/* ************************************************************************ * File: structs.h Part of CircleMUD * * Usage: header file for central structures and contstants * * * * All rights reserved. See license.doc for complete information. * * * * Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University * * CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. * ************************************************************************ */ /* * Intended use of this macro is to allow external packages to work with * a variety of CircleMUD versions without modifications. For instance, * an IS_CORPSE() macro was introduced in pl13. Any future code add-ons * could take into account the CircleMUD version and supply their own * definition for the macro if used on an older version of CircleMUD. * You are supposed to compare this with the macro CIRCLEMUD_VERSION() * in utils.h. See there for usage. */ #define _CIRCLEMUD 0x030100 /* Major/Minor/Patchlevel - MMmmPP */ /* * If you want equipment to be automatically equipped to the same place * it was when players rented, set the define below to 1. Please note * that this will require erasing or converting all of your rent files. * And of course, you have to recompile everything. We need this feature * for CircleMUD to be complete but we refuse to break binary file * compatibility. */ #define USE_AUTOEQ 0 /* TRUE/FALSE aren't defined yet. */ /* preamble *************************************************************/ /* * As of bpl20, it should be safe to use unsigned data types for the * various virtual and real number data types. There really isn't a * reason to use signed anymore so use the unsigned types and get * 65,535 objects instead of 32,768. * * NOTE: This will likely be unconditionally unsigned later. */ #define CIRCLE_UNSIGNED_INDEX 0 /* 0 = signed, 1 = unsigned */ #if CIRCLE_UNSIGNED_INDEX # define IDXTYPE ush_int # define NOWHERE ((IDXTYPE)~0) # define NOTHING ((IDXTYPE)~0) # define NOBODY ((IDXTYPE)~0) #else # define IDXTYPE sh_int # define NOWHERE (-1) /* nil reference for rooms */ # define NOTHING (-1) /* nil reference for objects */ # define NOBODY (-1) /* nil reference for mobiles */ #endif #define SPECIAL(name) \ int (name)(struct char_data *ch, void *me, int cmd, char *argument) /* room-related defines *************************************************/ /* The cardinal directions: used as index to room_data.dir_option[] */ #define NORTH 0 #define EAST 1 #define SOUTH 2 #define WEST 3 #define UP 4 #define DOWN 5 /* Room flags: used in room_data.room_flags */ /* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */ #define ROOM_DARK (1 << 0) /* Dark */ #define ROOM_DEATH (1 << 1) /* Death trap */ #define ROOM_NOMOB (1 << 2) /* MOBs not allowed */ #define ROOM_INDOORS (1 << 3) /* Indoors */ #define ROOM_PEACEFUL (1 << 4) /* Violence not allowed */ #define ROOM_SOUNDPROOF (1 << 5) /* Shouts, gossip blocked */ #define ROOM_NOTRACK (1 << 6) /* Track won't go through */ #define ROOM_NOMAGIC (1 << 7) /* Magic not allowed */ #define ROOM_TUNNEL (1 << 8) /* room for only 1 pers */ #define ROOM_PRIVATE (1 << 9) /* Can't teleport in */ #define ROOM_GODROOM (1 << 10) /* LVL_GOD+ only allowed */ #define ROOM_HOUSE (1 << 11) /* (R) Room is a house */ #define ROOM_HOUSE_CRASH (1 << 12) /* (R) House needs saving */ #define ROOM_ATRIUM (1 << 13) /* (R) The door to a house */ #define ROOM_OLC (1 << 14) /* (R) Modifyable/!compress */ #define ROOM_BFS_MARK (1 << 15) /* (R) breath-first srch mrk */ /* Exit info: used in room_data.dir_option.exit_info */ #define EX_ISDOOR (1 << 0) /* Exit is a door */ #define EX_CLOSED (1 << 1) /* The door is closed */ #define EX_LOCKED (1 << 2) /* The door is locked */ #define EX_PICKPROOF (1 << 3) /* Lock can't be picked */ /* Sector types: used in room_data.sector_type */ #define SECT_INSIDE 0 /* Indoors */ #define SECT_CITY 1 /* In a city */ #define SECT_FIELD 2 /* In a field */ #define SECT_FOREST 3 /* In a forest */ #define SECT_HILLS 4 /* In the hills */ #define SECT_MOUNTAIN 5 /* On a mountain */ #define SECT_WATER_SWIM 6 /* Swimmable water */ #define SECT_WATER_NOSWIM 7 /* Water - need a boat */ #define SECT_FLYING 8 /* Wheee! */ #define SECT_UNDERWATER 9 /* Underwater */ /* char and mob-related defines *****************************************/ /* PC classes */ #define CLASS_UNDEFINED (-1) #define CLASS_MAGIC_USER 0 #define CLASS_CLERIC 1 #define CLASS_THIEF 2 #define CLASS_WARRIOR 3 #define NUM_CLASSES 4 /* This must be the number of classes!! */ /* NPC classes (currently unused - feel free to implement!) */ #define CLASS_OTHER 0 #define CLASS_UNDEAD 1 #define CLASS_HUMANOID 2 #define CLASS_ANIMAL 3 #define CLASS_DRAGON 4 #define CLASS_GIANT 5 /* Race */ #define RACE_UNDEFINED (-1) #define RACE_HAOON 0 #define RACE_UTNIR 1 #define RACE_DUARON 2 #define NUM_RACES 3 /* This must be the number of races! */ /* Sex */ #define SEX_NEUTRAL 0 #define SEX_MALE 1 #define SEX_FEMALE 2 /* Positions */ #define POS_DEAD 0 /* dead */ #define POS_MORTALLYW 1 /* mortally wounded */ #define POS_INCAP 2 /* incapacitated */ #define POS_STUNNED 3 /* stunned */ #define POS_SLEEPING 4 /* sleeping */ #define POS_RESTING 5 /* resting */ #define POS_SITTING 6 /* sitting */ #define POS_FIGHTING 7 /* fighting */ #define POS_STANDING 8 /* standing */ /* Player flags: used by char_data.char_specials.act */ #define PLR_KILLER (1 << 0) /* Player is a player-killer */ #define PLR_THIEF (1 << 1) /* Player is a player-thief */ #define PLR_FROZEN (1 << 2) /* Player is frozen */ #define PLR_DONTSET (1 << 3) /* Don't EVER set (ISNPC bit) */ #define PLR_WRITING (1 << 4) /* Player writing (board/mail/olc) */ #define PLR_MAILING (1 << 5) /* Player is writing mail */ #define PLR_CRASH (1 << 6) /* Player needs to be crash-saved */ #define PLR_SITEOK (1 << 7) /* Player has been site-cleared */ #define PLR_NOSHOUT (1 << 8) /* Player not allowed to shout/goss */ #define PLR_NOTITLE (1 << 9) /* Player not allowed to set title */ #define PLR_DELETED (1 << 10) /* Player deleted - space reusable */ #define PLR_LOADROOM (1 << 11) /* Player uses nonstandard loadroom */ #define PLR_NOWIZLIST (1 << 12) /* Player shouldn't be on wizlist */ #define PLR_NODELETE (1 << 13) /* Player shouldn't be deleted */ #define PLR_INVSTART (1 << 14) /* Player should enter game wizinvis */ #define PLR_CRYO (1 << 15) /* Player is cryo-saved (purge prog) */ #define PLR_NOTDEADYET (1 << 16) /* (R) Player being extracted. */ #define PLR_DEAD (1 << 17) /* Player is dead */ /* Mobile flags: used by char_data.char_specials.act */ #define MOB_SPEC (1 << 0) /* Mob has a callable spec-proc */ #define MOB_SENTINEL (1 << 1) /* Mob should not move */ #define MOB_SCAVENGER (1 << 2) /* Mob picks up stuff on the ground */ #define MOB_ISNPC (1 << 3) /* (R) Automatically set on all Mobs */ #define MOB_AWARE (1 << 4) /* Mob can't be backstabbed */ #define MOB_AGGRESSIVE (1 << 5) /* Mob auto-attacks everybody nearby */ #define MOB_STAY_ZONE (1 << 6) /* Mob shouldn't wander out of zone */ #define MOB_WIMPY (1 << 7) /* Mob flees if severely injured */ #define MOB_AGGR_EVIL (1 << 8) /* Auto-attack any evil PC's */ #define MOB_AGGR_GOOD (1 << 9) /* Auto-attack any good PC's */ #define MOB_AGGR_NEUTRAL (1 << 10) /* Auto-attack any neutral PC's */ #define MOB_MEMORY (1 << 11) /* remember attackers if attacked */ #define MOB_HELPER (1 << 12) /* attack PCs fighting other NPCs */ #define MOB_NOCHARM (1 << 13) /* Mob can't be charmed */ #define MOB_NOSUMMON (1 << 14) /* Mob can't be summoned */ #define MOB_NOSLEEP (1 << 15) /* Mob can't be slept */ #define MOB_NOBASH (1 << 16) /* Mob can't be bashed (e.g. trees) */ #define MOB_NOBLIND (1 << 17) /* Mob can't be blinded */ #define MOB_NOTDEADYET (1 << 18) /* (R) Mob being extracted. */ /* Preference flags: used by char_data.player_specials.pref */ #define PRF_BRIEF (1 << 0) /* Room descs won't normally be shown */ #define PRF_COMPACT (1 << 1) /* No extra CRLF pair before prompts */ #define PRF_DEAF (1 << 2) /* Can't hear shouts */ #define PRF_NOTELL (1 << 3) /* Can't receive tells */ #define PRF_DISPHP (1 << 4) /* Display hit points in prompt */ #define PRF_DISPMANA (1 << 5) /* Display mana points in prompt */ #define PRF_DISPMOVE (1 << 6) /* Display move points in prompt */ #define PRF_AUTOEXIT (1 << 7) /* Display exits in a room */ #define PRF_NOHASSLE (1 << 8) /* Aggr mobs won't attack */ #define PRF_QUEST (1 << 9) /* On quest */ #define PRF_SUMMONABLE (1 << 10) /* Can be summoned */ #define PRF_NOREPEAT (1 << 11) /* No repetition of comm commands */ #define PRF_HOLYLIGHT (1 << 12) /* Can see in dark */ #define PRF_COLOR_1 (1 << 13) /* Color (low bit) */ #define PRF_COLOR_2 (1 << 14) /* Color (high bit) */ #define PRF_NOWIZ (1 << 15) /* Can't hear wizline */ #define PRF_LOG1 (1 << 16) /* On-line System Log (low bit) */ #define PRF_LOG2 (1 << 17) /* On-line System Log (high bit) */ #define PRF_NOAUCT (1 << 18) /* Can't hear auction channel */ #define PRF_NOGOSS (1 << 19) /* Can't hear gossip channel */ #define PRF_NOGRATZ (1 << 20) /* Can't hear grats channel */ #define PRF_ROOMFLAGS (1 << 21) /* Can see room flags (ROOM_x) */ #define PRF_DISPAUTO (1 << 22) /* Show prompt HP, MP, MV when < 30%. */ #define PRF_AUTOLOOT (1 << 23) /* Automatically loot corpses */ #define PRF_AUTODRAIN (1 << 24) /* Automatically drain corpses */ /* Affect bits: used in char_data.char_specials.saved.affected_by */ /* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */ #define AFF_BLIND (1 << 0) /* (R) Char is blind */ #define AFF_INVISIBLE (1 << 1) /* Char is invisible */ #define AFF_DETECT_ALIGN (1 << 2) /* Char is sensitive to align*/ #define AFF_DETECT_INVIS (1 << 3) /* Char can see invis chars */ #define AFF_DETECT_MAGIC (1 << 4) /* Char is sensitive to magic*/ #define AFF_SENSE_LIFE (1 << 5) /* Char can sense hidden life*/ #define AFF_WATERWALK (1 << 6) /* Char can walk on water */ #define AFF_SANCTUARY (1 << 7) /* Char protected by sanct. */ #define AFF_GROUP (1 << 8) /* (R) Char is grouped */ #define AFF_CURSE (1 << 9) /* Char is cursed */ #define AFF_INFRAVISION (1 << 10) /* Char can see in dark */ #define AFF_POISON (1 << 11) /* (R) Char is poisoned */ #define AFF_PROTECT_EVIL (1 << 12) /* Char protected from evil */ #define AFF_PROTECT_GOOD (1 << 13) /* Char protected from good */ #define AFF_SLEEP (1 << 14) /* (R) Char magically asleep */ #define AFF_NOTRACK (1 << 15) /* Char can't be tracked */ #define AFF_UNUSED16 (1 << 16) /* Room for future expansion */ #define AFF_UNUSED17 (1 << 17) /* Room for future expansion */ #define AFF_SNEAK (1 << 18) /* Char can move quietly */ #define AFF_HIDE (1 << 19) /* Char is hidden */ #define AFF_UNUSED20 (1 << 20) /* Room for future expansion */ #define AFF_CHARM (1 << 21) /* Char is charmed */ /* Modes of connectedness: used by descriptor_data.state */ #define CON_PLAYING 0 /* Playing - Nominal state */ #define CON_CLOSE 1 /* User disconnect, remove character. */ #define CON_GET_NAME 2 /* By what name ..? */ #define CON_NAME_CNFRM 3 /* Did I get that right, x? */ #define CON_PASSWORD 4 /* Password: */ #define CON_NEWPASSWD 5 /* Give me a password for x */ #define CON_CNFPASSWD 6 /* Please retype password: */ #define CON_QSEX 7 /* Sex? */ #define CON_QCLASS 8 /* Class? */ #define CON_RMOTD 9 /* PRESS RETURN after MOTD */ #define CON_MENU 10 /* Your choice: (main menu) */ #define CON_EXDESC 11 /* Enter a new description: */ #define CON_CHPWD_GETOLD 12 /* Changing passwd: get old */ #define CON_CHPWD_GETNEW 13 /* Changing passwd: get new */ #define CON_CHPWD_VRFY 14 /* Verify new password */ #define CON_DELCNF1 15 /* Delete confirmation 1 */ #define CON_DELCNF2 16 /* Delete confirmation 2 */ #define CON_DISCONNECT 17 /* In-game link loss (leave character) */ #define CON_QRACE 18 /* Race? */ /* Character equipment positions: used as index for char_data.equipment[] */ /* NOTE: Don't confuse these constants with the ITEM_ bitvectors which control the valid places you can wear a piece of equipment */ #define WEAR_LIGHT 0 #define WEAR_FINGER_R 1 #define WEAR_FINGER_L 2 #define WEAR_NECK_1 3 #define WEAR_NECK_2 4 #define WEAR_BODY 5 #define WEAR_HEAD 6 #define WEAR_LEGS 7 #define WEAR_FEET 8 #define WEAR_HANDS 9 #define WEAR_ARMS 10 #define WEAR_SHIELD 11 #define WEAR_ABOUT 12 #define WEAR_WAIST 13 #define WEAR_WRIST_R 14 #define WEAR_WRIST_L 15 #define WEAR_WIELD 16 #define WEAR_HOLD 17 #define NUM_WEARS 18 /* This must be the # of eq positions!! */ /* object-related defines ********************************************/ /* Item types: used by obj_data.obj_flags.type_flag */ #define ITEM_LIGHT 1 /* Item is a light source */ #define ITEM_SCROLL 2 /* Item is a scroll */ #define ITEM_WAND 3 /* Item is a wand */ #define ITEM_STAFF 4 /* Item is a staff */ #define ITEM_WEAPON 5 /* Item is a weapon */ #define ITEM_FIREWEAPON 6 /* Unimplemented */ #define ITEM_MISSILE 7 /* Unimplemented */ #define ITEM_TREASURE 8 /* Item is a treasure, not gold */ #define ITEM_ARMOR 9 /* Item is armor */ #define ITEM_POTION 10 /* Item is a potion */ #define ITEM_WORN 11 /* Unimplemented */ #define ITEM_OTHER 12 /* Misc object */ #define ITEM_TRASH 13 /* Trash - shopkeeps won't buy */ #define ITEM_TRAP 14 /* Unimplemented */ #define ITEM_CONTAINER 15 /* Item is a container */ #define ITEM_NOTE 16 /* Item is note */ #define ITEM_DRINKCON 17 /* Item is a drink container */ #define ITEM_KEY 18 /* Item is a key */ #define ITEM_FOOD 19 /* Item is food */ #define ITEM_MONEY 20 /* Item is money (gold) */ #define ITEM_PEN 21 /* Item is a pen */ #define ITEM_BOAT 22 /* Item is a boat */ #define ITEM_FOUNTAIN 23 /* Item is a fountain */ /* Take/Wear flags: used by obj_data.obj_flags.wear_flags */ #define ITEM_WEAR_TAKE (1 << 0) /* Item can be taken */ #define ITEM_WEAR_FINGER (1 << 1) /* Can be worn on finger */ #define ITEM_WEAR_NECK (1 << 2) /* Can be worn around neck */ #define ITEM_WEAR_BODY (1 << 3) /* Can be worn on body */ #define ITEM_WEAR_HEAD (1 << 4) /* Can be worn on head */ #define ITEM_WEAR_LEGS (1 << 5) /* Can be worn on legs */ #define ITEM_WEAR_FEET (1 << 6) /* Can be worn on feet */ #define ITEM_WEAR_HANDS (1 << 7) /* Can be worn on hands */ #define ITEM_WEAR_ARMS (1 << 8) /* Can be worn on arms */ #define ITEM_WEAR_SHIELD (1 << 9) /* Can be used as a shield */ #define ITEM_WEAR_ABOUT (1 << 10) /* Can be worn about body */ #define ITEM_WEAR_WAIST (1 << 11) /* Can be worn around waist */ #define ITEM_WEAR_WRIST (1 << 12) /* Can be worn on wrist */ #define ITEM_WEAR_WIELD (1 << 13) /* Can be wielded */ #define ITEM_WEAR_HOLD (1 << 14) /* Can be held */ /* Extra object flags: used by obj_data.obj_flags.extra_flags */ #define ITEM_GLOW (1 << 0) /* Item is glowing */ #define ITEM_HUM (1 << 1) /* Item is humming */ #define ITEM_NORENT (1 << 2) /* Item cannot be rented */ #define ITEM_NODONATE (1 << 3) /* Item cannot be donated */ #define ITEM_NOINVIS (1 << 4) /* Item cannot be made invis */ #define ITEM_INVISIBLE (1 << 5) /* Item is invisible */ #define ITEM_MAGIC (1 << 6) /* Item is magical */ #define ITEM_NODROP (1 << 7) /* Item is cursed: can't drop */ #define ITEM_BLESS (1 << 8) /* Item is blessed */ #define ITEM_ANTI_GOOD (1 << 9) /* Not usable by good people */ #define ITEM_ANTI_EVIL (1 << 10) /* Not usable by evil people */ #define ITEM_ANTI_NEUTRAL (1 << 11) /* Not usable by neutral people */ #define ITEM_ANTI_MAGIC_USER (1 << 12) /* Not usable by mages */ #define ITEM_ANTI_CLERIC (1 << 13) /* Not usable by clerics */ #define ITEM_ANTI_THIEF (1 << 14) /* Not usable by thieves */ #define ITEM_ANTI_WARRIOR (1 << 15) /* Not usable by warriors */ #define ITEM_NOSELL (1 << 16) /* Shopkeepers won't touch it */ #define ITEM_BURIED (1 << 17) /* Item is buried */ /* Modifier constants used with obj affects ('A' fields) */ #define APPLY_NONE 0 /* No effect */ #define APPLY_STR 1 /* Apply to strength */ #define APPLY_DEX 2 /* Apply to dexterity */ #define APPLY_INT 3 /* Apply to intelligence */ #define APPLY_WIS 4 /* Apply to wisdom */ #define APPLY_CON 5 /* Apply to constitution */ #define APPLY_CHA 6 /* Apply to charisma */ #define APPLY_CLASS 7 /* Reserved */ #define APPLY_LEVEL 8 /* Reserved */ #define APPLY_AGE 9 /* Apply to age */ #define APPLY_CHAR_WEIGHT 10 /* Apply to weight */ #define APPLY_CHAR_HEIGHT 11 /* Apply to height */ #define APPLY_MANA 12 /* Apply to max mana */ #define APPLY_HIT 13 /* Apply to max hit points */ #define APPLY_MOVE 14 /* Apply to max move points */ #define APPLY_GOLD 15 /* Reserved */ #define APPLY_EXP 16 /* Reserved */ #define APPLY_AC 17 /* Apply to Armor Class */ #define APPLY_HITROLL 18 /* Apply to hitroll */ #define APPLY_DAMROLL 19 /* Apply to damage roll */ #define APPLY_SAVING_PARA 20 /* Apply to save throw: paralz */ #define APPLY_SAVING_ROD 21 /* Apply to save throw: rods */ #define APPLY_SAVING_PETRI 22 /* Apply to save throw: petrif */ #define APPLY_SAVING_BREATH 23 /* Apply to save throw: breath */ #define APPLY_SAVING_SPELL 24 /* Apply to save throw: spells */ /* Container flags - value[1] */ #define CONT_CLOSEABLE (1 << 0) /* Container can be closed */ #define CONT_PICKPROOF (1 << 1) /* Container is pickproof */ #define CONT_CLOSED (1 << 2) /* Container is closed */ #define CONT_LOCKED (1 << 3) /* Container is locked */ /* Some different kind of liquids for use in values of drink containers */ #define LIQ_WATER 0 #define LIQ_BEER 1 #define LIQ_WINE 2 #define LIQ_ALE 3 #define LIQ_DARKALE 4 #define LIQ_WHISKY 5 #define LIQ_LEMONADE 6 #define LIQ_FIREBRT 7 #define LIQ_LOCALSPC 8 #define LIQ_SLIME 9 #define LIQ_MILK 10 #define LIQ_TEA 11 #define LIQ_COFFE 12 #define LIQ_BLOOD 13 #define LIQ_SALTWATER 14 #define LIQ_CLEARWATER 15 /* other miscellaneous defines *******************************************/ /* Player conditions */ #define DRUNK 0 #define FULL 1 #define THIRST 2 /* Sun state for weather_data */ #define SUN_DARK 0 #define SUN_RISE 1 #define SUN_LIGHT 2 #define SUN_SET 3 /* Sky conditions for weather_data */ #define SKY_CLOUDLESS 0 #define SKY_CLOUDY 1 #define SKY_RAINING 2 #define SKY_LIGHTNING 3 /* Rent codes */ #define RENT_UNDEF 0 #define RENT_CRASH 1 #define RENT_RENTED 2 #define RENT_CRYO 3 #define RENT_FORCED 4 #define RENT_TIMEDOUT 5 /* other #defined constants **********************************************/ /* * **DO**NOT** blindly change the number of levels in your MUD merely by * changing these numbers and without changing the rest of the code to match. * Other changes throughout the code are required. See coding.doc for * details. * * LVL_IMPL should always be the HIGHEST possible immortal level, and * LVL_IMMORT should always be the LOWEST immortal level. The number of * mortal levels will always be LVL_IMMORT - 1. */ #define LVL_IMPL 34 #define LVL_GRGOD 33 #define LVL_GOD 32 #define LVL_IMMORT 31 /* Room numbers for the Passage ******************************************/ #define PASSAGE_MIN 101 #define PASSAGE_MAX 103 /* Level of the 'freeze' command */ #define LVL_FREEZE LVL_GRGOD #define NUM_OF_DIRS 6 /* number of directions in a room (nsewud) */ #define MAGIC_NUMBER (0x06) /* Arbitrary number that won't be in a string */ /* * OPT_USEC determines how many commands will be processed by the MUD per * second and how frequently it does socket I/O. A low setting will cause * actions to be executed more frequently but will increase overhead due to * more cycling to check. A high setting (e.g. 1 Hz) may upset your players * as actions (such as large speedwalking chains) take longer to be executed. * You shouldn't need to adjust this. */ #define OPT_USEC 100000 /* 10 passes per second */ #define PASSES_PER_SEC (1000000 / OPT_USEC) #define RL_SEC * PASSES_PER_SEC #define PULSE_ZONE (10 RL_SEC) #define PULSE_MOBILE (10 RL_SEC) #define PULSE_VIOLENCE ( 2 RL_SEC) #define PULSE_AUTOSAVE (60 RL_SEC) #define PULSE_IDLEPWD (15 RL_SEC) #define PULSE_SANITY (30 RL_SEC) #define PULSE_USAGE (5 * 60 RL_SEC) /* 5 mins */ #define PULSE_TIMESAVE (30 * 60 RL_SEC) /* should be >= SECS_PER_MUD_HOUR */ /* Variables for the output buffering system */ #define MAX_SOCK_BUF (12 * 1024) /* Size of kernel's sock buf */ #define MAX_PROMPT_LENGTH 96 /* Max length of prompt */ #define GARBAGE_SPACE 32 /* Space for **OVERFLOW** etc */ #define SMALL_BUFSIZE 1024 /* Static output buffer size */ /* Max amount of output that can be buffered */ #define LARGE_BUFSIZE (MAX_SOCK_BUF - GARBAGE_SPACE - MAX_PROMPT_LENGTH) #define HISTORY_SIZE 5 /* Keep last 5 commands. */ #define MAX_STRING_LENGTH 8192 #define MAX_INPUT_LENGTH 256 /* Max length per *line* of input */ #define MAX_RAW_INPUT_LENGTH 512 /* Max size of *raw* input */ #define MAX_MESSAGES 60 #define MAX_NAME_LENGTH 20 /* Used in char_file_u *DO*NOT*CHANGE* */ #define MAX_PWD_LENGTH 10 /* Used in char_file_u *DO*NOT*CHANGE* */ #define MAX_TITLE_LENGTH 80 /* Used in char_file_u *DO*NOT*CHANGE* */ #define HOST_LENGTH 30 /* Used in char_file_u *DO*NOT*CHANGE* */ #define EXDSCR_LENGTH 240 /* Used in char_file_u *DO*NOT*CHANGE* */ #define MAX_TONGUE 3 /* Used in char_file_u *DO*NOT*CHANGE* */ #define MAX_SKILLS 200 /* Used in char_file_u *DO*NOT*CHANGE* */ #define MAX_AFFECT 32 /* Used in char_file_u *DO*NOT*CHANGE* */ #define MAX_OBJ_AFFECT 6 /* Used in obj_file_elem *DO*NOT*CHANGE* */ #define MAX_NOTE_LENGTH 1000 /* arbitrary */ /* * A MAX_PWD_LENGTH of 10 will cause BSD-derived systems with MD5 passwords * and GNU libc 2 passwords to be truncated. On BSD this will enable anyone * with a name longer than 5 character to log in with any password. If you * have such a system, it is suggested you change the limit to 20. * * Please note that this will erase your player files. If you are not * prepared to do so, simply erase these lines but heed the above warning. */ #if defined(HAVE_UNSAFE_CRYPT) && MAX_PWD_LENGTH == 10 #error You need to increase MAX_PWD_LENGTH to at least 20. #error See the comment near these errors for more explanation. #endif /********************************************************************** * Structures * **********************************************************************/ typedef signed char sbyte; typedef unsigned char ubyte; typedef signed short int sh_int; typedef unsigned short int ush_int; #if !defined(__cplusplus) /* Anyone know a portable method? */ typedef char bool; #endif #if !defined(CIRCLE_WINDOWS) || defined(LCC_WIN32) /* Hm, sysdep.h? */ typedef signed char byte; #endif /* Various virtual (human-reference) number types. */ typedef IDXTYPE room_vnum; typedef IDXTYPE obj_vnum; typedef IDXTYPE mob_vnum; typedef IDXTYPE zone_vnum; typedef IDXTYPE shop_vnum; /* Various real (array-reference) number types. */ typedef IDXTYPE room_rnum; typedef IDXTYPE obj_rnum; typedef IDXTYPE mob_rnum; typedef IDXTYPE zone_rnum; typedef IDXTYPE shop_rnum; /* * Bitvector type for 32 bit unsigned long bitvectors. * 'unsigned long long' will give you at least 64 bits if you have GCC. * * Since we don't want to break the pfiles, you'll have to search throughout * the code for "bitvector_t" and change them yourself if you'd like this * extra flexibility. */ typedef unsigned long int bitvector_t; /* Extra description: used in objects, mobiles, and rooms */ struct extra_descr_data { char *keyword; /* Keyword in look/examine */ char *description; /* What to see */ struct extra_descr_data *next; /* Next in list */ }; /* object-related structures ******************************************/ /* object flags; used in obj_data */ struct obj_flag_data { int value[4]; /* Values of the item (see list) */ byte type_flag; /* Type of item */ int /*bitvector_t*/ wear_flags; /* Where you can wear it */ int /*bitvector_t*/ extra_flags; /* If it hums, glows, etc. */ int weight; /* Weigt what else */ int cost; /* Value when sold (gp.) */ int cost_per_day; /* Cost to keep pr. real day */ int timer; /* Timer for object */ long /*bitvector_t*/ bitvector; /* To set chars bits */ }; /* Used in obj_file_elem *DO*NOT*CHANGE* */ struct obj_affected_type { byte location; /* Which ability to change (APPLY_XXX) */ sbyte modifier; /* How much it changes by */ }; /* ================== Memory Structure for Objects ================== */ struct obj_data { obj_vnum item_number; /* Where in data-base */ room_rnum in_room; /* In what room -1 when conta/carr */ struct obj_flag_data obj_flags;/* Object information */ struct obj_affected_type affected[MAX_OBJ_AFFECT]; /* affects */ char *name; /* Title of object :get etc. */ char *description; /* When in room */ char *short_description; /* when worn/carry/in cont. */ char *action_description; /* What to write when used */ struct extra_descr_data *ex_description; /* extra descriptions */ struct char_data *carried_by; /* Carried by :NULL in room/conta */ struct char_data *worn_by; /* Worn by? */ sh_int worn_on; /* Worn where? */ struct obj_data *in_obj; /* In what object NULL when none */ struct obj_data *contains; /* Contains objects */ struct obj_data *next_content; /* For 'contains' lists */ struct obj_data *next; /* For the object list */ }; /* ======================================================================= */ /* ====================== File Element for Objects ======================= */ /* BEWARE: Changing it will ruin rent files */ struct obj_file_elem { obj_vnum item_number; #if USE_AUTOEQ sh_int location; #endif int value[4]; int /*bitvector_t*/ extra_flags; int weight; int timer; long /*bitvector_t*/ bitvector; struct obj_affected_type affected[MAX_OBJ_AFFECT]; }; /* header block for rent files. BEWARE: Changing it will ruin rent files */ struct rent_info { int time; int rentcode; int net_cost_per_diem; int gold; int account; int nitems; int spare0; int spare1; int spare2; int spare3; int spare4; int spare5; int spare6; int spare7; }; /* ======================================================================= */ /* room-related structures ************************************************/ struct room_direction_data { char *general_description; /* When look DIR. */ char *keyword; /* for open/close */ sh_int /*bitvector_t*/ exit_info; /* Exit info */ obj_vnum key; /* Key's number (-1 for no key) */ room_rnum to_room; /* Where direction leads (NOWHERE) */ }; /* ================== Memory Structure for room ======================= */ struct room_data { room_vnum number; /* Rooms number (vnum) */ zone_rnum zone; /* Room zone (for resetting) */ int sector_type; /* sector type (move/hide) */ char *name; /* Rooms name 'You are ...' */ char *description; /* Shown when entered */ struct extra_descr_data *ex_description; /* for examine/look */ struct room_direction_data *dir_option[NUM_OF_DIRS]; /* Directions */ int /*bitvector_t*/ room_flags; /* DEATH,DARK ... etc */ byte light; /* Number of lightsources in room */ SPECIAL(*func); struct obj_data *contents; /* List of items in room */ struct char_data *people; /* List of NPC / PC in room */ }; /* ====================================================================== */ /* char-related structures ************************************************/ /* memory structure for characters */ struct memory_rec_struct { long id; struct memory_rec_struct *next; }; typedef struct memory_rec_struct memory_rec; /* This structure is purely intended to be an easy way to transfer */ /* and return information about time (real or mudwise). */ struct time_info_data { int hours, day, month; sh_int year; }; /* These data contain information about a players time data */ struct time_data { time_t birth; /* This represents the characters age */ time_t logon; /* Time of the last logon (used to calculate played) */ int played; /* This is the total accumulated time played in secs */ }; /* general player-related info, usually PC's and NPC's */ struct char_player_data { char passwd[MAX_PWD_LENGTH+1]; /* character's password */ char *name; /* PC / NPC s name (kill ... ) */ char *short_descr; /* for NPC 'actions' */ char *long_descr; /* for 'look' */ char *description; /* Extra descriptions */ char *title; /* PC / NPC's title */ byte sex; /* PC / NPC's sex */ byte chclass; /* PC / NPC's class */ byte race; /* PC / NPC's race */ byte level; /* PC / NPC's level */ sh_int hometown; /* PC s Hometown (zone) */ struct time_data time; /* PC's AGE in days */ ubyte weight; /* PC / NPC's weight */ ubyte height; /* PC / NPC's height */ }; /* Char's abilities. Used in char_file_u *DO*NOT*CHANGE* */ struct char_ability_data { sbyte str; sbyte str_add; /* 000 - 100 if strength 18 */ sbyte intel; sbyte wis; sbyte dex; sbyte con; sbyte cha; }; /* Char's points. Used in char_file_u *DO*NOT*CHANGE* */ struct char_point_data { sh_int mana; sh_int max_mana; /* Max mana for PC/NPC */ sh_int hit; sh_int max_hit; /* Max hit for PC/NPC */ sh_int move; sh_int max_move; /* Max move for PC/NPC */ sh_int armor; /* Internal -100..100, external -10..10 AC */ int gold; /* Money carried */ int bank_gold; /* Gold the char has in a bank account */ int exp; /* The experience of the player */ sbyte hitroll; /* Any bonus or penalty to the hit roll */ sbyte damroll; /* Any bonus or penalty to the damage roll */ }; /* * char_special_data_saved: specials which both a PC and an NPC have in * common, but which must be saved to the playerfile for PC's. * * WARNING: Do not change this structure. Doing so will ruin the * playerfile. If you want to add to the playerfile, use the spares * in player_special_data. */ struct