/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /* * Accommodate old non-Ansi compilers. */ #if defined(TRADITIONAL) #define DECLARE_OBJ_FUN( fun ) void fun( ) #define DECLARE_ROOM_FUN( fun ) void fun( ) #define const #define args( list ) ( ) #define DECLARE_DO_FUN( fun ) void fun( ) #define DECLARE_SPEC_FUN( fun ) bool fun( ) #define DECLARE_SPELL_FUN( fun ) void fun( ) #define DECLARE_SONG_FUN( fun ) void fun( int songnum, int level, CHAR_DATA *ch ) #define DECLARE_OBJ_FUN( fun ) OBJ_FUN fun #define DECLARE_ROOM_FUN( fun ) ROOM_FUN fun #else #define args( list ) list #define DECLARE_DO_FUN( fun ) DO_FUN fun #define DECLARE_SPEC_FUN( fun ) SPEC_FUN fun #define DECLARE_SPELL_FUN( fun ) SPELL_FUN fun #define DECLARE_SONG_FUN( fun ) void fun( int songnum, int level, CHAR_DATA *ch ) #define DECLARE_OBJ_FUN( fun ) OBJ_FUN fun #define DECLARE_ROOM_FUN( fun ) ROOM_FUN fun #endif #define SPELL(fun) void fun (int sn,int level,CHAR_DATA *ch,void *vo,int target) #define MCCP_ENABLED /* * Short scalar types. * Diavolo reports AIX compiler has bugs with short types. */ #if !defined(FALSE) #define FALSE 0 #endif #if !defined(TRUE) #define TRUE 1 #endif #if defined(_AIX) #if !defined(const) #define const #endif typedef int sh_int; typedef int bool; #define unix #else typedef short int sh_int; #endif #include "mccp.h" #define DEBUG #define COMPRESS_BUF_SIZE 16384 /* * Structure types. */ typedef struct affect_data AFFECT_DATA; typedef struct area_data AREA_DATA; typedef struct ban_data BAN_DATA; typedef struct buf_type BUFFER; typedef struct char_data CHAR_DATA; typedef struct descriptor_data DESCRIPTOR_DATA; typedef struct exit_data EXIT_DATA; typedef struct extra_descr_data EXTRA_DESCR_DATA; typedef struct help_data HELP_DATA; typedef struct kill_data KILL_DATA; typedef struct mem_data MEM_DATA; typedef struct mob_index_data MOB_INDEX_DATA; typedef struct note_data NOTE_DATA; typedef struct obj_data OBJ_DATA; typedef struct obj_index_data OBJ_INDEX_DATA; typedef struct pc_data PC_DATA; typedef struct gen_data GEN_DATA; typedef struct reset_data RESET_DATA; typedef struct room_index_data ROOM_INDEX_DATA; typedef struct shop_data SHOP_DATA; typedef struct time_info_data TIME_INFO_DATA; typedef struct weather_data WEATHER_DATA; typedef struct bounty_data BOUNTY_DATA; typedef struct colour_data COLOUR_DATA; typedef struct prog_list PROG_LIST; typedef struct prog_code PROG_CODE; typedef struct auction_data AUCTION_DATA; typedef struct wiz_data WIZ_DATA; typedef struct gquest_data GQUEST; typedef struct clan_type CLAN_DATA; typedef struct war_data WAR_DATA; typedef struct nick_data NICK_DATA; typedef struct event_data EVENT_DATA; /* timed events */ typedef struct member_data MEMBER_DATA; typedef struct email_type EMAIL_DATA; typedef struct stat_data STAT_DATA; typedef struct command_type CMD_DATA; typedef struct mine_type MINE_DATA; typedef struct shaft_type SHAFT_DATA; typedef struct pet_data PET_DATA; typedef struct religion_type RELIGION; typedef struct wearloc_type WEAR_LOC; typedef struct trivia_data TRIVIA_DATA; typedef struct house_data HOUSE_DATA; typedef struct trivia_score_data TRIVIA_SCORE; typedef struct mail_data MAIL_DATA; typedef struct trade_data TRADE_DATA; /* * Function types. */ typedef void DO_FUN args( ( CHAR_DATA *ch, char *argument ) ); typedef bool SPEC_FUN args( ( CHAR_DATA *ch ) ); typedef void SPELL_FUN args( ( int sn, int level, CHAR_DATA *ch, void *vo, int target ) ); typedef void SONG_FUN args( ( int songnum, int level, CHAR_DATA *ch ) ); typedef void OBJ_FUN args( ( OBJ_DATA *obj, char *argument ) ); typedef void ROOM_FUN args( ( ROOM_INDEX_DATA *room, char *argument ) ); /* * String and memory management parameters. */ #define MAX_KEY_HASH 1024 #define MAX_STRING_LENGTH 20000 #define MAX_INPUT_LENGTH 5000 #define PAGELEN 22 #define MAX_MEM_LIST 11 #define MXP_SAFE 1 #define MXP_ALL 2 #define MXP_NONE 3 #define MAX_TRADE_OBJ 3 #define TRADE_LOCKED 1 #define TRADE_AGREED 2 /* I am lazy :) */ #define MSL MAX_STRING_LENGTH #define MIL MAX_INPUT_LENGTH #define MAX_EXITS 4 #define MONEY "Silver" /* max shares per level */ #define SHARE_MAX 5 #define AUCTION_LENGTH 3 #define MAX_GQUEST_MOB 25 #define MAX_SONG 5 #define MAX_VNUM 32768 #define MAX_STORAGE 15 #define MAX_QUOTES 10 #define MAX_WAYPOINT 10 #define MAX_ADMIN 3 #define LI3 MAX_LEVEL/6 #define LI2 MAX_LEVEL/3 #define LI1 MAX_LEVEL #define MIN_TEMP -40 #define MAX_TEMP 120 #define MOBJLEVEL 10 #define MAX_ITEM 1 #define MIN_XP 2000 #define MIN_RAIN 0 #define MUDINFO_UPDATED 0 #define MUDINFO_MCCP_USERS 1 #define MUDINFO_OTHER_USERS 2 #define MUDINFO_PEAK_USERS 3 #define MUDINFO_MBYTE 4 #define MUDINFO_BYTE 5 #define MUDINFO_DATA_PEAK 6 #define MUDINFO_MBYTE_S 7 #define MUDINFO_BYTE_S 8 #define MUDINFO_MAX 9 /* * Game parameters. * Increase the max'es if you add more of something. * Adjust the pulse numbers to suit yourself. */ extern int MAX_SKILL; #define MAX_GROUP 35 #define MAX_IN_GROUP 20 #define MAX_ALIAS 5 #define MAX_CLASS 8 #define MAX_MCLASS (MAX_CLASS + 7) #define MAX_REMORT 8 #define MAX_PC_RACE 8 #define MAX_CLAN 17 #define MAX_RANK 6 /* guild.c */ #define MAX_DAMAGE_MESSAGE 47 #define MAX_LEVEL 159 #define MAX_MINERALS 12 #define LEVEL_HERO (MAX_LEVEL - 9) #define LEVEL_IMMORTAL (MAX_LEVEL - 8) #define PULSE_PER_SECOND 4 #define PULSE_VIOLENCE ( 3 * PULSE_PER_SECOND) #define PULSE_MOBILE ( 4 * PULSE_PER_SECOND) #define PULSE_MUSIC ( 6 * PULSE_PER_SECOND) #define PULSE_TICK (60 * PULSE_PER_SECOND) #define PULSE_AREA (120 * PULSE_PER_SECOND) #define PULSE_AUCTION (30 * PULSE_PER_SECOND) #define PULSE_HINT (30 * PULSE_PER_SECOND) #define PULSE_EVENT ( 2 * PULSE_PER_SECOND) #define PULSE_TRIVIA ( 5 * PULSE_PER_SECOND) #define IMPLEMENTOR MAX_LEVEL #define CREATOR (MAX_LEVEL - 1) #define SUPREME (MAX_LEVEL - 2) #define DEITY (MAX_LEVEL - 3) #define GOD (MAX_LEVEL - 4) #define IMMORTAL (MAX_LEVEL - 5) #define DEMI (MAX_LEVEL - 6) #define ANGEL (MAX_LEVEL - 7) #define AVATAR (MAX_LEVEL - 8) #define HERO LEVEL_HERO /*Align's for Races */ #define ALIGN_GOOD 750 #define ALIGN_EVIL -750 #define ALIGN_NEUTRAL 0 /* * ColoUr stuff v2.0, by Lope. */ #define CLEAR "\e[0m" /* Resets Colour */ #define C_RED "\e[0;31m" /* Normal Colours */ #define C_GREEN "\e[0;32m" #define C_YELLOW "\e[0;33m" #define C_BLUE "\e[0;34m" #define C_MAGENTA "\e[0;35m" #define C_CYAN "\e[0;36m" #define C_WHITE "\e[0;37m" #define C_D_GREY "\e[1;30m" /* Light Colors */ #define C_B_RED "\e[1;31m" #define C_B_GREEN "\e[1;32m" #define C_B_YELLOW "\e[1;33m" #define C_B_BLUE "\e[1;34m" #define C_B_MAGENTA "\e[1;35m" #define C_B_CYAN "\e[1;36m" #define C_B_WHITE "\e[1;37m" #define C_UNDERSCORE "\e[4m" #define BLINKING 9 #define UNDERSCORE 8 #define COLOUR_NONE 7 /* White, hmm... */ #define RED 1 /* Normal Colours */ #define GREEN 2 #define YELLOW 3 #define BLUE 4 #define MAGENTA 5 #define CYAN 6 #define WHITE 7 #define BLACK 0 #define NORMAL 0 /* Bright/Normal colours */ #define BRIGHT 1 #define ALTER_COLOUR( type ) if( !str_prefix( argument, "red" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = RED; \ } \ else if( !str_prefix( argument, "hi-red" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = RED; \ } \ else if( !str_prefix( argument, "green" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = GREEN; \ } \ else if( !str_prefix( argument, "hi-green" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = GREEN; \ } \ else if( !str_prefix( argument, "yellow" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = YELLOW; \ } \ else if( !str_prefix( argument, "hi-yellow" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = YELLOW; \ } \ else if( !str_prefix( argument, "blue" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = BLUE; \ } \ else if( !str_prefix( argument, "hi-blue" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = BLUE; \ } \ else if( !str_prefix( argument, "magenta" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = MAGENTA; \ } \ else if( !str_prefix( argument, "hi-magenta" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = MAGENTA; \ } \ else if( !str_prefix( argument, "cyan" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = CYAN; \ } \ else if( !str_prefix( argument, "hi-cyan" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = CYAN; \ } \ else if( !str_prefix( argument, "white" ) ) \ { \ ch->pcdata->type[0] = NORMAL; \ ch->pcdata->type[1] = WHITE; \ } \ else if( !str_prefix( argument, "hi-white" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = WHITE; \ } \ else if( !str_prefix( argument, "grey" ) ) \ { \ ch->pcdata->type[0] = BRIGHT; \ ch->pcdata->type[1] = BLACK; \ } \ else if( !str_prefix( argument, "beep" ) ) \ { \ ch->pcdata->type[2] = 1; \ } \ else if( !str_prefix( argument, "nobeep" ) ) \ { \ ch->pcdata->type[2] = 0; \ } \ else \ { \ send_to_char_bw( "Unrecognised colour, unchanged.\n\r", ch ); \ return; \ } #define LOAD_COLOUR( field ) ch->pcdata->field[1] = fread_number( fp ); \ if( ch->pcdata->field[1] > 100 ) \ { \ ch->pcdata->field[1] -= 100; \ ch->pcdata->field[2] = 1; \ } \ else \ { \ ch->pcdata->field[2] = 0; \ } \ if( ch->pcdata->field[1] > 10 ) \ { \ ch->pcdata->field[1] -= 10; \ ch->pcdata->field[0] = 1; \ } \ else \ { \ ch->pcdata->field[0] = 0; \ } #define CREATE(result, type, number) \ do \ { \ if (!((result) = (type *) calloc ((number), sizeof(type)))) \ { perror("malloc failure"); abort(); } \ } while(0) # define MXP_OPEN "[0z" /* Open Line, allows "open" category MXP commands */ # define MXP_SECURE "[1z" /* Secure Line, allows only Secure Commands (until next newline )*/ # define MXP_LOCKED "[2z" /* Locked Line, no parsing!, until next newline. */ // These are in v0.4 of the spec: # define MXP_RESET "[3z" /* Reset. Close all open tags, Mode Open, text/color to default. */ # define MXP_STAG "[4z" /* Temp Secure, next tag ONLY is secure, must set again to close tag. */ # define MXP_LOPEN "[5z" /* Open mode until changed. */ # define MXP_LSECURE "[6z" /* Secure mode until changed. */ # define MXP_LLOCK "[7z" /* No parsing until changed. */ // v0.3 of the spec ( zMud ): # define MXP_RNAME "[10z" /* Room Name - Not used here, we use an entity */ # define MXP_RDESC "[11z" /* Room Description - ditto */ # define MXP_REXIT "[12z" /* Room Exits - ditto */ # define MXP_WELCOME "[19z" /* Welcome text... seems to be used only for relocate, don't need it. */ /* * Site ban structure. */ #define BAN_SUFFIX A #define BAN_PREFIX B #define BAN_NEWBIES C #define BAN_ALL D #define BAN_PERMIT E #define BAN_PERMANENT F /* * Clan flags */ #define GUILD_DELETED A #define GUILD_CHANGED B #define GUILD_INDEPENDENT C /* a "loner" guild */ #define GUILD_IMMORTAL E /* immortal only clan */ //Sheath yes no stuff #define SHEATH_YES 0 #define SHEATH_NO 1 struct trivia_score_data { TRIVIA_SCORE *next; char *name; int points; int totalpoints; }; struct ban_data { BAN_DATA * next; bool valid; sh_int ban_flags; sh_int level; char * name; }; struct wiz_data { WIZ_DATA * next; bool valid; sh_int level; char * name; }; struct buf_type { BUFFER * next; bool valid; sh_int state; /* error state of the buffer */ sh_int size; /* size in k */ char * string; /* buffer's string */ }; /* * Bounty stuff -- by Gomi no sensei */ struct bounty_data { BOUNTY_DATA *next; bool valid; char * name; int amount; }; struct wizcommand_type { char *name; struct wizcommand_type *next; }; struct hometown_type { char *name; int recall; int school; int morgue; int death; int donation; int postal; }; struct auction_data { AUCTION_DATA *next; OBJ_DATA *item; CHAR_DATA *owner; CHAR_DATA *high_bidder; CHAR_DATA *house; sh_int status; sh_int number; long bid; bool valid; bool ishouse; }; struct pet_data { PET_DATA *next; char * name; char * cname; char * short_desc; char * long_desc; int cost; int vnum; int level; int max_hit; int max_mana; int max_move; int exp; int xp_tolevel; sh_int levelflux; int practice; int train; int damroll; int hitroll; int armor[4]; int gold; int silver; bool valid; }; struct house_data { HOUSE_DATA * next; char * oname; char * objname; char * mobname; int ovalue; int mvalue; bool valid; }; struct mail_data { MAIL_DATA * next; OBJ_DATA * item; int box; char * sender; char * to_who; char * subject; char * text; char * date; time_t date_stamp; time_t expire; sh_int id; bool valid; }; struct song_type { char * name; /* Name of song */ char * listname; /* name that shows on do_songs */ sh_int level; /* Average of player vs instrument */ SONG_FUN * song_fun; /* function called for song */ sh_int minimum_position; /* min position to play song */ sh_int min_mana; /* min mana song takes */ sh_int beats; /* Waiting time after use */ }; #define GQUEST_OFF 0 #define GQUEST_WAITING 1 #define GQUEST_RUNNING 2 struct gquest_data { int mobs[MAX_GQUEST_MOB]; char *who; int mob_count; int timer; int involved; int qpoints; int gold; int minlevel; int maxlevel; int running; int next; }; /* * Drunk struct */ struct struckdrunk { int min_drunk_level; int number_of_rep; char *replacement[11]; }; struct material_type { char *name; sh_int type; long vuln_flag; }; struct unique_attrib_table { char *descriptive; }; struct weather_type { char * description; }; struct cloud_type { char *description; }; struct rain_type { char *description; }; struct cloudy_description { char *description; }; struct hailstorm_description { char *description; }; struct thunderstorm_description { char *description; }; struct icestorm_description { char *description; }; struct snow_description { char *description; }; struct blizzard_description { char *description; }; struct foggy_description { char *description; }; struct lightning_description { char *description; }; struct breeze_description { char *description; }; struct wind_description { char *description; }; /* for statlist command*/ #define PK_KILLS 0 #define MOB_KILLS 1 #define PK_DEATHS 2 #define MOB_DEATHS 3 #define MAX_GAMESTAT 4 struct stat_data { STAT_DATA *next; bool valid; char *name; // name of character long gamestat[MAX_GAMESTAT]; // stat data }; struct smith_type { char * type; int cost; }; struct gamble_item { int vnum; }; struct house_item { char *name; int cost; int vnum; int type; }; /* * Time and weather stuff. */ #define SUN_DARK 0 #define SUN_RISE 1 #define SUN_LIGHT 2 #define SUN_SET 3 #define SKY_CLOUDLESS 0 #define SKY_CLOUDY 1 #define SKY_RAINING 2 #define SKY_LIGHTNING 3 #define SKY_SNOWING 4 #define SKY_BLIZZARD 5 #define SKY_FOGGY 6 #define SKY_HAILSTORM 7 #define SKY_THUNDERSTORM 8 #define SKY_ICESTORM 9 #define SKY_BREEZE 10 #define SKY_WIND 11 #define MAX_RAIN 7 #define MAX_CLOUD 2 #define MAX_CLOUDY 2 #define MAX_HAILSTORM 2 #define MAX_THUNDERSTORM 3 #define MAX_ICESTORM 2 #define MAX_SNOW 2 #define MAX_BLIZZARD 2 #define MAX_FOGGY 2 #define MAX_LIGHTNING 2 #define MAX_BREEZE 2 #define MAX_WIND 2 #define MAX_WEATHER 30 #define SPRING 0 #define SUMMER 1 #define FALL 2 #define WINTER 3 struct time_info_data { int hour; int day; int month; int year; }; struct weather_data { int change; int sky; int sunlight; int season; }; struct trivia_data { bool running; char *question; char *answer; sh_int reward; sh_int qnumber; sh_int timer; }; struct trade_half { CHAR_DATA *ch; int flags; OBJ_DATA *objs[MAX_TRADE_OBJ]; int gold; }; struct trade_data { struct trade_half first; struct trade_half second; }; /* * Connected state for a channel. */ #define CON_PLAYING 0 #define CON_GET_NAME 1 #define CON_GET_OLD_PASSWORD 2 #define CON_CONFIRM_NEW_NAME 3 #define CON_GET_NEW_PASSWORD 4 #define CON_CONFIRM_NEW_PASSWORD 5 #define CON_GET_NEW_RACE 6 #define CON_GET_NEW_SEX 7 #define CON_GET_NEW_CLASS 8 #define CON_GET_HAIR 9 #define CON_GET_WEIGHT 10 #define CON_GET_HEIGHT 11 #define CON_GET_EYE 12 #define CON_GET_ALIGNMENT 13 #define CON_GET_GOD 14 #define CON_DEFAULT_CHOICE 15 #define CON_GEN_GROUPS 16 #define CON_PICK_WEAPON 17 #define CON_READ_IMOTD 18 #define CON_READ_MOTD 19 #define CON_BREAK_CONNECT 20 #define CON_COPYOVER_RECOVER 21 #define CON_NOTE_TO 22 #define CON_NOTE_SUBJECT 23 #define CON_NOTE_EXPIRE 24 #define CON_NOTE_TEXT 25 #define CON_NOTE_FINISH 26 #define CON_MENU 27 #define CON_GET_HOMETOWN 28 #define CON_ANSI 29 #define CON_SET_SHORT 30 #define CON_CREATION_MENU 31 #define CON_GET_EMAIL 32 /* * Descriptor (channel) structure. */ struct descriptor_data { DESCRIPTOR_DATA * next; DESCRIPTOR_DATA * snoop_by; CHAR_DATA * character; CHAR_DATA * original; bool valid; bool walkabout; char * host; sh_int descriptor; sh_int connected; bool fcommand; char inbuf [4 * MAX_INPUT_LENGTH]; char incomm [MAX_INPUT_LENGTH]; char inlast [MAX_INPUT_LENGTH]; int repeat; char * outbuf; int outsize; int outtop; char * showstr_head; char * showstr_point; void * pEdit; /* OLC */ char ** pString; /* OLC */ int editor; /* OLC */ bool ansi; bool msp; bool mxp; char * client; char * support; #ifdef MCCP_ENABLED z_stream *out_compress; unsigned char *out_compress_buf; #endif }; /* * Attribute bonus structures. */ struct str_app_type { sh_int tohit; sh_int todam; sh_int carry; sh_int wield; }; struct int_app_type { sh_int learn; }; struct wis_app_type { sh_int practice; }; struct dex_app_type { sh_int defensive; }; struct con_app_type { sh_int hitp; sh_int shock; }; /* * TO types for act. */ #define TO_ROOM 0 #define TO_NOTVICT 1 #define TO_VICT 2 #define TO_CHAR 3 #define TO_ALL 4 /* * Help table types. */ struct help_data { HELP_DATA * next; HELP_DATA * next_area; sh_int level; char * keyword; char * text; bool changed; }; /* * Shop types. */ #define MAX_TRADE 5 struct shop_data { SHOP_DATA * next; /* Next shop in list */ sh_int keeper; /* Vnum of shop keeper mob */ sh_int buy_type [MAX_TRADE]; /* Item types shop will buy */ sh_int profit_buy; /* Cost multiplier for buying */ sh_int profit_sell; /* Cost multiplier for selling */ sh_int open_hour; /* First opening hour */ sh_int close_hour; /* First closing hour */ }; /* * Per-class stuff. */ #define MAX_GUILD 2 #define MAX_STATS 5 #define STAT_STR 0 #define STAT_INT 1 #define STAT_WIS 2 #define STAT_DEX 3 #define STAT_CON 4 struct class_type { char * name; /* the full name of the class */ char who_name [4]; /* Three-letter name for 'who' */ sh_int attr_prime; /* Prime attribute */ int * weapon; /* First weapon */ sh_int guild[MAX_GUILD]; /* Vnum of guild rooms */ sh_int skill_adept; /* Maximum skill level */ sh_int thac0_00; /* Thac0 for level 0 */ sh_int thac0_32; /* Thac0 for level 32 */ sh_int hp_min; /* Min hp gained on leveling */ sh_int hp_max; /* Max hp gained on leveling */ bool fMana; /* Class gains mana on level */ char * base_group; /* base skills gained */ char * default_group; /* default skills gained */ }; struct item_type { int type; char * name; }; struct weapon_type { char * name; int * vnum; sh_int type; }; struct wiznet_type { char * name; long flag; int level; }; struct attack_type { char * name; /* name */ char * noun; /* message */ int damage; /* damage class */ }; struct weight_type { char * name; }; struct hair_type { char * name; }; struct height_type { char * name; }; struct eye_type { char * name; }; struct race_type { char * name; /* call name of the race */ bool pc_race; /* can be chosen by pcs */ long act; /* act bits for the race */ long aff; /* aff bits for the race */ long off; /* off bits for the race */ long imm; /* imm bits for the race */ long res; /* res bits for the race */ long vuln; /* vuln bits for the race */ long form; /* default form flag for the race */ long parts; /* default parts for the race */ }; struct pc_race_type /* additional data for pc races */ { char * name; /* MUST be in race_type */ char who_name[6]; sh_int points; /* cost in points of the race */ sh_int class_mult[MAX_CLASS]; /* exp multiplier for class, * 100 */ char * skills[5]; /* bonus skills for the race */ sh_int stats[MAX_STATS]; /* starting stats */ sh_int max_stats[MAX_STATS]; /* maximum stats */ sh_int size; /* aff bits for the race */ int align; //Race Align. }; struct spec_type { char * name; /* special function name */ SPEC_FUN * function; /* the function */ }; /* * Data structure for notes. */ struct note_data { NOTE_DATA * next; bool valid; sh_int type; char * sender; char * date; char * to_list; char * subject; char * text; time_t date_stamp; time_t expire; }; struct summoner_data { char *name; int cost; int vnum; }; /* * An affect. */ struct affect_data { AFFECT_DATA * next; bool valid; sh_int where; sh_int type; sh_int level; sh_int duration; sh_int location; sh_int modifier; int bitvector; }; /* where definitions */ #define TO_AFFECTS 0 #define TO_OBJECT 1 #define TO_IMMUNE 2 #define TO_RESIST 3 #define TO_VULN 4 #define TO_WEAPON 5 #define TO_AFFECTS2 6 #define TO_OBJECT2 7 /* * A kill structure (indexed by level). */ struct kill_data { sh_int number; sh_int killed; sh_int kills; }; struct nick_data { char * nickname; char * realname; char * shortd; bool valid; NICK_DATA *next; }; struct event_data { int delay; CHAR_DATA *to; int action; DO_FUN *do_fun; char *args[5]; void *argv[5]; int argi[5]; EVENT_DATA *next; bool valid; }; extern EVENT_DATA *events; /* timed event action */ #define ACTION_PRINT 1 #define ACTION_FUNCTION 2 #define ACTION_WAIT 3 #define ACTION_ACT 4 #define MOON_FULL 4 #define MOON_THREE 3 #define MOON_TWO 2 #define MOON_ONE 1 #define MOON_GONE 0 /*Continent variables */ #define CONT_CALNON 0 #define CONT_BEALOTH 1 #define CONT_PEKSOR 2 #define CONT_HIRROT 3 #define CONT_NONE 4 #define MAX_CONT 5 struct email_type { EMAIL_DATA *next; char *name; char *email; bool valid; }; extern EMAIL_DATA * email_first; struct command_type { CMD_DATA * prev; CMD_DATA * next; CMD_DATA * char_next; bool valid; char * name; DO_FUN * do_fun; sh_int position; sh_int level; sh_int log; sh_int show; sh_int cat; bool disabled; }; extern CMD_DATA * cmd_first; extern CMD_DATA * cmd_last; #define MAX_MINE_X 25 #define MAX_MINE_Y 25 #define MAX_MINE_Z 5 struct mine_type { MINE_DATA * next; char * name; SHAFT_DATA * shaft_first; SHAFT_DATA * shaft_last; ROOM_INDEX_DATA * entrance; bool valid; int mineral [MAX_MINERALS]; int map[MAX_MINE_X][MAX_MINE_Y][MAX_MINE_Z]; }; struct shaft_type { bool valid; SHAFT_DATA * next; long parts; char * desc; int mineral[MAX_MINERALS]; EXIT_DATA * exit[6]; int cord[3]; }; #define RANK_INITIATE 0 #define RANK_ACOLYTE 1 #define RANK_DISCIPLE 2 #define RANK_BISHOP 3 #define RANK_PRIEST 4 #define RANK_DEITY 5 #define RANK_GOD 6 #define MAX_RELG_RANK 7 #define FACTION_ONE 0 #define FACTION_TWO 1 #define MAX_FACTION 2 struct religion_type { char * name; char * rank[MAX_CLASS][MAX_RELG_RANK]; bool isfaction; // TRUE if faction. RELIGION * main; // For Factions only. char * deity; // For Factions only. char * god; // Main Religion Only. RELIGION * next; bool valid; char * skpell[MAX_CLASS][MAX_RELG_RANK]; RELIGION * faction[MAX_FACTION]; AREA_DATA * temple; int donation_vnum; char * sac_msg; char * pmt_msg; char * dmt_msg; char * chan_name; }; struct wearloc_type { WEAR_LOC * next; WEAR_LOC * prev; WEAR_LOC * layer; OBJ_DATA * belt_list; OBJ_DATA * sheath; char * name; char * eqmsg; sh_int wear_loc; bool belt; bool sheathed; bool valid; bool race[MAX_PC_RACE]; }; /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (Start of section ... start here) * * * ***************************************************************************/ /* * Well known mob virtual numbers. * Defined in #MOBILES. */ /* RT ASCII conversions -- used so we can have letters in this file */ #define A 1 #define B 2 #define C 4 #define D 8 #define E 16 #define F 32 #define G 64 #define H 128 #define I 256 #define J 512 #define K 1024 #define L 2048 #define M 4096 #define N 8192 #define O 16384 #define P 32768 #define Q 65536 #define R 131072 #define S 262144 #define T 524288 #define U 1048576 #define V 2097152 #define W 4194304 #define X 8388608 #define Y 16777216 #define Z 33554432 #define aa 67108864 /* doubled due to conflicts */ #define bb 134217728 #define cc 268435456 #define dd 536870912 #define ee 1073741824 /* * CLOAK_ bits for character mask. */ #define CLOAK_WEAR (A) #define CLOAK_REMOVE (B) /* * HOOD_ bits for character mask. */ #define HOOD_RAISED (A) #define HOOD_REMOVED (B) /* * ACT bits for mobs. * Used in #MOBILES. */ #define ACT_IS_NPC (A) /* Auto set for mobs */ #define ACT_SENTINEL (B) /* Stays in one room */ #define ACT_SCAVENGER (C) /* Picks up objects */ #define ACT_FORGER (D) /* Forger set */ #define ACT_BOUNTY (E) /* Bounty set */ #define ACT_AGGRESSIVE (F) /* Attacks PC's */ #define ACT_STAY_AREA (G) /* Won't leave area */ #define ACT_WIMPY (H) #define ACT_PET (I) /* Auto set for pets */ #define ACT_TRAIN (J) /* Can train PC's */ #define ACT_PRACTICE (K) /* Can practice PC's */ #define ACT_MOUNT (L) #define ACT_UNDEAD (O) #define ACT_CLERIC (Q) #define ACT_MAGE (R) #define ACT_THIEF (S) #define ACT_WARRIOR (T) #define ACT_NOALIGN (U) #define ACT_NOPURGE (V) #define ACT_OUTDOORS (W) #define ACT_INDOORS (Y) #define ACT_IS_HEALER (aa) #define ACT_GAIN (bb) #define ACT_UPDATE_ALWAYS (cc) #define ACT_IS_CHANGER (dd) #define ACT_LEVELER (ee) /* damage classes */ #define DAM_NONE 0 #define DAM_BASH 1 #define DAM_PIERCE 2 #define DAM_SLASH 3 #define DAM_FIRE 4 #define DAM_COLD 5 #define DAM_LIGHTNING 6 #define DAM_ACID 7 #define DAM_POISON 8 #define DAM_NEGATIVE 9 #define DAM_HOLY 10 #define DAM_ENERGY 11 #define DAM_MENTAL 12 #define DAM_DISEASE 13 #define DAM_DROWNING 14 #define DAM_LIGHT 15 #define DAM_OTHER 16 #define DAM_HARM 17 #define DAM_CHARM 18 #define DAM_SOUND 19 #define DAM_SILVER 20 #define DAM_WIND 21 /* OFF bits for mobiles */ #define OFF_AREA_ATTACK (A) #define OFF_BACKSTAB (B) #define OFF_BASH (C) #define OFF_BERSERK (D) #define OFF_DISARM (E) #define OFF_DODGE (F) #define OFF_FADE (G) #define OFF_FAST (H) #define OFF_KICK (I) #define OFF_KICK_DIRT (J) #define OFF_PARRY (K) #define OFF_RESCUE (L) #define OFF_TAIL (M) #define