VNUM_SCHOOL_DIPLOMA 10321 #define OBJ_VNUM_BLASTECH_E11 50 /* * Item types. * Used in #OBJECTS. */ typedef enum { ITEM_NONE, ITEM_LIGHT, ITEM_SCROLL, ITEM_WAND, ITEM_STAFF, ITEM_WEAPON, ITEM_FIREWEAPON, ITEM_MISSILE, ITEM_TREASURE, ITEM_ARMOR, ITEM_POTION, ITEM_WORN, ITEM_FURNITURE, ITEM_TRASH, ITEM_OLDTRAP, ITEM_CONTAINER, ITEM_NOTE, ITEM_DRINK_CON, ITEM_KEY, ITEM_FOOD, ITEM_MONEY, ITEM_PEN, ITEM_BOAT, ITEM_CORPSE_NPC, ITEM_CORPSE_PC, ITEM_FOUNTAIN, ITEM_PILL, ITEM_BLOOD, ITEM_BLOODSTAIN, ITEM_SCRAPS, ITEM_PIPE, ITEM_HERB_CON, ITEM_HERB, ITEM_INCENSE, ITEM_FIRE, ITEM_BOOK, ITEM_SWITCH, ITEM_LEVER, ITEM_PULLCHAIN, ITEM_BUTTON, ITEM_DIAL, ITEM_RUNE, ITEM_RUNEPOUCH, ITEM_MATCH, ITEM_TRAP, ITEM_MAP, ITEM_PORTAL, ITEM_PAPER, ITEM_TINDER, ITEM_LOCKPICK, ITEM_SPIKE, ITEM_DISEASE, ITEM_OIL, ITEM_FUEL, ITEM_SHORT_BOW, ITEM_LONG_BOW, ITEM_CROSSBOW, ITEM_AMMO, ITEM_QUIVER, ITEM_SHOVEL, ITEM_SALVE, ITEM_RAWSPICE, ITEM_LENS, ITEM_CRYSTAL, ITEM_DURAPLAST, ITEM_BATTERY, ITEM_TOOLKIT, ITEM_DURASTEEL, ITEM_OVEN, ITEM_MIRROR, ITEM_CIRCUIT, ITEM_SUPERCONDUCTOR, ITEM_COMLINK, ITEM_MEDPAC, ITEM_FABRIC, ITEM_RARE_METAL, ITEM_MAGNET, ITEM_THREAD, ITEM_SPICE, ITEM_SMUT, ITEM_DEVICE, ITEM_SPACECRAFT, ITEM_GRENADE, ITEM_LANDMINE, ITEM_GOVERNMENT, ITEM_DROID_CORPSE, ITEM_BOLT, ITEM_CHEMICAL } item_types; #define MAX_ITEM_TYPE ITEM_CHEMICAL /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW BV00 #define ITEM_HUM BV01 #define ITEM_DARK BV02 #define ITEM_HUTT_SIZE BV03 #define ITEM_CONTRABAND BV04 #define ITEM_INVIS BV05 #define ITEM_MAGIC BV06 #define ITEM_NODROP BV07 #define ITEM_BLESS BV08 #define ITEM_ANTI_GOOD BV09 #define ITEM_ANTI_EVIL BV10 #define ITEM_ANTI_NEUTRAL BV11 #define ITEM_NOREMOVE BV12 #define ITEM_INVENTORY BV13 #define ITEM_ANTI_SOLDIER BV14 #define ITEM_ANTI_THIEF BV15 #define ITEM_ANTI_HUNTER BV16 #define ITEM_ANTI_JEDI BV17 #define ITEM_SMALL_SIZE BV18 #define ITEM_LARGE_SIZE BV19 #define ITEM_DONATION BV20 #define ITEM_CLANOBJECT BV21 #define ITEM_ANTI_CITIZEN BV22 #define ITEM_ANTI_SITH BV23 #define ITEM_ANTI_PILOT BV24 #define ITEM_HIDDEN BV25 #define ITEM_POISONED BV26 #define ITEM_COVERING BV27 #define ITEM_DEATHROT BV28 #define ITEM_BURRIED BV29 /* item is underground */ #define ITEM_PROTOTYPE BV30 #define ITEM_HUMAN_SIZE BV31 /* Magic flags - extra extra_flags for objects that are used in spells */ #define ITEM_RETURNING BV00 #define ITEM_BACKSTABBER BV01 #define ITEM_BANE BV02 #define ITEM_LOYAL BV03 #define ITEM_HASTE BV04 #define ITEM_DRAIN BV05 #define ITEM_LIGHTNING_BLADE BV06 /* Blaster settings - only saves on characters */ #define BLASTER_NORMAL 0 #define BLASTER_HALF 2 #define BLASTER_FULL 5 #define BLASTER_LOW 1 #define BLASTER_STUN 3 #define BLASTER_HIGH 4 /* Weapon Types */ #define WEAPON_NONE 0 #define WEAPON_VIBRO_AXE 1 #define WEAPON_VIBRO_BLADE 2 #define WEAPON_LIGHTSABER 3 #define WEAPON_WHIP 4 #define WEAPON_CLAW 5 #define WEAPON_BLASTER 6 #define WEAPON_BLUDGEON 8 #define WEAPON_BOWCASTER 9 #define WEAPON_FORCE_PIKE 11 /* Lever/dial/switch/button/pullchain flags */ #define TRIG_UP BV00 #define TRIG_UNLOCK BV01 #define TRIG_LOCK BV02 #define TRIG_D_NORTH BV03 #define TRIG_D_SOUTH BV04 #define TRIG_D_EAST BV05 #define TRIG_D_WEST BV06 #define TRIG_D_UP BV07 #define TRIG_D_DOWN BV08 #define TRIG_DOOR BV09 #define TRIG_CONTAINER BV10 #define TRIG_OPEN BV11 #define TRIG_CLOSE BV12 #define TRIG_PASSAGE BV13 #define TRIG_OLOAD BV14 #define TRIG_MLOAD BV15 #define TRIG_TELEPORT BV16 #define TRIG_TELEPORTALL BV17 #define TRIG_TELEPORTPLUS BV18 #define TRIG_DEATH BV19 #define TRIG_CAST BV20 #define TRIG_FAKEBLADE BV21 #define TRIG_RAND4 BV22 #define TRIG_RAND6 BV23 #define TRIG_TRAPDOOR BV24 #define TRIG_ANOTHEROOM BV25 #define TRIG_USEDIAL BV26 #define TRIG_ABSOLUTEVNUM BV27 #define TRIG_SHOWROOMDESC BV28 #define TRIG_AUTORETURN BV29 #define TELE_SHOWDESC BV00 #define TELE_TRANSALL BV01 #define TELE_TRANSALLPLUS BV02 /* drug types */ #define SPICE_GLITTERSTIM 0 #define SPICE_CARSANUM 1 #define SPICE_RYLL 2 #define SPICE_ANDRIS 3 /* crystal types */ #define GEM_NON_ADEGEN 0 #define GEM_KATHRACITE 1 #define GEM_RELACITE 2 #define GEM_DANITE 3 #define GEM_MEPHITE 4 #define GEM_PONITE 5 #define GEM_ILLUM 6 #define GEM_CORUSCA 7 /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE BV00 #define ITEM_WEAR_FINGER BV01 #define ITEM_WEAR_NECK BV02 #define ITEM_WEAR_BODY BV03 #define ITEM_WEAR_HEAD BV04 #define ITEM_WEAR_LEGS BV05 #define ITEM_WEAR_FEET BV06 #define ITEM_WEAR_HANDS BV07 #define ITEM_WEAR_ARMS BV08 #define ITEM_WEAR_SHIELD BV09 #define ITEM_WEAR_ABOUT BV10 #define ITEM_WEAR_WAIST BV11 #define ITEM_WEAR_WRIST BV12 #define ITEM_WIELD BV13 #define ITEM_HOLD BV14 #define ITEM_DUAL_WIELD BV15 #define ITEM_WEAR_EARS BV16 #define ITEM_WEAR_EYES BV17 #define ITEM_MISSILE_WIELD BV18 /* * Apply types (for affects). * Used in #OBJECTS. */ typedef enum { APPLY_NONE, APPLY_STR, APPLY_DEX, APPLY_INT, APPLY_WIS, APPLY_CON, APPLY_SEX, APPLY_NULL, APPLY_LEVEL, APPLY_AGE, APPLY_HEIGHT, APPLY_WEIGHT, APPLY_MANA, APPLY_HIT, APPLY_MOVE, APPLY_GOLD, APPLY_EXP, APPLY_AC, APPLY_HITROLL, APPLY_DAMROLL, APPLY_SAVING_POISON, APPLY_SAVING_ROD, APPLY_SAVING_PARA, APPLY_SAVING_BREATH, APPLY_SAVING_SPELL, APPLY_CHA, APPLY_AFFECT, APPLY_RESISTANT, APPLY_IMMUNE, APPLY_SUSCEPTIBLE, APPLY_WEAPONSPELL, APPLY_LCK, APPLY_BACKSTAB, APPLY_PICK, APPLY_TRACK, APPLY_STEAL, APPLY_SNEAK, APPLY_HIDE, APPLY_PALM, APPLY_DETRAP, APPLY_DODGE, APPLY_PEEK, APPLY_SCAN, APPLY_GOUGE, APPLY_SEARCH, APPLY_MOUNT, APPLY_DISARM, APPLY_KICK, APPLY_PARRY, APPLY_BASH, APPLY_STUN, APPLY_PUNCH, APPLY_CLIMB, APPLY_GRIP, APPLY_SCRIBE, APPLY_BREW, APPLY_WEARSPELL, APPLY_REMOVESPELL, APPLY_EMOTION, APPLY_MENTALSTATE, APPLY_STRIPSN, APPLY_REMOVE, APPLY_DIG, APPLY_FULL, APPLY_THIRST, APPLY_DRUNK, APPLY_BLOOD, MAX_APPLY_TYPE } apply_types; #define REVERSE_APPLY 1000 /* * 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_POLY 3 #define ROOM_VNUM_CHAT 32144 #define ROOM_VNUM_TEMPLE 32144 #define ROOM_VNUM_ALTAR 32144 #define ROOM_VNUM_SCHOOL 10300 #define ROOM_AUTH_START 10300 #define ROOM_START_HUMAN 211 #define ROOM_START_WOOKIEE 28600 #define ROOM_START_TWILEK 32148 #define ROOM_START_RODIAN 32148 #define ROOM_START_HUTT 32148 #define ROOM_START_MON_CALAMARIAN 21069 #define ROOM_START_NOGHRI 1015 #define ROOM_START_GAMORREAN 28100 #define ROOM_START_JAWA 31819 #define ROOM_START_ADARIAN 29000 #define ROOM_START_EWOK 32148 #define ROOM_START_VERPINE 32148 #define ROOM_START_DEFEL 32148 #define ROOM_START_TRANDOSHAN 32148 #define ROOM_START_CHADRA_FAN 32148 #define ROOM_START_DUINUOGWUIN 32148 #define ROOM_START_QUARREN 21069 #define ROOM_START_IMMORTAL 100 #define ROOM_LIMBO_SHIPYARD 45 #define ROOM_DEFAULT_CRASH 28025 #define ROOM_PLUOGUS_QUIT 32148 #define ROOM_SHUTTLE_BUS 32140 /*PLUOGUS*/ #define ROOM_SHUTTLE_BUS_2 32410 /*TOCCA*/ #define ROOM_CORUSCANT_SHUTTLE 199 #define ROOM_SENATE_SHUTTLE 10197 #define ROOM_CORUSCANT_TURBOCAR 226 /* * Room flags. Holy cow! Talked about stripped away.. * Used in #ROOMS. Those merc guys know how to strip code down. * Lets put it all back... ;) */ #define ROOM_DARK BV00 /* BV01 now reserved for track BV01 and hunt */ #define ROOM_NO_MOB BV02 #define ROOM_INDOORS BV03 #define ROOM_CAN_LAND BV04 #define ROOM_CAN_FLY BV05 #define ROOM_NO_DRIVING BV06 #define ROOM_NO_MAGIC BV07 #define ROOM_BANK BV08 #define ROOM_PRIVATE BV09 #define ROOM_SAFE BV10 #define ROOM_SOLITARY BV11 #define ROOM_PET_SHOP BV12 #define ROOM_NO_RECALL BV13 #define ROOM_DONATION BV14 #define ROOM_NODROPALL BV15 #define ROOM_SILENCE BV16 #define ROOM_LOGSPEECH BV17 #define ROOM_NODROP BV18 #define ROOM_CLANSTOREROOM BV19 #define ROOM_PLR_HOME BV20 #define ROOM_EMPTY_HOME BV21 #define ROOM_TELEPORT BV22 #define ROOM_HOTEL BV23 #define ROOM_NOFLOOR BV24 #define ROOM_REFINERY BV25 #define ROOM_FACTORY BV26 #define ROOM_R_RECRUIT BV27 #define ROOM_E_RECRUIT BV28 #define ROOM_SPACECRAFT BV29 #define ROOM_PROTOTYPE BV30 #define ROOM_AUCTION BV31 /* * Directions. * Used in #ROOMS. */ typedef enum { DIR_NORTH, DIR_EAST, DIR_SOUTH, DIR_WEST, DIR_UP, DIR_DOWN, DIR_NORTHEAST, DIR_NORTHWEST, DIR_SOUTHEAST, DIR_SOUTHWEST, DIR_SOMEWHERE } dir_types; #define MAX_DIR DIR_SOUTHWEST /* max for normal walking */ #define DIR_PORTAL DIR_SOMEWHERE /* portal direction */ /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR BV00 #define EX_CLOSED BV01 #define EX_LOCKED BV02 #define EX_SECRET BV03 #define EX_SWIM BV04 #define EX_PICKPROOF BV05 #define EX_FLY BV06 #define EX_CLIMB BV07 #define EX_DIG BV08 #define EX_RES1 BV09 /* are these res[1-4] important? */ #define EX_NOPASSDOOR BV10 #define EX_HIDDEN BV11 #define EX_PASSAGE BV12 #define EX_PORTAL BV13 #define EX_RES2 BV14 #define EX_RES3 BV15 #define EX_xCLIMB BV16 #define EX_xENTER BV17 #define EX_xLEAVE BV18 #define EX_xAUTO BV19 #define EX_RES4 BV20 #define EX_xSEARCHABLE BV21 #define EX_BASHED BV22 #define EX_BASHPROOF BV23 #define EX_NOMOB BV24 #define EX_WINDOW BV25 #define EX_xLOOK BV26 #define MAX_EXFLAG 26 /* * Sector types. * Used in #ROOMS. */ typedef enum { SECT_INSIDE, SECT_CITY, SECT_FIELD, SECT_FOREST, SECT_HILLS, SECT_MOUNTAIN, SECT_WATER_SWIM, SECT_WATER_NOSWIM, SECT_UNDERWATER, SECT_AIR, SECT_DESERT, SECT_DUNNO, SECT_OCEANFLOOR, SECT_UNDERGROUND, SECT_MAX } sector_types; /* * Equpiment wear locations. * Used in #RESETS. */ typedef enum { WEAR_NONE = -1, WEAR_LIGHT = 0, WEAR_FINGER_L, WEAR_FINGER_R, WEAR_NECK_1, WEAR_NECK_2, WEAR_BODY, WEAR_HEAD, WEAR_LEGS, WEAR_FEET, WEAR_HANDS, WEAR_ARMS, WEAR_SHIELD, WEAR_ABOUT, WEAR_WAIST, WEAR_WRIST_L, WEAR_WRIST_R, WEAR_WIELD, WEAR_HOLD, WEAR_DUAL_WIELD, WEAR_EARS, WEAR_EYES, WEAR_MISSILE_WIELD, MAX_WEAR } wear_locations; /* Board Types */ typedef enum { BOARD_NOTE, BOARD_MAIL } board_types; /* Auth Flags */ #define FLAG_WRAUTH 1 #define FLAG_AUTH 2 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ typedef enum { COND_DRUNK, COND_FULL, COND_THIRST, COND_BLOODTHIRST, MAX_CONDS } conditions; /* * Positions. */ typedef enum { POS_DEAD, POS_MORTAL, POS_INCAP, POS_STUNNED, POS_SLEEPING, POS_RESTING, POS_SITTING, POS_FIGHTING, POS_STANDING, POS_MOUNTED, POS_SHOVE, POS_DRAG } positions; /* * ACT bits for players. */ #define PLR_IS_NPC BV00 /* Don't EVER set. */ #define PLR_BOUGHT_PET BV01 #define PLR_SHOVEDRAG BV02 #define PLR_AUTOEXIT BV03 #define PLR_AUTOLOOT BV04 #define PLR_AUTOSAC BV05 #define PLR_BLANK BV06 #define PLR_OUTCAST BV07 #define PLR_BRIEF BV08 #define PLR_COMBINE BV09 #define PLR_PROMPT BV10 #define PLR_TELNET_GA BV11 #define PLR_HOLYLIGHT BV12 #define PLR_WIZINVIS BV13 #define PLR_ROOMVNUM BV14 #define PLR_SILENCE BV15 #define PLR_NO_EMOTE BV16 #define PLR_ATTACKER BV17 #define PLR_NO_TELL BV18 #define PLR_LOG BV19 #define PLR_DENY BV20 #define PLR_FREEZE BV21 #define PLR_KILLER BV22 /* #define PLR_ BV23 */ #define PLR_LITTERBUG BV24 #define PLR_ANSI BV25 #define PLR_SOUND BV26 #define PLR_NICE BV27 #define PLR_FLEE BV28 #define PLR_AUTOGOLD BV29 #define PLR_AUTOMAP BV30 #define PLR_AFK BV31 /* Bits for pc_data->flags. */ #define PCFLAG_R1 BV00 /* #define PCFLAG_ BV01 extra flag */ #define PCFLAG_UNAUTHED BV02 #define PCFLAG_NORECALL BV03 #define PCFLAG_NOINTRO BV04 #define PCFLAG_GAG BV05 #define PCFLAG_RETIRED BV06 #define PCFLAG_GUEST BV07 #define PCFLAG_NOSUMMON BV08 #define PCFLAG_PAGERON BV09 #define PCFLAG_NOTITLE BV10 #define PCFLAG_ROOM BV11 typedef enum { TIMER_NONE, TIMER_RECENTFIGHT, TIMER_SHOVEDRAG, TIMER_DO_FUN, TIMER_APPLIED, TIMER_PKILLED } timer_types; struct timer_data { TIMER *prev; TIMER *next; DO_FUN *do_fun; int value; short type; short count; }; /* * Channel bits. */ #define CHANNEL_AUCTION BV00 #define CHANNEL_CHAT BV01 #define CHANNEL_QUEST BV02 #define CHANNEL_IMMTALK BV03 #define CHANNEL_MUSIC BV04 #define CHANNEL_ASK BV05 #define CHANNEL_SHOUT BV06 #define CHANNEL_YELL BV07 #define CHANNEL_MONITOR BV08 #define CHANNEL_LOG BV09 #define CHANNEL_104 BV10 #define CHANNEL_CLAN BV11 #define CHANNEL_BUILD BV12 #define CHANNEL_105 BV13 #define CHANNEL_AVTALK BV14 #define CHANNEL_PRAY BV15 #define CHANNEL_COUNCIL BV16 #define CHANNEL_GUILD BV17 #define CHANNEL_COMM BV18 #define CHANNEL_TELLS BV19 #define CHANNEL_ORDER BV20 #define CHANNEL_NEWBIE BV21 #define CHANNEL_WARTALK BV22 #define CHANNEL_OOC BV23 #define CHANNEL_SHIP BV24 #define CHANNEL_SYSTEM BV25 #define CHANNEL_SPACE BV26 #define CHANNEL_103 BV27 #define CHANNEL_CLANTALK CHANNEL_CLAN /* Area defines - Scryn 8/11 * */ #define AREA_DELETED BV00 #define AREA_LOADED BV01 /* Area flags - Narn Mar/96 */ #define AFLAG_NOPKILL BV00 #define AFLAG_PROTOTYPE BV01 /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { MOB_INDEX_DATA *next; MOB_INDEX_DATA *next_sort; SPEC_FUN *spec_fun; SPEC_FUN *spec_2; SHOP_DATA *pShop; REPAIR_DATA *rShop; MPROG_DATA *mudprogs; int progtypes; char *player_name; char *short_descr; char *long_descr; char *description; char *spec_funname; char *spec_funname2; int vnum; short count; short killed; short sex; short level; int act; int affected_by; short alignment; short mobthac0; /* Unused */ short ac; short hitnodice; short hitsizedice; short hitplus; short damnodice; short damsizedice; short damplus; short numattacks; int gold; int exp; int xflags; int resistant; int immune; int susceptible; int attacks; int defenses; int speaks; int speaking; short position; short defposition; short height; short weight; short race; short hitroll; short damroll; short perm_str; short perm_int; short perm_wis; short perm_dex; short perm_con; short perm_cha; short perm_lck; short perm_frc; short saving_poison_death; short saving_wand; short saving_para_petri; short saving_breath; short saving_spell_staff; int vip_flags; }; struct hunt_hate_fear { char *name; CHAR_DATA *who; }; struct fighting_data { CHAR_DATA *who; int xp; short align; short duration; short timeskilled; }; struct editor_data { short numlines; short on_line; short size; char line[49][81]; }; struct extracted_char_data { EXTRACT_CHAR_DATA *next; CHAR_DATA *ch; ROOM_INDEX_DATA *room; ch_ret retcode; bool extract; }; /* * One character (PC or NPC). * (Shouldn't most of that build interface stuff use substate, dest_buf, * spare_ptr and tempnum? Seems a little redundant) */ struct char_data { CHAR_DATA *next; CHAR_DATA *prev; CHAR_DATA *next_in_room; CHAR_DATA *prev_in_room; CHAR_DATA *master; CHAR_DATA *leader; FIGHT_DATA *fighting; CHAR_DATA *reply; CHAR_DATA *switched; CHAR_DATA *mount; HHF_DATA *hunting; HHF_DATA *fearing; HHF_DATA *hating; SPEC_FUN *spec_fun; SPEC_FUN *spec_2; char *spec_funname; char *spec_funname2; MPROG_ACT_LIST *mpact; int mpactnum; short mpscriptpos; MOB_INDEX_DATA *pIndexData; DESCRIPTOR_DATA *desc; AFFECT_DATA *first_affect; AFFECT_DATA *last_affect; NOTE_DATA *pnote; NOTE_DATA *comments; OBJ_DATA *first_carrying; OBJ_DATA *last_carrying; ROOM_INDEX_DATA *in_room; ROOM_INDEX_DATA *was_in_room; ROOM_INDEX_DATA *was_sentinel; ROOM_INDEX_DATA *plr_home; PC_DATA *pcdata; DO_FUN *last_cmd; DO_FUN *prev_cmd; /* mapping */ void *dest_buf; void *dest_buf_2; void *spare_ptr; int tempnum; EDITOR_DATA *editor; TIMER *first_timer; TIMER *last_timer; char *name; char *short_descr; char *long_descr; char *description; short num_fighting; short substate; short sex; short race; short top_level; short skill_level[MAX_ABILITY]; short trust; int played; time_t logon; time_t save_time; short timer; short wait; short hit; short max_hit; short mana; short max_mana; short move; short max_move; short numattacks; int gold; long experience[MAX_ABILITY]; int act; int affected_by; int carry_weight; int carry_number; int xflags; int resistant; int immune; int susceptible; int attacks; int defenses; int speaks; int speaking; short saving_poison_death; short saving_wand; short saving_para_petri; short saving_breath; short saving_spell_staff; short alignment; short barenumdie; short baresizedie; short mobthac0; short hitroll; short damroll; short hitplus; short damplus; short position; short defposition; short height; short weight; short armor; short wimpy; int deaf; short perm_str; short perm_int; short perm_wis; short perm_dex; short perm_con; short perm_cha; short perm_lck; short perm_frc; short mod_str; short mod_int; short mod_wis; short mod_dex; short mod_con; short mod_cha; short mod_lck; short mod_frc; short mental_state; /* simplified */ short emotional_state; /* simplified */ int retran; int regoto; short mobinvis; /* Mobinvis level SB */ int vip_flags; short backup_wait; /* reinforcements */ int backup_mob; /* reinforcements */ short was_stunned; char *mob_clan; /* for spec_clan_guard.. set by postguard */ GUARD_DATA *guard_data; short main_ability; short colors[MAX_COLORS]; int home_vnum; /* hotboot tracker */ int resetvnum; int resetnum; }; struct killed_data { int vnum; char count; }; /* * Data which only PC's have. */ struct pc_data { CLAN_DATA *clan; AREA_DATA *area; char *homepage; char *clan_name; char *pwd; char *email; char *bamfin; char *bamfout; char *rank; char *title; char *bestowments; /* Special bestowed commands */ int flags; /* Whether the player is deadly and whatever else we add. */ int pkills; /* Number of pkills on behalf of clan */ int pdeaths; /* Number of times pkilled (legally) */ int mkills; /* Number of mobs killed */ int mdeaths; /* Number of deaths due to mobs */ int illegal_pk; /* Number of illegal pk's committed */ long int outcast_time; /* The time at which the char was outcast */ long int restore_time; /* The last time the char did a restore all */ int r_range_lo; /* room range */ int r_range_hi; int m_range_lo; /* mob range */ int m_range_hi; int o_range_lo; /* obj range */ int o_range_hi; short wizinvis; /* wizinvis level */ short min_snoop; /* minimum snoop level */ short condition[MAX_CONDS]; short learned[MAX_SKILL]; KILLED_DATA killed[MAX_KILLTRACK]; short quest_number; /* current *QUEST BEING DONE* DON'T REMOVE! */ short quest_curr; /* current number of quest points */ int quest_accum; /* quest points accumulated in players life */ int auth_state; time_t release_date; /* Auto-helling.. Altrag */ char *helled_by; char *bio; /* Personal Bio */ char *authed_by; /* what crazy imm authed this name ;) */ SKILLTYPE *special_skills[5]; /* personalized skills/spells */ char *prompt; /* User config prompts */ char *subprompt; /* Substate prompt */ short pagerlen; /* For pager (NOT menus) */ bool openedtourney; short addiction[10]; short drug_level[10]; int wanted_flags; long bank; #ifdef IMC IMC_CHARDATA *imcchardata; #endif bool hotboot; /* hotboot tracker */ }; /* * Liquids. */ #define LIQ_WATER 0 #define LIQ_MAX 19 struct liq_type { char *liq_name; char *liq_color; short 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 in list */ char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { OBJ_INDEX_DATA *next; OBJ_INDEX_DATA *next_sort; EXTRA_DESCR_DATA *first_extradesc; EXTRA_DESCR_DATA *last_extradesc; AFFECT_DATA *first_affect; AFFECT_DATA *last_affect; MPROG_DATA *mudprogs; /* objprogs */ int progtypes; /* objprogs */ char *name; char *short_descr; char *description; char *action_desc; int vnum; short level; short item_type; int extra_flags; int magic_flags; /*Need more bitvectors for spells - Scryn */ int wear_flags; short count; short weight; int cost; int value[6]; int serial; short layers; int rent; /* Unused */ }; /* * One object. */ struct obj_data { OBJ_DATA *next; OBJ_DATA *prev; OBJ_DATA *next_content; OBJ_DATA *prev_content; OBJ_DATA *first_content; OBJ_DATA *last_content; OBJ_DATA *in_obj; CHAR_DATA *carried_by; EXTRA_DESCR_DATA *first_extradesc; EXTRA_DESCR_DATA *last_extradesc; AFFECT_DATA *first_affect; AFFECT_DATA *last_affect; OBJ_INDEX_DATA *pIndexData; ROOM_INDEX_DATA *in_room; char *armed_by; char *name; char *short_descr; char *description; char *action_desc; short item_type; short mpscriptpos; int extra_flags; int magic_flags; /*Need more bitvectors for spells - Scryn */ int wear_flags; int blaster_setting; MPROG_ACT_LIST *mpact; /* mudprogs */ int mpactnum; /* mudprogs */ short wear_loc; short weight; int cost; short level; short timer; int value[6]; short count; /* support for object grouping */ int serial; /* serial number */ int room_vnum; /* hotboot tracker */ }; /* * 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 */ short vdir; /* Physical "direction" */ short distance; /* how far to the next room */ }; /* * 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 * 'H': hide an object * 'B': set a bitvector * 'T': trap an object * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA *next; RESET_DATA *prev; RESET_DATA *first_reset; RESET_DATA *last_reset; RESET_DATA *next_reset; RESET_DATA *prev_reset; char command; int extra; int arg1; int arg2; int arg3; bool sreset; }; /* Constants for arg2 of 'B' resets. */ #define BIT_RESET_DOOR 0 #define BIT_RESET_OBJECT 1 #define BIT_RESET_MOBILE 2 #define BIT_RESET_ROOM 3 #define BIT_RESET_TYPE_MASK 0xFF /* 256 should be enough */ #define BIT_RESET_DOOR_THRESHOLD 8 #define BIT_RESET_DOOR_MASK 0xFF00 /* 256 should be enough */ #define BIT_RESET_SET BV30 #define BIT_RESET_TOGGLE BV31 #define BIT_RESET_FREEBITS 0x3FFF0000 /* For reference */ /* * Area definition. */ struct area_data { AREA_DATA *next; AREA_DATA *prev; AREA_DATA *next_sort; AREA_DATA *prev_sort; PLANET_DATA *planet; AREA_DATA *next_on_planet; AREA_DATA *prev_on_planet; ROOM_INDEX_DATA *first_room; ROOM_INDEX_DATA *last_room; char *name; char *filename; int flags; short status; /* h, 8/11 */ short age; short nplayer; short reset_frequency; int low_r_vnum; int hi_r_vnum; int low_o_vnum; int hi_o_vnum; int low_m_vnum; int hi_m_vnum; int low_soft_range; int hi_soft_range; int low_hard_range; int hi_hard_range; char *author; /* Scryn */ char *resetmsg; /* Rennard */ short max_players; int mkills; int mdeaths; int pkills; int pdeaths; int gold_looted; int illegal_pk; int high_economy; int low_economy; }; /* * Used to keep track of system settings and statistics -Thoric */ struct system_data { int maxplayers; /* Maximum players this boot */ int alltimemax; /* Maximum players ever */ char *time_of_max; /* Time of max ever */ bool NO_NAME_RESOLVING; /* Hostnames are not resolved */ bool DENY_NEW_PLAYERS; /* New players cannot connect */ bool WAIT_FOR_AUTH; /* New players must be auth'ed */ short read_all_mail; /* Read all player mail(was 54) */ short read_mail_free; /* Read mail for free (was 51) */ short write_mail_free; /* Write mail for free(was 51) */ short take_others_mail; /* Take others mail (was 54) */ short muse_level; /* Level of muse channel */ short think_level; /* Level of think channel LEVEL_HIGOD */ short build_level; /* Level of build channel LEVEL_BUILD */ short log_level; /* Level of log channel LEVEL LOG */ short level_modify_proto; /* Level to modify prototype stuff LEVEL_LESSER */ short