wmud/src/structs.h
Gergely Polonkai (W00d5t0ck) a0cfb06494 Added two more rooms to the Passage.
Signed-off-by: Gergely Polonkai (W00d5t0ck) <polesz@w00d5t0ck.info>
2012-03-07 13:37:14 +01:00

1122 lines
43 KiB
C

/* ************************************************************************
* 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;
};