/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* 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. *
***************************************************************************/
#define unix 1
#if defined( macintosh )
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "multiclass.c"
AFFECT_DATA * affect_free;
/*
* Local functions.
*/
int spell_duration args( ( CHAR_DATA *victim, int sn ) );
void perm_spell args( ( CHAR_DATA *victim, int sn ) );
void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );
void affect_modify2 args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );
void affect_modify3 args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );
void affect_join3 args(( CHAR_DATA *ch, AFFECT_DATA *paf));
void affect_remove3 args(( CHAR_DATA *ch, AFFECT_DATA *paf ));
void affect_to_char3 args(( CHAR_DATA *ch, AFFECT_DATA *paf ));
bool is_colcode args( ( char code ) );
int mmlvl_mana args( ( CHAR_DATA *ch, int sn ) );
OBJ_DATA * get_bionic_ch args(( CHAR_DATA *ch, int bionic ));
void send_blip args( ( CHAR_DATA *ch, bool fSpell ));
bool remove_obj args( ( CHAR_DATA *ch, int iWear, bool fReplace ) );
bool is_wearable args( ( OBJ_DATA *obj ) );
OBJ_DATA *get_phone_by_number args(( char *argument ));
bool checknumber args(( int number ));
void loadplayer args(( CHAR_DATA *ch, OBJ_DATA *obj ));
bool is_wearable( OBJ_DATA *obj )
{
switch ( obj->item_type )
{
default:
return FALSE;
case ITEM_ARMOR:
case ITEM_WAND:
case ITEM_LENSE:
case ITEM_STAFF:
case ITEM_WEAPON:
case ITEM_RANGED_WEAPON:
case ITEM_CLIP:
return TRUE;
}
return FALSE;
}
/*
* Retrieve a character's trusted level for permission checking.
*/
int get_trust( CHAR_DATA *ch )
{
if ( ch->desc && ch->desc->original )
ch = ch->desc->original;
/* if ( IS_CODER( ch ) && ch->trust < 100000 )
return 100000;*/
if ( ch->trust != 0 )
return ch->trust;
if ( IS_NPC( ch ) && ch->level >= LEVEL_HERO )
return LEVEL_HERO - 1;
else
return ch->level;
}
/*
* Retrieve a character's age.
*/
int get_age( CHAR_DATA *ch )
{
return 17 + ( ch->played + (int) ( current_time - ch->logon ) ) / 14400;
/* 14400 assumes 30 second hours, 24 hours a day, 20 day - Kahn */
}
/*
* Retrieve character's current strength.
*/
int get_curr_str( CHAR_DATA *ch )
{
int max;
if ( IS_NPC( ch ) )
return 13;
if ( class_table[prime_class(ch)].attr_prime == APPLY_STR
&& IS_SET( ch->act2, PLR_REMORT ) )
max = 25 + (get_race_data(ch->race))->mstr + ch->incarnations;
else if ( class_table[prime_class(ch)].attr_prime == APPLY_STR )
max = 25 + (get_race_data(ch->race))->mstr;
else if ( IS_SET( ch->act2, PLR_REMORT ) )
max = 22 + (get_race_data(ch->race))->mstr + ch->incarnations;
else
max = 22 + (get_race_data(ch->race))->mstr;
return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max );
}
/*
* Retrieve character's current intelligence.
*/
int get_curr_int( CHAR_DATA *ch )
{
int max;
if ( IS_NPC( ch ) )
return 13;
if ( class_table[prime_class(ch)].attr_prime == APPLY_INT
&& IS_SET( ch->act2, PLR_REMORT ) )
max = 25 + (get_race_data(ch->race))->mint + ch->incarnations;
else if ( class_table[prime_class(ch)].attr_prime == APPLY_INT )
max = 25 + (get_race_data(ch->race))->mint;
else if ( IS_SET( ch->act, PLR_REMORT ) )
max = 22 + (get_race_data(ch->race))->mint + ch->incarnations;
else
max = 22 + (get_race_data(ch->race))->mint;
return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max );
}
/*
* Retrieve character's current wisdom.
*/
int get_curr_wis( CHAR_DATA *ch )
{
int max;
if ( IS_NPC( ch ) )
return 13;
if ( class_table[prime_class(ch)].attr_prime == APPLY_WIS
&& IS_SET( ch->act2, PLR_REMORT ) )
max = 25 + (get_race_data(ch->race))->mwis + ch->incarnations;
else if ( class_table[prime_class(ch)].attr_prime == APPLY_WIS )
max = 25 + (get_race_data(ch->race))->mwis;
else if ( IS_SET( ch->act, PLR_REMORT ) )
max = 22 + (get_race_data(ch->race))->mwis + ch->incarnations;
else
max = 22 + (get_race_data(ch->race))->mwis;
return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max );
}
/*
* Retrieve character's current dexterity.
*/
int get_curr_dex( CHAR_DATA *ch )
{
int max;
if ( IS_NPC( ch ) )
return 13;
if ( class_table[prime_class(ch)].attr_prime == APPLY_DEX
&& IS_SET( ch->act2, PLR_REMORT ) )
max = 25 + (get_race_data(ch->race))->mdex + ch->incarnations;
else if ( class_table[prime_class(ch)].attr_prime == APPLY_DEX )
max = 25 + (get_race_data(ch->race))->mdex;
else if ( IS_SET( ch->act, PLR_REMORT ) )
max = 22 + (get_race_data(ch->race))->mdex + ch->incarnations;
else
max = 22 + (get_race_data(ch->race))->mdex;
return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max );
}
void send_blip( CHAR_DATA *ch, bool fSpell )
{
send_to_char(AT_RED, " ><\n\r", ch );
send_to_char(AT_RED, " >><<\n\r", ch);
send_to_char(AT_RED, " > <\n\r", ch);
send_to_char(AT_RED, " >> <<\n\r", ch);
send_to_char(AT_RED, " > <\n\r", ch);
send_to_char(AT_RED, " >> <<\n\r", ch);
send_to_char(AT_RED, " > <\n\r", ch);
send_to_char(AT_RED, " >> <<\n\r", ch);
send_to_char(AT_RED, " > <\n\r", ch);
send_to_char(AT_RED, " >> <<\n\r", ch);
send_to_char(AT_RED, " > <\n\r", ch);
send_to_char(AT_RED, " >> <<\n\r", ch);
send_to_char(AT_RED, " > <\n\r", ch);
send_to_char(AT_RED, ">> <<\n\r", ch);
send_to_char(AT_RED, "> <\n\r", ch);
return;
}
/*
* Retrieve character's current constitution.
*/
int get_curr_con( CHAR_DATA *ch )
{
int max;
if ( IS_NPC( ch ) )
return 13;
if ( class_table[prime_class(ch)].attr_prime == APPLY_CON
&& IS_SET( ch->act2, PLR_REMORT ) )
max = 25 + (get_race_data(ch->race))->mcon + ch->incarnations;
else if ( class_table[prime_class(ch)].attr_prime == APPLY_CON )
max = 25 + (get_race_data(ch->race))->mcon;
else if ( IS_SET( ch->act, PLR_REMORT ) )
max = 22 + (get_race_data(ch->race))->mcon + ch->incarnations;
else
max = 22 + (get_race_data(ch->race))->mcon;
return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max );
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_n( CHAR_DATA *ch )
{
if ( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL )
return 1000;
if ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) )
return 0;
return MAX_WEAR + 2 * get_curr_dex( ch ) + get_curr_str( ch ) * 2;
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_w( CHAR_DATA *ch )
{
int max_weight = 0;
if ( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL )
return 1000000;
if ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) )
return 0;
/* Angi: Make max carry weight less than the weight of your coins. */
#ifdef NEW_MONEY
max_weight = ( ( str_app[get_curr_str( ch )].carry ) -
( ch->money.gold/1000 + ch->money.silver/1000 + ch->money.copper/1000 ) );
if ( max_weight < 0 )
max_weight = 0;
#else
max_weight = ( ( str_app[get_curr_str( ch )].carry ) -
( ch->gold/1000 ) );
if ( max_weight < 0 )
max_weight = 0;
#endif
return max_weight;
/* return str_app[get_curr_str( ch )].carry; */
}
/*
* See if a string is one of the names of an object.
* New is_name by Alander.
*/
bool is_name ( CHAR_DATA *ch, char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH];
char *list, *string;
bool (*cfun)(const char *astr, const char *bstr);
/* fix crash on NULL namelist */
if (namelist == NULL || namelist[0] == '\0')
return FALSE;
/* fixed to prevent is_name on "" returning TRUE */
if (str[0] == '\0')
return FALSE;
string = str;
if ( ch && ch->desc && ch->desc->original )
ch = ch->desc->original;
if ( !ch )
cfun = &str_cmp;
else if ( !IS_NPC(ch) && !IS_SET(ch->act, PLR_FULLNAME) )
cfun = &str_prefix;
else
cfun = &str_cmp_ast;
/* we need ALL parts of string to match part of namelist */
for ( ; ; ) /* start parsing string */
{
str = one_argument(str,part);
if (part[0] == '\0' )
return TRUE;
/* check to see if this is part of namelist */
list = namelist;
for ( ; ; ) /* start parsing namelist */
{
list = one_argument(list,name);
if (name[0] == '\0') /* this name was not found */
return FALSE;
if (!(*cfun)(string,name))
return TRUE; /* full pattern match */
if (!(*cfun)(part,name))
break;
}
}
}
bool is_exact_name(char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH];
if (namelist == NULL)
return FALSE;
for ( ; ; )
{
namelist = one_argument( namelist, name );
if ( name[0] == '\0' )
return FALSE;
if ( !str_cmp( str, name ) )
return TRUE;
}
}
void affect_to_char3( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_new;
paf_new = new_affect();
/* if ( !affect_free )
{
paf_new = alloc_perm( sizeof( *paf_new ) );
}
else
{
paf_new = affect_free;
affect_free = affect_free->next;
} */
*paf_new = *paf;
paf_new->deleted = FALSE;
paf_new->next = ch->affected3;
ch->affected3 = paf_new;
affect_modify3( ch, paf_new, TRUE );
return;
}
void affect_modify3( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
{
OBJ_DATA *wield;
char buf [ MAX_STRING_LENGTH ];
int mod;
mod = paf->modifier;
if ( fAdd )
{
SET_BIT ( ch->affected_by3, paf->bitvector );
}
else
{
REMOVE_BIT( ch->affected_by3, paf->bitvector );
mod = 0 - mod;
}
switch ( paf->location )
{
default:
sprintf( buf, "Affect_modify: unknown location %d on %s.",
paf->location, ch->name );
bug ( buf, 0 );
return;
case APPLY_NONE: break;
case APPLY_STR:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_str += mod; break;
case APPLY_DEX:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_dex += mod; break;
case APPLY_INT:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_int += mod; break;
case APPLY_WIS:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_wis += mod; break;
case APPLY_CON:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_con += mod; break;
case APPLY_SEX: ch->sex += mod; break;
case APPLY_CLASS: break;
case APPLY_LEVEL: break;
case APPLY_AGE: break;
case APPLY_HEIGHT: break;
case APPLY_WEIGHT: break;
case APPLY_MANA: ch->mod_mana += mod; break;
case APPLY_BP: ch->mod_bp += mod; break;
case APPLY_ANTI_DIS: ch->antidisarm += mod; break;
case APPLY_HIT: ch->mod_hit += mod; break;
case APPLY_MOVE: ch->mod_move += mod; break;
case APPLY_GOLD: break;
case APPLY_EXP: break;
case APPLY_AC: ch->armor += mod; break;
case APPLY_HITROLL: ch->hitroll += mod; break;
case APPLY_DAMROLL: ch->damroll += mod; break;
case APPLY_SAVING_PARA: ch->saving_throw += mod; break;
case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
}
if ( IS_NPC( ch ) )
return;
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if ( ( wield = get_eq_char( ch, WEAR_WIELD ) )
&& get_obj_weight( wield ) > str_app[get_curr_str( ch )].wield )
{
static int depth;
if ( depth == 0 )
{
depth++;
act(AT_GREY, "You drop $p.", ch, wield, NULL, TO_CHAR );
act(AT_GREY, "$n drops $p.", ch, wield, NULL, TO_ROOM );
obj_from_char( wield );
obj_to_room( wield, ch->in_room );
depth--;
}
}
return;
}
void affect_remove3( CHAR_DATA *ch, AFFECT_DATA *paf )
{
if ( paf->deleted )
return;
if ( !ch->affected3 )
{
bug( "Affect_remove3: no affect.", 0 );
return;
}
affect_modify3( ch, paf, FALSE );
paf->deleted = TRUE;
return;
}
void affect_join3( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for ( paf_old = ch->affected3; paf_old; paf_old = paf_old->next )
{
if ( paf_old->deleted )
continue;
if ( paf_old->type == paf->type )
{
if ( paf_old->location == paf->location )
{
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove3( ch, paf_old );
break;
}
}
}
affect_to_char3( ch, paf );
return;
}
/*
* Apply or remove an affect to a character.