char_special_data_saved { int alignment; /* +-1000 for alignments */ long idnum; /* player's idnum; -1 for mobiles */ long /*bitvector_t*/ act; /* act flag for NPC's; player flag for PC's */ long /*bitvector_t*/ affected_by; /* Bitvector for spells/skills affected by */ sh_int apply_saving_throw[5]; /* Saving throw (Bonuses) */ }; /* Special playing constants shared by PCs and NPCs which aren't in pfile */ struct char_special_data { struct char_data *fighting; /* Opponent */ struct char_data *hunting; /* Char hunted by this char */ byte position; /* Standing, fighting, sleeping, etc. */ int carry_weight; /* Carried weight */ byte carry_items; /* Number of items carried */ int timer; /* Timer for update */ struct char_special_data_saved saved; /* constants saved in plrfile */ }; /* * If you want to add new values to the playerfile, do it here. DO NOT * ADD, DELETE OR MOVE ANY OF THE VARIABLES - doing so will change the * size of the structure and ruin the playerfile. However, you can change * the names of the spares to something more meaningful, and then use them * in your new code. They will automatically be transferred from the * playerfile into memory when players log in. */ struct player_special_data_saved { byte skills[MAX_SKILLS+1]; /* array of skills plus skill 0 */ byte PADDING0; /* used to be spells_to_learn */ bool talks[MAX_TONGUE]; /* PC s Tongues 0 for NPC */ int wimp_level; /* Below this # of hit points, flee! */ byte freeze_level; /* Level of god who froze char, if any */ sh_int invis_level; /* level of invisibility */ room_vnum load_room; /* Which room to place char in */ long /*bitvector_t*/ pref; /* preference flags for PC's. */ ubyte bad_pws; /* number of bad password attemps */ sbyte conditions[3]; /* Drunk, full, thirsty */ /* spares below for future expansion. You can change the names from 'sparen' to something meaningful, but don't change the order. */ ubyte spare0; ubyte spare1; ubyte spare2; ubyte spare3; ubyte spare4; ubyte spare5; int spells_to_learn; /* How many can you learn yet this level*/ int spare7; int spare8; int spare9; int spare10; int spare11; int spare12; int spare13; int spare14; int spare15; int spare16; long spare17; long spare18; long spare19; long spare20; long spare21; }; /* * Specials needed only by PCs, not NPCs. Space for this structure is * not allocated in memory for NPCs, but it is for PCs and the portion * of it labelled 'saved' is saved in the playerfile. This structure can * be changed freely; beware, though, that changing the contents of * player_special_data_saved will corrupt the playerfile. */ struct player_special_data { struct player_special_data_saved saved; char *poofin; /* Description on arrival of a god. */ char *poofout; /* Description upon a god's exit. */ struct alias_data *aliases; /* Character's aliases */ long last_tell; /* idnum of last tell from */ void *last_olc_targ; /* olc control */ int last_olc_mode; /* olc control */ }; /* Specials used by NPCs, not PCs */ struct mob_special_data { memory_rec *memory; /* List of attackers to remember */ byte attack_type; /* The Attack Type Bitvector for NPC's */ byte default_pos; /* Default position for NPC */ byte damnodice; /* The number of damage dice's */ byte damsizedice; /* The size of the damage dice's */ }; /* An affect structure. Used in char_file_u *DO*NOT*CHANGE* */ struct affected_type { sh_int type; /* The type of spell that caused this */ sh_int duration; /* For how long its effects will last */ sbyte modifier; /* This is added to apropriate ability */ byte location; /* Tells which ability to change(APPLY_XXX)*/ long /*bitvector_t*/ bitvector; /* Tells which bits to set (AFF_XXX) */ struct affected_type *next; }; /* Structure used for chars following other chars */ struct follow_type { struct char_data *follower; struct follow_type *next; }; /* ================== Structure for player/non-player ===================== */ struct char_data { int pfilepos; /* playerfile pos */ mob_rnum nr; /* Mob's rnum */ room_rnum in_room; /* Location (real room number) */ room_rnum was_in_room; /* location for linkdead people */ int wait; /* wait for how many loops */ struct char_player_data player; /* Normal data */ struct char_ability_data real_abils; /* Abilities without modifiers */ struct char_ability_data aff_abils; /* Abils with spells/stones/etc */ struct char_point_data points; /* Points */ struct char_special_data char_specials; /* PC/NPC specials */ struct player_special_data *player_specials; /* PC specials */ struct mob_special_data mob_specials; /* NPC specials */ struct affected_type *affected; /* affected by what spells */ struct obj_data *equipment[NUM_WEARS];/* Equipment array */ struct obj_data *carrying; /* Head of list */ struct descriptor_data *desc; /* NULL for mobiles */ struct char_data *next_in_room; /* For room->people - list */ struct char_data *next; /* For either