OFF_TRIP (N) #define OFF_CRUSH (O) #define OFF_BLOODLUST (V) #define ASSIST_ALL (P) #define ASSIST_ALIGN (Q) #define ASSIST_RACE (R) #define ASSIST_PLAYERS (S) #define ASSIST_GUARD (T) #define ASSIST_VNUM (U) #define OFF_FEED (V) /* return values for check_imm */ #define IS_NORMAL 0 #define IS_IMMUNE 1 #define IS_RESISTANT 2 #define IS_VULNERABLE 3 /* IMM bits for mobs */ #define IMM_SUMMON (A) #define IMM_CHARM (B) #define IMM_MAGIC (C) #define IMM_WEAPON (D) #define IMM_BASH (E) #define IMM_PIERCE (F) #define IMM_SLASH (G) #define IMM_FIRE (H) #define IMM_COLD (I) #define IMM_LIGHTNING (J) #define IMM_ACID (K) #define IMM_POISON (L) #define IMM_NEGATIVE (M) #define IMM_HOLY (N) #define IMM_ENERGY (O) #define IMM_MENTAL (P) #define IMM_DISEASE (Q) #define IMM_DROWNING (R) #define IMM_LIGHT (S) #define IMM_SOUND (T) #define IMM_WOOD (X) #define IMM_SILVER (Y) #define IMM_IRON (Z) /* RES bits for mobs */ #define RES_SUMMON (A) #define RES_CHARM (B) #define RES_MAGIC (C) #define RES_WEAPON (D) #define RES_BASH (E) #define RES_PIERCE (F) #define RES_SLASH (G) #define RES_FIRE (H) #define RES_COLD (I) #define RES_LIGHTNING (J) #define RES_ACID (K) #define RES_POISON (L) #define RES_NEGATIVE (M) #define RES_HOLY (N) #define RES_ENERGY (O) #define RES_MENTAL (P) #define RES_DISEASE (Q) #define RES_DROWNING (R) #define RES_LIGHT (S) #define RES_SOUND (T) #define RES_WOOD (X) #define RES_SILVER (Y) #define RES_IRON (Z) /* VULN bits for mobs */ #define VULN_SUMMON (A) #define VULN_CHARM (B) #define VULN_MAGIC (C) #define VULN_WEAPON (D) #define VULN_BASH (E) #define VULN_PIERCE (F) #define VULN_SLASH (G) #define VULN_FIRE (H) #define VULN_COLD (I) #define VULN_LIGHTNING (J) #define VULN_ACID (K) #define VULN_POISON (L) #define VULN_NEGATIVE (M) #define VULN_HOLY (N) #define VULN_ENERGY (O) #define VULN_MENTAL (P) #define VULN_DISEASE (Q) #define VULN_DROWNING (R) #define VULN_LIGHT (S) #define VULN_SOUND (T) #define VULN_WOOD (X) #define VULN_SILVER (Y) #define VULN_IRON (Z) #define VULN_STEEL (aa) #define VULN_MITHRIL (bb) #define VULN_ADAMANTITE (cc) /* body form */ #define FORM_EDIBLE (A) #define FORM_POISON (B) #define FORM_MAGICAL (C) #define FORM_INSTANT_DECAY (D) #define FORM_OTHER (E) /* defined by material bit */ /* actual form */ #define FORM_ANIMAL (G) #define FORM_SENTIENT (H) #define FORM_UNDEAD (I) #define FORM_CONSTRUCT (J) #define FORM_MIST (K) #define FORM_INTANGIBLE (L) #define FORM_BIPED (M) #define FORM_CENTAUR (N) #define FORM_INSECT (O) #define FORM_SPIDER (P) #define FORM_CRUSTACEAN (Q) #define FORM_WORM (R) #define FORM_BLOB (S) #define FORM_MAMMAL (V) #define FORM_BIRD (W) #define FORM_REPTILE (X) #define FORM_SNAKE (Y) #define FORM_DRAGON (Z) #define FORM_AMPHIBIAN (aa) #define FORM_FISH (bb) #define FORM_COLD_BLOOD (cc) /* body parts */ #define PART_HEAD (A) #define PART_ARMS (B) #define PART_LEGS (C) #define PART_HEART (D) #define PART_BRAINS (E) #define PART_GUTS (F) #define PART_HANDS (G) #define PART_FEET (H) #define PART_FINGERS (I) #define PART_EAR (J) #define PART_EYE (K) #define PART_LONG_TONGUE (L) #define PART_EYESTALKS (M) #define PART_TENTACLES (N) #define PART_FINS (O) #define PART_WINGS (P) #define PART_TAIL (Q) /* for combat */ #define PART_CLAWS (U) #define PART_FANGS (V) #define PART_HORNS (W) #define PART_SCALES (X) #define PART_TUSKS (Y) /* * Bits for 'affected_by'. * Used in #MOBILES. */ #define AFF_BLIND (A) #define AFF_INVISIBLE (B) #define AFF_DETECT_EVIL (C) #define AFF_DETECT_INVIS (D) #define AFF_DETECT_MAGIC (E) #define AFF_DETECT_HIDDEN (F) #define AFF_DETECT_GOOD (G) #define AFF_SANCTUARY (H) #define AFF_FAERIE_FIRE (I) #define AFF_INFRARED (J) #define AFF_CURSE (K) #define AFF_UNUSED_FLAG (L) /* unused */ #define AFF_POISON (M) #define AFF_PROTECT_EVIL (N) #define AFF_PROTECT_GOOD (O) #define AFF_SNEAK (P) #define AFF_HIDE (Q) #define AFF_SLEEP (R) #define AFF_CHARM (S) #define AFF_FLYING (T) #define AFF_PASS_DOOR (U) #define AFF_HASTE (V) #define AFF_CALM (W) #define AFF_PLAGUE (X) #define AFF_WEAKEN (Y) #define AFF_DARK_VISION (Z) #define AFF_BERSERK (aa) #define AFF_SWIM (bb) #define AFF_REGENERATION (cc) #define AFF_SLOW (dd) #define AFF_VICEGRIP (ee) /* * Bits for 'affected2_by'. * Used in #MOBILES. */ #define AFF_STEEL_SKIN (A) #define AFF_TURNING (B) #define AFF_BLOODLUST (C) #define AFF_DIVINE_PROTECTION (D) #define AFF_FORCE_SHIELD (E) #define AFF_STATIC_SHIELD (F) #define AFF_FLAME_SHIELD (G) #define AFF_LIFEFORCE (H) #define AFF_DARKSHIELD (I) #define AFF_MIRROR_SHIELD (J) /* * Sex. * Used in #MOBILES. */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 // Stances by Majik #define STANCE_NEUTRAL 0 #define STANCE_AGG 1 #define STANCE_DEF 2 /* AC types */ #define AC_PIERCE 0 #define AC_BASH 1 #define AC_SLASH 2 #define AC_EXOTIC 3 /* dice */ #define DICE_NUMBER 0 #define DICE_TYPE 1 #define DICE_BONUS 2 /* size */ #define SIZE_TINY 0 #define SIZE_SMALL 1 #define SIZE_MEDIUM 2 #define SIZE_LARGE 3 #define SIZE_HUGE 4 #define SIZE_GIANT 5 #define SIZE_UNKNOWN 6 /* * Item types. * Used in #OBJECTS. */ #define ITEM_LIGHT 1 #define ITEM_SCROLL 2 #define ITEM_WAND 3 #define ITEM_STAFF 4 #define ITEM_WEAPON 5 #define ITEM_TREASURE 8 #define ITEM_ARMOR 9 #define ITEM_POTION 10 #define ITEM_CLOTHING 11 #define ITEM_FURNITURE 12 #define ITEM_TRASH 13 #define ITEM_CONTAINER 15 #define ITEM_DRINK_CON 17 #define ITEM_KEY 18 #define ITEM_FOOD 19 #define ITEM_MONEY 20 #define ITEM_BOAT 22 #define ITEM_CORPSE_NPC 23 #define ITEM_CORPSE_PC 24 #define ITEM_FOUNTAIN 25 #define ITEM_PILL 26 #define ITEM_PROTECT 27 #define ITEM_MAP 28 #define ITEM_PORTAL 29 #define ITEM_WARP_STONE 30 #define ITEM_ROOM_KEY 31 #define ITEM_GEM 32 #define ITEM_JEWELRY 33 #define ITEM_JUKEBOX 34 #define ITEM_TOKEN 35 #define ITEM_SOURCE 36 #define ITEM_INSTRUMENT 37 #define ITEM_SOCKET 38 #define ITEM_QUIVER 39 #define ITEM_ARROW 40 #define ITEM_BELT 41 #define ITEM_SHEATH 42 #define ITEM_SKELETON 43 #define ITEM_ORE 44 #define ITEM_SOCKETS 45 /* * Material types */ #define MAT_STEEL 1 #define MAT_STONE 2 #define MAT_BRASS 3 #define MAT_BONE 4 #define MAT_ENERGY 5 #define MAT_MITHRIL 6 #define MAT_COPPER 7 #define MAT_SILK 8 #define MAT_MARBLE 9 #define MAT_GLASS 10 #define MAT_WATER 11 #define MAT_FLESH 12 #define MAT_PLATINUM 13 #define MAT_GRANITE 14 #define MAT_LEATHER 15 #define MAT_CLOTH 16 #define MAT_GEMSTONE 17 #define MAT_GOLD 18 #define MAT_PORCELAIN 19 #define MAT_OBSIDIAN 20 #define MAT_DRAGONSCALE 21 #define MAT_EBONY 22 #define MAT_BRONZE 23 #define MAT_WOOD 24 #define MAT_SILVER 25 #define MAT_IRON 26 #define MAT_BLOODSTONE 27 #define MAT_FOOD 28 #define MAT_LEAD 29 #define MAT_WAX 30 #define MAT_DIAMOND 31 #define MAT_CRYSTAL 32 #define MAT_VELLUM 33 #define MAT_PAPER 34 #define MAT_MEAT 35 #define MAT_PILL 36 #define MAT_LIQUID 37 #define MAT_ADAMANTITE 38 #define MAT_UNIQUE 39 #define MAT_UNKNOWN 40 /* * Extra flags. * Used in #OBJECTS. */ #define ITEM_GLOW (A) #define ITEM_HUM (B) #define ITEM_DARK (C) #define ITEM_LOCK (D) #define ITEM_EVIL (E) #define ITEM_INVIS (F) #define ITEM_MAGIC (G) #define ITEM_NODROP (H) #define ITEM_BLESS (I) #define ITEM_ANTI_GOOD (J) #define ITEM_ANTI_EVIL (K) #define ITEM_ANTI_NEUTRAL (L) #define ITEM_NOREMOVE (M) #define ITEM_INVENTORY (N) #define ITEM_NOPURGE (O) #define ITEM_ROT_DEATH (P) #define ITEM_VIS_DEATH (Q) #define ITEM_NOREPAIR (R) #define ITEM_NONMETAL (S) #define ITEM_NOLOCATE (T) #define ITEM_MELT_DROP (U) #define ITEM_HAD_TIMER (V) #define ITEM_SELL_EXTRACT (W) #define ITEM_QUEST (X) #define ITEM_BURN_PROOF (Y) #define ITEM_NOUNCURSE (Z) #define ITEM_NO_AUCTION (aa) #define ITEM_AUCTIONED (bb) #define ITEM_HIDDEN (cc) #define ITEM_LODGED (dd) #define ITEM_NOCOND (ee) /* * Second set of extra2 flags * Used in #OBJECTS */ #define ITEM_UNIQUE (A) #define CORPSE_NO_ANIMATE (B) #define ITEM_SANC (C) #define ITEM_RELIC (D) #define ITEM_INLAY1 (E) #define ITEM_INLAY2 (F) /* * Wear flags. * Used in #OBJECTS. */ #define ITEM_TAKE (A) #define ITEM_WEAR_FINGER (B) #define ITEM_WEAR_NECK (C) #define ITEM_WEAR_BODY (D) #define ITEM_WEAR_HEAD (E) #define ITEM_WEAR_LEGS (F) #define ITEM_WEAR_FEET (G) #define ITEM_WEAR_HANDS (H) #define ITEM_WEAR_ARMS (I) #define ITEM_WEAR_SHIELD (J) #define ITEM_WEAR_ABOUT (K) #define ITEM_WEAR_WAIST (L) #define ITEM_WEAR_WRIST (M) #define ITEM_WIELD (N) #define ITEM_HOLD (O) #define ITEM_NO_SAC (P) #define ITEM_WEAR_FLOAT (Q) #define ITEM_WEAR_SHOULDER (R) #define ITEM_WEAR_CLOAK (S) #define ITEM_LAYER_ARMS (T) #define ITEM_LAYER_BODY (U) #define ITEM_LAYER_LEGS (V) #define ITEM_WEAR_BACK (W) #define ITEM_WEAR_HOOD (X) #define ITEM_WEAR_WEDDING (Y) /* weapon class */ #define WEAPON_EXOTIC 0 #define WEAPON_SWORD 1 #define WEAPON_DAGGER 2 #define WEAPON_SPEAR 3 #define WEAPON_MACE 4 #define WEAPON_AXE 5 #define WEAPON_FLAIL 6 #define WEAPON_WHIP 7 #define WEAPON_POLEARM 8 #define WEAPON_BOW 9 /* weapon types */ #define WEAPON_FLAMING (A) #define WEAPON_FROST (B) #define WEAPON_VAMPIRIC (C) #define WEAPON_MANA_DRAIN (D) #define WEAPON_VORPAL (E) #define WEAPON_TWO_HANDS (F) #define WEAPON_SHOCKING (G) #define WEAPON_POISON (H) #define WEAPON_SHARP (I) #define WEAPON_ACIDIC (J) /* gate flags */ #define GATE_NORMAL_EXIT (A) #define GATE_NOCURSE (B) #define GATE_GOWITH (C) #define GATE_BUGGY (D) #define GATE_RANDOM (E) /* furniture flags */ #define STAND_AT (A) #define STAND_ON (B) #define STAND_IN (C) #define SIT_AT (D) #define SIT_ON (E) #define SIT_IN (F) #define REST_AT (G) #define REST_ON (H) #define REST_IN (I) #define SLEEP_AT (J) #define SLEEP_ON (K) #define SLEEP_IN (L) #define PUT_AT (M) #define PUT_ON (N) #define PUT_IN (O) #define PUT_INSIDE (P) /* * Apply types (for affects). * Used in #OBJECTS. */ #define APPLY_NONE 0 #define APPLY_STR 1 #define APPLY_DEX 2 #define APPLY_INT 3 #define APPLY_WIS 4 #define APPLY_CON 5 #define APPLY_SEX 6 #define APPLY_CLASS 7 #define APPLY_LEVEL 8 #define APPLY_AGE 9 #define APPLY_HEIGHT 10 #define APPLY_WEIGHT 11 #define APPLY_MANA 12 #define APPLY_HIT 13 #define APPLY_MOVE 14 #define APPLY_GOLD 15 #define APPLY_EXP 16 #define APPLY_AC 17 #define APPLY_HITROLL 18 #define APPLY_DAMROLL 19 #define APPLY_SAVES 20 #define APPLY_SAVING_PARA 20 #define APPLY_SAVING_ROD 21 #define APPLY_SAVING_PETRI 22 #define APPLY_SAVING_BREATH 23 #define APPLY_SAVING_SPELL 24 #define APPLY_SPELL_AFFECT 25 #define APPLY_CAST_LEVEL 26 #define APPLY_CAST_ABILITY 27 /* * Values for containers (value[1]). * Used in #OBJECTS. */ #define CONT_CLOSEABLE 1 #define CONT_PICKPROOF 2 #define CONT_CLOSED 4 #define CONT_LOCKED 8 #define CONT_PUT_ON 16 /* * Values for socketing items (value[0]). * Used in #OBJECTS. */ #define SOC_SAPPHIRE 1 #define SOC_RUBY 2 #define SOC_EMERALD 3 #define SOC_DIAMOND 4 #define SOC_TOPAZ 5 #define SOC_SKULL 6 /* * Values for socketing items (value[1]). * used in #OBJECTS */ #define GEM_CHIPPED 0 #define GEM_FLAWED 1 #define GEM_FLAWLESS 2 #define GEM_PERFECT 3 /* * Room flags. * Used in #ROOMS. */ #define ROOM_DARK (A) #define ROOM_DONATION (B) #define ROOM_NO_MOB (C) #define ROOM_INDOORS (D) #define ROOM_NOMAGIC (E) #define ROOM_MOUNT_SHOP (F) #define ROOM_BANK (G) #define ROOM_PRIVATE (J) #define ROOM_SAFE (K) #define ROOM_SOLITARY (L) #define ROOM_PET_SHOP (M) #define ROOM_NO_RECALL (N) #define ROOM_IMP_ONLY (O) #define ROOM_GODS_ONLY (P) #define ROOM_HEROES_ONLY (Q) #define ROOM_NEWBIES_ONLY (R) #define ROOM_LAW (S) #define ROOM_NOWHERE (T) #define ROOM_RENTAL (U) #define ROOM_RENTED (W) #define ROOM_CASINO (X) #define ROOM_ARENA (Y) #define ROOM_WAYPOINT (Z) #define ROOM_MAPPED (aa) #define ROOM_MINE (bb) #define ROOM_POSTAL (cc) /* * Directions. * Used in #ROOMS. */ #define DIR_NORTH 0 #define DIR_EAST 1 #define DIR_SOUTH 2 #define DIR_WEST 3 #define DIR_UP 4 #define DIR_DOWN 5 /* * Exit flags. * Used in #ROOMS. */ #define EX_ISDOOR (A) #define EX_CLOSED (B) #define EX_LOCKED (C) #define EX_PICKPROOF (F) #define EX_NOPASS (G) #define EX_EASY (H) #define EX_HARD (I) #define EX_INFURIATING (J) #define EX_NOCLOSE (K) #define EX_NOLOCK (L) #define EX_NOBASH (M) /* * Sector types. * Used in #ROOMS. */ #define SECT_INSIDE 0 #define SECT_CITY 1 #define SECT_FIELD 2 #define SECT_FOREST 3 #define SECT_HILLS 4 #define SECT_MOUNTAIN 5 #define SECT_WATER_SWIM 6 #define SECT_WATER_NOSWIM 7 #define SECT_UNUSED 8 #define SECT_AIR 9 #define SECT_DESERT 10 #define SECT_FARM 11 #define SECT_MAX 12 /* * Sheath Strap locations. */ #define STRAP_NONE -1 #define STRAP_THIGH 0 #define STRAP_ANKLE 1 #define STRAP_SHOULDER 2 #define STRAP_WRIST_R 3 #define STRAP_WRIST_L 4 #define STRAP_MAX 5 /* * Equpiment wear locations. * Used in #RESETS. */ #define WEAR_NONE -1 #define WEAR_LIGHT 0 #define WEAR_HOOD 1 #define WEAR_HEAD 2 #define WEAR_CLOAK 3 #define WEAR_NECK_1 4 #define WEAR_NECK_2 5 #define WEAR_ABOUT 6 #define WEAR_BACK 7 #define WEAR_SHOULDER 8 #define WEAR_LAYER_ARMS 9 #define WEAR_ARMS 10 #define WEAR_WRIST_L 11 #define