*/
void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
{
OBJ_DATA *wield;
char buf1 [ MAX_STRING_LENGTH ];
int mod;
/* XORPHOX */
AFFECT_DATA af;
int sn;
int psn = -1;
char buf[MAX_STRING_LENGTH];
buf[0] = '\0';
/* END */
mod = paf->modifier;
if ( fAdd )
{
SET_BIT ( ch->affected_by, paf->bitvector );
}
else
{
REMOVE_BIT( ch->affected_by, paf->bitvector );
mod = 0 - mod;
}
switch ( paf->location )
{
default:
sprintf( buf1, "Affect_modify: unknown location %d on %s.",
paf->location, ch->name );
bug ( buf1, 0 );
return;
case APPLY_NONE: break;
case APPLY_STR:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_str += mod; break;
case APPLY_DEX:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_dex += mod; break;
case APPLY_INT:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_int += mod; break;
case APPLY_WIS:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_wis += mod; break;
case APPLY_CON:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_con += mod; break;
case APPLY_SEX: ch->sex += mod; break;
case APPLY_CLASS: break;
case APPLY_LEVEL: break;
case APPLY_AGE: break;
case APPLY_HEIGHT: break;
case APPLY_WEIGHT: break;
case APPLY_MANA: ch->mod_mana += mod; break;
case APPLY_BP: ch->mod_bp += mod; break;
case APPLY_ANTI_DIS: ch->antidisarm += mod; break;
case APPLY_HIT: ch->mod_hit += mod; break;
case APPLY_MOVE: ch->mod_move += mod; break;
case APPLY_GOLD: break;
case APPLY_EXP: break;
case APPLY_AC: ch->armor += mod; break;
case APPLY_HITROLL: ch->hitroll += mod; break;
case APPLY_DAMROLL: ch->damroll += mod; break;
case APPLY_SAVING_PARA: ch->saving_throw += mod; break;
case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
/* XORPHOX perm spells */
case APPLY_INVISIBLE:
psn = skill_lookup("invis");
strcpy(buf, "$n slowly fades into existence.");
break;
case APPLY_DETECT_EVIL:
psn = skill_lookup("detect evil");
break;
case APPLY_DETECT_INVIS:
psn = skill_lookup("detect invis");
break;
case APPLY_DETECT_MAGIC:
psn = skill_lookup("detect magic");
break;
case APPLY_DETECT_HIDDEN:
psn = skill_lookup("detect hidden");
break;
case APPLY_SANCTUARY:
psn = skill_lookup("sanctuary");
strcpy(buf, "The white aura around $n's body vanishes.");
break;
case APPLY_FAERIE_FIRE:
psn = skill_lookup("faerie fire");
strcpy(buf, "$n's outline fades.");
break;
case APPLY_INFRARED:
psn = skill_lookup("infravision");
break;
case APPLY_COMBAT_MIND:
psn = skill_lookup("combat mind" );
break;
case APPLY_PROTECT:
psn = skill_lookup("protection evil");
break;
case APPLY_BIO_ACCELERATION:
psn = skill_lookup("bio-acceleration");
paf->level = ch->level;
break;
case APPLY_HEIGHTEN_SENSES:
sn = gsn_heighten;
if(fAdd)
{
affect_strip(ch, sn);
af.type = sn;
af.level = ch->level;
af.duration = mod;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_DETECT_INVIS;
affect_to_char(ch, &af);
af.bitvector = AFF_DETECT_HIDDEN;
affect_to_char(ch, &af);
af.bitvector = AFF_INFRARED;
affect_to_char(ch, &af);
send_to_char(AT_BLUE, "Your senses are heightened.\n\r", ch );
}
else if ((IS_AFFECTED(ch, AFF_DETECT_INVIS)) && (IS_AFFECTED(ch, AFF_DETECT_HIDDEN) )
&& (IS_AFFECTED(ch, AFF_INFRARED ) ) )
{
affect_strip( ch, sn );
send_to_char(AT_BLUE, skill_table[sn].msg_off, ch);
send_to_char(AT_BLUE, "\n\r", ch);
if (skill_table[sn].room_msg_off)
act(AT_BLUE, skill_table[sn].room_msg_off, ch, NULL, NULL, TO_ROOM);
}
break;
case APPLY_SNEAK:
sn = gsn_sneak;
if(fAdd)
{
affect_strip(ch, sn);
af.type = sn;
af.level = ch->level;
af.duration = mod;
af.location = APPLY_NONE;
af.modifier = 0;
af.bitvector = AFF_SNEAK;
affect_to_char(ch, &af);
send_to_char(AT_BLUE, "You move silently.\n\r", ch);
}
else if(IS_AFFECTED(ch, AFF_SNEAK))
{
affect_strip(ch, sn);
send_to_char(AT_BLUE, skill_table[sn].msg_off, ch);
send_to_char(AT_BLUE, "\n\r", ch);
if (skill_table[sn].room_msg_off)
act(AT_BLUE, skill_table[sn].room_msg_off, ch, NULL, NULL,TO_ROOM);
}
break;
case APPLY_HIDE:
if(fAdd)
{
if(IS_AFFECTED(ch, AFF_HIDE))
REMOVE_BIT(ch->affected_by, AFF_HIDE);
SET_BIT(ch->affected_by, AFF_HIDE);
act(AT_BLUE, "$n blends into the shadows.\n\r", ch, NULL, NULL, TO_ROOM);
send_to_char(AT_BLUE, "You blend into the shadows.\n\r", ch);
}
else if(IS_AFFECTED(ch, AFF_HIDE))
{
REMOVE_BIT(ch->affected_by, AFF_HIDE);
send_to_char(AT_BLUE, "You fade out of the shadows.\n\r", ch);
}
break;
case APPLY_FLYING:
psn = skill_lookup("fly");
strcpy(buf, "$n floats slowly to the ground.");
break;
case APPLY_PASS_DOOR:
psn = skill_lookup("pass door");
break;
case APPLY_HASTE:
/*
psn = skill_lookup("haste");
strcpy(buf, "$n is no longer moving so quickly.");
*/
break;
case APPLY_FIRESHIELD:
psn = skill_lookup("fireshield");
/* if(fAdd)
{
if(IS_AFFECTED(ch, AFF_FIRESHIELD))
break;
if(IS_AFFECTED(ch, AFF_ICESHIELD))
{
affect_strip(ch, (sn = skill_lookup("iceshield")));
send_to_char(AT_LBLUE, skill_table[sn].msg_off, ch);
act(AT_LBLUE, "The icy crust about $n's body melts to a puddle.",
ch, NULL, NULL, TO_ROOM );
}
}*/
strcpy(buf, "The flames about $n's body burn out.");
break;
case APPLY_SHOCKSHIELD:
psn = skill_lookup("shockshield");
strcpy(buf, "The electricity about $n's body flee's into the ground.");
break;
case APPLY_ICESHIELD:
psn = skill_lookup("iceshield");
/* if(fAdd)
{
if(IS_AFFECTED(ch, AFF_ICESHIELD))
break;
if(IS_AFFECTED(ch, AFF_FIRESHIELD))
{
affect_strip(ch, skill_lookup("fireshield"));
send_to_char(AT_RED,
"The flames aboout your body are doused.\n\r", ch);
act(AT_RED, "The flames about $n's body steam away to nothing.",
ch, NULL, NULL, TO_ROOM );
}
}*/
strcpy(buf, "The icy crust about $n's body melts to a puddle.");
break;
case APPLY_CHAOS:
psn = skill_lookup("chaos field");
strcpy(buf, "The chaos around $n fades away.");
break;
case APPLY_SCRY:
psn = skill_lookup("scry");
break;
case APPLY_BLESS:
psn = skill_lookup("bless");
break;
case APPLY_GIANT_STRENGTH:
psn = skill_lookup("giant strength");
strcpy(buf, "$n no longer looks so mighty.");
break;
/* END */
}
if(psn != -1)
{
if(fAdd && !is_affected(ch, psn))
{
obj_cast_spell(psn, paf->level, ch, ch, NULL);
perm_spell(ch, psn);
}
else if(!fAdd && spell_duration(ch, psn) == -1)
{
affect_strip(ch, psn);
if(buf[0] != '\0')
act(AT_BLUE, buf, ch, NULL, NULL, TO_ROOM);
if(skill_table[psn].msg_off)
{
send_to_char(AT_BLUE, skill_table[psn].msg_off, ch);
send_to_char(AT_BLUE, "\n\r", ch);
if(skill_table[psn].room_msg_off)
{
act(AT_BLUE, skill_table[psn].room_msg_off, ch, NULL,NULL,TO_ROOM);
}
}
}
}
if ( IS_NPC( ch ) )
return;
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if ( ( wield = get_eq_char( ch, WEAR_WIELD ) )
&& get_obj_weight( wield ) > str_app[get_curr_str( ch )].wield )
{
static int depth;
if ( depth == 0 )
{
depth++;
act(AT_GREY, "You drop $p.", ch, wield, NULL, TO_CHAR );
act(AT_GREY, "$n drops $p.", ch, wield, NULL, TO_ROOM );
obj_from_char( wield );
obj_to_room( wield, ch->in_room );
depth--;
}
}
return;
}
void affect_modify2( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
{
OBJ_DATA *wield;
char buf [ MAX_STRING_LENGTH ];
int mod;
mod = paf->modifier;
if ( fAdd )
{
SET_BIT ( ch->affected_by2, paf->bitvector );
}
else
{
REMOVE_BIT( ch->affected_by2, paf->bitvector );
mod = 0 - mod;
}
switch ( paf->location )
{
default:
sprintf( buf, "Affect_modify: unknown location %d on %s.",
paf->location, ch->name );
bug ( buf, 0 );
return;
case APPLY_NONE: break;
case APPLY_STR:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_str += mod; break;
case APPLY_DEX:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_dex += mod; break;
case APPLY_INT:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_int += mod; break;
case APPLY_WIS:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_wis += mod; break;
case APPLY_CON:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_con += mod; break;
case APPLY_SEX: ch->sex += mod; break;
case APPLY_CLASS: break;
case APPLY_LEVEL: break;
case APPLY_AGE: break;
case APPLY_HEIGHT: break;
case APPLY_WEIGHT: break;
case APPLY_MANA: ch->mod_mana += mod; break;
case APPLY_BP: ch->mod_bp += mod; break;
case APPLY_ANTI_DIS: ch->antidisarm += mod; break;
case APPLY_HIT: ch->mod_hit += mod; break;
case APPLY_MOVE: ch->mod_move += mod; break;
case APPLY_GOLD: break;
case APPLY_EXP: break;
case APPLY_AC: ch->armor += mod; break;
case APPLY_HITROLL: ch->hitroll += mod; break;
case APPLY_DAMROLL: ch->damroll += mod; break;
case APPLY_SAVING_PARA: ch->saving_throw += mod; break;
case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
}
if ( IS_NPC( ch ) )
return;
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if ( ( wield = get_eq_char( ch, WEAR_WIELD ) )
&& get_obj_weight( wield ) > str_app[get_curr_str( ch )].wield )
{
static int depth;
if ( depth == 0 )
{
depth++;
act(AT_GREY, "You drop $p.", ch, wield, NULL, TO_CHAR );
act(AT_GREY, "$n drops $p.", ch, wield, NULL, TO_ROOM );
obj_from_char( wield );
obj_to_room( wield, ch->in_room );
depth--;
}
}
return;
}
/*
* Give an affect to a char.