level_override_private; /* override private flag */ short level_mset_player; /* Level to mset a player */ short stun_plr_vs_plr; /* Stun mod player vs. player */ short stun_regular; /* Stun difficult */ short dam_plr_vs_plr; /* Damage mod player vs. player */ short dam_plr_vs_mob; /* Damage mod player vs. mobile */ short dam_mob_vs_plr; /* Damage mod mobile vs. player */ short dam_mob_vs_mob; /* Damage mod mobile vs. mobile */ short level_getobjnotake; /* Get objects without take flag */ short level_forcepc; /* The level at which you can use force on players. */ short max_sn; /* Max skills */ char *guild_overseer; /* Pointer to char containing the name of the */ char *guild_advisor; /* guild overseer and advisor. */ int save_flags; /* Toggles for saving conditions */ short save_frequency; /* How old to autosave someone */ void *dlHandle; }; /* * Room type. */ struct room_index_data { ROOM_INDEX_DATA *next; ROOM_INDEX_DATA *next_sort; CHAR_DATA *first_person; CHAR_DATA *last_person; OBJ_DATA *first_content; OBJ_DATA *last_content; EXTRA_DESCR_DATA *first_extradesc; EXTRA_DESCR_DATA *last_extradesc; AREA_DATA *area; EXIT_DATA *first_exit; EXIT_DATA *last_exit; SHIP_DATA *first_ship; SHIP_DATA *last_ship; RESET_DATA *first_reset; RESET_DATA *last_reset; RESET_DATA *last_mob_reset; RESET_DATA *last_obj_reset; ROOM_INDEX_DATA *next_aroom; /* Rooms within an area */ ROOM_INDEX_DATA *prev_aroom; char *name; char *description; int vnum; int room_flags; MPROG_ACT_LIST *mpact; /* mudprogs */ int mpactnum; /* mudprogs */ MPROG_DATA *mudprogs; /* mudprogs */ short mpscriptpos; int progtypes; /* mudprogs */ short light; short sector_type; int tele_vnum; short tele_delay; short tunnel; /* max people that will fit */ }; /* * Delayed teleport type. */ struct teleport_data { TELEPORT_DATA *next; TELEPORT_DATA *prev; ROOM_INDEX_DATA *room; short timer; }; /* * Types of skill numbers. Used to keep separate lists of sn's * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 /* allows for 1000 skills/spells */ #define TYPE_HERB 2000 /* allows for 1000 attack types */ #define TYPE_PERSONAL 3000 /* allows for 1000 herb types */ /* * Target types. */ typedef enum { TAR_IGNORE, TAR_CHAR_OFFENSIVE, TAR_CHAR_DEFENSIVE, TAR_CHAR_SELF, TAR_OBJ_INV } target_types; typedef enum { SKILL_UNKNOWN, SKILL_SPELL, SKILL_SKILL, SKILL_WEAPON, SKILL_TONGUE, SKILL_HERB } skill_types; struct timerset { int num_uses; struct timeval total_time; struct timeval min_time; struct timeval max_time; }; /* * Skills include spells as a particular case. */ struct skill_type { char *name; /* Name of skill */ SPELL_FUN *spell_fun; /* Spell pointer (for spells) */ char *spell_fun_name; /* Spell function name - Trax */ DO_FUN *skill_fun; /* Skill pointer (for skills) */ char *skill_fun_name; /* Skill function name - Trax */ short target; /* Legal targets */ short minimum_position; /* Position for caster / user */ short slot; /* Slot for #OBJECT loading */ short min_mana; /* Minimum mana used */ short beats; /* Rounds required to use skill */ char *noun_damage; /* Damage message */ char *msg_off; /* Wear off message */ short guild; /* Which guild the skill belongs to */ short min_level; /* Minimum level to be able to cast */ short type; /* Spell/Skill/Weapon/Tongue */ int flags; /* extra stuff */ char *hit_char; /* Success message to caster */ char *hit_vict; /* Success message to victim */ char *hit_room; /* Success message to room */ char *miss_char; /* Failure message to caster */ char *miss_vict; /* Failure message to victim */ char *miss_room; /* Failure message to room */ char *die_char; /* Victim death msg to caster */ char *die_vict; /* Victim death msg to victim */ char *die_room; /* Victim death msg to room */ char *imm_char; /* Victim immune msg to caster */ char *imm_vict; /* Victim immune msg to victim */ char *imm_room; /* Victim immune msg to room */ char *dice; /* Dice roll */ int value; /* Misc value */ char saves; /* What saving spell applies */ char difficulty; /* Difficulty of casting/learning */ SMAUG_AFF *affects; /* Spell affects, if any */ char *components; /* Spell components, if any */ char *teachers; /* Skill requires a special teacher */ char participants; /* # of required participants */ struct timerset userec; /* Usage record */ int alignment; /* for jedi powers */ }; struct auction_data { OBJ_DATA *item; /* a pointer to the item */ CHAR_DATA *seller; /* a pointer to the seller - which may NOT quit */ CHAR_DATA *buyer; /* a pointer to the buyer - which may NOT quit */ int bet; /* last bet - or 0 if noone has bet anything */ short going; /* 1,2, sold */ short pulse; /* how many pulses (.25 sec) until another call-out ? */ int starting; }; /* * These are skill_lookup return values for common skills and spells. */ extern short gsn_starfighters; extern short gsn_midships; extern short gsn_capitalships; extern short gsn_weaponsystems; extern short gsn_navigation; extern short gsn_shipsystems; extern short gsn_tractorbeams; extern short gsn_shipmaintenance; extern short gsn_spacecombat; extern short gsn_spacecombat2; extern short gsn_spacecombat3; extern short gsn_reinforcements; extern short gsn_postguard; extern short gsn_addpatrol; extern short gsn_eliteguard; extern short gsn_specialforces; extern short gsn_jail; extern short gsn_smalltalk; extern short gsn_propeganda; extern short gsn_bribe; extern short gsn_seduce; extern short gsn_masspropeganda; extern short gsn_gather_intelligence; extern short gsn_torture; extern short gsn_snipe; extern short gsn_throw; extern short gsn_disguise; extern short gsn_mine; extern short gsn_grenades; extern short gsn_first_aid; extern short gsn_beg; extern short gsn_makeblade; extern short gsn_makejewelry; extern short gsn_makeblaster; extern short gsn_makelight; extern short gsn_makecomlink; extern short gsn_makegrenade; extern short gsn_makelandmine; extern short gsn_makearmor; extern short gsn_makeshield; extern short gsn_makecontainer; extern short gsn_gemcutting; extern short gsn_lightsaber_crafting; extern short gsn_spice_refining; extern short gsn_detrap; extern short gsn_backstab; extern short gsn_circle; extern short gsn_dodge; extern short gsn_hide; extern short gsn_peek; extern short gsn_pick_lock; extern short gsn_scan; extern short gsn_sneak; extern short gsn_steal; extern short gsn_gouge; extern short gsn_track; extern short gsn_search; extern short gsn_dig; extern short gsn_mount; extern short gsn_bashdoor; extern short gsn_berserk; extern short gsn_hitall; extern short gsn_pickshiplock; extern short gsn_hijack; extern short gsn_disarm; extern short gsn_enhanced_damage; extern short gsn_kick; extern short gsn_parry; extern short gsn_rescue; extern short gsn_second_attack; extern short gsn_third_attack; extern short gsn_dual_wield; extern short gsn_aid; /* used to do specific lookups */ extern short gsn_first_spell; extern short gsn_first_skill; extern short gsn_first_weapon; extern short gsn_first_tongue; extern short gsn_top_sn; /* spells */ extern short gsn_blindness; extern short gsn_charm_person; extern short gsn_aqua_breath; extern short gsn_invis; extern short gsn_mass_invis; extern short gsn_poison; extern short gsn_sleep; extern short gsn_possess; extern short gsn_fireball; /* for fireshield */ extern short gsn_lightning_bolt; /* for shockshield */ /* newer attack skills */ extern short gsn_punch; extern short gsn_bash; extern short gsn_stun; extern short gsn_poison_weapon; extern short gsn_climb; extern short gsn_blasters; extern short gsn_force_pikes; extern short gsn_bowcasters; extern short gsn_lightsabers; extern short gsn_vibro_blades; extern short gsn_flexible_arms; extern short gsn_talonous_arms; extern short gsn_bludgeons; extern short gsn_grip; /* languages */ extern short gsn_common; extern short gsn_wookiee; extern short gsn_twilek; extern short gsn_rodian; extern short gsn_hutt; extern short gsn_mon_calamari; extern short gsn_noghri; extern short gsn_gamorrean; extern short gsn_jawa; extern short gsn_adarian; extern short gsn_ewok; extern short gsn_verpine; extern short gsn_defel; extern short gsn_trandoshan; extern short gsn_chadra_fan; extern short gsn_quarren; extern short gsn_duinduogwuin; // Utility macros. int umin( int check, int ncheck ); int umax( int check, int ncheck ); int urange( int mincheck, int check, int maxcheck ); #define UMIN( a, b ) ( umin( (a), (b) ) ) #define UMAX( a, b ) ( umax( (a), (b) ) ) #define URANGE(a, b, c ) ( urange( (a), (b), (c) ) ) #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)) /* * Memory allocation macros. */ #define CREATE(result, type, number) \ do \ { \ if (!((result) = (type *) calloc ((number), sizeof(type)))) \ { \ perror("malloc failure"); \ fprintf(stderr, "Malloc failure @ %s:%d\n", __FILE__, __LINE__ ); \ abort(); \ } \ } while(0) #define RECREATE(result,type,number) \ do \ { \ if(!((result) = (type *)realloc((result), sizeof(type) * (number)))) \ { \ perror("realloc failure"); \ fprintf(stderr, "Realloc failure @ %s:%d\n", __FILE__, __LINE__); \ abort(); \ } \ } while(0) #define DISPOSE(point) \ do \ { \ if( (point) ) \ { \ free( (point) ); \ (point) = NULL; \ } \ } while(0) #ifdef HASHSTR #define STRALLOC(point) str_alloc((point)) #define QUICKLINK(point) quick_link((point)) #define STRFREE(point) \ do \ { \ if((point)) \ { \ if( str_free((point)) == -1 ) \ bug( "&RSTRFREEing bad pointer: %s, line %d", __FILE__, __LINE__ ); \ (point) = NULL; \ } \ } while(0) #else #define STRALLOC(point) str_dup((point)) #define QUICKLINK(point) str_dup((point)) #define STRFREE(point) DISPOSE((point)) #endif /* double-linked list handling macros -Thoric */ /* Updated by Scion 8/6/1999 */ #define LINK(link, first, last, next, prev) \ do \ { \ if ( !(first) ) \ { \ (first) = (link); \ (last) = (link); \ } \ else \ (last)->next = (link); \ (link)->next = NULL; \ if ((first) == (link)) \ (link)->prev = NULL; \ else \ (link)->prev = (last); \ (last) = (link); \ } while(0) #define INSERT(link, insert, first, next, prev) \ do \ { \ (link)->prev = (insert)->prev; \ if ( !(insert)->prev ) \ (first) = (link); \ else \ (insert)->prev->next = (link); \ (insert)->prev = (link); \ (link)->next = (insert); \ } while(0) #define UNLINK(link, first, last, next, prev) \ do \ { \ if ( !(link)->prev ) \ { \ (first) = (link)->next; \ if ((first)) \ (first)->prev = NULL; \ } \ else \ { \ (link)->prev->next = (link)->next; \ } \ if ( !(link)->next ) \ { \ (last) = (link)->prev; \ if((last)) \ (last)->next = NULL; \ } \ else \ { \ (link)->next->prev = (link)->prev; \ } \ } while(0) #define CHECK_LINKS(first, last, next, prev, type) \ do { \ type *ptr, *pptr = NULL; \ if ( !(first) && !(last) ) \ break; \ if ( !(first) ) \ { \ 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.\r\n", ch ); \ return; \ } \ } while(0) /* * Character macros. */ #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMMORTAL(ch) (get_trust((ch)) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust((ch)) >= LEVEL_HERO) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define HAS_BODYPART(ch, part) ((ch)->xflags == 0 || IS_SET((ch)->xflags, (part))) #define IS_GOOD(ch) ((ch)->alignment >= 350) #define IS_EVIL(ch) ((ch)->alignment <= -350) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_AWAKE(ch) ((ch)->position > POS_SLEEPING) #define GET_AC(ch) ( (ch)->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) \ - ( (ch)->race == RACE_DEFEL ? (ch)->skill_level[COMBAT_ABILITY]*2+5 : (ch)->skill_level[COMBAT_ABILITY]/2 ) ) #define GET_HITROLL(ch) ((ch)->hitroll \ +str_app[get_curr_str(ch)].tohit \ +(2-(abs((ch)->mental_state)/10))) #define GET_DAMROLL(ch) ((ch)->damroll \ +str_app[get_curr_str(ch)].todam \ +(((ch)->mental_state > 5 \ &&(ch)->mental_state < 15) ? 