WEAR_WRIST_R 12 #define WEAR_HANDS 13 #define WEAR_FINGER_L 14 #define WEAR_FINGER_R 15 #define WEAR_WEDDING 16 #define WEAR_LAYER_BODY 17 #define WEAR_BODY 18 #define WEAR_WAIST 19 #define WEAR_LAYER_LEGS 20 #define WEAR_LEGS 21 #define WEAR_FEET 22 #define WEAR_SHIELD 23 #define WEAR_WIELD 24 #define WEAR_SECONDARY 25 #define WEAR_HOLD 26 #define WEAR_FLOAT 27 #define WEAR_LODGE_LEG 28 #define WEAR_LODGE_ARM 29 #define WEAR_LODGE_RIB 30 #define MAX_WEAR 31 /*************************************************************************** * * * VALUES OF INTEREST TO AREA BUILDERS * * (End of this section ... stop here) * * * ***************************************************************************/ /* * Conditions. */ #define COND_DRUNK 0 #define COND_FULL 1 #define COND_THIRST 2 #define COND_HUNGER 3 #define COND_TIRED 4 /* * Positions. */ #define POS_DEAD 0 #define POS_MORTAL 1 #define POS_INCAP 2 #define POS_STUNNED 3 #define POS_SLEEPING 4 #define POS_RESTING 5 #define POS_SITTING 6 #define POS_FIGHTING 7 #define POS_STANDING 8 /* * ACT bits for players. */ #define PLR_IS_NPC (A) /* Don't EVER set. */ /* RT auto flags */ #define PLR_GQUEST (B) #define PLR_AUTOASSIST (C) #define PLR_AUTODAMAGE (D) #define PLR_AUTOEXIT (E) #define PLR_AUTOLOOT (F) #define PLR_AUTOSAC (G) #define PLR_AUTOGOLD (H) #define PLR_AUTOSPLIT (I) #define PLR_AUTOMAP (S) #define PLR_QUESTOR (J) #define PLR_REMORT (K) #define PLR_MORTAL_LEADER (L) #define PLR_FREQUENT (M) #define PLR_HOLYLIGHT (N) #define PLR_TIMEOUT (O) #define PLR_CANLOOT (P) /* RT personal flags */ #define PLR_NOSUMMON (Q) #define PLR_NOFOLLOW (R) #define PLR_COLOUR (T) /* 1 bit reserved, S */ /* penalty flags */ #define PLR_PERMIT (U) #define PLR_CONSENT (V) #define PLR_LOG (W) #define PLR_DENY (X) #define PLR_FREEZE (Y) #define PLR_THIEF (Z) #define PLR_KILLER (aa) #define PLR_IMPLAG (bb) #define PLR_TENNANT (cc) #define PLR_WAR (dd) #define PLR_AUTOWEATHER (ee) /* weight values */ #define WEIGHT_SLENDER 0 #define WEIGHT_SLIM 1 #define WEIGHT_AVERAGE 2 #define WEIGHT_STOCKY 3 #define WEIGHT_HEAVY 4 #define MAX_WEIGHT 5 /* Eye color values */ #define EYE_BLUE 0 #define EYE_GREEN 1 #define EYE_BROWN 2 #define EYE_BLACK 3 #define EYE_WHITE 4 #define EYE_CLEAR 5 #define EYE_RED 6 #define MAX_EYE 7 /* Height values */ #define HEIGHT_SHORT 0 #define HEIGHT_MIDGET 1 #define HEIGHT_AVERAGE 2 #define HEIGHT_TALL 3 #define HEIGHT_GIANT 4 #define MAX_HEIGHT 5 /* Hair color values */ #define HAIR_BLOND 0 #define HAIR_RED 1 #define HAIR_BLACK 2 #define HAIR_BROWN 3 #define HAIR_WHITE 4 #define HAIR_BLUE 5 #define MAX_HAIR 6 // Chan flags - for Aethaellyn's new channel system. #define CHAN_OOC 0 #define CHAN_GOSSIP 1 #define CHAN_QUOTE 2 #define CHAN_MUSIC 3 #define CHAN_QA 4 #define CHAN_AUCT 5 #define CHAN_GRATS 6 #define CHAN_IMM 7 #define CHAN_CLAN 8 #define CHAN_IMP 9 #define CHAN_HERO 10 #define CHAN_NEWBIE 11 #define CHAN_ADMIN 12 #define CHAN_GOD 13 /* RT comm flags -- may be used on both mobs and chars */ #define COMM_QUIET (A) #define COMM_DEAF (B) #define COMM_NOWIZ (C) #define COMM_NOAUCTION (D) #define COMM_NOGOSSIP (E) #define COMM_NOQUESTION (F) #define COMM_NOMUSIC (G) #define COMM_NOCLAN (H) #define COMM_NOQUOTE (I) #define COMM_SHOUTSOFF (J) #define COMM_NOINFO (K) /* display flags */ #define COMM_COMPACT (L) #define COMM_BRIEF (M) #define COMM_PROMPT (N) #define COMM_COMBINE (O) #define COMM_TELNET_GA (P) #define COMM_SHOW_AFFECTS (Q) #define COMM_NOGRATS (R) #define COMM_NOENTER (S) #define COMM_NOPRAY (aa) #define COMM_NORACE (bb) #define COMM_NOHERO (cc) #define COMM_NOHINT (dd) #define COMM_PENTER (ee) #define COMM_NOOOC (X) /* penalties */ #define COMM_NOEMOTE (T) #define COMM_NOSHOUT (U) #define COMM_NOTELL (V) #define COMM_NOCHANNELS (W) #define COMM_SNOOP_PROOF (Y) #define COMM_AFK (Z) /* More comm flags */ #define COMM_NOIMP (A) #define COMM_SHOW_ARMOR (B) #define COMM_NONEWBIE (C) #define COMM_AUTO_AFK (D) #define COMM_ANNOUNCE (E) #define COMM_AUTOLEVEL (F) #define COMM_PETLEVEL (G) #define COMM_NOADMIN (H) #define COMM_NOQUEST (I) /* WIZnet flags */ #define WIZ_ON (A) #define WIZ_TICKS (B) #define WIZ_LOGINS (C) #define WIZ_SITES (D) #define WIZ_LINKS (E) #define WIZ_DEATHS (F) #define WIZ_RESETS (G) #define WIZ_MOBDEATHS (H) #define WIZ_FLAGS (I) #define WIZ_PENALTIES (J) #define WIZ_SACCING (K) #define WIZ_LEVELS (L) #define WIZ_SECURE (M) #define WIZ_SWITCHES (N) #define WIZ_SNOOPS (O) #define WIZ_RESTORE (P) #define WIZ_LOAD (Q) #define WIZ_NEWBIE (R) #define WIZ_PREFIX (S) #define WIZ_SPAM (T) #define WIZ_OLC (U) #define SUPPRESS_FLAGS (A) #define SUPPRESS_FLAG_EFFECTS (B) #define SUPPRESS_DODGE (C) #define SUPPRESS_STD (D) #define SUPPRESS_BURN (E) #define SUPPRESS_SHIELD (F) #define SUPPRESS_SHIELD_COMP (G) typedef struct guild_rank rankdata; struct guild_rank { char *rankname; /* name of rank */ char *skillname; /* name of skill earned at this rank */ }; /* mortal leader rights are as follows; ml[0] = can_guild ml[1] = can_deguild ml[2] = can_promote ml[3] = can_demote */ struct member_data { MEMBER_DATA *next; char *name; int rank; int level; int flevel; bool valid; bool ldr; int laston; }; struct clan_type { MEMBER_DATA * member_first; long flags; /* flags for guild */ char *name; /* name of guild */ char *who_name; /* name sent for "who" command */ int room[3]; /* hall/morgue/temple rooms */ rankdata rank[MAX_RANK]; /* guilds rank system */ int ml[4]; /* mortal leader rights */ }; #define WAR_OFF 0 #define WAR_WAITING 1 #define WAR_RUNNING 2 struct war_data { char *who; int min_level; int max_level; int inwar; int wartype; int timer; int iswar; int next; }; /* * Prototype for a mob. * This is the in-memory version of #MOBILES. */ struct mob_index_data { AREA_DATA * area; /* OLC */ PROG_LIST * mprogs; MOB_INDEX_DATA * next; MOB_INDEX_DATA * in_room; SPEC_FUN * spec_fun; SHOP_DATA * pShop; sh_int vnum; sh_int group; bool new_format; sh_int count; sh_int killed; char * player_name; char * short_descr; char * long_descr; char * description; long act; long affected_by; sh_int alignment; sh_int level; sh_int hitroll; int aggression; long hit[3]; long mana[3]; sh_int damage[3]; sh_int ac[4]; sh_int dam_type; sh_int cast_level; sh_int cast_ability; sh_int kills; long off_flags; long imm_flags; long res_flags; long vuln_flags; sh_int start_pos; sh_int default_pos; sh_int sex; sh_int race; long wealth; long form; long parts; sh_int size; char * material; long mprog_flags; long affected2_by; int xp_tolevel; }; /* memory settings */ #define MEM_CUSTOMER A #define MEM_SELLER B #define MEM_HOSTILE C #define MEM_AFRAID D /* memory for mobs */ struct mem_data { MEM_DATA *next; bool valid; int id; int reaction; time_t when; }; #include "board.h" #include "buffer.h" /* * One character (PC or NPC). */ struct char_data { CHAR_DATA * next; CHAR_DATA * next_in_room; CHAR_DATA * master; CHAR_DATA * leader; CHAR_DATA * fighting; CHAR_DATA * reply; CHAR_DATA * pet; CHAR_DATA * mprog_target; MEM_DATA * memory; SPEC_FUN * spec_fun; MOB_INDEX_DATA * pIndexData; DESCRIPTOR_DATA * desc; AFFECT_DATA * affected; /* NOTE_DATA * pnote; */ OBJ_DATA * carrying; OBJ_DATA * on; ROOM_INDEX_DATA * in_room; ROOM_INDEX_DATA * was_in_room; AREA_DATA * zone; PC_DATA * pcdata; GEN_DATA * gen_data; int mineral [MAX_MINERALS]; int aggression; bool valid; char * name; long id; sh_int version; char * short_descr; char * long_descr; char * description; char * prompt; char * prefix; sh_int group; sh_int clan; sh_int rank; sh_int sex; sh_int stance; sh_int stance_ac_bonus; sh_int stance_hit_bonus; sh_int klass[MAX_MCLASS]; sh_int race; sh_int level; sh_int trust; int played; int lines; /* for the pager */ int subtype; int gpoint; time_t logon; time_t llogoff; sh_int timer; sh_int wait; sh_int daze; long hit; long max_hit; long mana; long max_mana; long move; long max_move; sh_int cast_level; sh_int cast_ability; long gold; long silver; int exp; long act; long comm; /* RT added to pad the vector */ long comm2; long wiznet; /* wiz stuff */ long imm_flags; long res_flags; long vuln_flags; sh_int invis_level; sh_int incog_level; long affected_by; long affected2_by; sh_int position; sh_int practice; sh_int train; sh_int carry_weight; sh_int carry_number; sh_int saving_throw; sh_int alignment; sh_int hitroll; sh_int damroll; sh_int armor[4]; sh_int wimpy; /* stats */ sh_int perm_stat[MAX_STATS]; sh_int mod_stat[MAX_STATS]; /* parts stuff */ long form; long parts; sh_int size; char* material; /* mobile stuff */ long off_flags; sh_int damage[3]; sh_int dam_type; sh_int start_pos; sh_int default_pos; CHAR_DATA * mount; bool riding; sh_int hometown; sh_int mprog_delay; /* cloak stuff */ long cloak; long mask; int bp_points; int xp_tolevel; //Lycanthropy int bites; int bloodthirst; bool isvamp; bool iswere; int wereform; bool turned; sh_int wpoint[MAX_WAYPOINT]; int fquit; int levelflux; char * powner; }; #define CHOSE_RACE 0 #define CHOSE_CLASS 1 #define CHOSE_GENDER 2 #define CHOSE_HOMETOWN 3 #define CHOSE_GOD 4 #define CHOSE_SHORT 5 #define CHOSE_ATTRIBUTES 6 #define MAX_CBOOL 7 //Exploration holder. //Basically just a linked list of int's where we only use the bits. typedef struct explore_holder { struct explore_holder *next; unsigned int bits; int mask; } EXPLORE_HOLDER; typedef struct exploration_data { EXPLORE_HOLDER *bits; int set; } EXPLORE_DATA; /* * Data which only PC's have. */ struct pc_data { int security; /* OLC */ /* Builder security */ PC_DATA * next; BUFFER * buffer; COLOUR_DATA * code; /* Data for coloUr configuration */ NICK_DATA * nick_first; MINE_DATA * in_mine; SHAFT_DATA * in_shaft; RELIGION * religion; TRADE_DATA * trade; sh_int rank; bool valid; char * pwd; char * bamfin; char * bamfout; char * title; char * title2; char * host; char * spouse; char * mplaying; long perm_hit; long perm_mana; long perm_move; sh_int true_sex; int weight; int height; int hair; int eye; sh_int track_count; sh_int nextquest; sh_int countdown; int questobj; int questmob; int questgiver; int questloc; int rentroom; sh_int questpoints; sh_int qps; sh_int trivia; sh_int totaltpoints; CHAR_DATA * tracking; int last_level; long current_exp; sh_int condition [5]; sh_int *learned ; bool group_known [MAX_GROUP]; sh_int points; bool confirm_delete; char * alias[MAX_ALIAS]; char * alias_sub[MAX_ALIAS]; bool confirm_remort; bool stay_race; long gold_bank; long silver_bank; sh_int shares; sh_int share_level; sh_int shares_bought; sh_int duration; int kills_mob; int kills_pc; int deaths_mob; int deaths_pc; BOARD_DATA * board; time_t last_note[MAX_BOARD]; NOTE_DATA * in_progress; int idle_time; /* * Colour data stuff for config. */ int text[3]; /* {t */ int auction[3]; /* {a */ int auction_text[3]; /* {A */ int gossip[3]; /* {d */ int gossip_text[3]; /* {9 */ int music[3]; /* {e */ int music_text[3]; /* {E */ int question[3]; /* {q */ int question_text[3]; /* {Q */ int answer[3]; /* {f */ int answer_text[3]; /* {F */ int quote[3]; /* {h */ int quote_text[3]; /* {H */ int immtalk_text[3]; /* {i */ int immtalk_type[3]; /* {I */ int info[3]; /* {j */ int say[3]; /* {6 */ int say_text[3]; /* {7 */ int tell[3]; /* {k */ int tell_text[3]; /* {K */ int reply[3]; /* {l */ int reply_text[3]; /* {L */ int gtell_text[3]; /* {n */ int gtell_type[3]; /* {N */ int wiznet[3]; /* {B */ int room_title[3]; /* {s */ int room_text[3]; /* {S */ int room_exits[3]; /* {o */ int room_things[3]; /* {O */ int prompt[3]; /* {p */ int fight_death[3]; /* {1 */ int fight_yhit[3]; /* {2 */ int fight_ohit[3]; /* {3 */ int fight_thit[3]; /* {4 */ int fight_skill[3]; /* {5 */ sh_int mvolume; sh_int svolume; sh_int timeout; long gq_mobs[MAX_GQUEST_MOB]; OBJ_DATA * box; bool boxrented; sh_int item_box; char * immtitle; //Creation boolines bool creation[MAX_CBOOL]; char * email; long gamestat[MAX_GAMESTAT]; //Mine locations int cordinate[3]; //Idle thingy. long last_typed; char * pretitle; sh_int dblq; //Stuff for religion; int bless; int suppress; int h_vnum; int hinvite; sh_int horesets; sh_int hmresets; bool hchange; char *afk; sh_int bcount; int mailid; int hdam; int mdam; int msp; int mxp; int detail_map_x; int detail_map_y; EXPLORE_DATA *explored; ROOM_INDEX_DATA *map_point; }; #define CORD_X 0 #define CORD_Y 1 #define CORD_Z 2 /* Data for generating characters -- only used during generation */ struct gen_data { GEN_DATA *next; bool valid; bool *skill_chosen; bool group_chosen[MAX_GROUP]; int points_chosen; }; /* * Liquids. */ #define LIQ_WATER 0 struct liq_type { char * liq_name; char * liq_color; sh_int liq_affect[5]; }; /* * Extra description data for a room or object. */ struct extra_descr_data { EXTRA_DESCR_DATA *next; /* Next in list */ bool valid; char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ }; /* * Prototype for an object. */ struct obj_index_data { AREA_DATA * area; /* OLC */ OBJ_INDEX_DATA * next; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; bool new_format; char * name; char * short_descr; char * description; sh_int vnum; sh_int reset_num; char * material; sh_int item_type; int extra_flags; int extra2_flags; int wear_flags; sh_int level; sh_int condition; sh_int count; sh_int weight; sh_int size; int cost; int value[5]; int valueorig[5]; PROG_LIST * oprogs; long oprog_flags; sh_int plevel; int xp_tolevel; int exp; }; /* * One object. */ struct obj_data { OBJ_DATA * next; OBJ_DATA * next_content; OBJ_DATA * contains; OBJ_DATA * in_obj; OBJ_DATA * on; CHAR_DATA * carried_by; CHAR_DATA * oprog_target; EXTRA_DESCR_DATA * extra_descr; AFFECT_DATA * affected; OBJ_INDEX_DATA * pIndexData; ROOM_INDEX_DATA * in_room; bool valid; bool enchanted; char * owner; char * name; char * short_descr; char * description; sh_int item_type; int extra_flags; int extra2_flags; int wear_flags; sh_int wear_loc; sh_int weight; int cost; sh_int level; sh_int condition; char * material; sh_int timer; int value [5]; int valueorig [5]; sh_int oprog_delay; sh_int size; int belted_vnum; // Vnum of the object this item is belted to. OBJ_DATA *sheathed_in; // Vnum of the object that is sheathed. SHAFT_DATA * in_shaft; int strap_loc; //Strap location. bool part; int exp; sh_int plevel; int xp_tolevel; }; /* * Exit data. */ struct exit_data { EXIT_DATA * next; /* OLC */ int rs_flags; /* OLC */ int orig_door; /* OLC */ MINE_DATA * mine; SHAFT_DATA * to_shaft; int cord[3]; union { ROOM_INDEX_DATA * to_room; sh_int vnum; } u1; sh_int exit_info; sh_int key; char * keyword; char * description; }; /* * Reset commands: * '*': comment * 'M': read a mobile * 'O': read an object * 'P': put object in object * 'G': give object to mobile * 'E': equip object to mobile * 'D': set state of door * 'R': randomize room exits * 'S': stop (end of list) */ /* * Area-reset definition. */ struct reset_data { RESET_DATA * next; RESET_DATA * prev; char command; sh_int arg1; sh_int arg2; sh_int arg3; sh_int arg4; }; /* New area_data for OLC */ struct area_data { AREA_DATA * next; /* AREA_DATA * next_on_cont; RESET_DATA * reset_first; * Removed for OLC reset system. RESET_DATA * reset_last; */ char * name; char * credits; int age; int nplayer; bool empty; /* ROM OLC */ char * file_name; /* OLC */ char * builders; /* OLC */ /* Listing of */ char * repop_msg; char * soundfile; int security; /* OLC */ /* Value 1-9 */ sh_int min_vnum; sh_int max_vnum; int vnum; /* OLC */ /* Area vnum */ int area_flags; /* OLC */ int continent; int min_lev; int max_lev; int min_temp; int max_temp; int temperature; }; /* * Room type. */ struct room_index_data { RESET_DATA * reset_first; /* OLC */ RESET_DATA * reset_last; /* OLC */ RESET_DATA * last_mob_reset; RESET_DATA * last_obj_reset; ROOM_INDEX_DATA * next; ROOM_INDEX_DATA * map_next; CHAR_DATA * people; OBJ_DATA * contents; EXTRA_DESCR_DATA * extra_descr; AREA_DATA * area; EXIT_DATA * exit [6]; ROOM_INDEX_DATA * next_track; ROOM_INDEX_DATA * track_came_from; int mineral [MAX_MINERALS]; char * name; char * description; char * owner; sh_int vnum; int room_flags; sh_int light; sh_int sector_type; sh_int heal_rate; sh_int mana_rate; sh_int clan; PROG_LIST * rprogs; CHAR_DATA * rprog_target; long rprog_flags; sh_int rprog_delay; AFFECT_DATA *affected; long affected_by; int moisture; }; /* * Types of attacks. * Must be non-overlapping with spell/skill types, * but may be arbitrary beyond that. */ #define TYPE_UNDEFINED -1 #define TYPE_HIT 1000 #define TYPE_MIRROR 2000 // Mineral Types #define MIN_STEEL 0 #define MIN_IRON 1 #define MIN_COPPER 2 #define MIN_ADAMANTIUM 3 #define MIN_PLATINUM 4 #define MIN_BRONZE 5 #define MIN_SILVER 6 #define MIN_MARBLE 7 #define MIN_BRASS 8 #define MIN_GRANITE 9 #define MIN_ELECTRUM 10 /* * Target types. */ #define TAR_IGNORE 0 #define TAR_CHAR_OFFENSIVE 1 #define TAR_CHAR_DEFENSIVE 2 #define TAR_CHAR_SELF 3 #define TAR_OBJ_INV 4 #define TAR_OBJ_CHAR_DEF 5 #define TAR_OBJ_CHAR_OFF 6 #define TARGET_CHAR 0 #define TARGET_OBJ 1 #define TARGET_ROOM 2 #define TARGET_NONE 3 /* * Skills include spells as a particular case. */ struct skill_type { char * name; /* Name of skill */ sh_int skill_level[MAX_CLASS]; /* Level needed by class */ sh_int rating[MAX_CLASS]; /* How hard it is to learn */ SPELL_FUN * spell_fun; /* Spell pointer (for spells) */ sh_int target; /* Legal targets */ sh_int minimum_position; /* Position for caster / user */ sh_int slot; /* Slot for #OBJECT loading */ sh_int min_mana; /* Minimum mana used */ sh_int beats; /* Waiting time after use */ char * noun_damage; /* Damage message */ char * msg_off; /* Wear off message */ char * msg_obj; /* Wear off message for obects */ }; struct group_type { char * name; sh_int rating[MAX_CLASS]; char * spells[MAX_IN_GROUP]; }; /* * MOBprog definitions */ #define TRIG_ACT (A) #define TRIG_BRIBE (B) #define TRIG_DEATH (C) #define TRIG_ENTRY (D) #define TRIG_FIGHT (E) #define TRIG_GIVE (F) #define TRIG_GREET (G) #define TRIG_GRALL (H) #define TRIG_KILL (I) #define TRIG_HPCNT (J) #define TRIG_RANDOM (K) #define TRIG_SPEECH (L) #define TRIG_EXIT (M) #define TRIG_EXALL (N) #define TRIG_DELAY (O) #define TRIG_SURR (P) #define TRIG_GET (Q) #define TRIG_DROP (R) #define TRIG_SIT (S) #define TRIG_ALIAS (T) /* * Prog types */ #define PRG_MPROG 0 #define PRG_OPROG 1 #define PRG_RPROG 2 struct prog_list { int trig_type; char * trig_phrase; sh_int vnum; char * code; PROG_LIST * next; bool valid; }; struct prog_code { sh_int vnum; char * code; PROG_CODE * next; }; /* * Utility macros. */ #define IS_VALID(data) ((data) != NULL && (data)->valid) #define VALIDATE(data) ((data)->valid = TRUE) #define INVALIDATE(data) ((data)->valid = FALSE) #define UMIN(a, b) ((a) < (b) ? (a) : (b)) #define UMAX(a, b) ((a) > (b) ? (a) : (b)) #define URANGE(a, b, c) ((b) < (a) ? (a) : ((b) > (c) ? (c) : (b))) #define LOWER(c) ((c) >= 'A' && (c) <= 'Z' ? (c)+'a'-'A' : (c)) #define UPPER(c) ((c) >= 'a' && (c) <= 'z' ? (c)+'A'-'a' : (c)) #define IS_SET(flag, bit) ((flag) & (bit)) #define SET_BIT(var, bit) ((var) |= (bit)) #define REMOVE_BIT(var, bit) ((var) &= ~(bit)) #define CH(descriptor) ((descriptor)->original ? \ (descriptor)->original : (descriptor)->character) /* * Character macros. */ #define IN_FACTION(ch) ( (ch)->pcdata->religion->isfaction ) #define HAS_RELIGION(ch) ( (ch)->pcdata->religion ) #define IS_SAME_RELIGION(ch, vct) ( (ch)->pcdata->religion == (vct)->pcdata->religion ) #define OBJ_IN_MINE(obj) ((obj)->in_shaft) #define OBJ_SAME_SHAFT(ch, obj) ( (ch)->pcdata->in_shaft == (obj)->in_shaft ) #define IS_SAME_SHAFT(ch, victim) ( (ch)->pcdata->in_shaft == (victim)->pcdata->in_shaft ) #define IN_MINE(ch) ( (ch)->pcdata->in_mine ) #define IS_WEREWOLF(ch) ( (ch)->iswere && (ch)->wereform == MOON_FULL ) #define IS_VAMPIRE(ch) ( (ch)->isvamp == TRUE ) #define IS_NPC(ch) (IS_SET((ch)->act, ACT_IS_NPC)) #define IS_IMP(ch) (get_trust(ch) == MAX_LEVEL) #define IS_IMMORTAL(ch) (get_trust(ch) >= LEVEL_IMMORTAL) #define IS_HERO(ch) (get_trust(ch) >= LEVEL_HERO) #define IS_TRUSTED(ch,level) (get_trust((ch)) >= (level)) #define IS_AFFECTED(ch, sn) (IS_SET((ch)->affected_by, (sn))) #define IS_AFFECTED2(ch, sn) (IS_SET((ch)->affected2_by, (sn))) #define GET_AGE(ch) ((int) (17 + ((ch)->played \ + current_time - (ch)->logon )/72000)) #define IS_GOOD(ch) (ch->alignment >= 350) #define IS_EVIL(ch) (ch->alignment <= -350) #define IS_NEUTRAL(ch) (!IS_GOOD(ch) && !IS_EVIL(ch)) #define IS_AWAKE(ch) (ch->position > POS_SLEEPING) #define GET_AC(ch,type) ((ch)->armor[type] \ + ch->stance_ac_bonus + ( IS_AWAKE(ch) \ ? dex_app[get_curr_stat(ch,STAT_DEX)].defensive : 0 ) - number_classes(ch)) #define GET_HITROLL(ch) \ ((ch)->hitroll+str_app[get_curr_stat(ch,STAT_STR)].tohit + ch->stance_hit_bonus + number_classes(ch)) #define GET_DAMROLL(ch) \ ((ch)->damroll+str_app[get_curr_stat(ch,STAT_STR)].todam + number_classes(ch)) #define IS_OUTSIDE(ch) (!IS_SET( \ (ch)->in_room->room_flags, \ ROOM_INDOORS)) #define ON_GQUEST(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_GQUEST) && gquest_info.running != GQUEST_OFF) #define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) #define DAZE_STATE(ch, npulse) ((ch)->daze = UMAX((ch)->daze, (npulse))) #define get_carry_weight(ch) ((ch)->carry_weight + (ch)->silver/10 + \ (ch)->gold * 2 / 5) #define MOUNTED(ch) \ ((!IS_NPC(ch) && ch->mount && ch->riding) ? ch->mount : NULL) #define RIDDEN(ch) \ ((IS_NPC(ch) && ch->mount && ch->riding) ? ch->mount : NULL) #define IS_DRUNK(ch) ((ch->pcdata->condition[COND_DRUNK] > 10)) #define act(format,ch,arg1,arg2,type)\ act_new((format),(ch),(arg1),(arg2),(type),POS_RESTING) #define HAS_TRIGGER_MOB(ch,trig) (IS_SET((ch)->pIndexData->mprog_flags,(trig))) #define HAS_TRIGGER_OBJ(obj,trig) (IS_SET((obj)->pIndexData->oprog_flags,(trig))) #define HAS_TRIGGER_ROOM(room,trig) (IS_SET((room)->rprog_flags,(trig))) #define IS_SWITCHED( ch ) ( ch->desc && ch->desc->original ) #define IS_BUILDER(ch, Area) ( !IS_NPC(ch) && !IS_SWITCHED( ch ) && \ ( ch->pcdata->security >= Area->security \ || strstr( Area->builders, ch->name ) \ || strstr( Area->builders, "All" ) ) ) #define IS_QUESTOR(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_QUESTOR) && \ (ch)->pcdata->questgiver != 0 ) #define GET_NAME(Ch) (IS_NPC(Ch) ? (Ch)->short_descr : (Ch)->name) #define IS_REMORT(ch) (!IS_NPC(ch) && ( IS_SET((ch)->act, PLR_REMORT) \ || number_classes(ch) > 1)) #define IS_IN_WAR(ch) (!IS_NPC(ch) && IS_SET((ch)->act, PLR_WAR) \ && IS_SET((ch)->in_room->room_flags, ROOM_ARENA)) #define HAS_HOME(ch) (!IS_NPC(ch) && ch->pcdata->h_vnum != 0 ) #define IS_HOME(ch) ( ( ch->pcdata->h_vnum != 0 && (ch->in_room->vnum >= ch->pcdata->h_vnum) && (ch->in_room->vnum < ch->pcdata->h_vnum + 5 ) ) ) #define IS_MXP(ch) ( ( ch->desc->mxp == TRUE ) ) #define IS_MSP(ch) ( ( ch->desc->msp == TRUE ) ) #define IS_TRADE_LOCKED( _ch ) \ ( IS_SET( (_ch)->pcdata->trade->first.flags, TRADE_LOCKED ) \ || IS_SET( (_ch)->pcdata->trade->second.flags, TRADE_LOCKED ) ) #define GET_TRADE( _ch ) \ ( ( (_ch) == (_ch)->pcdata->trade->first.ch ) \ ? (_ch)->pcdata->trade->first \ : (_ch)->pcdata->trade->second ) /* * Object macros. */ #define IS_OBJ_STAT(obj, stat) (IS_SET((obj)->extra_flags, (stat))) #define IS_OBJ2_STAT(obj, stat) (IS_SET((obj)->extra2_flags, (stat))) #define IS_WEAPON_STAT(obj,stat)(IS_SET((obj)->value[4],(stat))) #define WEIGHT_MULT(obj) ((obj)->item_type == ITEM_CONTAINER ? \ (obj)->value[4] : 100) /* * Description macros. */ /* * Olc macros. */ #define IS_NULLSTR(str) ((str) == NULL || (str)[0] == '\0') #define ENTRE(min,num,max) ( ((min) < (num)) && ((num) < (max)) ) #define CHECK_POS(a, b, c) { \ (a) = (b); \ if ( (a) < 0 ) \ bug( "CHECK_POS : " c " == %d < 0", a );\ } #define EDIT_GUILD(Ch, Clan) ( Clan = (CLAN_DATA *)Ch->desc->pEdit ) /* * Structure for a social in the socials table. */ struct social_type { char * name; char * char_no_arg; char * others_no_arg; char * char_found; char * others_found; char * vict_found; char * char_not_found; char * char_auto; char * others_auto; char * chan_emote; }; struct postal_type { int pcount; int vnum; }; /* * Global constants. */ extern const struct str_app_type str_app [51]; extern const struct int_app_type int_app [51]; extern const struct wis_app_type wis_app [51]; extern const struct dex_app_type dex_app [51]; extern const struct con_app_type con_app [51]; extern const struct class_type class_table [MAX_CLASS]; extern const struct weapon_type weapon_table []; extern const struct item_type item_table []; extern const struct wiznet_type wiznet_table []; extern const struct attack_type attack_table []; extern const struct race_type race_table []; extern const struct pc_race_type pc_race_table []; extern const struct spec_type spec_table []; extern const struct liq_type liq_table []; extern struct skill_type *skill_table; extern const struct group_type group_table [MAX_GROUP]; extern const struct eye_type eye_table []; extern const struct hair_type hair_table []; extern const struct height_type height_table []; extern const struct weight_type weight_table []; extern struct social_type *social_table; extern struct postal_type *postal_table; extern const struct hometown_type hometown_table []; extern const struct song_type bsong_table [MAX_SONG]; extern const char *osize_table []; extern const char *cond_table []; extern struct unique_attrib_table unique_table_prefix[]; extern struct unique_attrib_table unique_table_weapon_suffix[]; extern struct unique_attrib_table unique_table_armor_suffix[]; extern const char *admin_table []; extern const struct smith_type smith_table []; extern const struct wind_description wind_table [MAX_WIND]; extern const struct breeze_description breeze_table [MAX_BREEZE]; extern const struct rain_type rain_table [MAX_RAIN]; extern const struct hailstorm_description hailstorm_table [MAX_HAILSTORM]; extern const struct cloud_type cloud_table [MAX_CLOUD]; extern const struct cloudy_description cloudy_table [MAX_CLOUDY]; extern