*/
void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_new;
paf_new = new_affect( );
/* this stuff done in new_affect();
if ( !affect_free )
{
paf_new = alloc_perm( sizeof( *paf_new ) );
}
else
{
paf_new = affect_free;
affect_free = affect_free->next;
} */
*paf_new = *paf;
paf_new->deleted = FALSE;
paf_new->next = ch->affected;
ch->affected = paf_new;
affect_modify( ch, paf_new, TRUE );
return;
}
void affect_to_char2( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_new;
paf_new = new_affect();
/* if ( !affect_free )
{
paf_new = alloc_perm( sizeof( *paf_new ) );
}
else
{
paf_new = affect_free;
affect_free = affect_free->next;
} */
*paf_new = *paf;
paf_new->deleted = FALSE;
paf_new->next = ch->affected2;
ch->affected2 = paf_new;
affect_modify2( ch, paf_new, TRUE );
return;
}
/*
* Remove an affect from a char.
*/
void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf )
{
if ( paf->deleted )
return;
if ( !ch->affected )
{
bug( "Affect_remove: no affect.", 0 );
return;
}
if ( paf->bitvector == AFF_FLYING )
{
affect_modify( ch, paf, FALSE );
check_nofloor( ch );
}
else
affect_modify( ch, paf, FALSE );
paf->deleted = TRUE;
return;
}
void affect_remove2( CHAR_DATA *ch, AFFECT_DATA *paf )
{
if ( paf->deleted )
return;
if ( !ch->affected2 )
{
bug( "Affect_remove2: no affect.", 0 );
return;
}
affect_modify2( ch, paf, FALSE );
paf->deleted = TRUE;
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
for ( paf = ch->affected; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( paf->type == sn )
affect_remove( ch, paf );
}
for ( paf = ch->affected2; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( paf->type == sn )
affect_remove2( ch, paf );
}
for ( paf = ch->affected3; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( paf->type == sn )
affect_remove3( ch, paf );
}
return;
}
/*
* Return true if a char is affected by a spell.
*/
bool is_affected( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
for ( paf = ch->affected; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( paf->type == sn )
return TRUE;
}
for ( paf = ch->affected2; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( paf->type == sn )
return TRUE;
}
for ( paf = ch->affected3; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
if ( paf->type == sn )
return TRUE;
}
return FALSE;
}
/*
* Add or enhance an affect.
*/
void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for ( paf_old = ch->affected; paf_old; paf_old = paf_old->next )
{
if ( paf_old->deleted )
continue;
if ( paf_old->type == paf->type )
{
if ( paf_old->location == paf->location )
{
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove( ch, paf_old );
break;
}
}
}
affect_to_char( ch, paf );
return;
}
void affect_join2( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for ( paf_old = ch->affected2; paf_old; paf_old = paf_old->next )
{
if ( paf_old->deleted )
continue;
if ( paf_old->type == paf->type )
{
if ( paf_old->location == paf->location )
{
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove2( ch, paf_old );
break;
}
}
}
affect_to_char2( ch, paf );
return;
}
/*
* Move a char out of a room.
*/
void char_from_room( CHAR_DATA *ch )
{
OBJ_DATA *obj;
if ( !ch->in_room )
{
bug( "Char_from_room: NULL.", 0 );
return;
}
if ( !IS_NPC( ch ) && ch->in_room->area )
--ch->in_room->area->nplayer;
if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) )
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room->light > 0 )
--ch->in_room->light;
if ( ch == ch->in_room->people )
{
ch->in_room->people = ch->next_in_room;
}
else
{
CHAR_DATA *prev;
for ( prev = ch->in_room->people; prev; prev = prev->next_in_room )
{
if ( prev->next_in_room == ch )
{
prev->next_in_room = ch->next_in_room;
break;
}
}
if ( !prev )
bug( "Char_from_room: ch not found.", 0 );
}
ch->in_room = NULL;
ch->next_in_room = NULL;
return;
}
/*
* Move a char into a room.
*/
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
OBJ_DATA *obj;
if ( !pRoomIndex )
{
bug( "Char_to_room: NULL.", 0 );
pRoomIndex = get_room_index(ROOM_VNUM_LIMBO);
}
ch->in_room = pRoomIndex;
ch->next_in_room = pRoomIndex->people;
pRoomIndex->people = ch;
if ( !IS_NPC( ch ) && ch->in_room->area )
++ch->in_room->area->nplayer;
if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) )
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0 )
++ch->in_room->light;
return;
}
/*
* Give an obj to a char.
*/
void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch )
{
obj->next_content = ch->carrying;
ch->carrying = obj;
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
obj->stored_by = NULL;
ch->carry_number += get_obj_number( obj );
ch->carry_weight += get_obj_weight( obj );
}
/*
* -- Altrag
*/
void obj_to_storage( OBJ_DATA *obj, CHAR_DATA *ch )
{
if ( IS_NPC( ch ) )
{
bug( "obj_to_storage: NPC storage from %d", ch->pIndexData->vnum );
obj_to_char( obj, ch );
return;
}
obj->next_content = ch->pcdata->storage;
ch->pcdata->storage = obj;
obj->carried_by = NULL;
obj->in_room = NULL;
obj->in_obj = NULL;
obj->stored_by = ch;
ch->pcdata->storcount++;
}
/*
* Take an obj from its character.
*/
void obj_from_char( OBJ_DATA *obj )
{
CHAR_DATA *ch;
if ( !( ch = obj->carried_by ) )
{
bug( "Obj_from_char: null ch.", 0 );
return;
}
if ( obj->wear_loc != WEAR_NONE )
unequip_char( ch, obj );
if ( ch->carrying == obj )
{
ch->carrying = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = ch->carrying; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( !prev )
bug( "Obj_from_char: obj not in list.", 0 );
}
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= get_obj_number( obj );
ch->carry_weight -= get_obj_weight( obj );
return;
}
/*
* -- Altrag
*/
void obj_from_storage( OBJ_DATA *obj )
{
CHAR_DATA *ch;
if ( !( ch = obj->stored_by ) )
{
bug( "obj_from_storage: NULL ch.", 0 );
return;
}
if ( IS_NPC( ch ) )
{
bug( "obj_from_storage: NPC storage by %d.", ch->pIndexData->vnum );
return;
}
if ( ch->pcdata->storage == obj )
{
ch->pcdata->storage = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = ch->pcdata->storage; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( !prev )
bug( "Obj_from_storage: obj not in list.", 0 );
}
obj->stored_by = NULL;
obj->next_content = NULL;
ch->pcdata->storcount--;
return;
}
/*
* Find the ac value of an obj, including position effect.
*/
int apply_ac( OBJ_DATA *obj, int iWear )
{
if ( obj->item_type != ITEM_ARMOR )
return 0;
switch ( iWear )
{
case WEAR_BODY: return 3 * obj->value[0];
case WEAR_HEAD: return 2 * obj->value[0];
case WEAR_LEGS: return 2 * obj->value[0];
case WEAR_FEET: return obj->value[0];
case WEAR_HANDS: return obj->value[0];
case WEAR_ARMS: return obj->value[0];
case WEAR_SHIELD: return obj->value[0];
case WEAR_FINGER_L: return obj->value[0];
case WEAR_FINGER_R: return obj->value[0];
case WEAR_NECK_1: return obj->value[0];
case WEAR_NECK_2: return obj->value[0];
case WEAR_ABOUT: return 2 * obj->value[0];
case WEAR_WAIST: return obj->value[0];
case WEAR_WRIST_L: return obj->value[0];
case WEAR_WRIST_R: return obj->value[0];
case WEAR_HOLD: return obj->value[0];
case WEAR_ON_FACE: return obj->value[0];
}
return 0;
}
/*
* Find a piece of eq on a character.
*/
/* this stuff is being replaced --kjodo
OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->deleted )
continue;
if ( obj->wear_loc == iWear )
return obj;
}
return NULL;
}
*/
OBJ_DATA *get_bionic_ch( CHAR_DATA *ch, int bionic )
{
OBJ_DATA *obj;
for( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->deleted )
continue;
if ( obj->bionic_loc == bionic )
return obj;
}
return NULL;
}
/*
* Equip a char with an obj.
*/
/*
void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear )
{
AFFECT_DATA *paf;
char buf [ MAX_STRING_LENGTH ];
if ( get_eq_char( ch, iWear ) )
{
sprintf( buf, "Equip_char: %s already equipped at %d.",
ch->name, iWear );
bug( buf, 0 );
return;
}
if ( gets_zapped( ch, obj ) )
{
act(AT_BLUE, "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act(AT_BLUE, "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
return;
}
ch->armor -= apply_ac( obj, iWear );
obj->wear_loc = iWear;
for ( paf = obj->pIndexData->affected; paf; paf = paf->next )
affect_modify( ch, paf, TRUE );
for ( paf = obj->affected; paf; paf = paf->next )
affect_modify( ch, paf, TRUE );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room )
++ch->in_room->light;
ch->carry_number -= get_obj_number( obj );
oprog_wear_trigger( obj, ch );
return;
}
*/
/*
* Unequip a char with an obj.