monster or ppl-list */ struct char_data *next_fighting; /* For fighting list */ struct follow_type *followers; /* List of chars followers */ struct char_data *master; /* Who is char following? */ }; /* ====================================================================== */ /* ==================== File Structure for Player ======================= */ /* BEWARE: Changing it will ruin the playerfile */ struct char_file_u { /* char_player_data */ char name[MAX_NAME_LENGTH+1]; char description[EXDSCR_LENGTH]; char title[MAX_TITLE_LENGTH+1]; byte sex; byte chclass; byte race; byte level; sh_int hometown; time_t birth; /* Time of birth of character */ int played; /* Number of secs played in total */ ubyte weight; ubyte height; char pwd[MAX_PWD_LENGTH+1]; /* character's password */ struct char_special_data_saved char_specials_saved; struct player_special_data_saved player_specials_saved; struct char_ability_data abilities; struct char_point_data points; struct affected_type affected[MAX_AFFECT]; time_t last_logon; /* Time (in secs) of last logon */ char host[HOST_LENGTH+1]; /* host of last logon */ }; /* ====================================================================== */ /* descriptor-related structures ******************************************/ struct txt_block { char *text; int aliased; struct txt_block *next; }; struct txt_q { struct txt_block *head; struct txt_block *tail; }; struct descriptor_data { socket_t descriptor; /* file descriptor for socket */ char host[HOST_LENGTH+1]; /* hostname */ byte bad_pws; /* number of bad pw attemps this login */ byte idle_tics; /* tics idle at password prompt */ int connected; /* mode of 'connectedness' */ int desc_num; /* unique num assigned to desc */ time_t login_time; /* when the person connected */ char *showstr_head; /* for keeping track of an internal str */ char **showstr_vector; /* for paging through texts */ int showstr_count; /* number of pages to page through */ int showstr_page; /* which page are we currently showing? */ char **str; /* for the modify-str system */ size_t max_str; /* - */ long mail_to; /* name for mail system */ int has_prompt; /* is the user at a prompt? */ char inbuf[MAX_RAW_INPUT_LENGTH]; /* buffer for raw input */ char last_input[MAX_INPUT_LENGTH]; /* the last input */ char small_outbuf[SMALL_BUFSIZE]; /* standard output buffer */ char *output; /* ptr to the current output buffer */ char **history; /* History of commands, for ! mostly. */ int history_pos; /* Circular array position. */ int bufptr; /* ptr to end of current output */ int bufspace; /* space left in the output buffer */ struct txt_block *large_outbuf; /* ptr to large buffer, if we need it */ struct txt_q input; /* q of unprocessed input */ struct char_data *character; /* linked to char */ struct char_data *original; /* original char if switched */ struct descriptor_data *snooping; /* Who is this char snooping */ struct descriptor_data *snoop_by; /* And who is snooping this char */ struct descriptor_data *next; /* link to next descriptor */ }; /* other miscellaneous structures ***************************************/ struct msg_type { char *attacker_msg; /* message to attacker */ char *victim_msg; /* message to victim */ char *room_msg; /* message to room */ }; struct message_type { struct msg_type die_msg; /* messages when death */ struct msg_type miss_msg; /* messages when miss */ struct msg_type hit_msg; /* messages when hit */ struct msg_type god_msg; /* messages when hit on god */ struct message_type *next; /* to next messages of this kind. */ }; struct message_list { int a_type; /* Attack type */ int number_of_attacks; /* How many attack messages to chose from. */ struct message_type *msg; /* List of messages. */ }; struct dex_skill_type { sh_int p_pocket; sh_int p_locks; sh_int traps; sh_int sneak; sh_int hide; }; struct dex_app_type { sh_int reaction; sh_int miss_att; sh_int defensive; }; struct str_app_type { sh_int tohit; /* To Hit (THAC0) Bonus/Penalty */ sh_int todam; /* Damage Bonus/Penalty */ sh_int carry_w; /* Maximum weight that can be carrried */ sh_int wield_w; /* Maximum weight that can be wielded */ }; struct wis_app_type { byte bonus; /* how many practices player gains per lev */ }; struct int_app_type { byte learn; /* how many % a player learns a spell/skill */ }; struct con_app_type { sh_int hitp; sh_int shock; }; struct weather_data { int pressure; /* How is the pressure ( Mb ) */ int change; /* How fast and what way does it change. */ int sky; /* How is the sky. */ int sunlight; /* And how much sun. */ }; /* * Element in monster and object index-tables. * * NOTE: Assumes sizeof(mob_vnum) >= sizeof(obj_vnum) */ struct index_data { mob_vnum vnum; /* virtual number of this mob/obj */ int number; /* number of existing units of this mob/obj */ SPECIAL(*func); }; struct guild_info_type { int pc_class; room_vnum guild_room; int direction; };