const struct lightning_description lightning_table [MAX_LIGHTNING]; extern const struct thunderstorm_description thunderstorm_table [MAX_THUNDERSTORM]; extern const struct foggy_description foggy_table [MAX_FOGGY]; extern const struct blizzard_description blizzard_table [MAX_BLIZZARD]; extern const struct snow_description snow_table [MAX_SNOW]; extern const struct icestorm_description icestorm_table [MAX_ICESTORM]; extern const struct gamble_item gamble_table [MAX_ITEM]; extern const struct house_item house_table []; extern const struct weather_type weather_table [MAX_WEATHER]; extern const struct summoner_data summoner_table []; extern const char echo_off_str []; extern const char echo_on_str []; extern const char go_ahead_str []; extern const int rgSizeList []; /* * Global variables. */ extern int first_boot_time; extern int last_crash_time; extern RELIGION * religion_list; extern HELP_DATA * help_first; extern SHOP_DATA * shop_first; extern CHAR_DATA * char_list; extern DESCRIPTOR_DATA * descriptor_list; extern OBJ_DATA * object_list; extern BOUNTY_DATA * bounty_list; extern PET_DATA * pet_list; extern PROG_CODE * mprog_list; extern PROG_CODE * rprog_list; extern PROG_CODE * oprog_list; extern HOUSE_DATA * house_list;; extern MAIL_DATA * mail_list; extern char bug_buf []; extern time_t current_time; extern bool fLogAll; extern FILE * fpReserve; extern KILL_DATA kill_table []; extern char log_buf []; extern TIME_INFO_DATA time_info; extern WEATHER_DATA weather_info; extern NOTE_DATA * note_free; extern OBJ_DATA * obj_free; extern CHAR_DATA *copyover_person; extern bool double_exp; extern bool double_qp; extern bool quad_damage; extern bool timed_copyover; extern bool treboot; extern bool tshutdown; extern bool quiet; extern int copyovert; extern int reboott; extern int shutdownt; extern int global_exp; extern int global_qp; extern int global_quad; extern sh_int display; extern sh_int qpdisplay; extern sh_int quaddisplay; extern bool pshow; extern bool MOBtrigger; extern WAR_DATA war_info; extern sh_int count_connections; extern sh_int max_unique; extern bool unique_set; extern sh_int display; extern int port, control; extern bool isignal; extern TRIVIA_DATA * trivia; /* * OS-dependent declarations. * These are all very standard library functions, * but some systems have incomplete or non-ansi header files. */ #if defined(_AIX) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(apollo) int atoi args( ( const char *string ) ); void * calloc args( ( unsigned nelem, size_t size ) ); char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(hpux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(linux) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(macintosh) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(MIPS_OS) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(MSDOS) #define NOCRYPT #if defined(unix) #undef unix #endif #endif #if defined(NeXT) char * crypt args( ( const char *key, const char *salt ) ); #endif #if defined(sequent) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); int fread args( ( void *ptr, int size, int n, FILE *stream ) ); int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(sun) char * crypt args( ( const char *key, const char *salt ) ); int fclose args( ( FILE *stream ) ); int fprintf args( ( FILE *stream, const char *format, ... ) ); #if defined(SYSV) size_t fread args( ( void *ptr, size_t size, size_t n, FILE *stream) ); #elif !defined(__SVR4) int fread args( ( void *ptr, int size, int n, FILE *stream ) ); #endif int fseek args( ( FILE *stream, long offset, int ptrname ) ); void perror args( ( const char *s ) ); int ungetc args( ( int c, FILE *stream ) ); #endif #if defined(ultrix) char * crypt args( ( const char *key, const char *salt ) ); #endif /* * The crypt(3) function is not available on some operating systems. * In particular, the U.S. Government prohibits its export from the * United States to foreign countries. * Turn on NOCRYPT to keep passwords in plain text. */ #if defined(NOCRYPT) #define crypt(s1, s2) (s1) #endif /* * Data files used by the server. * * AREA_LIST contains a list of areas to boot. * All files are read in completely at bootup. * Most output files (bug, idea, typo, shutdown) are append-only. * * The NULL_FILE is held open so that we have a stream handle in reserve, * so players can go ahead and telnet to all the other descriptors. * Then we close it whenever we need to open a file (e.g. a save file). */ #if defined(macintosh) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "proto.are" /* To reserve one stream */ #endif #if defined(MSDOS) #define PLAYER_DIR "" /* Player files */ #define TEMP_FILE "romtmp" #define NULL_FILE "nul" /* To reserve one stream */ #endif #if defined(unix) #define PLAYER_DIR "../player/" /* Player files */ #define GOD_DIR "../gods/" /* list of gods */ #define TEMP_FILE "../player/romtmp" #define NULL_FILE "null.txt" /* To reserve one stream */ #endif #define RELG_DIR "../data/religion/" #define RELG_LIST "../data/religion/religion.lst" #define SKILL_DIR "../data/skill/" #define SKILLDAT "skill.dat" #define DATA_DIR "../data/" /*Data dir */ #define AREA_LIST "area.lst" /* List of areas*/ #define BUG_FILE "bugs.txt" /* For 'bug' and bug()*/ #define NEW_SAVE_TEST "save_test.txt"/*testing new saves*/ #define TYPO_FILE "typos.txt" /* For 'typo'*/ #define SHUTDOWN_FILE "shutdown.txt"/* For 'shutdown'*/ #define BAN_FILE "ban.txt" #define MUSIC_FILE "music.txt" #define BOUNTY_FILE "bounty.txt" #define ILLEGAL_NAME_FILE "illegalnames.txt" #define QUEST_FILE "quest.log" /* for purchase logging. */ #define WIZ_FILE "wizlist.txt" #define GQUEST_FILE "gquest.dat" #define DATA_DIR "../data/" #define MAX_WHO_FILE "../data/maxwho.txt" #define NEW_AREA_DIR "../new_area/" /*new area*/ #define VERSION_FILE "../data/version.txt" #define COPYOVER_FILE "copyover.data" /* copyover data */ #define EXE_FILE "../src/shadow" /* executable file */ #define STAT_FILE "../data/statlist.txt" #define PET_FILE "../data/pet.txt" #define BOOT_FILE "../data/boot.time" #define HOUSE_FILE "../data/house.txt" #define TRIVIA_SCORE_FILE "../data/tscore.txt" #define MAIL_FILE "../data/mail.txt" #define POSTAL_FILE "../data/postal.txt" #define TXT_SOUNDURL "http://shadowstorm.wolfpaw.net/sounds/" #define TXT_IMAGEURL "http://shadowstorm.wolfpaw.net/images/" /* * 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 AD AFFECT_DATA #define PC PROG_CODE /* act_comm.c */ void check_sex args( ( CHAR_DATA *ch) ); void add_follower args( ( CHAR_DATA *ch, CHAR_DATA *master ) ); void stop_follower args( ( CHAR_DATA *ch ) ); void nuke_pets args( ( CHAR_DATA *ch ) ); void die_follower args( ( CHAR_DATA *ch ) ); bool is_same_group args( ( CHAR_DATA *ach, CHAR_DATA *bch ) ); void logf2 args( ( const char * fmt, ... ) ); void info(CHAR_DATA * ch, int level, char * message, ...); bool can_be_sent args( ( CHAR_DATA *ch, CHAR_DATA *vch, int channel ) ); void set_auto_afk args( ( CHAR_DATA *ch ) ); /* act_enter.c */ RID *get_random_room args ( (CHAR_DATA *ch) ); /* act_info.c */ void load_email args( ( ) ); void save_email args( ( ) ); void set_title args( ( CHAR_DATA *ch, char *title ) ); char * PERS_CHAN args( ( CHAR_DATA *ch, CHAR_DATA *looker) ); void display_bp args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); #define SUP_OO(ch,flag) (!IS_SET((ch)->pcdata->suppress,(flag))?"{G({gON{G){x":"{R({rOFF{R){x") /* act_move.c */ void move_char args( ( CHAR_DATA *ch, int door, bool follow ) ); bool weather_move args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *to_room, EXIT_DATA *pexit ) ); void weather_check args( ( CHAR_DATA *ch ) ); void ice args( ( CHAR_DATA *ch ) ); void blizzard args( ( CHAR_DATA *ch ) ); void fog args( ( CHAR_DATA *ch ) ); #define BITS_PER_INT 32 #define PATH_IS_FLAG(flag, bit) ((unsigned)flag[bit/BITS_PER_INT]>>bit%BITS_PER_INT&01) #define PATH_SET_FLAG(flag, bit) (flag[bit/BITS_PER_INT] |= 1 << bit%BITS_PER_INT) #define PATH_MAX_VNUM 32768 #define PATH_MAX_DIR 6 void check_explore args( ( CHAR_DATA *, ROOM_INDEX_DATA * ) ); void explore_vnum args( (CHAR_DATA *, int ) ); bool explored_vnum args( (CHAR_DATA *, int ) ); /* act_obj.c */ bool can_loot args( (CHAR_DATA *ch, OBJ_DATA *obj) ); void wear_obj args( (CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace) ); void get_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj, OBJ_DATA *container ) ); bool wear_obj_size args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); void show_strapped args( (CHAR_DATA*ch,CHAR_DATA *victim, int location) ); OBJ_DATA *get_obj_sheath args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *sheath ) ); /* act_wiz.c */ void wiznet args( (char *string, CHAR_DATA *ch, OBJ_DATA *obj, long flag, long flag_skip, int min_level ) ); void copyover_recover args( (void)); int const_lookup args( ( const char *name ) ); /* alias.c */ void substitute_alias args( (DESCRIPTOR_DATA *d, char *input) ); /* ban.c */ bool check_ban args( ( char *site, int type) ); /* comm.c */ char * str_str args( (char *str1, char *str2) ); void show_string args( ( struct descriptor_data *d, char *input) ); void close_socket args( ( DESCRIPTOR_DATA *dclose ) ); void write_to_buffer args( ( DESCRIPTOR_DATA *d, const char *txt, int length ) ); void send_to_desc args( ( const char *txt, DESCRIPTOR_DATA *d ) ); void send_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void page_to_char args( ( const char *txt, CHAR_DATA *ch ) ); void act args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void act_new args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type, int min_pos) ); void act_chan args( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type, int min_pos) ); void printf_to_char args( ( CHAR_DATA *ch, char * fmt, ...)); void bugf args( ( char *, ... ) ); void send_to_desc args( (const char *txt, DESCRIPTOR_DATA *d)); int colourdesc args( ( char type, CHAR_DATA *ch, char *string ) ); void xact_new args ( ( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type, int min_pos, int suppress ) ); void xsend_to_char args( (const char *txt, CHAR_DATA *ch, int suppress) ); /* File open/close wrappers to handle fpreserve correctly in all cases. * Also does some basic error checking. -Chilalin */ FILE * file_open args( ( const char *path, const char *mode ) ); void file_close args( ( FILE *fp ) ); bool file_exists args( ( const char *path ) ); /* * Colour stuff by Lope */ int colour args( ( char type, CHAR_DATA *ch, char *string ) ); void colourconv args( ( char *buffer, const char *txt, CHAR_DATA *ch ) ); void send_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) ); void page_to_char_bw args( ( const char *txt, CHAR_DATA *ch ) ); //cmdedit.c void save_cmd_table args( ( ) ); void load_cmd_list args( ( ) ); /* db.c */ void fix_resets args( ( void ) ); char * print_flags args( ( int flag )); void boot_db args( ( void ) ); void area_update args( ( void ) ); CD * create_mobile args( ( MOB_INDEX_DATA *pMobIndex ) ); void clone_mobile args( ( CHAR_DATA *parent, CHAR_DATA *clone) ); OD * create_object args( ( OBJ_INDEX_DATA *pObjIndex, int level ) ); void clone_object args( ( OBJ_DATA *parent, OBJ_DATA *clone ) ); void clear_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 ) ); PC * get_prog_index args( ( int vnum, int type ) ); char fread_letter args( ( FILE *fp ) ); int fread_number args( ( FILE *fp ) ); long fread_flag args( ( FILE *fp ) ); char * fread_string args( ( FILE *fp ) ); char * fread_string_eol args(( FILE *fp ) ); void fread_to_eol args( ( FILE *fp ) ); char * fread_word args( ( FILE *fp ) ); long flag_convert args( ( char letter) ); void * alloc_mem args( ( int sMem ) ); void * alloc_perm args( ( int sMem ) ); void free_mem args( ( void *pMem, int sMem ) ); char * str_dup args( ( const char *str ) ); void free_string args( ( char *pstr ) ); int number_fuzzy args( ( int number ) ); int number_range args( ( int from, int to ) ); int number_percent args( ( void ) ); int number_door args( ( void ) ); int number_bits args( ( int width ) ); long number_mm args( ( void ) ); int dice args( ( int number, int size ) ); int interpolate args( ( int level, int value_00, int value_32 ) ); void smash_tilde args( ( char *str ) ); bool str_cmp args( ( const char *astr, const char *bstr ) ); bool str_prefix args( ( const char *astr, const char *bstr ) ); bool str_infix args( ( const char *astr, const char *bstr ) ); bool str_suffix args( ( const char *astr, const char *bstr ) ); char * capitalize args( ( const char *str ) ); void append_file args( ( CHAR_DATA *ch, char *file, char *str ) ); void bug args( ( const char *str, int param ) ); void log_string args( ( const char *str ) ); void tail_chain args( ( void ) ); void load_helps_new args( ( ) ); void create_unique args( ( void ) ); void increase_total_output args ((int clenght)); void update_mudinfo args ((void)); void load_mudinfo args ((void)); void save_mudinfo args (( void )); void affect_join_obj2 args( ( OBJ_DATA *obj, AFFECT_DATA * paf ) ); void write_mudinfo_database args (( void )); extern int mudinfo[MUDINFO_MAX]; extern int total_output; /* effect.c */ void acid_effect args( (void *vo, int level, int dam, int target) ); void cold_effect args( (void *vo, int level, int dam, int target) ); void fire_effect args( (void *vo, int level, int dam, int target) ); void poison_effect args( (void *vo, int level, int dam, int target) ); void shock_effect args( (void *vo, int level, int dam, int target) ); void sand_effect args( (void *vo, int level, int dam, int target) ); /* fight.c */ bool is_safe args( (CHAR_DATA *ch, CHAR_DATA *victim ) ); bool is_safe_spell args( (CHAR_DATA *ch, CHAR_DATA *victim, bool area ) ); void violence_update args( ( void ) ); void multi_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); bool damage args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int, bool show ) ); bool damage_old args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dam, int dt, int, bool show ) ); void update_pos args( ( CHAR_DATA *victim ) ); void stop_fighting args( ( CHAR_DATA *ch, bool fBoth ) ); void check_killer args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); /* handler.c */ int prime_class args( (CHAR_DATA * ch) ); char * material_name args( ( sh_int num ) ); /* OLC */ AD *affect_find args( (AFFECT_DATA *paf, int sn)); void affect_check args( (CHAR_DATA *ch, int where, int vector) ); int count_users args( (OBJ_DATA *obj) ); void deduct_cost args( (CHAR_DATA *ch, int cost) ); void affect_enchant args( (OBJ_DATA *obj) ); int check_immune args( (CHAR_DATA *ch, int dam_type) ); int material_lookup args( ( const char *name) ); int weapon_lookup args( ( const char *name) ); int weapon_type args( ( const char *name) ); long material_vuln args( ( sh_int num ) ); char *weapon_name args( ( int weapon_Type) ); char *item_name args( ( int item_type) ); int attack_lookup args( ( const char *name) ); long wiznet_lookup args( ( const char *name) ); int class_lookup args( ( const char *name) ); bool is_old_mob args ( (CHAR_DATA *ch) ); int get_skill args( ( CHAR_DATA *ch, int sn ) ); int get_weapon_sn args( ( CHAR_DATA *ch ) ); int get_weapon_skill args(( CHAR_DATA *ch, int sn ) ); int get_age args( ( CHAR_DATA *ch ) ); void reset_char args( ( CHAR_DATA *ch ) ); int get_trust args( ( CHAR_DATA *ch ) ); int get_curr_stat args( ( CHAR_DATA *ch, int stat ) ); int get_max_train args( ( CHAR_DATA *ch, int stat ) ); int can_carry_n args( ( CHAR_DATA *ch ) ); int can_carry_w args( ( CHAR_DATA *ch ) ); bool is_name args( ( char *str, char *namelist ) ); bool is_full_name args( ( const char *str, char *namelist ) ); bool is_exact_name args( ( char *str, char *namelist ) ); void affect_to_char args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_to_obj args( ( OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_remove args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void affect_remove_obj args( (OBJ_DATA *obj, AFFECT_DATA *paf ) ); void affect_strip args( ( CHAR_DATA *ch, int sn ) ); bool is_affected args( ( CHAR_DATA *ch, int sn ) ); void affect_join args( ( CHAR_DATA *ch, AFFECT_DATA *paf ) ); void char_from_room args( ( CHAR_DATA *ch ) ); void char_to_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_char args( ( OBJ_DATA *obj, CHAR_DATA *ch ) ); void obj_from_char args( ( OBJ_DATA *obj ) ); int apply_ac args( ( OBJ_DATA *obj, int iWear, int type ) ); OD * get_eq_char args( ( CHAR_DATA *ch, int iWear ) ); void equip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) ); void unequip_char args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); int count_obj_list args( ( OBJ_INDEX_DATA *obj, OBJ_DATA *list ) ); void obj_from_room args( ( OBJ_DATA *obj ) ); void obj_to_room args( ( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) ); void obj_to_obj args( ( OBJ_DATA *obj, OBJ_DATA *obj_to ) ); void obj_from_obj args( ( OBJ_DATA *obj ) ); void extract_obj args( ( OBJ_DATA *obj ) ); void extract_char args( ( CHAR_DATA *ch, bool fPull ) ); CD * get_char_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument ) ); CD * get_char_world args( ( CHAR_DATA *ch, char *argument ) ); CD * get_char_id args( ( long id ) ); CD * get_char_area args( ( CHAR_DATA *ch, char *argument ) ); OD * get_obj_type args( ( OBJ_INDEX_DATA *pObjIndexData ) ); OD * get_obj_list args( ( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) ); OD * get_obj_carry args( ( CHAR_DATA *ch, char *argument, CHAR_DATA *viewer ) ); bool CAN_WEAR args( (OBJ_DATA *obj, int part) ); OD *get_obj_wear args( ( CHAR_DATA *ch, char *argument, bool character )); OD * get_obj_here args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument ) ); OD * get_obj_world args( ( CHAR_DATA *ch, char *argument ) ); OD * create_money args( ( int gold, int silver ) ); int get_obj_number args( ( OBJ_DATA *obj ) ); int get_obj_weight args( ( OBJ_DATA *obj ) ); int get_true_weight args( ( OBJ_DATA *obj ) ); bool room_is_dark args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool is_room_owner args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *room) ); bool room_is_private args( ( ROOM_INDEX_DATA *pRoomIndex ) ); bool can_see args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); bool can_see_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); bool can_see_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex) ); bool can_drop_obj args( ( CHAR_DATA *ch, OBJ_DATA *obj ) ); const char * affect_loc_name args( ( int location ) ); const char * affect_bit_name args( ( int vector ) ); const char * affect2_bit_name args( ( int vector ) ); const char * extra_bit_name args( ( int extra_flags ) ); const char * extra2_bit_name args( ( int extra2_flags ) ); const char * wear_bit_name args( ( int wear_flags ) ); const char * act_bit_name args( ( int act_flags ) ); const char * off_bit_name args( ( int off_flags ) ); const char * imm_bit_name args( ( int imm_flags ) ); const char * form_bit_name args( ( int form_flags ) ); const char * part_bit_name args( ( int part_flags ) ); const char * weapon_bit_name args( ( int weapon_flags ) ); const char * comm_bit_name args( ( int comm_flags ) ); const char * comm2_bit_name args( ( int comm2_flags ) ); const char * cont_bit_name args( ( int cont_flags) ); void affect_to_room args( (ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) ); void affect_remove_room args((ROOM_INDEX_DATA *room, AFFECT_DATA *paf) ); void check_spirit args( ( CHAR_DATA *ch, CHAR_DATA *victim ) ); const char * raffect_bit_name args( ( int vector ) ); bool check_color_string args( (char *string) ); void obj_to_box args( ( OBJ_DATA *obj, CHAR_DATA *ch ) ); void obj_from_box args( ( OBJ_DATA *obj ) ); char *PERS args( (CHAR_DATA *ch, CHAR_DATA *looker) ); bool has_nick_for_ch args( (CHAR_DATA *ch, CHAR_DATA *victim) ); bool is_admin args( ( CHAR_DATA *ch ) ); void timeout args( ( CHAR_DATA *ch ) ); int levelflux_dam args( ( CHAR_DATA *ch ) ); MEMBER_DATA *member_lookup args( (CLAN_DATA *pClan, char *name) ); bool can_pack args( ( CHAR_DATA *ch ) ); CHAR_DATA *prog_char_room args( ( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoom, char *argument ) ); void dead_pet args( ( CHAR_DATA *victim, PET_DATA *pEt ) ); void revived_pet args( ( CHAR_DATA *pet, PET_DATA *pEt ) ); const char * suppress_bit_name args( ( int suppress_flags) ); void send_to_room args( ( ROOM_INDEX_DATA *pRoom, char *fmt, ... )); /* * Colour Config */ void default_colour args( ( CHAR_DATA *ch ) ); void all_colour args( ( CHAR_DATA *ch, char *argument ) ); /* interp.c */ void interpret args( ( CHAR_DATA *ch, char *argument ) ); bool is_number args( ( char *arg ) ); int number_argument args( ( char *argument, char *arg ) ); int mult_argument args( ( char *argument, char *arg) ); char * one_argument args( ( char *argument, char *arg_first ) ); void gen_wiz_table args( (void) ); /* magic.c */ int find_spell args( ( CHAR_DATA *ch, const char *name) ); int mana_cost (CHAR_DATA *ch, int min_mana, int level); int skill_lookup args( ( const char *name ) ); int slot_lookup args( ( int slot ) ); bool saves_spell args( ( int level, CHAR_DATA *victim, int dam_type ) ); void obj_cast_spell args( ( int sn, int level, CHAR_DATA *ch, CHAR_DATA *victim, OBJ_DATA *obj ) ); /* multiclass.c */ bool can_use_skpell args((CHAR_DATA * ch, int sn)); bool has_spells args((CHAR_DATA * ch)); bool is_class args((CHAR_DATA * ch, int )); bool is_same_class args((CHAR_DATA * ch, CHAR_DATA * victim)); int number_classes args((CHAR_DATA * ch)); char *class_long args((CHAR_DATA * ch)); char *class_who args((CHAR_DATA * ch)); char *class_short args((CHAR_DATA * ch)); char *class_numbers args((CHAR_DATA * ch, bool pSave)); int skill_level args((CHAR_DATA * ch, int sn)); int skill_rating args((CHAR_DATA * ch, int sn)); int group_rating args((CHAR_DATA * ch, int gn)); bool check_base_group args((CHAR_DATA * ch, int gn)); bool is_base_skill args((CHAR_DATA * ch, int sn)); int get_hp_gain args((CHAR_DATA * ch)); int get_mana_gain args((CHAR_DATA * ch)); bool is_prime_stat args((CHAR_DATA * ch, int pStat)); void add_default_groups args((CHAR_DATA * ch)); void add_base_groups args((CHAR_DATA * ch)); int get_stat_bonus args((CHAR_DATA * ch, int pStat)); int get_thac00 args((CHAR_DATA * ch)); int get_thac32 args((CHAR_DATA * ch)); int get_hp_max args((CHAR_DATA * ch)); int lvl_bonus args((CHAR_DATA * ch)); int class_mult args((CHAR_DATA * ch)); bool is_race_skill args((CHAR_DATA * ch, int sn)); int hp_max args((CHAR_DATA *ch)); //skill_save.c void save_skills_table args( ()); //Religion.c void religious_sacrifice args ( (CHAR_DATA *ch, OBJ_DATA *obj ) ); void save_religion args ( () ); void load_religion args ( () ); //recycle.c EMAIL_DATA * new_email args ( ( void ) ); BUFFER *new_buf args( () ); void free_nick args ( (NICK_DATA *nick) ); NICK_DATA *new_nick args( (void) ); void nick_to_char args( ( CHAR_DATA *ch, NICK_DATA *nick ) ); MEMBER_DATA *new_member args( (void) ); void free_member args( (MEMBER_DATA *member) ); void member_to_guild args( ( CLAN_DATA *pClan, MEMBER_DATA *pmem ) ); /* save.c */ void save_char_obj args( ( CHAR_DATA *ch ) ); bool load_char_obj args( ( DESCRIPTOR_DATA *d, char *name ) ); /* skills.c */ bool parse_gen_groups args( ( CHAR_DATA *ch,char *argument ) ); void list_group_costs args( ( CHAR_DATA *ch ) ); void list_group_known args( ( CHAR_DATA *ch ) ); int exp_per_level args( ( CHAR_DATA *ch, int points ) ); void check_improve args( ( CHAR_DATA *ch, int sn, bool success, int multiplier ) ); int group_lookup args( (const char *name) ); void gn_add args( ( CHAR_DATA *ch, int gn) ); void gn_remove args( ( CHAR_DATA *ch, int gn) ); void group_add args( ( CHAR_DATA *ch, const char *name, bool deduct) ); void group_remove args( ( CHAR_DATA *ch, const char *name) ); /* special.c */ SF * spec_lookup args( ( const char *name ) ); char * spec_name args( ( SPEC_FUN *function ) ); /* teleport.c */ RID * room_by_name args( ( char *target, int level, bool error) ); /* update.c */ void advance_level args( ( CHAR_DATA *ch, bool hide ) ); void gain_exp args( ( CHAR_DATA *ch, int gain ) ); void gain_condition args( ( CHAR_DATA *ch, int iCond, int value ) ); void update_handler args( ( void ) ); void advance_level_pet args( ( CHAR_DATA *pet, bool hide ) ); void pet_gain_exp args( ( CHAR_DATA *pet, int gain ) ); void gain_object_exp args( ( CHAR_DATA *ch, OBJ_DATA *obj, int gain ) ); /* bounty.c */ bool is_bountied args( (CHAR_DATA *ch) ); MEM_DATA *get_mem_data args((CHAR_DATA *ch, CHAR_DATA *target)); #undef CD #undef MID #undef OD #undef OID #undef RID #undef SF #undef AD /***************************************************************************** * OLC * *****************************************************************************/ /* * This structure is used in bit.c to lookup flags and stats. */ struct flag_type { char * name; int bit; bool settable; }; /* * Object defined in limbo.are * Used in save.c to load objects that don't exist. */ #define OBJ_VNUM_DUMMY 1 #define OBJ_VNUM_BLANK 7 /* * Area flags. */ #define AREA_NONE 0 #define AREA_CHANGED 1 /* Area has been modified. */ #define AREA_ADDED 2 /* Area has been added to. */ #define AREA_LOADING 4 /* Used for counting in db.c */ #define AREA_COMPLETE 5 #define NO_UNIQUE 6 #define MAX_DIR 6 #define NO_FLAG -99 /* Must not be used in flags or stats. */ /* * Global Constants */ extern char * const dir_name []; extern const sh_int rev_dir []; /* sh_int - ROM OLC */ extern const struct spec_type spec_table []; extern char * const rev_move []; extern const struct material_type material_table []; /* * Global variables */ extern AREA_DATA * area_first; extern AREA_DATA * area_last; extern SHOP_DATA * shop_last; extern int top_affect; extern int top_area; extern int top_ed; extern int