*/
/*
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
AFFECT_DATA *paf;
char buf [ MAX_STRING_LENGTH ];
if ( obj->wear_loc == WEAR_NONE )
{
sprintf( buf, "Unequip_char: %s already unequipped with %d.",
ch->name, obj->pIndexData->vnum );
bug( buf, 0 );
return;
}
ch->armor += apply_ac( obj, obj->wear_loc );
obj->wear_loc = -1;
for ( paf = obj->pIndexData->affected; paf; paf = paf->next )
affect_modify( ch, paf, FALSE );
for ( paf = obj->affected; paf; paf = paf->next )
affect_modify( ch, paf, FALSE );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room
&& ch->in_room->light > 0 )
--ch->in_room->light;
ch->carry_number += get_obj_number( obj );
return;
}
*/
/* heres the new wear stuff.... --kjodo */
OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->deleted )
continue;
if ( IS_SET( obj->wear_loc, iWear ) )
return obj;
}
return NULL;
}
int equip_char_values( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
char buf[MAX_STRING_LENGTH];
char roombuf[MAX_STRING_LENGTH];
int iWear = 0;
strcpy( buf, "" );
strcpy( roombuf, "" );
if ( CAN_WEAR( obj, ITEM_WEAR_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L )
&& get_eq_char( ch, WEAR_FINGER_R )
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_FINGER_L ) )
{
SET_BIT( iWear, WEAR_FINGER_L );
strcat( buf,
"You wear $p on your left finger.\n\r" );
strcat( roombuf,
"$n wears $p on $s left finger.\n\r" );
}
else
if ( !get_eq_char( ch, WEAR_FINGER_R ) )
{
SET_BIT( iWear, WEAR_FINGER_R );
strcat( buf,
"You wear $p on your right finger.\n\r" );
strcat( roombuf,
"$n wears $p on $s right finger.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_WEAR_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 )
&& get_eq_char( ch, WEAR_NECK_2 )
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_NECK_1 ) )
{
SET_BIT( iWear, WEAR_NECK_1 );
strcat( buf,
"You wear $p on your neck.\n\r" );
strcat( roombuf,
"$n wears $p around $s neck.\n\r" );
}
else
if ( !get_eq_char( ch, WEAR_NECK_2 ) )
{
SET_BIT( iWear, WEAR_NECK_2 );
strcat( buf,
"You wear $p on your neck.\n\r" );
strcat( roombuf,
"$n wears $p around $s neck.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_DOUBLE_FINGER ) )
{
if ( get_eq_char( ch, WEAR_FINGER_L )
&& get_eq_char( ch, WEAR_FINGER_R )
&& !remove_obj( ch, WEAR_FINGER_L, fReplace )
&& !remove_obj( ch, WEAR_FINGER_R, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_FINGER_L )
&& !get_eq_char( ch, WEAR_FINGER_R ))
{
SET_BIT( iWear, WEAR_FINGER_L );
SET_BIT( iWear, WEAR_FINGER_R );
strcat( buf,
"You wear $p on both of your fingers.\n\r" );
strcat( roombuf,
"$n wears $p on both of $s fingers.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_DOUBLE_NECK ) )
{
if ( get_eq_char( ch, WEAR_NECK_1 )
&& get_eq_char( ch, WEAR_NECK_2 )
&& !remove_obj( ch, WEAR_NECK_1, fReplace )
&& !remove_obj( ch, WEAR_NECK_2, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_NECK_1 )
&& !get_eq_char( ch, WEAR_NECK_2 ))
{
SET_BIT( iWear, WEAR_NECK_1 );
SET_BIT( iWear, WEAR_NECK_2 );
strcat( buf,
"You wear $p on your whole neck.\n\r" );
strcat( roombuf,
"$n wears $p on $s entire neck.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_DOUBLE_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L )
&& get_eq_char( ch, WEAR_WRIST_R )
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_WRIST_L )
&& !get_eq_char( ch, WEAR_WRIST_R ))
{
SET_BIT( iWear, WEAR_WRIST_L );
SET_BIT( iWear, WEAR_WRIST_R );
strcat( buf,
"You wear $p on both your wrists.\n\r" );
strcat( roombuf,
"$n wears $p on both $s wrists.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_DOUBLE_EAR ) )
{
if ( get_eq_char( ch, WEAR_EAR_L )
&& get_eq_char( ch, WEAR_EAR_R )
&& !remove_obj( ch, WEAR_EAR_L, fReplace )
&& !remove_obj( ch, WEAR_EAR_R, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_EAR_L )
&& !get_eq_char( ch, WEAR_EAR_R ))
{
SET_BIT( iWear, WEAR_EAR_L );
SET_BIT( iWear, WEAR_EAR_R );
strcat( buf,
"You wear $p on both your ears.\n\r" );
strcat( roombuf,
"$n wears $p on both $s ears.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_DOUBLE_ANKLE ) )
{
if ( get_eq_char( ch, WEAR_ANKLE_L )
&& get_eq_char( ch, WEAR_ANKLE_R )
&& !remove_obj( ch, WEAR_ANKLE_L, fReplace )
&& !remove_obj( ch, WEAR_ANKLE_R, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_ANKLE_L )
&& !get_eq_char( ch, WEAR_ANKLE_R ))
{
SET_BIT( iWear, WEAR_ANKLE_L );
SET_BIT( iWear, WEAR_ANKLE_R );
strcat( buf,
"You wear $p on both your ankles.\n\r" );
strcat( roombuf,
"$n wears $p on both $s ankles.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_WEAR_ORBIT ) )
{
if ( get_eq_char( ch, WEAR_ORBIT )
&& get_eq_char( ch, WEAR_ORBIT_2 )
&& !remove_obj( ch, WEAR_ORBIT, fReplace )
&& !remove_obj( ch, WEAR_ORBIT_2, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_ORBIT ) )
{
SET_BIT( iWear, WEAR_ORBIT );
strcat( buf,
"You start $p about your head.\n\r" );
strcat( roombuf,
"$n starts $p spinning around $s head.\n\r" );
}
else
if ( !get_eq_char( ch, WEAR_ORBIT_2 ) )
{
SET_BIT( iWear, WEAR_ORBIT_2 );
strcat( buf,
"You start $p spinning about your head.\n\r" );
strcat( roombuf,
"$n starts $p spinning around $s head.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_WIELD ) )
{
if ( get_eq_char( ch, WEAR_WIELD )
&& get_eq_char( ch, WEAR_WIELD_2 )
&& get_eq_char( ch, WEAR_WIELD_3 )
&& !remove_obj( ch, WEAR_WIELD, fReplace )
&& !remove_obj( ch, WEAR_WIELD_2, fReplace )
&& !remove_obj( ch, WEAR_WIELD_3, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_WIELD ) )
{
SET_BIT( iWear, WEAR_WIELD );
strcat( buf,
"You wield $p.\n\r" );
strcat( roombuf,
"$n wields $p as $s primary weapon.\n\r" );
}
else
if ( !get_eq_char( ch, WEAR_WIELD_2 ) )
{
SET_BIT( iWear, WEAR_WIELD_2 );
strcat( buf,
"You dual wield $p.\n\r" );
strcat( roombuf,
"$n wields $p as $s secondary weapon.\n\r" );
}
else
if ( !get_eq_char( ch, WEAR_WIELD_3 ) )
{
if ( ch->race == RACE_KREEN )
{
SET_BIT( iWear, WEAR_WIELD_3 );
strcat( buf,
"You triple wield $p.\n\r" );
strcat( roombuf,
"$n wields $p as $s weapon.\n\r" );
}
else
return 0;
}
}
if ( CAN_WEAR( obj, ITEM_WEAR_BODY ) )
{
if ( !remove_obj( ch, WEAR_BODY, fReplace ))
return 0;
if ( !get_eq_char( ch, WEAR_BODY ) )
{
SET_BIT( iWear, WEAR_BODY );
strcat( buf,
"You put $p on.\n\r" );
strcat( roombuf,
"$n wears $p on $s body.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_HOLD ) )
{
if ( !remove_obj( ch, WEAR_HOLD, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_HOLD );
strcat( buf,
"You hold $p.\n\r" );
strcat( roombuf,
"$n holds $p in $s hand.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_HEAD ) )
{
if ( !remove_obj( ch, WEAR_HEAD, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_HEAD );
strcat( buf,
"You wear $p on your head.\n\r" );
strcat( roombuf,
"$n wears $p on $s head.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_FACE ) )
{
if ( !remove_obj( ch, WEAR_ON_FACE, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_ON_FACE );
strcat( buf,
"You place $p on your face.\n\r" );
strcat( roombuf,
"$n places $p on $s face.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_CONTACT ) )
{
if ( !remove_obj( ch, WEAR_IN_EYES, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_IN_EYES );
strcat( buf,
"You stick $p into your eyes.\n\r" );
strcat( roombuf,
"$n sticks $p into $s eyes.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_LEGS ) )
{
if ( !remove_obj( ch, WEAR_LEGS, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_LEGS );
strcat( buf,
"You wear $p on your legs.\n\r" );
strcat( roombuf,
"$n wears $p on $s legs.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_FEET ))
{
if ( !remove_obj( ch, WEAR_FEET, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_FEET );
strcat( buf,
"You wear $p on your feet.\n\r" );
strcat( roombuf,
"$n wears $p on $s feet.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_HANDS ) )
{
if ( !remove_obj( ch, WEAR_HANDS, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_HANDS );
strcat( buf,
"You wear $p on your hands.\n\r" );
strcat( roombuf,
"$n wears $p on $s hands.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_ARMS ) )
{
if ( !remove_obj( ch, WEAR_ARMS, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_ARMS );
strcat( buf,
"You wear $p on your arms.\n\r" );
strcat( roombuf,
"$n wears $p on $s arms.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_ABOUT ) )
{
if ( !remove_obj( ch, WEAR_ABOUT, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_ABOUT );
strcat( buf,
"You wear $p about your body.\n\r" );
strcat( roombuf,
"$n wears $p about $s body.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_WAIST ) )
{
if ( !remove_obj( ch, WEAR_WAIST, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_WAIST );
strcat( buf,
"You wear $p about your waist.\n\r" );
strcat( roombuf,
"$n wears $p about $s waist.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_WRIST ) )
{
if ( get_eq_char( ch, WEAR_WRIST_L )
&& get_eq_char( ch, WEAR_WRIST_R )
&& !remove_obj( ch, WEAR_WRIST_L, fReplace )
&& !remove_obj( ch, WEAR_WRIST_R, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_WRIST_L ) )
{
SET_BIT( iWear, WEAR_WRIST_L );
strcat( buf,
"You wear $p around your left wrist.\n\r" );
strcat( roombuf,
"$n wears $p around $s left wrist.\n\r" );
}
else
if ( !get_eq_char( ch, WEAR_WRIST_R ) )
{
SET_BIT( iWear, WEAR_WRIST_R );
strcat( buf,
"You wear $p around your right wrist.\n\r" );
strcat( roombuf,
"$n wears $p around $s right wrist.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_WEAR_SHIELD ) )
{
if ( !remove_obj( ch, WEAR_SHIELD, fReplace ) )
return 0;
SET_BIT( iWear, WEAR_SHIELD );
strcat( buf,
"You wear $p as a shield.\n\r" );
strcat( roombuf,
"$n wears $p as a shield.\n\r" );
}
if ( CAN_WEAR( obj, ITEM_WEAR_EARS ) )
{
if ( get_eq_char( ch, WEAR_EAR_L )
&& get_eq_char( ch, WEAR_EAR_R )
&& !remove_obj( ch, WEAR_EAR_L, fReplace )
&& !remove_obj( ch, WEAR_EAR_R, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_EAR_L ) )
{
SET_BIT( iWear, WEAR_EAR_L );
strcat( buf,
"You place $p on your left ear.\n\r" );
strcat( roombuf,
"$n places $p on $s left ear.\n\r" );
}
else
if ( !get_eq_char( ch, WEAR_EAR_R ) )
{
SET_BIT( iWear, WEAR_EAR_R );
strcat( buf,
"You place $p on your right ear.\n\r" );
strcat( roombuf,
"$n places $p on $s right ear.\n\r" );
}
}
if ( CAN_WEAR( obj, ITEM_WEAR_ANKLE ) )
{
if ( get_eq_char( ch, WEAR_ANKLE_L )
&& get_eq_char( ch, WEAR_ANKLE_R )
&& !remove_obj( ch, WEAR_ANKLE_L, fReplace )
&& !remove_obj( ch, WEAR_ANKLE_R, fReplace ) )
return 0;
if ( !get_eq_char( ch, WEAR_ANKLE_L ))
{
SET_BIT( iWear, WEAR_ANKLE_L );
strcat( buf,
"You wear $p on your left ankle.\n\r" );
strcat( roombuf,
"$n wears $p on $s left ankle.\n\r" );
}
else
if ( !get_eq_char( ch, WEAR_ANKLE_R ))
{
SET_BIT( iWear, WEAR_ANKLE_R);
strcat( buf,
"You wear $p on your right ankle.\n\r" );
strcat( roombuf,
"$n wears $p on $s right ankle.\n\r" );
}
}
act( AT_BLUE, buf, ch, obj, NULL, TO_CHAR );
act( AT_BLUE, roombuf, ch, obj, NULL, TO_ROOM );
return iWear;
}
/*
* Equip a char with an obj.
*/
void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, bool fReplace )
{
AFFECT_DATA *paf;
int wear_loc;
wear_loc = equip_char_values( ch, obj, fReplace );
if ( wear_loc == 0 )
{
send_to_char(AT_BLUE, "You can't wear, wield, or hold that.\n\r", ch
);
return;
}
SET_BIT( obj->wear_loc, wear_loc );
if ( IS_SET( obj->wear_loc, WEAR_NONE) )
REMOVE_BIT( obj->wear_loc, WEAR_NONE );
for ( paf = obj->pIndexData->affected; paf; paf = paf->next )
affect_modify( ch, paf, TRUE );
for ( paf = obj->affected; paf; paf = paf->next )
affect_modify( ch, paf, TRUE );
if ( IS_SET( obj->extra_flags, ITEM_GLOW ) )
++ch->in_room->light;
ch->carry_number -= get_obj_number( obj );
oprog_wear_trigger( obj, ch );
return;
}
/*
* Unequip a char with an obj.