1 : 0) ) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS) && !IS_SET( \ (ch)->in_room->room_flags, \ ROOM_SPACECRAFT) ) #define IS_DRUNK(ch, drunk) (number_percent() < \ ( (ch)->pcdata->condition[COND_DRUNK] \ * 2 / (drunk) ) ) #define IS_CLANNED(ch) (!IS_NPC((ch)) \ && (ch)->pcdata->clan ) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) #define EXIT(ch, door) ( get_exit( (ch)->in_room, door ) ) #define CAN_GO(ch, door) (EXIT((ch),(door)) \ && (EXIT((ch),(door))->to_room != NULL) \ && !IS_SET(EXIT((ch), (door))->exit_info, EX_CLOSED)) #define IS_VALID_SN(sn) ( (sn) >=0 && (sn) < MAX_SKILL \ && skill_table[(sn)] \ && skill_table[(sn)]->name ) #define IS_VALID_HERB(sn) ( (sn) >=0 && (sn) < MAX_HERB \ && herb_table[(sn)] \ && herb_table[(sn)]->name ) #define SPELL_FLAG(skill, flag) ( IS_SET((skill)->flags, (flag)) ) #define SPELL_DAMAGE(skill) ( ((skill)->flags ) & 7 ) #define SPELL_ACTION(skill) ( ((skill)->flags >> 3) & 7 ) #define SPELL_CLASS(skill) ( ((skill)->flags >> 6) & 7 ) #define SPELL_POWER(skill) ( ((skill)->flags >> 9) & 3 ) #define SET_SDAM(skill, val) ( (skill)->flags = ((skill)->flags & SDAM_MASK) + ((val) & 7) ) #define SET_SACT(skill, val) ( (skill)->flags = ((skill)->flags & SACT_MASK) + (((val) & 7) << 3) ) #define SET_SCLA(skill, val) ( (skill)->flags = ((skill)->flags & SCLA_MASK) + (((val) & 7) << 6) ) #define SET_SPOW(skill, val) ( (skill)->flags = ((skill)->flags & SPOW_MASK) + (((val) & 3) << 9) ) /* Retired and guest imms. */ #define IS_RETIRED(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_RETIRED)) #define IS_GUEST(ch) (ch->pcdata && IS_SET(ch->pcdata->flags,PCFLAG_GUEST)) /* RIS by gsn lookups. -- Altrag. Will need to add some || stuff for spells that need a special GSN. */ #define IS_FIRE(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_FIRE ) #define IS_COLD(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_COLD ) #define IS_ACID(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ACID ) #define IS_ELECTRICITY(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ELECTRICITY ) #define IS_ENERGY(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_ENERGY ) #define IS_DRAIN(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_DRAIN ) #define IS_POISON(dt) ( IS_VALID_SN(dt) && \ SPELL_DAMAGE(skill_table[(dt)]) == SD_POISON ) #define NOT_AUTHED(ch) (!IS_NPC(ch) && ch->pcdata->auth_state <= 3 \ && IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) ) #define IS_WAITING_FOR_AUTH(ch) (!IS_NPC(ch) && ch->desc \ && ch->pcdata->auth_state == 1 \ && IS_SET(ch->pcdata->flags, PCFLAG_UNAUTHED) ) /* * 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))) /* * Description macros. */ #define PERS(ch, looker) ( can_see( (looker), (ch) ) ? \ ( IS_NPC(ch) ? (ch)->short_descr \ : (ch)->name ) : "someone" ) #define log_string( txt ) ( log_string_plus( (txt), LOG_NORMAL, LEVEL_LOG ) ) /* * Structure for a command in the command lookup table. */ struct cmd_type { CMDTYPE *next; char *name; DO_FUN *do_fun; char *fun_name; short position; short level; short log; struct timerset userec; }; /* * Structure for a social in the socials table. */ struct social_type { SOCIALTYPE *next; 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; }; struct specfun_list { SPEC_LIST *next; SPEC_LIST *prev; char *name; }; /* * Global constants. */ extern time_t last_restore_all_time; extern time_t boot_time; /* this should be moved down */ extern HOUR_MIN_SEC *set_boot_time; extern struct tm *new_boot_time; extern time_t new_boot_time_t; extern bool mud_down; extern FILE *fpArea; extern char strArea[MAX_INPUT_LENGTH]; extern const struct str_app_type str_app[26]; extern const struct int_app_type int_app[26]; extern const struct wis_app_type wis_app[26]; extern const struct dex_app_type dex_app[26]; extern const struct con_app_type con_app[26]; extern const struct cha_app_type cha_app[26]; extern const struct lck_app_type lck_app[26]; extern const struct frc_app_type frc_app[26]; extern const struct race_type race_table[MAX_RACE]; extern const struct liq_type liq_table[LIQ_MAX]; extern char *const attack_table[13]; extern char *const ability_name[MAX_ABILITY]; extern char *const skill_tname[]; extern short const movement_loss[SECT_MAX]; extern char *const dir_name[]; extern char *const where_name[]; extern const short rev_dir[]; extern const int trap_door[]; extern char *const r_flags[]; extern char *const w_flags[]; extern char *const o_flags[]; extern char *const a_flags[]; extern char *const o_types[]; extern char *const a_types[]; extern char *const act_flags[]; extern char *const planet_flags[]; extern char *const weapon_table[13]; extern char *const spice_table[]; extern char *const plr_flags[]; extern char *const pc_flags[]; extern char *const trap_flags[]; extern char *const ris_flags[]; extern char *const trig_flags[]; extern char *const part_flags[]; extern char *const npc_race[]; extern char *const defense_flags[]; extern char *const attack_flags[]; extern char *const area_flags[]; extern int const lang_array[]; extern char *const lang_names[]; /* * Global variables. */ extern int numobjsloaded; extern int nummobsloaded; extern int physicalobjects; extern int num_descriptors; extern struct system_data sysdata; extern int top_sn; extern int top_vroom; extern int top_herb; extern CMDTYPE *command_hash[126]; extern SKILLTYPE *skill_table[MAX_SKILL]; extern SOCIALTYPE *social_index[27]; extern CHAR_DATA *cur_char; extern ROOM_INDEX_DATA *cur_room; extern bool cur_char_died; extern ch_ret global_retcode; extern SKILLTYPE *herb_table[MAX_HERB]; extern int cur_obj; extern int cur_obj_serial; extern bool cur_obj_extracted; extern obj_ret global_objcode; extern HELP_DATA *first_help; extern HELP_DATA *last_help; extern SHOP_DATA *first_shop; extern SHOP_DATA *last_shop; extern REPAIR_DATA *first_repair; extern REPAIR_DATA *last_repair; extern SPEC_LIST *first_specfun; extern SPEC_LIST *last_specfun; extern BAN_DATA *first_ban; extern BAN_DATA *last_ban; extern CHAR_DATA *first_char; extern CHAR_DATA *last_char; extern DESCRIPTOR_DATA *first_descriptor; extern DESCRIPTOR_DATA *last_descriptor; extern BOARD_DATA *first_board; extern BOARD_DATA *last_board; extern OBJ_DATA *first_object; extern OBJ_DATA *last_object; extern CLAN_DATA *first_clan; extern CLAN_DATA *last_clan; extern GUARD_DATA *first_guard; extern GUARD_DATA *last_guard; extern SHIP_DATA *first_ship; extern SHIP_DATA *last_ship; extern SPACE_DATA *first_starsystem; extern SPACE_DATA *last_starsystem; extern PLANET_DATA *first_planet; extern PLANET_DATA *last_planet; extern SENATE_DATA *first_senator; extern SENATE_DATA *last_senator; extern BOUNTY_DATA *first_bounty; extern BOUNTY_DATA *last_bounty; extern BOUNTY_DATA *first_disintigration; extern BOUNTY_DATA *last_disintigration; extern AREA_DATA *first_area; extern AREA_DATA *last_area; extern AREA_DATA *first_build; extern AREA_DATA *last_build; extern AREA_DATA *first_asort; extern AREA_DATA *last_asort; extern AREA_DATA *first_bsort; extern AREA_DATA *last_bsort; extern TELEPORT_DATA *first_teleport; extern TELEPORT_DATA *last_teleport; extern OBJ_DATA *extracted_obj_queue; extern EXTRACT_CHAR_DATA *extracted_char_queue; extern OBJ_DATA *save_equipment[MAX_WEAR][MAX_LAYERS]; extern CHAR_DATA *quitting_char; extern CHAR_DATA *loading_char; extern CHAR_DATA *saving_char; extern OBJ_DATA *all_obj; extern time_t current_time; extern bool fLogAll; extern char log_buf[]; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern AUCTION_DATA *auction; extern struct act_prog_data *mob_act_list; /* * Command functions. * Defined in act_*.c (mostly). */ DECLARE_DO_FUN( do_setplanet ); DECLARE_DO_FUN( do_makeplanet ); DECLARE_DO_FUN( do_planets ); DECLARE_DO_FUN( do_teach ); DECLARE_DO_FUN( do_gather_intelligence ); DECLARE_DO_FUN( do_add_patrol ); DECLARE_DO_FUN( do_special_forces ); DECLARE_DO_FUN( do_jail ); DECLARE_DO_FUN( do_elite_guard ); DECLARE_DO_FUN( do_smalltalk ); DECLARE_DO_FUN( do_propeganda ); DECLARE_DO_FUN( do_bribe ); DECLARE_DO_FUN( do_seduce ); DECLARE_DO_FUN( do_mass_propeganda ); DECLARE_DO_FUN( do_copyship ); DECLARE_DO_FUN( do_sound ); DECLARE_DO_FUN( do_autopilot ); DECLARE_DO_FUN( do_allspeeders ); DECLARE_DO_FUN( do_speeders ); DECLARE_DO_FUN( do_suicide ); DECLARE_DO_FUN( do_gain ); DECLARE_DO_FUN( do_train ); DECLARE_DO_FUN( do_beg ); DECLARE_DO_FUN( do_bank ); DECLARE_DO_FUN( do_hijack ); DECLARE_DO_FUN( do_pickshiplock ); DECLARE_DO_FUN( do_shiptalk ); DECLARE_DO_FUN( do_clone ); DECLARE_DO_FUN( do_systemtalk ); DECLARE_DO_FUN( do_spacetalk ); DECLARE_DO_FUN( do_hail ); DECLARE_DO_FUN( do_allships ); DECLARE_DO_FUN( do_newclan ); DECLARE_DO_FUN( do_appoint ); DECLARE_DO_FUN( do_demote ); DECLARE_DO_FUN( do_empower ); DECLARE_DO_FUN( do_capture ); DECLARE_DO_FUN( do_arm ); DECLARE_DO_FUN( do_chaff ); DECLARE_DO_FUN( do_clan_donate ); DECLARE_DO_FUN( do_clan_withdraw ); DECLARE_DO_FUN( do_fly ); DECLARE_DO_FUN( do_drive ); DECLARE_DO_FUN( do_bomb ); DECLARE_DO_FUN( do_setblaster ); DECLARE_DO_FUN( do_ammo ); DECLARE_DO_FUN( do_takedrug ); DECLARE_DO_FUN( do_use ); DECLARE_DO_FUN( do_enlist ); DECLARE_DO_FUN( do_resign ); DECLARE_DO_FUN( do_pluogus ); DECLARE_DO_FUN( do_tractorbeam ); DECLARE_DO_FUN( do_makearmor ); DECLARE_DO_FUN( do_makejewelry ); DECLARE_DO_FUN( do_makegrenade ); DECLARE_DO_FUN( do_makelandmine ); DECLARE_DO_FUN( do_makelight ); DECLARE_DO_FUN( do_makecomlink ); DECLARE_DO_FUN( do_makeshield ); DECLARE_DO_FUN( do_makecontainer ); DECLARE_DO_FUN( do_gemcutting ); DECLARE_DO_FUN( do_reinforcements ); DECLARE_DO_FUN( do_postguard ); DECLARE_DO_FUN( do_torture ); DECLARE_DO_FUN( do_snipe ); DECLARE_DO_FUN( do_throw ); DECLARE_DO_FUN( do_disguise ); DECLARE_DO_FUN( do_mine ); DECLARE_DO_FUN( do_first_aid ); DECLARE_DO_FUN( do_makeblade ); DECLARE_DO_FUN( do_makeblaster ); DECLARE_DO_FUN( do_makelightsaber ); DECLARE_DO_FUN( do_makespice ); DECLARE_DO_FUN( do_closebay ); DECLARE_DO_FUN( do_openbay ); DECLARE_DO_FUN( do_autotrack ); DECLARE_DO_FUN( do_jumpvector ); DECLARE_DO_FUN( do_reload ); DECLARE_DO_FUN( do_radar ); DECLARE_DO_FUN( do_buyship ); DECLARE_DO_FUN( do_buyhome ); DECLARE_DO_FUN( do_clanbuyship ); DECLARE_DO_FUN( do_sellship ); DECLARE_DO_FUN( do_autorecharge ); DECLARE_DO_FUN( do_openhatch ); DECLARE_DO_FUN( do_closehatch ); DECLARE_DO_FUN( do_status ); DECLARE_DO_FUN( do_info ); DECLARE_DO_FUN( do_hyperspace ); DECLARE_DO_FUN( do_target ); DECLARE_DO_FUN( do_fire ); DECLARE_DO_FUN( do_calculate ); DECLARE_DO_FUN( do_recharge ); DECLARE_DO_FUN( do_repairship ); DECLARE_DO_FUN( do_refuel ); DECLARE_DO_FUN( do_addpilot ); DECLARE_DO_FUN( do_rempilot ); DECLARE_DO_FUN( do_trajectory ); DECLARE_DO_FUN( do_accelerate ); DECLARE_DO_FUN( do_launch ); DECLARE_DO_FUN( do_land ); DECLARE_DO_FUN( do_leaveship ); DECLARE_DO_FUN( do_setstarsystem ); DECLARE_DO_FUN( do_makestarsystem ); DECLARE_DO_FUN( do_starsystems ); DECLARE_DO_FUN( do_showstarsystem ); DECLARE_DO_FUN( skill_notfound ); DECLARE_DO_FUN( do_aassign ); DECLARE_DO_FUN( do_addbounty ); DECLARE_DO_FUN( do_vassign ); DECLARE_DO_FUN( do_advance ); DECLARE_DO_FUN( do_affected ); DECLARE_DO_FUN( do_afk ); DECLARE_DO_FUN( do_aid ); DECLARE_DO_FUN( do_allow ); DECLARE_DO_FUN( do_ansi ); DECLARE_DO_FUN( do_answer ); DECLARE_DO_FUN( do_apply ); DECLARE_DO_FUN( do_appraise ); DECLARE_DO_FUN( do_areas ); DECLARE_DO_FUN( do_aset ); DECLARE_DO_FUN( do_ask ); DECLARE_DO_FUN( do_astat ); DECLARE_DO_FUN( do_at ); DECLARE_DO_FUN( do_auction ); DECLARE_DO_FUN( do_authorize ); DECLARE_DO_FUN( do_avtalk ); DECLARE_DO_FUN( do_backstab ); DECLARE_DO_FUN( do_balzhur ); DECLARE_DO_FUN( do_bamfin ); DECLARE_DO_FUN( do_bamfout ); DECLARE_DO_FUN( do_ban ); DECLARE_DO_FUN( do_bash ); DECLARE_DO_FUN( do_bashdoor ); DECLARE_DO_FUN( do_beep ); DECLARE_DO_FUN( do_berserk ); DECLARE_DO_FUN( do_bestow ); DECLARE_DO_FUN( do_bestowarea ); DECLARE_DO_FUN( do_bio ); DECLARE_DO_FUN( do_bite ); DECLARE_DO_FUN( do_board ); DECLARE_DO_FUN( do_boards ); DECLARE_DO_FUN( do_bodybag ); DECLARE_DO_FUN( do_bounties ); DECLARE_DO_FUN( do_brandish ); DECLARE_DO_FUN( do_brew ); DECLARE_DO_FUN( do_bset ); DECLARE_DO_FUN( do_bstat ); DECLARE_DO_FUN( do_bug ); DECLARE_DO_FUN( do_bury ); DECLARE_DO_FUN( do_buy ); DECLARE_DO_FUN( do_cast ); DECLARE_DO_FUN( do_cedit ); DECLARE_DO_FUN( do_channels ); DECLARE_DO_FUN( do_chat ); DECLARE_DO_FUN( do_ooc ); DECLARE_DO_FUN( do_check_vnums ); DECLARE_DO_FUN( do_circle ); DECLARE_DO_FUN( do_clans ); DECLARE_DO_FUN( do_ships ); DECLARE_DO_FUN( do_clantalk ); DECLARE_DO_FUN( do_claw ); DECLARE_DO_FUN( do_climb ); DECLARE_DO_FUN( do_close ); DECLARE_DO_FUN( do_cmdtable ); DECLARE_DO_FUN( do_cmenu ); DECLARE_DO_FUN( do_commands ); DECLARE_DO_FUN( do_comment ); DECLARE_DO_FUN( do_compare ); DECLARE_DO_FUN( do_compress ); DECLARE_DO_FUN( do_config ); DECLARE_DO_FUN( do_consider ); DECLARE_DO_FUN( do_senate ); DECLARE_DO_FUN( do_addsenator ); DECLARE_DO_FUN( do_remsenator ); DECLARE_DO_FUN( do_credits ); DECLARE_DO_FUN( do_cset ); DECLARE_DO_FUN( do_deny ); DECLARE_DO_FUN( do_description ); DECLARE_DO_FUN( do_destro ); DECLARE_DO_FUN( do_destroy ); DECLARE_DO_FUN( do_detrap ); DECLARE_DO_FUN( do_devote ); DECLARE_DO_FUN( do_dig ); DECLARE_DO_FUN( do_disarm ); DECLARE_DO_FUN( do_disconnect ); DECLARE_DO_FUN( do_dismount ); DECLARE_DO_FUN( do_dmesg ); DECLARE_DO_FUN( do_down ); DECLARE_DO_FUN( do_drag ); DECLARE_DO_FUN( do_drink ); DECLARE_DO_FUN( do_drop ); DECLARE_DO_FUN( do_diagnose ); DECLARE_DO_FUN( do_east ); DECLARE_DO_FUN( do_eat ); DECLARE_DO_FUN( do_echo ); DECLARE_DO_FUN( do_emote ); DECLARE_DO_FUN( do_empty ); DECLARE_DO_FUN( do_enter ); DECLARE_DO_FUN( do_equipment ); DECLARE_DO_FUN( do_examine ); DECLARE_DO_FUN( do_exits ); DECLARE_DO_FUN( do_feed ); DECLARE_DO_FUN( do_fill ); DECLARE_DO_FUN( do_fixchar ); DECLARE_DO_FUN( do_flee ); DECLARE_DO_FUN( do_foldarea ); DECLARE_DO_FUN( do_follow ); DECLARE_DO_FUN( do_for ); DECLARE_DO_FUN( do_force ); DECLARE_DO_FUN( do_forceclose ); DECLARE_DO_FUN( do_fquit ); /* Gorog */ DECLARE_DO_FUN( do_form_password ); DECLARE_DO_FUN( do_freeze ); DECLARE_DO_FUN( do_get ); DECLARE_DO_FUN( do_give ); DECLARE_DO_FUN( do_glance ); DECLARE_DO_FUN( do_gold ); DECLARE_DO_FUN( do_goto ); DECLARE_DO_FUN( do_gouge ); DECLARE_DO_FUN( do_group ); DECLARE_DO_FUN( do_grub ); DECLARE_DO_FUN( do_gtell ); DECLARE_DO_FUN( do_guilds ); DECLARE_DO_FUN( do_guildtalk ); DECLARE_DO_FUN( do_hedit ); DECLARE_DO_FUN( do_hell ); DECLARE_DO_FUN( do_help ); DECLARE_DO_FUN( do_hide ); DECLARE_DO_FUN( do_hitall ); DECLARE_DO_FUN( do_hlist ); DECLARE_DO_FUN( do_holylight ); DECLARE_DO_FUN( do_homepage ); DECLARE_DO_FUN( do_hset ); DECLARE_DO_FUN( do_i103 ); DECLARE_DO_FUN( do_i104 ); DECLARE_DO_FUN( do_i105 ); DECLARE_DO_FUN( do_ide ); DECLARE_DO_FUN( do_idea ); DECLARE_DO_FUN( do_immortalize ); DECLARE_DO_FUN( do_immtalk ); DECLARE_DO_FUN( do_induct ); DECLARE_DO_FUN( do_installarea ); DECLARE_DO_FUN( do_instaroom ); DECLARE_DO_FUN( do_instazone ); DECLARE_DO_FUN( do_inventory ); DECLARE_DO_FUN( do_invis ); DECLARE_DO_FUN( do_kick ); DECLARE_DO_FUN( do_kill ); DECLARE_DO_FUN( do_languages ); DECLARE_DO_FUN( do_last ); DECLARE_DO_FUN( do_leave ); DECLARE_DO_FUN( do_level ); DECLARE_DO_FUN( do_light ); DECLARE_DO_FUN( do_list ); DECLARE_DO_FUN( do_litterbug ); DECLARE_DO_FUN( do_loadarea ); DECLARE_DO_FUN( do_loadup ); DECLARE_DO_FUN( do_lock ); DECLARE_DO_FUN( do_log ); DECLARE_DO_FUN( do_look ); DECLARE_DO_FUN( do_low_purge ); DECLARE_DO_FUN( do_mailroom ); DECLARE_DO_FUN( do_make ); DECLARE_DO_FUN( do_makeboard ); DECLARE_DO_FUN( do_makeclan ); DECLARE_DO_FUN( do_makeship ); DECLARE_DO_FUN( do_makeguild ); DECLARE_DO_FUN( do_makerepair ); DECLARE_DO_FUN( do_makeshop ); DECLARE_DO_FUN( do_makewizlist ); DECLARE_DO_FUN( do_memory ); DECLARE_DO_FUN( do_mcreate ); DECLARE_DO_FUN( do_mdelete ); DECLARE_DO_FUN( do_mfind ); DECLARE_DO_FUN( do_minvoke ); DECLARE_DO_FUN( do_mlist ); DECLARE_DO_FUN( do_mount ); DECLARE_DO_FUN( do_mset ); DECLARE_DO_FUN( do_mstat ); DECLARE_DO_FUN( do_murde ); DECLARE_DO_FUN( do_murder ); DECLARE_DO_FUN( do_music ); DECLARE_DO_FUN( do_mwhere ); DECLARE_DO_FUN( do_name ); DECLARE_DO_FUN( do_newbiechat ); DECLARE_DO_FUN( do_newbieset ); DECLARE_DO_FUN( do_newzones ); DECLARE_DO_FUN( do_noemote ); DECLARE_DO_FUN( do_noresolve ); DECLARE_DO_FUN( do_north ); DECLARE_DO_FUN( do_northeast ); DECLARE_DO_FUN( do_northwest ); DECLARE_DO_FUN( do_notell ); DECLARE_DO_FUN( do_notitle ); DECLARE_DO_FUN( do_noteroom ); DECLARE_DO_FUN( do_ocreate ); DECLARE_DO_FUN( do_odelete ); DECLARE_DO_FUN( do_ofind ); DECLARE_DO_FUN( do_ogrub ); DECLARE_DO_FUN( do_oinvoke ); DECLARE_DO_FUN( do_oldscore ); DECLARE_DO_FUN( do_olist ); DECLARE_DO_FUN( do_open ); DECLARE_DO_FUN( do_opentourney ); DECLARE_DO_FUN( do_order ); DECLARE_DO_FUN( do_orders ); DECLARE_DO_FUN( do_ordertalk ); DECLARE_DO_FUN( do_oset ); DECLARE_DO_FUN( do_ostat ); DECLARE_DO_FUN( do_ot ); DECLARE_DO_FUN( do_outcast ); DECLARE_DO_FUN( do_owhere ); DECLARE_DO_FUN( do_pager ); DECLARE_DO_FUN( do_pardon ); DECLARE_DO_FUN( do_password ); DECLARE_DO_FUN( do_peace ); DECLARE_DO_FUN( do_pick ); DECLARE_DO_FUN( do_poison_weapon ); DECLARE_DO_FUN( do_pose ); DECLARE_DO_FUN( do_practice ); DECLARE_DO_FUN( do_prompt ); DECLARE_DO_FUN( do_pull ); DECLARE_DO_FUN( do_punch ); DECLARE_DO_FUN( do_purge ); DECLARE_DO_FUN( do_push ); DECLARE_DO_FUN( do_put ); DECLARE_DO_FUN( do_qpset ); DECLARE_DO_FUN( do_quaff ); DECLARE_DO_FUN( do_quest ); DECLARE_DO_FUN( do_qui ); DECLARE_DO_FUN( do_quit ); DECLARE_DO_FUN( do_rank ); DECLARE_DO_FUN( do_rat ); DECLARE_DO_FUN( do_rdelete ); DECLARE_DO_FUN( do_reboo ); DECLARE_DO_FUN( do_reboot ); DECLARE_DO_FUN( do_recall ); DECLARE_DO_FUN( do_recho ); DECLARE_DO_FUN( do_recite ); DECLARE_DO_FUN( do_redit ); DECLARE_DO_FUN( do_regoto ); DECLARE_DO_FUN( do_remove ); DECLARE_DO_FUN( do_rent ); DECLARE_DO_FUN( do_repair ); DECLARE_DO_FUN( do_repairset ); DECLARE_DO_FUN( do_repairshops ); DECLARE_DO_FUN( do_repairstat ); DECLARE_DO_FUN( do_reply ); DECLARE_DO_FUN( do_report ); DECLARE_DO_FUN( do_rescue ); DECLARE_DO_FUN( do_rest ); DECLARE_DO_FUN( do_reset ); DECLARE_DO_FUN( do_resetship ); DECLARE_DO_FUN( do_restore ); DECLARE_DO_FUN( do_restoretime ); DECLARE_DO_FUN( do_restrict ); DECLARE_DO_FUN( do_retire ); DECLARE_DO_FUN( do_retran ); DECLARE_DO_FUN( do_return ); DECLARE_DO_FUN( do_revert ); DECLARE_DO_FUN( do_rip ); DECLARE_DO_FUN( do_rlist ); DECLARE_DO_FUN( do_rset ); DECLARE_DO_FUN( do_rstat ); DECLARE_DO_FUN( do_sacrifice ); DECLARE_DO_FUN( do_save ); DECLARE_DO_FUN( do_savearea ); DECLARE_DO_FUN( do_say ); DECLARE_DO_FUN( do_scan ); DECLARE_DO_FUN( do_score ); DECLARE_DO_FUN( do_scribe ); DECLARE_DO_FUN( do_search ); DECLARE_DO_FUN( do_sedit ); DECLARE_DO_FUN( do_sell ); DECLARE_DO_FUN( do_set_boot_time ); DECLARE_DO_FUN( do_setclan ); DECLARE_DO_FUN( do_setship ); DECLARE_DO_FUN( do_shops ); DECLARE_DO_FUN( do_shopset ); DECLARE_DO_FUN( do_shopstat ); DECLARE_DO_FUN( do_shout ); DECLARE_DO_FUN( do_shove ); DECLARE_DO_FUN( do_showclan ); DECLARE_DO_FUN( do_showship ); DECLARE_DO_FUN( do_shutdow ); DECLARE_DO_FUN( do_shutdown ); DECLARE_DO_FUN( do_silence ); DECLARE_DO_FUN( do_sit ); DECLARE_DO_FUN( do_sla ); DECLARE_DO_FUN( do_slay ); DECLARE_DO_FUN( do_sleep ); DECLARE_DO_FUN( do_slice ); DECLARE_DO_FUN( do_slist ); DECLARE_DO_FUN( do_slookup ); DECLARE_DO_FUN( do_smoke ); DECLARE_DO_FUN( do_sneak ); DECLARE_DO_FUN( do_snoop ); DECLARE_DO_FUN( do_sober ); DECLARE_DO_FUN( do_socials ); DECLARE_DO_FUN( do_south ); DECLARE_DO_FUN( do_southeast ); DECLARE_DO_FUN( do_southwest ); DECLARE_DO_FUN( do_speak ); DECLARE_DO_FUN( do_split ); DECLARE_DO_FUN( do_sset ); DECLARE_DO_FUN( do_stand ); DECLARE_DO_FUN( do_starttourney ); DECLARE_DO_FUN( do_steal ); DECLARE_DO_FUN( do_sting ); DECLARE_DO_FUN( do_stun ); DECLARE_DO_FUN( do_switch ); DECLARE_DO_FUN( do_tail ); DECLARE_DO_FUN( do_tamp ); DECLARE_DO_FUN( do_tell ); DECLARE_DO_FUN( do_time ); DECLARE_DO_FUN( do_timecmd ); DECLARE_DO_FUN( do_title ); DECLARE_DO_FUN( do_track ); DECLARE_DO_FUN( do_transfer ); DECLARE_DO_FUN( do_trust ); DECLARE_DO_FUN( do_typo ); DECLARE_DO_FUN( do_unfoldarea ); DECLARE_DO_FUN( do_unhell ); DECLARE_DO_FUN( do_unlock ); DECLARE_DO_FUN( do_unsilence ); DECLARE_DO_FUN( do_up ); DECLARE_DO_FUN( do_users ); DECLARE_DO_FUN( do_value ); DECLARE_DO_FUN( do_visible ); DECLARE_DO_FUN( do_vnums ); DECLARE_DO_FUN( do_vsearch ); DECLARE_DO_FUN( do_wake ); DECLARE_DO_FUN( do_wartalk ); DECLARE_DO_FUN( do_wear ); DECLARE_DO_FUN( do_weather ); DECLARE_DO_FUN( do_west ); DECLARE_DO_FUN( do_where ); DECLARE_DO_FUN( do_who ); DECLARE_DO_FUN( do_whois ); DECLARE_DO_FUN( do_wimpy ); DECLARE_DO_FUN( do_wizhelp ); DECLARE_DO_FUN( do_wizlist ); DECLARE_DO_FUN( do_wizlock ); DECLARE_DO_FUN( do_yell ); DECLARE_DO_FUN( do_zap ); DECLARE_DO_FUN( do_zones ); /* mob prog stuff */ DECLARE_DO_FUN( do_mp_close_passage ); DECLARE_DO_FUN( do_mp_damage ); DECLARE_DO_FUN( do_mp_restore ); DECLARE_DO_FUN( do_mp_open_passage ); DECLARE_DO_FUN( do_mp_practice ); DECLARE_DO_FUN( do_mp_slay ); DECLARE_DO_FUN( do_mpadvance ); DECLARE_DO_FUN( do_mpasound ); DECLARE_DO_FUN( do_mpat ); DECLARE_DO_FUN( do_mpdream ); DECLARE_DO_FUN( do_mp_deposit ); DECLARE_DO_FUN( do_mp_withdraw ); DECLARE_DO_FUN( do_mpecho ); DECLARE_DO_FUN( do_mpechoaround ); DECLARE_DO_FUN( do_mpechoat ); DECLARE_DO_FUN( do_mpedit ); DECLARE_DO_FUN( do_mrange ); DECLARE_DO_FUN( do_opedit ); DECLARE_DO_FUN( do_orange ); DECLARE_DO_FUN( do_rpedit ); DECLARE_DO_FUN( do_mpforce ); DECLARE_DO_FUN( do_mpinvis ); DECLARE_DO_FUN( do_mpgoto ); DECLARE_DO_FUN( do_mpjunk ); DECLARE_DO_FUN( do_mpkill ); DECLARE_DO_FUN( do_mpmload ); DECLARE_DO_FUN( do_mpnothing ); DECLARE_DO_FUN( do_mpoload ); DECLARE_DO_FUN( do_mppurge ); DECLARE_DO_FUN( do_mpstat ); DECLARE_DO_FUN( do_opstat ); DECLARE_DO_FUN( do_rpstat ); DECLARE_DO_FUN( do_mptransfer ); DECLARE_DO_FUN( do_mpapply ); DECLARE_DO_FUN( do_mpapplyb ); DECLARE_DO_FUN( do_mppkset ); DECLARE_DO_FUN( do_mpgain ); /* * Spell functions. * Defined in magic.c. */ DECLARE_SPELL_FUN( spell_null ); DECLARE_SPELL_FUN( spell_notfound ); DECLARE_SPELL_FUN( spell_acid_blast ); DECLARE_SPELL_FUN( spell_animate_dead ); DECLARE_SPELL_FUN( spell_astral_walk ); DECLARE_SPELL_FUN( spell_blindness ); DECLARE_SPELL_FUN( spell_burning_hands ); DECLARE_SPELL_FUN( spell_call_lightning ); DECLARE_SPELL_FUN( spell_cause_critical ); DECLARE_SPELL_FUN( spell_cause_light ); DECLARE_SPELL_FUN( spell_cause_serious ); DECLARE_SPELL_FUN( spell_change_sex ); DECLARE_SPELL_FUN( spell_charm_person ); DECLARE_SPELL_FUN( spell_chill_touch ); DECLARE_SPELL_FUN( spell_colour_spray ); DECLARE_SPELL_FUN( spell_control_weather ); DECLARE_SPELL_FUN( spell_create_food ); DECLARE_SPELL_FUN( spell_create_water ); DECLARE_SPELL_FUN( spell_cure_blindness ); DECLARE_SPELL_FUN( spell_cure_poison ); DECLARE_SPELL_FUN( spell_curse ); DECLARE_SPELL_FUN( spell_detect_poison ); DECLARE_SPELL_FUN( spell_dispel_evil ); DECLARE_SPELL_FUN( spell_dispel_magic ); DECLARE_SPELL_FUN( spell_dream ); DECLARE_SPELL_FUN( spell_earthquake ); DECLARE_SPELL_FUN( spell_enchant_weapon ); DECLARE_SPELL_FUN( spell_energy_drain ); DECLARE_SPELL_FUN( spell_faerie_fire ); DECLARE_SPELL_FUN( spell_faerie_fog ); DECLARE_SPELL_FUN( spell_farsight ); DECLARE_SPELL_FUN( spell_fireball ); DECLARE_SPELL_FUN( spell_flamestrike ); DECLARE_SPELL_FUN( spell_gate ); DECLARE_SPELL_FUN( spell_knock ); DECLARE_SPELL_FUN( spell_harm ); DECLARE_SPELL_FUN( spell_identify ); DECLARE_SPELL_FUN( spell_invis ); DECLARE_SPELL_FUN( spell_know_alignment ); DECLARE_SPELL_FUN( spell_lightning_bolt ); DECLARE_SPELL_FUN( spell_locate_object ); DECLARE_SPELL_FUN( spell_magic_missile ); DECLARE_SPELL_FUN( spell_mist_walk ); DECLARE_SPELL_FUN( spell_pass_door ); DECLARE_SPELL_FUN( spell_plant_pass ); DECLARE_SPELL_FUN( spell_poison ); DECLARE_SPELL_FUN( spell_polymorph ); DECLARE_SPELL_FUN( spell_possess ); DECLARE_SPELL_FUN( spell_recharge ); DECLARE_SPELL_FUN( spell_remove_curse ); DECLARE_SPELL_FUN( spell_remove_invis ); DECLARE_SPELL_FUN( spell_remove_trap ); DECLARE_SPELL_FUN( spell_shocking_grasp ); DECLARE_SPELL_FUN( spell_sleep ); DECLARE_SPELL_FUN( spell_smaug ); DECLARE_SPELL_FUN( spell_solar_flight ); DECLARE_SPELL_FUN( spell_summon ); DECLARE_SPELL_FUN( spell_teleport ); DECLARE_SPELL_FUN( spell_ventriloquate ); DECLARE_SPELL_FUN( spell_weaken ); DECLARE_SPELL_FUN( spell_word_of_recall ); DECLARE_SPELL_FUN( spell_acid_breath ); DECLARE_SPELL_FUN( spell_fire_breath ); DECLARE_SPELL_FUN( spell_frost_breath ); DECLARE_SPELL_FUN( spell_gas_breath ); DECLARE_SPELL_FUN( spell_lightning_breath ); DECLARE_SPELL_FUN( spell_spiral_blast ); DECLARE_SPELL_FUN( spell_scorching_surge ); DECLARE_SPELL_FUN( spell_helical_flow ); DECLARE_SPELL_FUN( spell_transport ); DECLARE_SPELL_FUN( spell_portal ); DECLARE_SPELL_FUN( spell_ethereal_fist ); DECLARE_SPELL_FUN( spell_spectral_furor ); DECLARE_SPELL_FUN( spell_hand_of_chaos ); DECLARE_SPELL_FUN( spell_disruption ); DECLARE_SPELL_FUN( spell_sonic_resonance ); DECLARE_SPELL_FUN( spell_mind_wrack ); DECLARE_SPELL_FUN( spell_mind_wrench ); DECLARE_SPELL_FUN( spell_revive ); DECLARE_SPELL_FUN( spell_sulfurous_spray ); DECLARE_SPELL_FUN( spell_caustic_fount ); DECLARE_SPELL_FUN( spell_acetum_primus ); DECLARE_SPELL_FUN( spell_galvanic_whip ); DECLARE_SPELL_FUN( spell_magnetic_thrust ); DECLARE_SPELL_FUN( spell_quantum_spike ); DECLARE_SPELL_FUN( spell_black_hand ); DECLARE_SPELL_FUN( spell_black_fist ); DECLARE_SPELL_FUN( spell_black_lightning ); DECLARE_SPELL_FUN( spell_midas_touch ); DECLARE_SPELL_FUN( spell_suggest ); DECLARE_SPELL_FUN( spell_cure_addiction ); /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #define PLAYER_DIR "../player/" /* Player files */ #define BACKUP_DIR "../backup/" /* Backup Player files */ #define GOD_DIR "../gods/" /* God Info Dir */ #define BOARD_DIR "../boards/" /* Board data dir */ #define CLAN_DIR "../clans/" /* Clan data dir */ #define SHIP_DIR "../space/" #define SPACE_DIR "../space/" #define PLANET_DIR "../planets/" #define GUARD_DIR "../planets/" #define GUILD_DIR "../guilds/" /* Guild data dir */ #define BUILD_DIR "../building/" /* Online building save dir */ #define SYSTEM_DIR "../system/" /* Main system files */ #define PROG_DIR "../mudprogs/" /* MUDProg files */ #define CORPSE_DIR "../corpses/" /* Corpses */ #define AREA_LIST "area.lst" /* List of areas */ #define BAN_LIST "ban.lst" /* List of bans */ #define CLAN_LIST "clan.lst" /* List of clans */ #define SHIP_LIST "ship.lst" #define PLANET_LIST "planet.lst" #define SPACE_LIST "space.lst" #define BOUNTY_LIST "bounty.lst" #define DISINTIGRATION_LIST "disintigration.lst" #define SENATE_LIST "senate.lst" /* List of senators */ #define GUILD_LIST "guild.lst" /* List of guilds */ #define GUARD_LIST "guard.lst" #define BOARD_FILE "boards.txt" /* For bulletin boards */ #define SHUTDOWN_FILE "shutdown.txt" /* For 'shutdown' */ #define RIPSCREEN_FILE SYSTEM_DIR "mudrip.rip" #define RIPTITLE_FILE SYSTEM_DIR "mudtitle.rip" #define ANSITITLE_FILE SYSTEM_DIR "mudtitle.ans" #define ASCTITLE_FILE SYSTEM_DIR "mudtitle.asc" #define BOOTLOG_FILE SYSTEM_DIR "boot.txt" /* Boot up error file */ #define BUG_FILE SYSTEM_DIR "pbugs.txt" /* For player usable 'bug' command */ #define IDEA_FILE SYSTEM_DIR "ideas.txt" /* For 'idea' */ #define TYPO_FILE SYSTEM_DIR "typos.txt" /* For 'typo' */ #define LOG_FILE SYSTEM_DIR "log.txt" /* For talking in logged rooms */ #define WIZLIST_FILE SYSTEM_DIR "WIZLIST" /* Wizlist */ #define WHO_FILE SYSTEM_DIR "WHO" /* Who output file */ #define WEBWHO_FILE SYSTEM_DIR "WEBWHO" /* WWW Who output file */ #define SKILL_FILE SYSTEM_DIR "skills.dat" /* Skill table */ #define HERB_FILE SYSTEM_DIR "herbs.dat" /* Herb table */ #define SOCIAL_FILE SYSTEM_DIR "socials.dat" /* Socials */ #define COMMAND_FILE SYSTEM_DIR "commands.dat" /* Commands */ #define USAGE_FILE SYSTEM_DIR "usage.txt" /* How many people are on * every half hour - trying to * determine best reboot time */ /* * 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 BD BOARD_DATA #define CL CLAN_DATA #define EDD EXTRA_DESCR_DATA #define RD RESET_DATA #define ED EXIT_DATA #define ST SOCIALTYPE #define SK SKILLTYPE #define SH SHIP_DATA /* act_comm.c */ void sound_to_room( ROOM_INDEX_DATA * room, char *argument ); bool circle_follow args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void add_follower args( ( CHAR_DATA * ch, CHAR_DATA * master ) ); void stop_follower args( ( CHAR_DATA * ch ) ); void die_follower args( ( CHAR_DATA * ch ) ); bool is_same_group args( ( CHAR_DATA * ach, CHAR_DATA * bch ) ); void send_rip_screen args( ( CHAR_DATA * ch ) ); void send_rip_title args( ( CHAR_DATA * ch ) ); void send_ansi_title args( ( CHAR_DATA * ch ) ); void send_ascii_title args( ( CHAR_DATA * ch ) ); void to_channel args( ( const char *argument, int channel, const char *verb, short level ) ); void talk_auction args( ( char *argument ) ); bool knows_language args( ( CHAR_DATA * ch, int language, CHAR_DATA * cch ) ); bool can_learn_lang args( ( CHAR_DATA * ch, int language ) ); int countlangs args( ( int languages ) ); char *translate args( ( CHAR_DATA * ch, CHAR_DATA * victim, const char *argument ) ); char *obj_short args( ( OBJ_DATA * obj ) ); /* act_info.c */ int get_door args( ( char *arg ) ); char *format_obj_to_char args( ( OBJ_DATA * obj, CHAR_DATA * ch, bool fShort ) ); void show_list_to_char args( ( OBJ_DATA * list, CHAR_DATA * ch, bool fShort, bool fShowNothing ) ); /* act_move.c */ ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA * in_room, EXIT_DATA ** pexit ); void clear_vrooms( void ); ED *find_door args( ( CHAR_DATA * ch, char *arg, bool quiet ) ); ED *get_exit args( ( ROOM_INDEX_DATA * room, short dir ) ); ED *get_exit_to args( ( ROOM_INDEX_DATA * room, short dir, int vnum ) ); ED *get_exit_num args( ( ROOM_INDEX_DATA * room, short count ) ); ch_ret move_char args( ( CHAR_DATA * ch, EXIT_DATA * pexit, int fall ) ); void teleport( CHAR_DATA * ch, int room, int flags ); short encumbrance args( ( CHAR_DATA * ch, short move ) ); bool will_fall args( ( CHAR_DATA * ch, int fall ) ); int wherehome args( ( CHAR_DATA * ch ) ); /* act_obj.c */ obj_ret damage_obj args( ( OBJ_DATA * obj ) ); short get_obj_resistance args( ( OBJ_DATA * obj ) ); void save_clan_storeroom args( ( CHAR_DATA * ch, CLAN_DATA * clan ) ); void obj_fall args( ( OBJ_DATA * obj, bool through ) ); /* act_wiz.c */ void close_area args( ( AREA_DATA * pArea ) ); RID *find_location args( ( CHAR_DATA * ch, char *arg ) ); void echo_to_room args( ( short AT_COLOR, ROOM_INDEX_DATA * room, char *argument ) ); void echo_to_all args( ( short AT_COLOR, char *argument, short tar ) ); void get_reboot_string args( ( void ) ); struct tm *update_time args( ( struct tm * old_time ) ); void free_social args( ( SOCIALTYPE * social ) ); void add_social args( ( SOCIALTYPE * social ) ); void free_command args( ( CMDTYPE * command ) ); void unlink_command args( ( CMDTYPE * command ) ); void add_command args( ( CMDTYPE * command ) ); /* boards.c */ void load_boards args( ( void ) ); BD *get_board args( ( OBJ_DATA * obj ) ); void free_note args( ( NOTE_DATA * pnote ) ); /* build.c */ void RelCreate( relation_type, void *, void * ); void RelDestroy( relation_type, void *, void * ); char *flag_string args( ( int bitvector, char *const flagarray[] ) ); int get_mpflag args( ( char *flag ) ); int get_dir args( ( char *txt ) ); char *strip_cr args( ( char *str ) ); int get_vip_flag args( ( char *flag ) ); int get_wanted_flag args( ( char *flag ) ); /* clans.c */ CL *get_clan args( ( char *name ) ); void load_clans args( ( void ) ); void save_clan args( ( CLAN_DATA * clan ) ); void load_senate args( ( void ) ); void save_senate args( ( void ) ); PLANET_DATA *get_planet args( ( char *name ) ); void load_planets args( ( void ) ); void save_planet args( ( PLANET_DATA * planet ) ); long get_taxes args( ( PLANET_DATA * planet ) ); /* bounty.c */ BOUNTY_DATA *get_disintigration args( ( char *target ) ); void load_bounties args( ( void ) ); void save_bounties args( ( void ) ); void save_disintigrations args( ( void ) ); void remove_disintigration args( ( BOUNTY_DATA * bounty ) ); void claim_disintigration args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool is_disintigration args( ( CHAR_DATA * victim ) ); /* space.c */ SH *get_ship args( ( char *name ) ); void load_ships args( ( void ) ); void save_ship args( ( SHIP_DATA * ship ) ); void load_space args( ( void ) ); void save_starsystem args( ( SPACE_DATA * starsystem ) ); SPACE_DATA *starsystem_from_name args( ( char *name ) ); SPACE_DATA *starsystem_from_vnum args( ( int vnum ) ); SHIP_DATA *ship_from_obj args( ( int vnum ) ); SHIP_DATA *ship_from_entrance args( ( int vnum ) ); SHIP_DATA *ship_from_hanger args( ( int vnum ) ); SHIP_DATA *ship_from_cockpit args( ( int vnum ) ); SHIP_DATA *ship_from_navseat args( ( int vnum ) ); SHIP_DATA *ship_from_coseat args( ( int vnum ) ); SHIP_DATA *ship_from_pilotseat args( ( int vnum ) ); SHIP_DATA *ship_from_gunseat args( ( int vnum ) ); SHIP_DATA *ship_from_turret args( ( int vnum ) ); SHIP_DATA *ship_from_engine args( ( int vnum ) ); SHIP_DATA *ship_from_pilot args( ( char *name ) ); SHIP_DATA *get_ship_here args( ( char *name, SPACE_DATA * starsystem ) ); void showstarsystem args( ( CHAR_DATA * ch, SPACE_DATA * starsystem ) ); void update_space args( ( void ) ); void recharge_ships args( ( void ) ); void move_ships args( ( void ) ); void update_bus args( ( void ) ); void update_traffic args( ( void ) ); bool check_pilot args( ( CHAR_DATA * ch, SHIP_DATA * ship ) ); bool is_rental args( ( CHAR_DATA * ch, SHIP_DATA * ship ) ); void echo_to_ship args( ( int color, SHIP_DATA * ship, char *argument ) ); void