top_exit; extern int top_help; extern int top_mob_index; extern int top_obj_index; extern int top_reset; extern int top_room; extern int top_shop; extern int top_vnum_mob; extern int top_vnum_obj; extern int top_vnum_room; extern char str_empty [1]; extern MOB_INDEX_DATA * mob_index_hash [MAX_KEY_HASH]; extern OBJ_INDEX_DATA * obj_index_hash [MAX_KEY_HASH]; extern ROOM_INDEX_DATA * room_index_hash [MAX_KEY_HASH]; extern AUCTION_DATA * auction_list; extern GQUEST gquest_info; extern TRIVIA_SCORE * trivia_score_hash [MAX_KEY_HASH]; /* act_wiz.c */ /* ROOM_INDEX_DATA *find_location( CHAR_DATA *ch, char *arg ); */ /* db.c */ void reset_area args( ( AREA_DATA * pArea ) ); void reset_room args( ( ROOM_INDEX_DATA *pRoom ) ); /* string.c */ void string_edit args( ( CHAR_DATA *ch, char **pString ) ); void string_append args( ( CHAR_DATA *ch, char **pString ) ); char * string_replace args( ( char * orig, char * old, char * ) ); void string_add args( ( CHAR_DATA *ch, char *argument ) ); char * format_string args( ( char *oldstring /*, bool fSpace */ ) ); char * first_arg args( ( char *argument, char *arg_first, bool fCase ) ); char * string_unpad args( ( char * argument ) ); char * string_proper args( ( char * argument ) ); char * itos args( ( int num ) ); /* olc.c */ bool run_olc_editor args( ( DESCRIPTOR_DATA *d ) ); char *olc_ed_name args( ( CHAR_DATA *ch ) ); char *olc_ed_vnum args( ( CHAR_DATA *ch ) ); CLAN_DATA *get_clan_data args( ( int clan ) ); int qksort args( ( void *data, int size, int esize, int i, int k, int (*compare) (const void *key1, const void *key2 ) ) ); int get_area_list_size args( ( void ) ); /* olc_save.c */ void save_guilds args( ( CHAR_DATA *ch, char *argument ) ); char *fwrite_flag args( ( long flags, char buf[] ) ); char *fix_string args( ( const char *str ) ); void save_specials args( ( FILE *fp, AREA_DATA *pArea ) ); void save_resets args( ( FILE *fp, AREA_DATA *pArea ) ); void save_shops args( ( FILE *fp, AREA_DATA *pArea ) ); void save_mobprogs args( ( FILE *fp, AREA_DATA *pArea ) ); void save_objprogs args( ( FILE *fp, AREA_DATA *pArea ) ); void save_roomprogs args( ( FILE *fp, AREA_DATA *pArea ) ); void save_help_new args( () ); /* special.c */ char * spec_string args( ( SPEC_FUN *fun ) ); /* OLC */ /* bit.c */ extern const struct flag_type area_flags[]; extern const struct flag_type sex_flags[]; extern const struct flag_type exit_flags[]; extern const struct flag_type door_resets[]; extern const struct flag_type room_flags[]; extern const struct flag_type sector_flags[]; extern const struct flag_type type_flags[]; extern const struct flag_type extra_flags[]; extern const struct flag_type extra2_flags[]; extern const struct flag_type wear_flags[]; extern const struct flag_type act_flags[]; extern const struct flag_type affect_flags[]; extern const struct flag_type affect2_flags[]; extern const struct flag_type apply_flags[]; extern const struct flag_type wear_loc_strings[]; extern const struct flag_type wear_loc_flags[]; extern const struct flag_type weapon_flags[]; extern const struct flag_type container_flags[]; extern const struct flag_type liquid_flags[]; /* ROM OLC: */ extern const struct flag_type material_type[]; extern const struct flag_type form_flags[]; extern const struct flag_type part_flags[]; extern const struct flag_type ac_type[]; extern const struct flag_type size_flags[]; extern const struct flag_type off_flags[]; extern const struct flag_type imm_flags[]; extern const struct flag_type res_flags[]; extern const struct flag_type vuln_flags[]; extern const struct flag_type position_flags[]; extern const struct flag_type weapon_class[]; extern const struct flag_type weapon_type_olc[]; /*olc_save_new.c*/ void fwrite_mobiles args( ( FILE *fp, AREA_DATA *pArea ) ); void fwrite_rooms args( ( FILE *fp, AREA_DATA *pArea ) ); void fwrite_objects args( ( FILE *fp, AREA_DATA *pArea ) ); void fwrite_area args( ( AREA_DATA *pArea ) ); void load_const args ( () ); /*olc_load_new.c*/ void fread_one_object args( ( FILE *fp ) ); void fread_affects args( ( FILE *fp, OBJ_INDEX_DATA *pObjIndex ) ); void append_new_save args( ( char *file, char *str ) ); void fread_objects args( ( FILE *fp ) ); /*olc_load_rooms.c*/ void fread_one_room args( ( FILE *fp ) ); void fread_rooms args( ( FILE *fp ) ); /*olc_load_rooms.c*/ void fread_one_mobile args( ( FILE *fp ) ); void fread_mobiles args( ( FILE *fp ) ); /***************************************************************************** * OLC END * *****************************************************************************/ void spell_check args((CHAR_DATA * ch, char *string)); #define CAN_ACCESS(room) ( !IS_SET(room->room_flags, ROOM_PRIVATE) \ && !IS_SET(room->room_flags, ROOM_SOLITARY) \ && !IS_SET(room->room_flags, ROOM_NEWBIES_ONLY) \ && !IS_SET(room->room_flags, ROOM_GODS_ONLY) \ && !IS_SET(room->room_flags, ROOM_IMP_ONLY) ) int get_hometown args( ( char *argument ) ); /* mob_prog.c */ void program_flow args( ( sh_int vnum, char *source, CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2 ) ); void p_act_trigger args( ( char *argument, CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); bool p_percent_trigger args( ( CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, const void *arg1, const void *arg2, int type ) ); void p_bribe_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch, int amount ) ); bool p_exit_trigger args( ( CHAR_DATA *ch, int dir, int type ) ); void p_give_trigger args( ( CHAR_DATA *mob, OBJ_DATA *obj, ROOM_INDEX_DATA *room, CHAR_DATA *ch, OBJ_DATA *dropped, int type ) ); void p_greet_trigger args( ( CHAR_DATA *ch, int type ) ); void p_hprct_trigger args( ( CHAR_DATA *mob, CHAR_DATA *ch ) ); bool p_alias_trigger args ( ( CHAR_DATA *ch, char *cmd, OBJ_DATA *pObj, int type, char *argument ) ); /* mob_cmds.c */ void mob_interpret args( ( CHAR_DATA *ch, char *argument ) ); void obj_interpret args( ( OBJ_DATA *obj, char *argument ) ); void room_interpret args( ( ROOM_INDEX_DATA *room, char *argument ) ); /* lookup.c */ int race_lookup args( ( const char *name) ); int item_lookup args( ( const char *name) ); int liq_lookup args( ( const char *name) ); /* quest.c */ bool chance args((int num)); void do_mob_tell args((CHAR_DATA * ch, CHAR_DATA * victim, char *argument)); void generate_quest args((CHAR_DATA * ch, CHAR_DATA * questman)); void quest_update args((void)); bool quest_level_diff args((CHAR_DATA * ch, CHAR_DATA * mob)); void end_quest args((CHAR_DATA * ch, int time)); OBJ_DATA *has_questobj args((CHAR_DATA * ch)); void update_questobjs args((CHAR_DATA * ch, OBJ_DATA * obj)); int qobj_cost args((OBJ_DATA * obj)); int is_qobj args((OBJ_DATA *obj)); void add_apply args((OBJ_DATA * obj, int loc, int mod, int where, int type, int dur,int vector, int level)); void do_mob_tell args((CHAR_DATA * ch, CHAR_DATA * victim, char *argument)); void unfinished_quest args((CHAR_DATA *ch)); void update_all_qobjs args((CHAR_DATA * ch)); /* auction.c */ void reset_auc args ((AUCTION_DATA * auc, bool forced)); int count_auc args ((CHAR_DATA * ch)); void auction_update args ((void)); long advatoi args ((const char *s)); long parsebet args ((const long currentbet, const char *argument)); AUCTION_DATA *auction_lookup args((sh_int num)); int get_auc_id args((void)); bool has_auction args((CHAR_DATA *ch)); void auction_channel args ( ( CHAR_DATA *ch, char * message ) ); /* wizlist.c */ void update_wizlist args( ( CHAR_DATA *ch, int level ) ); /* Gquest.c */ bool load_gquest_data args((void)); bool save_gquest_data args((void)); void auto_gquest args((void)); bool start_gquest args((CHAR_DATA * ch, char *argument)); void end_gquest args((void)); void gquest_update args((void)); void gquest_wait args((void)); bool generate_gquest args((CHAR_DATA * who)); int count_gqmobs args((CHAR_DATA * ch)); int is_gqmob args((CHAR_DATA * ch, int vnum)); void reset_gqmob args((CHAR_DATA * ch, int value)); bool is_random_gqmob args((int vnum)); /* drunk.c */ char *makedrunk args( (char *string, CHAR_DATA *ch) ); void spell_random args( (int sn, int level, CHAR_DATA * ch, void *vo, int target ) ); /* mount.c */ int mount_success args( ( CHAR_DATA *ch, CHAR_DATA *mount, int canattack ) ); void do_buy_mount args( ( CHAR_DATA *ch, char *argument ) ); //mine.c SHAFT_DATA *get_shaft_cord args( (MINE_DATA *pMine, int new_x, int new_y, int new_z ) ); void exit_mine args( ( CHAR_DATA *ch ) ); void put_char_mine args( ( CHAR_DATA *ch, EXIT_DATA *pexit ) ); void move_char_mine args ( (CHAR_DATA *ch, int door ) ); void char_from_mine args ( ( CHAR_DATA *ch ) ); MINE_DATA *new_mine args( (void) ); void free_mine args( (MINE_DATA *mine) ); SHAFT_DATA *new_shaft args( (void) ); void free_shaft args( (SHAFT_DATA *shaft) ); void look_mine args ( ( CHAR_DATA *ch ) ); void fwrite_mine args ( (EXIT_DATA *pExit, FILE *fp ) ); void fread_mine args ( ( ROOM_INDEX_DATA *pRoom, FILE *fp) ); /* channels */ char *get_pre args( (CHAR_DATA *ch, int channel) ); void do_newchan args ( ( CHAR_DATA *ch, char *argument, int channel) ); bool smote_check args ( (CHAR_DATA *ch, char *argument, char *emote, int channel ) ); bool echo_check args ( (CHAR_DATA *ch, char *argument, char *emote, int channel ) ); bool check_chansocial args ( ( CHAR_DATA *ch, char *command, char *argument, int channel ) ); char *get_emote args ( ( CHAR_DATA *ch, char *argument) ); int social_lookup args ( (const char *name) ); int strlen_color args ( (char *argument) ); /* guild.c */ extern struct clan_type clan_table[]; const char * guild_bit_name args( ( int guild_flags ) ); bool is_clan args( (CHAR_DATA *ch) ); bool is_same_clan args( (CHAR_DATA *ch, CHAR_DATA *victim) ); int clan_lookup args( (const char *name) ); char *player_rank args( (CHAR_DATA *ch) ); char *player_clan args( (CHAR_DATA *ch) ); bool can_guild args( (CHAR_DATA *ch) ); bool can_deguild args( (CHAR_DATA *ch) ); bool can_promote args( (CHAR_DATA *ch) ); bool can_demote args( (CHAR_DATA *ch) ); /* war.c */ void war_channel args((CHAR_DATA *ch, char *message)); void war_update args((void)); void auto_war args((void)); void check_war args((CHAR_DATA * ch, CHAR_DATA * victim)); bool is_safe_war args((CHAR_DATA * ch, CHAR_DATA * wch)); void war_talk args((CHAR_DATA * ch, char *argument)); void end_war args((void)); bool abort_race_war args((void)); bool abort_class_war args((void)); bool abort_clan_war args((void)); void extract_war args(( CHAR_DATA * ch )); /* object_cond.c */ void show_obj_cond args ( (CHAR_DATA *ch, OBJ_DATA *obj) ); void check_damage_obj args ( (CHAR_DATA *ch, OBJ_DATA *obj, int chance) ); void damage_obj args ( (CHAR_DATA *ch, OBJ_DATA *obj, int damage) ); void set_obj_condition args ( (OBJ_DATA *obj, int condition) ); /* timer.c */ char * nsprintf args( (char *, char *, ...) ); void wait_wait args( (CHAR_DATA *, int, int) ); void wait_printf args( (CHAR_DATA *, int, char *, ...) ); void wait_act args( (int, char *, void *, void *, void *, int) ); void wait_function args( (CHAR_DATA *ch,int delay, DO_FUN *do_fun, char *argument) ); EVENT_DATA *create_event(int, char *); /* weather.c */ bool number_chance args( ( int num ) ); void show_weather args( ( CHAR_DATA *ch ) ); bool IS_OUTDOORS args( ( CHAR_DATA *ch ) ); int temperature_change args( ( CHAR_DATA *ch ) ); /* act_mob.c */ void save_pets args( ( ) ); CMD_DATA *cmd_lookup args( ( const char *name ) ); /* Trivia.c */ void do_trivia args( ( CHAR_DATA *ch, char*argument ) ); void load_trivia_scores args ((void)); void save_trivia_scores args ((void)); TRIVIA_SCORE *new_score args ((void)); TRIVIA_SCORE *trivia_score_lookup args ((char *argument)); void do_trivia_scores args ( ( CHAR_DATA *ch, char *argument) ); /* Socials */ void load_social_table(); void save_social_table(); /* Postal */ void load_postal_table(); void save_social_table(); void new_postal args ( ( CHAR_DATA *ch ) ); /* Client */ void sound args ( ( const char *fname, CHAR_DATA * ch ) ); void music args ( ( const char *fname, CHAR_DATA *ch, bool repeat ) ); void stop_music args ( ( DESCRIPTOR_DATA *d ) ); void rnd_sound(int max, CHAR_DATA *ch, ...); void mxp_init args ( ( DESCRIPTOR_DATA *d ) ); char *click_cmd args ( ( DESCRIPTOR_DATA *d, char *text, char *command, char *mouseover ) ); size_t strlcat args ( ( char *dst, const char *src, size_t siz ) ); void mxp_to_char args ( ( CHAR_DATA *ch, char *txt, int mxp_style ) ); void sound_to_room args ( ( const char *fname, CHAR_DATA *ch, bool to_world ) ); # if defined ( SNP ) # undef SNP # endif # define SNP(var,args...) snprintf ( (var), sizeof((var)) -1, ##args ) # if defined ( SLCAT ) # undef SLCAT # endif # define SLCAT(str,append) strlcat ( (str), (append), sizeof ( str ) ) /* mccp.c */ #ifdef MCCP_ENABLED bool compressStart(DESCRIPTOR_DATA *desc); bool compressEnd(DESCRIPTOR_DATA *desc); bool processCompressed(DESCRIPTOR_DATA *desc); bool writeCompressed(DESCRIPTOR_DATA *desc, char *txt, int length); #endif