*/
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
AFFECT_DATA *paf;
char buf [ MAX_STRING_LENGTH ];
if ( IS_SET( obj->wear_loc, WEAR_NONE ) )
{
sprintf( buf, "Unequip_char: %s already unequipped with %d.",
ch->name, obj->pIndexData->vnum );
bug( buf, 0 );
return;
}
REMOVE_BIT( obj->wear_loc, obj->wear_loc );
SET_BIT( obj->wear_loc, WEAR_NONE);
for ( paf = obj->pIndexData->affected; paf; paf = paf->next )
affect_modify( ch, paf, FALSE );
for ( paf = obj->affected; paf; paf = paf->next )
affect_modify( ch, paf, FALSE );
if ( IS_SET( obj->extra_flags, ITEM_GLOW ) )
--ch->in_room->light;
ch->carry_number += get_obj_number( obj );
return;
}
/*
* Count occurrences of an obj in a list.
*/
int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list )
{
OBJ_DATA *obj;
int nMatch;
nMatch = 0;
for ( obj = list; obj; obj = obj->next_content )
{
if ( obj->deleted )
continue;
if ( obj->pIndexData == pObjIndex )
nMatch++;
}
return nMatch;
}
/*
* Move an obj out of a room.
*/
void obj_from_room( OBJ_DATA *obj )
{
ROOM_INDEX_DATA *in_room;
if ( !( in_room = obj->in_room ) )
{
bug( "obj_from_room: NULL.", 0 );
return;
}
if ( obj == in_room->contents )
{
in_room->contents = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = in_room->contents; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( !prev )
{
bug( "Obj_from_room: obj not found.", 0 );
return;
}
}
obj->in_room = NULL;
obj->next_content = NULL;
return;
}
/*
* Move an obj into a room.
*/
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
{
if ( pRoomIndex->vnum > 32000 )
pRoomIndex->vnum = 1;
obj->next_content = pRoomIndex->contents;
pRoomIndex->contents = obj;
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
obj->stored_by = NULL;
return;
}
/*
* Move an object into an object.
*/
void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to )
{
if ( obj_to->deleted )
{
bug( "Obj_to_obj: Obj_to already deleted", 0 );
return;
}
obj->next_content = obj_to->contains;
obj_to->contains = obj;
obj->in_obj = obj_to;
obj->in_room = NULL;
obj->carried_by = NULL;
obj->stored_by = NULL;
for ( ; obj_to; obj_to = obj_to->in_obj )
{
if ( obj_to->deleted )
continue;
if ( obj_to->carried_by )
{
obj_to->carried_by->carry_weight += get_obj_weight( obj );
/* obj_to->carried_by->carry_number -= get_obj_number( obj );*/
break;
}
}
return;
}
/*
* Move an object out of an object.
*/
void obj_from_obj( OBJ_DATA *obj )
{
OBJ_DATA *obj_from;
if ( !( obj_from = obj->in_obj ) )
{
bug( "Obj_from_obj: null obj_from.", 0 );
return;
}
if ( obj == obj_from->contains )
{
obj_from->contains = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = obj_from->contains; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( !prev )
{
bug( "Obj_from_obj: obj not found.", 0 );
return;
}
}
obj->next_content = NULL;
obj->in_obj = NULL;
for ( ; obj_from; obj_from = obj_from->in_obj )
{
if ( obj_from->deleted )
continue;
if ( obj_from->carried_by )
{
/* obj_from->carried_by->carry_number += get_obj_number( obj );*/
obj_from->carried_by->carry_weight -= get_obj_weight( obj );
break;
}
}
return;
}
/*
* Extract an obj from the world.
*/
void extract_obj( OBJ_DATA *obj )
{
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
extern bool delete_obj;
if ( obj->deleted )
{
bug( "Extract_obj: Obj already deleted", 0 );
return;
}
if ( obj->in_room )
obj_from_room( obj );
else if ( obj->carried_by )
obj_from_char( obj );
else if ( obj->in_obj )
obj_from_obj( obj );
else if ( obj->stored_by )
obj_from_storage( obj );
for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
{
obj_next = obj_content->next_content;
if( obj_content->deleted )
continue;
extract_obj( obj_content );
}
obj->deleted = TRUE;
delete_obj = TRUE;
return;
}
/*
* Extract a char from the world.
*/
void extract_char( CHAR_DATA *ch, bool fPull )
{
CHAR_DATA *wch;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
extern bool delete_char;
bool is_arena = IS_ARENA(ch);
if ( !ch->in_room )
{
bug( "Extract_char: NULL.", 0 );
return;
}
if ( fPull )
{
char* name;
if ( IS_NPC ( ch ) )
name = ch->short_descr;
else
name = ch->name;
die_follower( ch, name );
}
stop_fighting( ch, TRUE );
if ( fPull || !is_arena )
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
extract_obj( obj );
}
if ( is_arena )
{
arena.fch = NULL;
arena.sch = NULL;
arena.award = 0;
}
char_from_room( ch );
if ( !fPull )
{
ROOM_INDEX_DATA *location;
if ( is_arena && (location = get_room_index(ROOM_ARENA_HALL_SHAME)) )
char_to_room(ch, location);
else if ( !( location = get_room_index( ROOM_VNUM_MORGUE ) ) )
{
bug( "Purgatory A does not exist!", 0 );
char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );
}
else
{
char buf [ MAX_INPUT_LENGTH ];
char_to_room( ch, location );
sprintf( buf, "You awaken in the morgue%s",
ch->level <= 20 ? ", your battered corpse next to you.\n\r"
: ".\n\r" );
send_to_char( AT_BLUE, buf, ch );
}
return;
}
if ( IS_NPC( ch ) )
--ch->pIndexData->count;
if ( ch->desc && ch->desc->original )
do_return( ch, "" );
for ( wch = char_list; wch; wch = wch->next )
{
if ( wch->reply == ch )
wch->reply = NULL;
if ( wch->hunting == ch )
wch->hunting = NULL;
}
ch->deleted = TRUE;
if ( ch->desc )
ch->desc->character = NULL;
if (IS_NPC ( ch ) )
mobs_in_game--;
delete_char = TRUE;
return;
}
void change_dimension( CHAR_DATA *ch, int dimension )
{
OBJ_DATA *obj;
OBJ_DATA *obj_next;
char buf[MAX_STRING_LENGTH];
sprintf( buf, "You are being loaded into dimension %d.\n\r", dimension);
send_to_char( AT_RED, buf, ch );
ch->dimension = dimension;
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
obj -> dimension = dimension;
}
return;
}
int find_dimension()
{
int new_dimension;
for ( new_dimension = 1; dimension.used; new_dimension++ )
{
if (dimension.used[new_dimension] == NULL &&
new_dimension < MAX_DIMENSION )
return new_dimension;
}
return NULL;
}
void load_simulation( CHAR_DATA *ch, int level )
{
ROOM_INDEX_DATA *pRoom;
MOB_INDEX_DATA *pMobIndex;
CHAR_DATA *newmob;
int mob_number;
int new_dimension;
new_dimension = find_dimension();
if (new_dimension == NULL)
{
send_to_char(C_DEFAULT, "All available simulation channels busy.\n\r", ch );
return;
}
dimension.used[new_dimension] = ch;
for ( mob_number = 0; mob_number <= 9; mob_number++ )
{
pRoom = get_room_index(number_range(2800, 2808));
/*
* Create the mobile.
*/
pMobIndex = get_mob_index( 2800 );
newmob = create_mobile( pMobIndex );
newmob->level = level;
newmob->hit = level * 30;
newmob->perm_hit = level * 30;
newmob->mod_hit = 0;
newmob->hitroll = level + 10;
newmob->damroll = level + 10;
char_to_room( newmob, pRoom );
change_dimension( newmob, new_dimension );
}
change_dimension( ch, new_dimension );
char_from_room(ch);
char_to_room(ch, get_room_index(2800));
do_look( ch, "auto" );
return;
}
void do_simulate(CHAR_DATA *ch, char *argument)
{
char arg [ MAX_INPUT_LENGTH ];
int level;
argument = one_argument( argument, arg );
if ( arg[0] == '\0' )
{
send_to_char( AT_BLUE, "simulate <level>\n\r", ch );
send_to_char( AT_BLUE, "simulate end\n\r", ch );
return;
}
if ( !str_cmp( arg, "end" ) )
{
if (ch->dimension == 0)
{
send_to_char(C_DEFAULT, "You are not in a simulation.\n\r", ch);
return;
}
else
{
char_from_room( ch );
char_to_room( ch, ch->simulator );
dimension.used[ch->dimension] = NULL;
change_dimension( ch, 0 );
return;
}
}
if ( !is_number( arg ) )
{
send_to_char(AT_BLUE, "Please specify a training level.\n\r", ch);
return;
}
if ( atoi(arg) > 500 )
{
send_to_char(AT_BLUE, "Maximum training level is 500.\n\r", ch);
return;
}
if ( ch->dimension > 0 )
{
send_to_char(AT_BLUE, "You are already in a simulator.\n\r", ch);
return;
}
level = atoi(arg);
ch->simulator = ch->in_room;
load_simulation( ch, level );
act( AT_BLUE, "$n disappears.", ch, NULL, NULL, TO_ROOM );
return;
}
/*
* Find a char in the room.
*/
CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *rch;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
number = number_argument( argument, arg );
count = 0;
if ( !str_cmp( arg, "self" ) )
return ch;
for ( rch = ch->in_room->people; rch; rch = rch->next_in_room )
{
if ( !can_see( ch, rch ) || !is_name( ch, arg, rch->name ) )
continue;
if ( ++count == number )
return rch;
}
return NULL;
}
/*
* Find a char in the world.
*/
CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *wch;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
if ( ( wch = get_char_room( ch, argument ) ) )
return wch;
number = number_argument( argument, arg );
count = 0;
for ( wch = char_list; wch ; wch = wch->next )
{
if ( !can_see( ch, wch ) || !is_name( ch, arg, wch->name ) )
continue;
if ( ++count == number )
return wch;
}
return NULL;
}
/*
* Find a PC in the world.
*/
CHAR_DATA *get_pc_world( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d;
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected == CON_PLAYING
&& is_name( ch, argument, d->character->name )
&& can_see( ch, d->character ) )
return d->character;
}
return NULL;
}
/*
* Find a character anywhere in any dimension
* be very careful with this. it's only meant for specific things.
*/
CHAR_DATA *get_any_char( CHAR_DATA *ch, char *argument )
{
DESCRIPTOR_DATA *d;
for ( d = descriptor_list; d; d = d->next )
{
if ( d->connected == CON_PLAYING
&& is_name( ch, argument, d->character->name ) )
return d->character;
}
return NULL;
}
/*
* Find some object with a given index data.
* Used by area-reset 'P' command.
*/
OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex )
{
OBJ_DATA *obj;
for ( obj = object_list; obj; obj = obj->next )
{
if ( obj->deleted )
continue;
if ( obj->pIndexData == pObjIndex )
return obj;
}
return NULL;
}
/*
* Find a phone
*/
OBJ_DATA *get_phone_by_number( char *argument )
{
OBJ_DATA *obj;
int number = atoi(argument);
for ( obj = object_list; obj; obj = obj->next )
{
if ( obj->deleted )
continue;
if ( obj->item_type != ITEM_PHONE )
continue;
if ( obj->value[2] == number )
return obj;
}
return NULL;
}
/* checknumber
* check if a number is already used by an existing phone
* only checks phones loaded into the game. TRUE = in use
*/
bool checknumber( int number )
{
OBJ_DATA *obj;
for ( obj = object_list; obj; obj = obj->next )
{
if ( obj->deleted )
continue;
if ( obj->item_type != ITEM_PHONE )
continue;
if ( obj->value[2] == number )
return TRUE;
}
return FALSE;
}
/* function: loadplayer
* purpose: to load a player from a location to another location
* and dimension according to an objects data.