echo_to_cockpit args( ( int color, SHIP_DATA * ship, char *argument ) ); void echo_to_system args( ( int color, SHIP_DATA * ship, char *argument, SHIP_DATA * ignore ) ); bool extract_ship args( ( SHIP_DATA * ship ) ); bool ship_to_room args( ( SHIP_DATA * ship, int vnum ) ); long get_ship_value args( ( SHIP_DATA * ship ) ); bool rent_ship args( ( CHAR_DATA * ch, SHIP_DATA * ship ) ); void damage_ship args( ( SHIP_DATA * ship, int min, int max ) ); void damage_ship_ch args( ( SHIP_DATA * ship, int min, int max, CHAR_DATA * ch ) ); void destroy_ship args( ( SHIP_DATA * ship, CHAR_DATA * ch ) ); void ship_to_starsystem args( ( SHIP_DATA * ship, SPACE_DATA * starsystem ) ); void ship_from_starsystem args( ( SHIP_DATA * ship, SPACE_DATA * starsystem ) ); void new_missile args( ( SHIP_DATA * ship, SHIP_DATA * target, CHAR_DATA * ch, int missiletype ) ); void extract_missile args( ( MISSILE_DATA * missile ) ); SHIP_DATA *ship_in_room args( ( ROOM_INDEX_DATA * room, char *name ) ); /* comm.c */ void close_socket( DESCRIPTOR_DATA * dclose, bool force ); void write_to_buffer( DESCRIPTOR_DATA * d, const char *txt, int length ); void write_to_pager( DESCRIPTOR_DATA * d, const char *txt, int length ); void send_to_char( const char *txt, CHAR_DATA * ch ); void send_to_char_color( const char *txt, CHAR_DATA * ch ); void send_to_desc_color( const char *txt, DESCRIPTOR_DATA *d ); void send_to_pager( const char *txt, CHAR_DATA * ch ); void send_to_pager_color( const char *txt, CHAR_DATA * ch ); void ch_printf( CHAR_DATA * ch, char *fmt, ... ); void pager_printf( CHAR_DATA * ch, char *fmt, ... ); void act( short AType, const char *format, CHAR_DATA * ch, void *arg1, void *arg2, int type ); /* reset.c */ RD *make_reset args( ( char letter, int extra, int arg1, int arg2, int arg3 ) ); RD *add_reset( ROOM_INDEX_DATA *room, char letter, int extra, int arg1, int arg2, int arg3 ); void reset_area args( ( AREA_DATA * pArea ) ); /* db.c */ void show_file args( ( CHAR_DATA * ch, char *filename ) ); bool is_valid_filename( CHAR_DATA *ch, const char *direct, const char *filename ); char *str_dup args( ( char const *str ) ); void boot_db args( ( bool fCopyOver ) ); void area_update args( ( void ) ); void add_char args( ( CHAR_DATA * ch ) ); CD *create_mobile args( ( MOB_INDEX_DATA * pMobIndex ) ); OD *create_object args( ( OBJ_INDEX_DATA * pObjIndex, int level ) ); void clear_char args( ( CHAR_DATA * ch ) ); void free_char args( ( CHAR_DATA * ch ) ); char *get_extra_descr args( ( const char *name, EXTRA_DESCR_DATA * ed ) ); 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 ) ); float fread_float( FILE * fp ); char *fread_string args( ( FILE * fp ) ); char *fread_string_nohash args( ( FILE * fp ) ); void fread_to_eol args( ( FILE * fp ) ); char *fread_word args( ( FILE * fp ) ); char *fread_line args( ( FILE * fp ) ); int number_fuzzy args( ( int number ) ); int number_range args( ( int from, int to ) ); int number_percent args( ( void ) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); int number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); void hide_tilde args( ( char *str ) ); char *show_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 ) ); char *strlower args( ( const char *str ) ); char *strupper args( ( const char *str ) ); char *aoran args( ( const char *str ) ); void append_file args( ( CHAR_DATA * ch, char *file, char *str ) ); void append_to_file args( ( char *file, char *str ) ); void bug args( ( const char *str, ... ) ); void log_string_plus args( ( const char *str, short log_type, short level ) ); RID *make_room( int vnum, AREA_DATA *area ); OID *make_object args( ( int vnum, int cvnum, char *name ) ); MID *make_mobile args( ( int vnum, int cvnum, char *name ) ); ED *make_exit args( ( ROOM_INDEX_DATA * pRoomIndex, ROOM_INDEX_DATA * to_room, short door ) ); void add_help args( ( HELP_DATA * pHelp ) ); void fix_area_exits args( ( AREA_DATA * tarea ) ); void load_area_file args( ( AREA_DATA * tarea, char *filename ) ); void randomize_exits args( ( ROOM_INDEX_DATA * room, short maxdir ) ); void make_wizlist args( ( void ) ); void tail_chain args( ( void ) ); void delete_room args( ( ROOM_INDEX_DATA * room ) ); void delete_obj args( ( OBJ_INDEX_DATA * obj ) ); void delete_mob args( ( MOB_INDEX_DATA * mob ) ); void sort_area args( ( AREA_DATA * pArea, bool proto ) ); /* build.c */ void start_editing args( ( CHAR_DATA * ch, char *data ) ); void stop_editing args( ( CHAR_DATA * ch ) ); void edit_buffer args( ( CHAR_DATA * ch, char *argument ) ); char *copy_buffer args( ( CHAR_DATA * ch ) ); bool can_rmodify args( ( CHAR_DATA * ch, ROOM_INDEX_DATA * room ) ); bool can_omodify args( ( CHAR_DATA * ch, OBJ_DATA * obj ) ); bool can_mmodify args( ( CHAR_DATA * ch, CHAR_DATA * mob ) ); bool can_medit args( ( CHAR_DATA * ch, MOB_INDEX_DATA * mob ) ); void free_reset args( ( AREA_DATA * are, RESET_DATA * res ) ); void free_area args( ( AREA_DATA * are ) ); void assign_area args( ( CHAR_DATA * ch ) ); EDD *SetRExtra args( ( ROOM_INDEX_DATA * room, char *keywords ) ); bool DelRExtra args( ( ROOM_INDEX_DATA * room, char *keywords ) ); EDD *SetOExtra args( ( OBJ_DATA * obj, char *keywords ) ); bool DelOExtra args( ( OBJ_DATA * obj, char *keywords ) ); EDD *SetOExtraProto args( ( OBJ_INDEX_DATA * obj, char *keywords ) ); bool DelOExtraProto args( ( OBJ_INDEX_DATA * obj, char *keywords ) ); void fold_area args( ( AREA_DATA * tarea, char *filename, bool install ) ); int get_otype args( ( char *type ) ); int get_atype args( ( char *type ) ); int get_aflag args( ( char *flag ) ); int get_oflag args( ( char *flag ) ); int get_wflag args( ( char *flag ) ); /* fight.c */ int max_fight args( ( CHAR_DATA * ch ) ); void violence_update args( ( void ) ); ch_ret multi_hit args( ( CHAR_DATA * ch, CHAR_DATA * victim, int dt ) ); short ris_damage args( ( CHAR_DATA * ch, short dam, int ris ) ); ch_ret damage args( ( CHAR_DATA * ch, CHAR_DATA * victim, int dam, int dt ) ); void update_pos args( ( CHAR_DATA * victim ) ); void set_fighting args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void stop_fighting args( ( CHAR_DATA * ch, bool fBoth ) ); void free_fight args( ( CHAR_DATA * ch ) ); CD *who_fighting args( ( CHAR_DATA * ch ) ); void check_killer args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void check_attacker args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void death_cry args( ( CHAR_DATA * ch ) ); void stop_hunting args( ( CHAR_DATA * ch ) ); void stop_hating args( ( CHAR_DATA * ch ) ); void stop_fearing args( ( CHAR_DATA * ch ) ); void start_hunting args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void start_hating args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void start_fearing args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool is_hunting args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool is_hating args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool is_fearing args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool is_safe args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool is_safe_nm args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool legal_loot args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool check_illegal_pk args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); OBJ_DATA *raw_kill( CHAR_DATA *ch, CHAR_DATA *victim ); bool in_arena args( ( CHAR_DATA * ch ) ); /* makeobjs.c */ OBJ_DATA *make_corpse( CHAR_DATA * ch, CHAR_DATA * killer ); void make_blood args( ( CHAR_DATA * ch ) ); void make_bloodstain args( ( CHAR_DATA * ch ) ); void make_scraps args( ( OBJ_DATA * obj ) ); void make_fire args( ( ROOM_INDEX_DATA * in_room, short timer ) ); OD *make_trap args( ( int v0, int v1, int v2, int v3 ) ); OD *create_money args( ( int amount ) ); /* misc.c */ void actiondesc args( ( CHAR_DATA * ch, OBJ_DATA * obj, void *vo ) ); void jedi_checks args( ( CHAR_DATA * ch ) ); void jedi_bonus args( ( CHAR_DATA * ch ) ); void sith_penalty args( ( CHAR_DATA * ch ) ); /* mud_comm.c */ char *mprog_type_to_name args( ( int type ) ); /* mud_prog.c */ #ifdef DUNNO_STRSTR char *strstr args( ( const char *s1, const char *s2 ) ); #endif void mprog_wordlist_check args( ( char *arg, CHAR_DATA * mob, CHAR_DATA * actor, OBJ_DATA * object, void *vo, int type ) ); void mprog_percent_check args( ( CHAR_DATA * mob, CHAR_DATA * actor, OBJ_DATA * object, void *vo, int type ) ); void mprog_act_trigger args( ( char *buf, CHAR_DATA * mob, CHAR_DATA * ch, OBJ_DATA * obj, void *vo ) ); void mprog_bribe_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch, int amount ) ); void mprog_entry_trigger args( ( CHAR_DATA * mob ) ); void mprog_give_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch, OBJ_DATA * obj ) ); void mprog_greet_trigger args( ( CHAR_DATA * mob ) ); void mprog_fight_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch ) ); void mprog_hitprcnt_trigger args( ( CHAR_DATA * mob, CHAR_DATA * ch ) ); void mprog_death_trigger args( ( CHAR_DATA * killer, CHAR_DATA * mob ) ); void mprog_random_trigger args( ( CHAR_DATA * mob ) ); void mprog_speech_trigger args( ( char *txt, CHAR_DATA * mob ) ); void mprog_script_trigger args( ( CHAR_DATA * mob ) ); void mprog_hour_trigger args( ( CHAR_DATA * mob ) ); void mprog_time_trigger args( ( CHAR_DATA * mob ) ); void progbug args( ( char *str, CHAR_DATA * mob ) ); void rset_supermob args( ( ROOM_INDEX_DATA * room ) ); void release_supermob( void ); /* player.c */ void set_title args( ( CHAR_DATA * ch, char *title ) ); /* skills.c */ bool check_skill args( ( CHAR_DATA * ch, char *command, char *argument ) ); void learn_from_success args( ( CHAR_DATA * ch, int sn ) ); void learn_from_failure args( ( CHAR_DATA * ch, int sn ) ); bool check_parry args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool check_dodge args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); bool check_grip args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void disarm args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void trip args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); /* handler.c */ void explode args( ( OBJ_DATA * obj ) ); int get_exp args( ( CHAR_DATA * ch, int ability ) ); int get_exp_worth args( ( CHAR_DATA * ch ) ); int exp_level args( ( short level ) ); short get_trust args( ( CHAR_DATA * ch ) ); short get_age args( ( CHAR_DATA * ch ) ); short get_curr_str args( ( CHAR_DATA * ch ) ); short get_curr_int args( ( CHAR_DATA * ch ) ); short get_curr_wis args( ( CHAR_DATA * ch ) ); short get_curr_dex args( ( CHAR_DATA * ch ) ); short get_curr_con args( ( CHAR_DATA * ch ) ); short get_curr_cha args( ( CHAR_DATA * ch ) ); short get_curr_lck args( ( CHAR_DATA * ch ) ); short get_curr_frc args( ( CHAR_DATA * ch ) ); bool can_take_proto args( ( CHAR_DATA * ch ) ); int can_carry_n args( ( CHAR_DATA * ch ) ); int can_carry_w args( ( CHAR_DATA * ch ) ); bool is_name args( ( const char *str, char *namelist ) ); bool is_name_prefix args( ( const char *str, char *namelist ) ); bool nifty_is_name args( ( char *str, char *namelist ) ); bool nifty_is_name_prefix args( ( char *str, char *namelist ) ); void affect_modify args( ( CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd ) ); void affect_to_char args( ( CHAR_DATA * ch, AFFECT_DATA * paf ) ); void affect_remove args( ( CHAR_DATA * ch, AFFECT_DATA * paf ) ); void affect_strip args( ( CHAR_DATA * ch, int sn ) ); bool is_affected args( ( CHAR_DATA * ch, int sn ) ); void affect_join args( ( CHAR_DATA * ch, AFFECT_DATA * paf ) ); void char_from_room args( ( CHAR_DATA * ch ) ); void char_to_room args( ( CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex ) ); OD *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( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list ); void obj_from_room args( ( OBJ_DATA * obj ) ); OD *obj_to_room args( ( OBJ_DATA * obj, ROOM_INDEX_DATA * pRoomIndex ) ); OD *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_exit args( ( ROOM_INDEX_DATA * room, EXIT_DATA * pexit ) ); void extract_room args( ( ROOM_INDEX_DATA * room ) ); void clean_room args( ( ROOM_INDEX_DATA * room ) ); void clean_obj args( ( OBJ_INDEX_DATA * obj ) ); void clean_mob args( ( MOB_INDEX_DATA * mob ) ); void clean_resets( ROOM_INDEX_DATA *room ); 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 ) ); 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_list_rev args( ( CHAR_DATA * ch, char *argument, OBJ_DATA * list ) ); 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_world args( ( CHAR_DATA * ch, char *argument ) ); 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( ( CHAR_DATA * ch, 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 ) ); char *magic_bit_name args( ( int magic_flags ) ); ch_ret check_for_trap args( ( CHAR_DATA * ch, OBJ_DATA * obj, int flag ) ); ch_ret check_room_for_traps args( ( CHAR_DATA * ch, int flag ) ); bool is_trapped args( ( OBJ_DATA * obj ) ); OD *get_trap args( ( OBJ_DATA * obj ) ); ch_ret spring_trap args( ( CHAR_DATA * ch, OBJ_DATA * obj ) ); void name_stamp_stats args( ( CHAR_DATA * ch ) ); void fix_char args( ( CHAR_DATA * ch ) ); void showaffect args( ( CHAR_DATA * ch, AFFECT_DATA * paf ) ); void set_cur_obj args( ( OBJ_DATA * obj ) ); bool obj_extracted args( ( OBJ_DATA * obj ) ); void queue_extracted_obj args( ( OBJ_DATA * obj ) ); void clean_obj_queue args( ( void ) ); void set_cur_char args( ( CHAR_DATA * ch ) ); bool char_died args( ( CHAR_DATA * ch ) ); void queue_extracted_char args( ( CHAR_DATA * ch, bool extract ) ); void clean_char_queue args( ( void ) ); void add_timer args( ( CHAR_DATA * ch, short type, short count, DO_FUN * fun, int value ) ); TIMER *get_timerptr args( ( CHAR_DATA * ch, short type ) ); short get_timer args( ( CHAR_DATA * ch, short type ) ); void extract_timer args( ( CHAR_DATA * ch, TIMER * timer ) ); void remove_timer args( ( CHAR_DATA * ch, short type ) ); bool in_soft_range args( ( CHAR_DATA * ch, AREA_DATA * tarea ) ); bool in_hard_range args( ( CHAR_DATA * ch, AREA_DATA * tarea ) ); bool chance args( ( CHAR_DATA * ch, short percent ) ); bool chance_attrib args( ( CHAR_DATA * ch, short percent, short attrib ) ); OD *clone_object args( ( OBJ_DATA * obj ) ); void split_obj args( ( OBJ_DATA * obj, int num ) ); void separate_obj args( ( OBJ_DATA * obj ) ); bool empty_obj args( ( OBJ_DATA * obj, OBJ_DATA * destobj, ROOM_INDEX_DATA * destroom ) ); OD *find_obj args( ( CHAR_DATA * ch, char *argument, bool carryonly ) ); bool ms_find_obj args( ( CHAR_DATA * ch ) ); void worsen_mental_state args( ( CHAR_DATA * ch, int mod ) ); void better_mental_state args( ( CHAR_DATA * ch, int mod ) ); void boost_economy args( ( AREA_DATA * tarea, int gold ) ); void lower_economy args( ( AREA_DATA * tarea, int gold ) ); void economize_mobgold args( ( CHAR_DATA * mob ) ); bool economy_has args( ( AREA_DATA * tarea, int gold ) ); void add_kill args( ( CHAR_DATA * ch, CHAR_DATA * mob ) ); int times_killed args( ( CHAR_DATA * ch, CHAR_DATA * mob ) ); void check_switches( bool possess ); void check_switch( CHAR_DATA *ch, bool possess ); /* interp.c */ bool check_pos args( ( CHAR_DATA * ch, short position ) ); void interpret args( ( CHAR_DATA * ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); char *one_argument args( ( char *argument, char *arg_first ) ); char *one_argument2 args( ( char *argument, char *arg_first ) ); ST *find_social( const char *command ); CMDTYPE *find_command args( ( char *command ) ); void hash_commands( void ); void start_timer args( ( struct timeval * sttime ) ); time_t end_timer args( ( struct timeval * sttime ) ); void send_timer args( ( struct timerset * vtime, CHAR_DATA * ch ) ); void update_userec args( ( struct timeval * time_used, struct timerset * userec ) ); /* magic.c */ bool process_spell_components args( ( CHAR_DATA * ch, int sn ) ); int ch_slookup args( ( CHAR_DATA * ch, const char *name ) ); int find_spell args( ( CHAR_DATA * ch, const char *name, bool know ) ); int find_skill args( ( CHAR_DATA * ch, const char *name, bool know ) ); int find_weapon args( ( CHAR_DATA * ch, const char *name, bool know ) ); int find_tongue args( ( CHAR_DATA * ch, const char *name, bool know ) ); int skill_lookup args( ( const char *name ) ); int herb_lookup args( ( const char *name ) ); int personal_lookup args( ( CHAR_DATA * ch, const char *name ) ); int slot_lookup args( ( int slot ) ); int bsearch_skill args( ( const char *name, int first, int top ) ); int bsearch_skill_exact args( ( const char *name, int first, int top ) ); bool saves_poison_death args( ( int level, CHAR_DATA * victim ) ); bool saves_wand args( ( int level, CHAR_DATA * victim ) ); bool saves_para_petri args( ( int level, CHAR_DATA * victim ) ); bool saves_breath args( ( int level, CHAR_DATA * victim ) ); bool saves_spell_staff args( ( int level, CHAR_DATA * victim ) ); ch_ret obj_cast_spell args( ( int sn, int level, CHAR_DATA * ch, CHAR_DATA * victim, OBJ_DATA * obj ) ); int dice_parse args( ( CHAR_DATA * ch, int level, char *texp ) ); SK *get_skilltype args( ( int sn ) ); /* request.c */ void init_request_pipe args( ( void ) ); void check_requests args( ( void ) ); /* save.c */ /* object saving defines for fread/write_obj. -- Altrag */ #define OS_CARRY 0 #define OS_CORPSE 1 void write_corpses args( ( CHAR_DATA * ch, char *name ) ); void save_char_obj args( ( CHAR_DATA * ch ) ); void save_clone args( ( CHAR_DATA * ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA * d, char *name, bool preload, bool copyover ) ); void set_alarm args( ( long seconds ) ); void requip_char args( ( CHAR_DATA * ch ) ); void fwrite_obj args( ( CHAR_DATA * ch, OBJ_DATA * obj, FILE * fp, int iNest, short os_type, bool hotboot ) ); void fread_obj args( ( CHAR_DATA * ch, FILE * fp, short os_type ) ); void de_equip_char args( ( CHAR_DATA * ch ) ); void re_equip_char args( ( CHAR_DATA * ch ) ); void save_home args( ( CHAR_DATA * ch ) ); /* shops.c */ /* special.c */ SF *spec_lookup( char *name ); /* tables.c */ int get_skill args( ( char *skilltype ) ); char *spell_name args( ( SPELL_FUN * spell ) ); char *skill_name args( ( DO_FUN * skill ) ); void load_skill_table args( ( void ) ); void save_skill_table args( ( void ) ); void sort_skill_table args( ( void ) ); void load_socials args( ( void ) ); void save_socials args( ( void ) ); void load_commands args( ( void ) ); void save_commands args( ( void ) ); SPELL_FUN *spell_function args( ( char *name ) ); DO_FUN *skill_function args( ( char *name ) ); void load_herb_table args( ( void ) ); void save_herb_table args( ( void ) ); /* track.c */ void found_prey args( ( CHAR_DATA * ch, CHAR_DATA * victim ) ); void hunt_victim args( ( CHAR_DATA * ch ) ); /* update.c */ void advance_level args( ( CHAR_DATA * ch, int ability ) ); void gain_exp args( ( CHAR_DATA * ch, int gain, int ability ) ); void gain_condition args( ( CHAR_DATA * ch, int iCond, int value ) ); void update_handler args( ( void ) ); void reboot_check args( ( time_t reset ) ); #if 0 void reboot_check args( ( char *arg ) ); #endif void auction_update args( ( void ) ); void remove_portal args( ( OBJ_DATA * portal ) ); int max_level( CHAR_DATA * ch, int ability ); /* hashstr.c */ char *str_alloc args( ( char *str ) ); char *quick_link args( ( char *str ) ); int str_free args( ( char *str ) ); void show_hash args( ( int count ) ); char *hash_stats args( ( void ) ); char *check_hash args( ( char *str ) ); void hash_dump args( ( int hash ) ); void show_high_hash args( ( int top ) ); bool in_hash_table( char *str ); /* newscore.c */ char *get_race args( ( CHAR_DATA * ch ) ); #undef SK #undef ST #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef BD #undef CL #undef EDD #undef RD #undef ED /* * mudprograms stuff */ extern CHAR_DATA *supermob; extern OBJ_DATA *supermob_obj; void oprog_speech_trigger( char *txt, CHAR_DATA * ch ); void oprog_random_trigger( OBJ_DATA * obj ); void oprog_wear_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); bool oprog_use_trigger( CHAR_DATA * ch, OBJ_DATA * obj, CHAR_DATA * vict, OBJ_DATA * targ, void *vo ); void oprog_remove_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_sac_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_damage_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_repair_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_drop_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_zap_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); char *oprog_type_to_name( int type ); int rprog_custom_trigger( char *command, char *argument, CHAR_DATA * ch ); int mprog_custom_trigger( char *command, char *argument, CHAR_DATA * ch ); int oprog_custom_trigger( char *command, char *argument, CHAR_DATA * ch ); void oprog_greet_trigger( CHAR_DATA * ch ); void oprog_get_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_examine_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_pull_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); void oprog_push_trigger( CHAR_DATA * ch, OBJ_DATA * obj ); /* mud prog defines */ #define ERROR_PROG -1 #define IN_FILE_PROG 0 #define ACT_PROG BV00 #define SPEECH_PROG BV01 #define RAND_PROG BV02 #define FIGHT_PROG BV03 #define RFIGHT_PROG BV03 #define DEATH_PROG BV04 #define RDEATH_PROG BV04 #define HITPRCNT_PROG BV05 #define ENTRY_PROG BV06 #define ENTER_PROG BV06 #define GREET_PROG BV07 #define RGREET_PROG BV07 #define OGREET_PROG BV07 #define ALL_GREET_PROG BV08 #define GIVE_PROG BV09 #define BRIBE_PROG BV10 #define HOUR_PROG BV11 #define TIME_PROG BV12 #define WEAR_PROG BV13 #define REMOVE_PROG BV14 #define SAC_PROG BV15 #define LOOK_PROG BV16 #define EXA_PROG BV17 #define ZAP_PROG BV18 #define GET_PROG BV19 #define DROP_PROG BV20 #define DAMAGE_PROG BV21 #define REPAIR_PROG BV22 #define RANDIW_PROG BV23 #define SPEECHIW_PROG BV24 #define PULL_PROG BV25 #define PUSH_PROG BV26 #define SLEEP_PROG BV27 #define REST_PROG BV28 #define LEAVE_PROG BV29 #define SCRIPT_PROG BV30 #define USE_PROG BV31 void rprog_leave_trigger( CHAR_DATA * ch ); void rprog_enter_trigger( CHAR_DATA * ch ); void rprog_sleep_trigger( CHAR_DATA * ch ); void rprog_rest_trigger( CHAR_DATA * ch ); void rprog_rfight_trigger( CHAR_DATA * ch ); void rprog_death_trigger( CHAR_DATA * killer, CHAR_DATA * ch ); void rprog_speech_trigger( char *txt, CHAR_DATA * ch ); void rprog_random_trigger( CHAR_DATA * ch ); void rprog_time_trigger( CHAR_DATA * ch ); void rprog_hour_trigger( CHAR_DATA * ch ); char *rprog_type_to_name( int type ); #define OPROG_ACT_TRIGGER #ifdef OPROG_ACT_TRIGGER void oprog_act_trigger( char *buf, OBJ_DATA * mobj, CHAR_DATA * ch, OBJ_DATA * obj, void *vo ); #endif #define RPROG_ACT_TRIGGER #ifdef RPROG_ACT_TRIGGER void rprog_act_trigger( char *buf, ROOM_INDEX_DATA * room, CHAR_DATA * ch, OBJ_DATA * obj, void *vo ); #endif