*/
void loadplayer( CHAR_DATA *ch, OBJ_DATA *obj )
{
int dimension;
if (obj->deleted)
return;
if ( !ch )
return;
dimension = obj->dimension;
char_from_room(ch);
char_to_room( ch, obj->in_room);
change_dimension( ch, dimension );
do_look( ch, "auto");
return;
}
void do_loadplayer( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH], arg2[MAX_INPUT_LENGTH];
CHAR_DATA *victim;
OBJ_DATA *obj;
argument = one_argument(argument, arg1);
argument = one_argument(argument, arg2);
if ( arg1[0] == '\0' || arg2[0] == '\0' )
{
send_to_char(C_DEFAULT, "Syntax: loadplayer <character> construct\n\r", ch);
send_to_char(C_DEFAULT, "Syntax: loadplayer <character> <hardline number>\n\r", ch);
return;
}
if ( !( victim = get_pc_world( ch, arg1 ) ) )
{
send_to_char(C_DEFAULT, "Error: no such player.\n\r", ch);
return;
}
if ( arg2 == "construct" )
{
send_to_char(C_DEFAULT, "Construct not finished.\n\r", ch);
return;
}
if ( !(obj = get_phone_by_number( arg2 )))
{
send_to_char(C_DEFAULT, "Non-existent number.\n\r", ch);
return;
}
if ( obj->value[1] != 2 )
{
send_to_char(C_DEFAULT, "You may only load players through hardlines.\n\r", ch);
return;
}
loadplayer( victim, obj);
act( C_DEFAULT, "$n disappears.", victim, NULL, NULL, TO_ROOM );
return;
}
/* a very unique way of doing this... */
void do_dial( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
CHAR_DATA *rch;
argument = one_argument(argument, arg1);
if ( arg1[0] == '\0' )
{
send_to_char(C_DEFAULT, "Syntax: dial <hardline number>\n\r", ch);
return;
}
if ( !(obj = get_phone_by_number( arg1 )))
{
send_to_char(C_DEFAULT, "Non-existent number.\n\r", ch);
return;
}
if ( obj->value[1] != 2 )
{
send_to_char(C_DEFAULT, "You may only dial hardlines.\n\r", ch);
return;
}
SET_BIT( obj->extra_flags, ITEM_RINGING );
obj->owner = ch;
if ( obj->in_room
&& ( rch = obj->in_room->people ) )
{
act(C_DEFAULT, "$p rings loudly.", rch, obj, NULL, TO_ROOM );
act(C_DEFAULT, "$p rings loudly.", rch, obj, NULL, TO_CHAR );
act(C_DEFAULT, "Connected to $p, the line is ringing.", ch, obj, NULL, TO_CHAR );
}
return;
}
OBJ_DATA *get_player_phone( CHAR_DATA *ch )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj ))
{
if (obj->item_type == ITEM_PHONE)
if (obj->value[1] == 1 )
return obj;
}
}
return NULL;
}
void do_call( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH], buf[MAX_STRING_LENGTH];
OBJ_DATA *obj1;
OBJ_DATA *obj2;
CHAR_DATA *rch;
argument = one_argument(argument, arg1);
if ( arg1[0] == '\0' )
{
send_to_char(C_DEFAULT, "Syntax: call <player>\n\r", ch);
return;
}
if ( !( rch = get_any_char( ch, arg1 ) ) )
{
send_to_char(C_DEFAULT, "No player found by that name.\n\r", ch);
return;
}
if (IS_NPC( rch ))
{
send_to_char(C_DEFAULT, "You can only call players.\n\r", ch);
return;
}
if (!(obj1 = get_player_phone(ch)))
{
send_to_char(C_DEFAULT, "You don't have a cell phone.\n\r", ch);
return;
}
if (!(obj2 = get_player_phone(rch)))
{
send_to_char(C_DEFAULT, "They don't have a cell phone.\n\r", ch);
return;
}
if (ch == rch)
{
send_to_char(C_DEFAULT, "You can't call yourself.\n\r", ch);
return;
}
if (rch->calling)
{
send_to_char(C_DEFAULT, "The line is busy.\n\r", ch);
return;
}
SET_BIT( obj2->extra_flags, ITEM_RINGING );
obj2->owner = ch;
act( AT_WHITE, "Your $p rings", rch, obj2, NULL, TO_CHAR );
sprintf( buf,
"%s's $p rings.", ch->name );
act( AT_WHITE, buf, ch, obj2, NULL, TO_ROOM );
act(C_DEFAULT, "Connected to $p, the line is ringing.", ch, obj2, NULL, TO_CHAR );
return;
}
void do_answer( CHAR_DATA *ch, char *argument )
{
char arg [ MAX_INPUT_LENGTH ];
CHAR_DATA *rch;
OBJ_DATA *obj;
one_argument( argument, arg );
if (!(obj = get_obj_here( ch, arg )) &&
!(obj = get_obj_carry( ch, arg )))
{
send_to_char(C_DEFAULT, "That's not here...\n\r", ch );
return;
}
if ( obj->item_type != ITEM_PHONE )
{
send_to_char( C_DEFAULT, "That's not a phone!\n\r", ch );
return;
}
if (!(IS_SET(obj->extra_flags, ITEM_RINGING)))
{
send_to_char(C_DEFAULT, "It's not ringing.\n\r", ch);
return;
}
rch = obj->owner;
obj->owner = NULL;
REMOVE_BIT(obj->extra_flags, ITEM_RINGING);
send_to_char(C_DEFAULT, "You answer the phone.\n\r", ch );
send_to_char(C_DEFAULT, "Someone picks up...\n\r", rch );
if (obj->value[1] == 2)
{
char_from_room( ch );
char_to_room( ch, rch->in_room );
change_dimension( ch, rch->dimension );
do_look( ch, "auto");
}
if (obj->value[1] == 1)
{
rch->calling = ch;
ch->calling = rch;
}
return;
}
void do_hangup( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
CHAR_DATA *rch;
for ( obj = object_list; obj; obj = obj->next )
{
if ( obj->deleted )
continue;
if ( obj->item_type != ITEM_PHONE )
continue;
if ( obj->owner == ch &&
IS_SET(obj->extra_flags, ITEM_RINGING))
break;
}
if ( !obj && !ch->calling )
{
send_to_char( C_DEFAULT, "You aren't on the phone.\n\r", ch );
return;
}
if (!ch->calling )
{
obj->owner = NULL;
REMOVE_BIT(obj->extra_flags, ITEM_RINGING);
}
if (!obj)
{
rch = ch->calling;
rch->calling = NULL;
ch->calling = NULL;
send_to_char( AT_BLUE, "Your party has disconnected.\n\r", rch);
}
send_to_char(C_DEFAULT, "You hang up the phone.\n\r", ch);
return;
}
/*
* Find an obj in a list.
*/
OBJ_DATA *get_obj_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = list; obj; obj = obj->next_content )
{
if ( can_see_obj( ch, obj ) && is_name( ch, arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in player's inventory.
*/
OBJ_DATA *get_obj_carry( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj )
&& is_name( ch, arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
OBJ_DATA *get_obj_storage( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg[MAX_INPUT_LENGTH];
int number;
int count;
if ( IS_NPC( ch ) )
{
bug( "get_obj_storage: NPC storage from %d", ch->pIndexData->vnum );
return NULL;
}
number = number_argument( argument, arg );
count = 0;
for ( obj = ch->pcdata->storage; obj; obj = obj->next_content )
{
if ( can_see_obj( ch, obj )
&& is_name( ch, arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in player's equipment.
*/
OBJ_DATA *get_obj_wear( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = ch->carrying; obj; obj = obj->next_content )
{
if ( obj->wear_loc != WEAR_NONE
&& can_see_obj( ch, obj )
&& is_name( ch, arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in the room or in inventory.
*/
OBJ_DATA *get_obj_here( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj )
return obj;
if ( ( obj = get_obj_carry( ch, argument ) ) )
return obj;
if ( ( obj = get_obj_wear( ch, argument ) ) )
return obj;
return NULL;
}
/*
* Find an obj in the world.
*/
OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
if ( ( obj = get_obj_here( ch, argument ) ) )
return obj;
number = number_argument( argument, arg );
count = 0;
for ( obj = object_list; obj; obj = obj->next )
{
if ( can_see_obj( ch, obj ) && is_name( ch, arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Create a 'money' obj.
*/
#ifdef NEW_MONEY
OBJ_DATA *create_money( MONEY_DATA *amount )
{
OBJ_DATA *obj;
if ( ( ( amount->gold <= 0 ) && ( amount->silver <= 0 ) && ( amount->copper <= 0 ) ) ||
( amount->gold < 0 ) || ( amount->silver < 0 ) || ( amount->copper < 0 ) )
{
char buf [ MAX_STRING_LENGTH ];
sprintf( buf, "Create_money: zero or negative money %d %d %d.", amount->gold, amount->silver, amount->copper );
bug( buf, 0 );
amount->copper = 1;
amount->gold = 0;
amount->silver = 0;
}
if ( ( amount->gold == 1 ) && ( amount->silver <= 0 ) && ( amount->copper <= 0 ) )
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
else
if ( ( amount->silver == 1 ) && ( amount->gold <= 0 ) && ( amount->copper <= 0 ) )
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
else
if ( ( amount->copper == 1 ) && ( amount->gold <= 0 ) && ( amount->silver <= 0 ) )
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
else
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
obj->value[0] = amount->gold;
obj->value[1] = amount->silver;
obj->value[2] = amount->copper;
return obj;
}
#else
OBJ_DATA *create_money( int amount )
{
OBJ_DATA *obj;
if ( amount <= 0 )
{
bug( "Create_money: zero or negative money %d.", amount );
amount = 1;
}
if ( amount == 1 )
{
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
}
else
{
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
}
obj->value[0] = amount;
return obj;
}
#endif
/*
* Return # of objects which an object counts as.
* Thanks to Tony Chamberlain for the correct recursive code here.
*/
int get_obj_number( OBJ_DATA *obj )
{
int number;
number = 0;
/* if ( obj->item_type == ITEM_CONTAINER )
for ( obj = obj->contains; obj; obj = obj->next_content )
{
if ( obj->deleted )
continue;
number += get_obj_number( obj );
}
else */
number = 1;
return number;
}
/*
* Return weight of an object, including weight of contents.
*/
int get_obj_weight( OBJ_DATA *obj )
{
int weight;
weight = obj->weight;
for ( obj = obj->contains; obj; obj = obj->next_content )
{
if ( obj->deleted )
continue;
weight += get_obj_weight( obj );
}
return weight;
}
/*
* True if room is dark.
*/
bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex )
{
OBJ_DATA *obj;
if ( pRoomIndex == NULL )
{
bug( "pRoomIndex equal to NULL", 0 );
return TRUE;
}
if ( pRoomIndex->light > 0 )
return FALSE;
for ( obj = pRoomIndex->contents; obj; obj = obj->next_content )
{
if ( obj->deleted )
continue;
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
return FALSE;
}
if ( IS_SET( pRoomIndex->room_flags, ROOM_DARK ) )
return TRUE;
if ( pRoomIndex->sector_type == SECT_INSIDE
|| pRoomIndex->sector_type == SECT_CITY )
return FALSE;
if ( weather_info.sunlight == SUN_DUSK
|| weather_info.sunlight == SUN_DARK )
return TRUE;
return FALSE;
}
/*
* True if room is private.
*/
bool room_is_private( ROOM_INDEX_DATA *pRoomIndex )
{
CHAR_DATA *rch;
int count;
count = 0;
for ( rch = pRoomIndex->people; rch; rch = rch->next_in_room )
{
if ( rch->deleted )
continue;
count++;
}
if ( IS_SET( pRoomIndex->room_flags, ROOM_PRIVATE ) && count >= 2 )
return TRUE;
if ( IS_SET( pRoomIndex->room_flags, ROOM_SOLITARY ) && count >= 1 )
return TRUE;
return FALSE;
}
/*
* True if char can see victim.
*/
bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( victim->deleted )
return FALSE;
if ( ch == victim )
return TRUE;
if ( ch -> dimension != victim -> dimension )
return FALSE;
/* if ( !str_cmp(ch->name, "Hannibal") )
return TRUE; */
if ( !IS_NPC( victim )
&& IS_SET( victim->act, PLR_WIZINVIS )
&& get_trust( ch ) < victim->wizinvis )
return FALSE;
if ( !IS_NPC( victim )
&& IS_SET( victim->act, PLR_CLOAKED )
&& get_trust( ch ) < victim->cloaked
&& ( ch->in_room->vnum != victim->in_room->vnum )
)
return FALSE;
if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_HOLYLIGHT ) )
return TRUE;
if ( is_raffected( ch->in_room, gsn_globedark )
&& ch->race != RACE_DROW )
return FALSE;
if ( IS_AFFECTED( ch, AFF_BLIND )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& ch->race != RACE_ILLITHID )
return FALSE;
if ( room_is_dark( ch->in_room )
&& !IS_AFFECTED( ch, AFF_INFRARED )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& ( ch->race != RACE_ELF )
&& ( ch->race != RACE_DWARF )
&& ( ch->race != RACE_DROW )
&& ( ch->race != RACE_DEMON ) )
return FALSE;
if ( victim->position == POS_DEAD )
return TRUE;
if ( IS_AFFECTED2( victim, AFF_PHASED )
&& (!IS_AFFECTED2(ch, AFF_TRUESIGHT )
|| (IS_NPC(ch)
&& ch->level < 50) ))
return FALSE;
if ( IS_AFFECTED( victim, AFF_INVISIBLE )
&& !IS_AFFECTED( ch, AFF_DETECT_INVIS )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& ( ch->race != RACE_DEMON )
&& ch->level < 30 )
return FALSE;
if ( IS_AFFECTED( victim, AFF_HIDE )
&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& !victim->fighting
&& ch->race != RACE_DWARF
&& ch->race != RACE_DEMON )
return FALSE;
return TRUE;
}
/*
* can the player be on who and communicate
*/
bool is_who( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( victim->deleted )
return FALSE;
if ( ch == victim )
return TRUE;
/* if ( !str_cmp(ch->name, "Hannibal") )
return TRUE; */
if ( !IS_NPC( victim )
&& IS_SET( victim->act, PLR_WIZINVIS )
&& get_trust( ch ) < victim->wizinvis )
return FALSE;
if ( !IS_NPC( victim )
&& IS_SET( victim->act, PLR_CLOAKED )
&& get_trust( ch ) < victim->cloaked
&& ( ch->in_room->vnum != victim->in_room->vnum )
)
return FALSE;
if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_HOLYLIGHT ) )
return TRUE;
if ( is_raffected( ch->in_room, gsn_globedark )
&& ch->race != RACE_DROW )
return FALSE;
if ( IS_AFFECTED( ch, AFF_BLIND )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& ch->race != RACE_ILLITHID )
return FALSE;
if ( room_is_dark( ch->in_room )
&& !IS_AFFECTED( ch, AFF_INFRARED )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& ( ch->race != RACE_ELF )
&& ( ch->race != RACE_DWARF )
&& ( ch->race != RACE_DROW )
&& ( ch->race != RACE_DEMON ) )
return FALSE;
if ( victim->position == POS_DEAD )
return TRUE;
if ( IS_AFFECTED2( victim, AFF_PHASED )
&& (!IS_AFFECTED2(ch, AFF_TRUESIGHT )
|| (IS_NPC(ch)
&& ch->level < 50) ))
return FALSE;
if ( IS_AFFECTED( victim, AFF_INVISIBLE )
&& !IS_AFFECTED( ch, AFF_DETECT_INVIS )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& ( ch->race != RACE_DEMON )
&& ch->level < 30 )
return FALSE;
if ( IS_AFFECTED( victim, AFF_HIDE )
&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& !victim->fighting
&& ch->race != RACE_DWARF
&& ch->race != RACE_DEMON )
return FALSE;
return TRUE;
}
/*
* True if char can see obj.
*/
bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
if ( obj->deleted )
return FALSE;
if ( ch -> dimension != obj->dimension )
return FALSE;
if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_HOLYLIGHT ) )
return TRUE;
if ( IS_AFFECTED( ch, AFF_BLIND )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& ch->race != RACE_ILLITHID )
return FALSE;
if ( is_raffected( ch->in_room, gsn_globedark )
&& ch->race != RACE_DROW )
return FALSE;
if ( !IS_NPC( ch ) && IS_AFFECTED2( ch, AFF_TRUESIGHT ) )
return TRUE;
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
return TRUE;
if ( room_is_dark( ch->in_room )
&& !IS_AFFECTED( ch, AFF_INFRARED )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& ( ch->race != RACE_ELF )
&& ( ch->race != RACE_DWARF )
&& ( ch->race != RACE_DROW )
&& ( ch->race != RACE_DEMON ) )
return FALSE;
if ( IS_SET( obj->extra_flags, ITEM_INVIS )
&& !IS_AFFECTED( ch, AFF_DETECT_INVIS )
&& !IS_AFFECTED2( ch, AFF_TRUESIGHT )
&& ( ch->race != RACE_DEMON ) )
return FALSE;
return TRUE;
}
/*
* True if char can drop obj.
*/
bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
if ( !IS_SET( obj->extra_flags, ITEM_NODROP ) )
return TRUE;
if ( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL )
return TRUE;
return FALSE;
}
/*
* Return ascii name of an item type.
*/
char *item_type_name( OBJ_DATA *obj )
{
OBJ_DATA *in_obj;
char buf [ MAX_STRING_LENGTH ];
switch ( obj->item_type )
{
case ITEM_LIGHT: return "light";
case ITEM_SCROLL: return "scroll";
case ITEM_WAND: return "wand";
case ITEM_STAFF: return "staff";
case ITEM_WEAPON: return "weapon";
case ITEM_TREASURE: return "treasure";
case ITEM_ARMOR: return "armor";
case ITEM_POTION: return "potion";
case ITEM_NOTEBOARD: return "noteboard";
case ITEM_FURNITURE: return "furniture";
case ITEM_TRASH: return "trash";
case ITEM_CONTAINER: return "container";
case ITEM_DRINK_CON: return "drink container";
case ITEM_BLOOD: return "blood";
case ITEM_KEY: return "key";
case ITEM_FOOD: return "food";
case ITEM_MONEY: return "money";
case ITEM_BOAT: return "boat";
case ITEM_CORPSE_NPC: return "npc corpse";
case ITEM_CORPSE_PC: return "pc corpse";
case ITEM_FOUNTAIN: return "fountain";
case ITEM_PILL: return "pill";
case ITEM_LENSE: return "contacts";
case ITEM_PORTAL: return "portal";
case ITEM_VODOO: return "voodo doll";
case ITEM_BERRY: return "goodberry";
case ITEM_RANGED_WEAPON: return "gun";
case ITEM_CLIP: return "clip";
case ITEM_BULLET: return "bullet";
case ITEM_BOMB: return "bomb";
case ITEM_PARMOR: return "power armor";
case ITEM_VEHICLE: return "vehicle";
case ITEM_PHONE: return "phone";
}
for ( in_obj = obj; in_obj->in_obj; in_obj = in_obj->in_obj )
;
if ( in_obj->carried_by )
sprintf( buf, "Item_type_name: unknown type %d from %s owned by %s.",
obj->item_type, obj->name, obj->carried_by->name );
else
sprintf( buf,
"Item_type_name: unknown type %d from %s owned by (unknown).",
obj->item_type, obj->name );
bug( buf, 0 );
return "(unknown)";
}
/*
* Return ascii name of an affect location.
*/
char *affect_loc_name( int location )
{
switch ( location )
{
case APPLY_NONE: return "none";
case APPLY_STR: return "strength";
case APPLY_DEX: return "dexterity";
case APPLY_INT: return "intelligence";
case APPLY_WIS: return "wisdom";
case APPLY_CON: return "constitution";
case APPLY_SEX: return "sex";
case APPLY_CLASS: return "class";
case APPLY_LEVEL: return "level";
case APPLY_AGE: return "age";
case APPLY_HEIGHT: return "height";
case APPLY_WEIGHT: return "weight";
case APPLY_MANA: return "mana";
case APPLY_BP: return "blood";
case APPLY_ANTI_DIS: return "anti-disarm";
case APPLY_HIT: return "hp";
case APPLY_MOVE: return "moves";
case APPLY_GOLD: return "credits";
case APPLY_EXP: return "experience";
case APPLY_AC: return "armor class";
case APPLY_HITROLL: return "hit roll";
case APPLY_DAMROLL: return "damage roll";
case APPLY_SAVING_PARA: return "save vs paralysis";
case APPLY_SAVING_ROD: return "save vs rod";
case APPLY_SAVING_PETRI: return "save vs petrification";
case APPLY_SAVING_BREATH: return "save vs breath";
case APPLY_SAVING_SPELL: return "save vs spell";
/* X */
case APPLY_INVISIBLE: return "'invisible'";
case APPLY_DETECT_EVIL: return "'detect evil'";
case APPLY_DETECT_INVIS: return "'detect invis'";
case APPLY_DETECT_MAGIC: return "'detect magic'";
case APPLY_DETECT_HIDDEN: return "'detect hidden'";
case APPLY_SANCTUARY: return "'sanctuary'";
case APPLY_FAERIE_FIRE: return "'faerie fire'";
case APPLY_INFRARED: return "'infrared'";
case APPLY_PROTECT: return "'protection evil'";
case APPLY_COMBAT_MIND: return "'combat mind'";
case APPLY_SNEAK: return "'sneak'";
case APPLY_HIDE: return "'hide'";
case APPLY_FLYING: return "'fly'";
case APPLY_PASS_DOOR: return "'pass door'";
case APPLY_HASTE: return "'haste'";
case APPLY_FIRESHIELD: return "'fireshield'";
case APPLY_SHOCKSHIELD: return "'shockshield'";
case APPLY_ICESHIELD: return "'iceshield'";
case APPLY_CHAOS: return "'chaos field'";
case APPLY_SCRY: return "'scry'";
case APPLY_BLESS: return "'bless'";
case APPLY_GIANT_STRENGTH:return "'giant strength'";
case APPLY_HEIGHTEN_SENSES: return "'heighten-senses'";
case APPLY_BIO_ACCELERATION: return "'bio-acceleration'";
/* END */
}
bug( "Affect_location_name: unknown location %d.", location );
return "(unknown)";
}
/*
* Return ascii name of an affect bit vector.
*/
char *affect_bit_name( int vector )
{
static char buf [ 512 ];
buf[0] = '\0';
if ( vector & AFF_BLIND ) strcat( buf, " blind" );
if ( vector & AFF_INVISIBLE ) strcat( buf, " invisible" );
if ( vector & AFF_DETECT_EVIL ) strcat( buf, " detect_evil" );
if ( vector & AFF_DETECT_INVIS ) strcat( buf, " detect_invis" );
if ( vector & AFF_DETECT_MAGIC ) strcat( buf, " detect_magic" );
if ( vector & AFF_DETECT_HIDDEN ) strcat( buf, " detect_hidden" );
if ( vector & AFF_HASTE ) strcat( buf, " haste" );
if ( vector & AFF_SANCTUARY ) strcat( buf, " sanctuary" );
if ( vector & AFF_FIRESHIELD ) strcat( buf, " fireshield" );
if ( vector & AFF_SHOCKSHIELD ) strcat( buf, " shockshield" );
if ( vector & AFF_ICESHIELD ) strcat( buf, " iceshield" );
if ( vector & AFF_CHAOS ) strcat( buf, " chaos_field" );
if ( vector & AFF_FAERIE_FIRE ) strcat( buf, " faerie_fire" );
if ( vector & AFF_INFRARED ) strcat( buf, " infrared" );
if ( vector & AFF_CURSE ) strcat( buf, " curse" );
if ( vector & AFF_FLAMING ) strcat( buf, " flaming" );
if ( vector & AFF_POISON ) strcat( buf, " poison" );
if ( vector & AFF_PROTECT ) strcat( buf, " protect" );
if ( vector & AFF_SLEEP ) strcat( buf, " sleep" );
if ( vector & AFF_SNEAK ) strcat( buf, " sneak" );
if ( vector & AFF_HIDE ) strcat( buf, " hide" );
if ( vector & AFF_CHARM ) strcat( buf, " charm" );
if ( vector & AFF_FLYING ) strcat( buf, " flying" );
if ( vector & AFF_PASS_DOOR ) strcat( buf, " pass_door" );
if ( vector & AFF_PEACE ) strcat( buf, " peace" );
if ( vector & AFF_VIBRATING ) strcat( buf, " vibrating" );
if ( vector & AFF_STUN ) strcat( buf, " stunned" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
char *affect_bit_name2( int vector )
{
static char buf [ 512 ];
buf[0] = '\0';
if ( vector & AFF_INERTIAL ) strcat( buf, " inertial" );
if ( vector & AFF_POLYMORPH ) strcat( buf, " polymorph" );
if ( vector & AFF_NOASTRAL ) strcat( buf, " noastral" );
if ( vector & AFF_TRUESIGHT ) strcat( buf, " truesight" );
if ( vector & AFF_BLADE ) strcat( buf, " bladebarrier" );
if ( vector & AFF_DETECT_GOOD ) strcat( buf, " detect_good" );
if (vector & AFF_PROTECTION_GOOD) strcat(buf, " protection_good");
if ( vector & AFF_BERSERK ) strcat( buf, " berserk" );
if ( vector & AFF_FIELD ) strcat( buf, " field_of_decay");
if ( vector & AFF_RAGE ) strcat( buf, " rage" );
if ( vector & AFF_RUSH ) strcat(buf, " adrenaline_rush");
if ( vector & AFF_PHASED ) strcat( buf, " phase_shift" );
if ( vector & AFF_GOLDEN ) strcat( buf, " golden_aura" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
char *affect_bit_name3( int vector )
{
static char buf [ 512 ];
buf[0] = '\0';
if ( vector & AFF_DOOMSHIELD ) strcat( buf, " doomshield" );
if ( vector & AFF_UNHOLYSTRENGTH ) strcat( buf, " unholy strength" );
if ( vector & AFF_IMAGE ) strcat( buf, " image" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
/*
* Return ascii name of extra flags vector.
*/
char *extra_bit_name( int extra_flags )
{
static char buf [ 512 ];
buf[0] = '\0';
if ( extra_flags & ITEM_PROTOTYPE ) strcat( buf, " prototype" );
if ( extra_flags & ITEM_GLOW ) strcat( buf, " glow" );
if ( extra_flags & ITEM_HUM ) strcat( buf, " hum" );
if ( extra_flags & ITEM_DARK ) strcat( buf, " dark" );
if ( extra_flags & ITEM_LOCK ) strcat( buf, " lock" );
if ( extra_flags & ITEM_EVIL ) strcat( buf, " evil" );
if ( extra_flags & ITEM_INVIS ) strcat( buf, " invis" );
if ( extra_flags & ITEM_MAGIC ) strcat( buf, " magic" );
if ( extra_flags & ITEM_NODROP ) strcat( buf, " nodrop" );
if ( extra_flags & ITEM_BLESS ) strcat( buf, " bless" );
if ( extra_flags & ITEM_ANTI_GOOD ) strcat( buf, " anti-good" );
if ( extra_flags & ITEM_ANTI_EVIL ) strcat( buf, " anti-evil" );
if ( extra_flags & ITEM_ANTI_NEUTRAL ) strcat( buf, " anti-neutral" );
if ( extra_flags & ITEM_NOREMOVE ) strcat( buf, " noremove" );
if ( extra_flags & ITEM_INVENTORY ) strcat( buf, " inventory" );
if ( extra_flags & ITEM_POISONED ) strcat( buf, " poisoned" );
if ( extra_flags & ITEM_DWARVEN ) strcat( buf, " dwarven" );
if ( extra_flags & ITEM_FLAME ) strcat( buf, " burning" );
if ( extra_flags & ITEM_CHAOS ) strcat( buf, " chaotic" );
if ( extra_flags & ITEM_NO_DAMAGE ) strcat( buf, " indestructable");
if ( extra_flags & ITEM_ICY ) strcat( buf, " frosty" );
if ( extra_flags & ITEM_AMMUNITION ) strcat( buf, " ammunition" );
if ( extra_flags & ITEM_AUTOMATIC ) strcat(buf, " automatic" );
if ( extra_flags & ITEM_BURST ) strcat(buf, " burst" );
if ( extra_flags & ITEM_LOADED ) strcat(buf, " loaded" );
if ( extra_flags & ITEM_BIONIC_EQPD ) strcat(buf, " bionic implant" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
/* FOR NEW FLAGS */
char *anticlass_bit_name( int anticlass )
{
static char buf [ 512 ];
buf[0] = '\0';
if ( anticlass & ITEM_ANTI_MAGE ) strcat( buf, " anti-mage" );
if ( anticlass & ITEM_ANTI_CLERIC ) strcat( buf, " anti-cleric" );
if ( anticlass & ITEM_ANTI_THIEF ) strcat( buf, " anti-thief" );
if ( anticlass & ITEM_ANTI_WARRIOR ) strcat( buf, " anti-warrior" );
if ( anticlass & ITEM_ANTI_PSI ) strcat( buf, " anti-psi" );
if ( anticlass & ITEM_ANTI_DRUID ) strcat( buf, " anti-druid" );
if ( anticlass & ITEM_ANTI_PALADIN ) strcat( buf, " anti-paladin" );
if ( anticlass & ITEM_ANTI_RANGER ) strcat( buf, " anti-ranger" );
if ( anticlass & ITEM_ANTI_BARD ) strcat( buf, " anti-bard" );
if ( anticlass & ITEM_ANTI_VAMP ) strcat( buf, " anti-vampire" );
if ( anticlass & ITEM_ANTI_NECRO ) strcat( buf, " anti-necromancer");
if ( anticlass & ITEM_ANTI_WWF ) strcat( buf, " anti-werewolf");
if ( anticlass & ITEM_ANTI_MONK ) strcat( buf, " anti-monk" );
if ( anticlass & ITEM_ANTI_NINJA ) strcat( buf, " anti-ninja" );
if ( anticlass & ITEM_ANTI_AIRKIN ) strcat( buf, " anti-airkin" );
if ( anticlass & ITEM_ANTI_EARTHKIN) strcat( buf, " anti-earthkin" );
if ( anticlass & ITEM_ANTI_FIREKIN ) strcat( buf, " anti-firekin" );
if ( anticlass & ITEM_ANTI_WATERKIN) strcat( buf, " anti-waterkin");
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
char *antirace_bit_name( int antirace )
{
static char buf [ 512 ];
buf[0] = '\0';
if ( antirace & ITEM_ANTI_HUMAN ) strcat( buf, " anti-human" );
if ( antirace & ITEM_ANTI_ELF ) strcat( buf, " anti-elf" );
if ( antirace & ITEM_ANTI_DWARF ) strcat( buf, " anti-dwarf" );
if ( antirace & ITEM_ANTI_PIXIE ) strcat( buf, " anti-pixie" );
if ( antirace & ITEM_ANTI_HALFLING ) strcat( buf, " anti-halfling" );
if ( antirace & ITEM_ANTI_DROW ) strcat( buf, " anti-drow" );
if ( antirace & ITEM_ANTI_ELDER ) strcat( buf, " anti-elder" );
if ( antirace & ITEM_ANTI_OGRE ) strcat( buf, " anti-ogre" );
if ( antirace & ITEM_ANTI_LIZARDMAN ) strcat( buf, " anti-lizardman");
if ( antirace & ITEM_ANTI_DEMON ) strcat( buf, " anti-demon" );
if ( antirace & ITEM_ANTI_GHOUL ) strcat( buf, " anti-ghoul" );
if ( antirace & ITEM_ANTI_ILLITHID ) strcat( buf, " anti-illithid" );
if ( antirace & ITEM_ANTI_MINOTAUR ) strcat( buf, " anti-minotaur" );
if ( antirace & ITEM_ANTI_TROLL ) strcat( buf, " anti-troll" );
if ( antirace & ITEM_ANTI_SHADOW ) strcat( buf, " anti-shadow" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
char *act2_bit_name( int act2 )
{
static char buf [ 512 ];
buf[0] = '\0';
if ( act2 & 1 )
{
if ( act2 & PLR_AUTOASSIST ) strcat( buf, " autoassist" );
if ( act2 & PLR_NOSUMMON ) strcat( buf, " nosummon" );
if ( act2 & PLR_NOFOLLOW ) strcat( buf, " nofollow" );
if ( act2 & PLR_REMORT ) strcat( buf, " rebirth" );
if ( act2 & PLR_WAR ) strcat( buf, " warring" );
if ( act2 & TEAM_RED ) strcat( buf, " red team" );
if ( act2 & TEAM_BLUE ) strcat( buf, " blue team" );
}
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
char *act_bit_name( int act )
{
static char buf [ 512 ];
buf[0] = '\0';
if ( act & 1 )
{
strcat( buf, " npc" );
if ( act & ACT_PROTOTYPE ) strcat( buf, " prototype" );
if ( act & ACT_SENTINEL ) strcat( buf, " sentinel" );
if ( act & ACT_SCAVENGER ) strcat( buf, " scavenger" );
if ( act & ACT_AGGRESSIVE ) strcat( buf, " aggressive" );
if ( act & ACT_STAY_AREA ) strcat( buf, " stayarea" );
if ( act & ACT_PET ) strcat( buf, " pet" );
if ( act & ACT_TRAIN ) strcat( buf, " trainer" );
if ( act & ACT_PRACTICE ) strcat( buf, " practicer" );
if ( act & ACT_GAMBLE ) strcat( buf, " gambler" );
if ( act & ACT_TRACK ) strcat( buf, " track" );
if ( act & ACT_UNDEAD ) strcat( buf, " undead" );
if ( act & ACT_QUESTMASTER ) strcat( buf, " questmaster" );
if ( act & ACT_POSTMAN ) strcat( buf, " postman" );
if ( act & ACT_NOPUSH ) strcat( buf, " nopush" );
if ( act & ACT_NODRAG ) strcat( buf, " nodrag" );
if ( act & ACT_NOSHADOW ) strcat( buf, " noshadow" );
if ( act & ACT_NOASTRAL ) strcat( buf, " noastral" );
if ( act & ACT_NEWBIE ) strcat( buf, " newbie" );
}
else
{
strcat( buf, " pc" );
if ( act & PLR_AFK ) strcat( buf, " AFK" );
if ( act & PLR_BOUGHT_PET ) strcat( buf, " boughtpet" );
if ( act & PLR_AUTOEXIT ) strcat( buf, " autoexit" );
if ( act & PLR_AUTOLOOT ) strcat( buf, " autoloot" );
if ( act & PLR_AUTOSAC ) strcat( buf, " autosac" );
if ( act & PLR_BLANK ) strcat( buf, " blankline" );
if ( act & PLR_BRIEF ) strcat( buf, " brief" );
if ( act & PLR_COMBINE ) strcat( buf, " combine" );
if ( act & PLR_PROMPT ) strcat( buf, " prompt" );
if ( act & PLR_TELNET_GA ) strcat( buf, " telnetga" );
if ( act & PLR_HOLYLIGHT ) strcat( buf, " holylight" );
if ( act & PLR_WIZINVIS ) strcat( buf, " wizinvis" );
if ( act & PLR_CLOAKED ) strcat( buf, " cloaked" );
if ( act & PLR_SILENCE ) strcat( buf, " silence" );
if ( act & PLR_NO_EMOTE ) strcat( buf, " noemote" );
if ( act & PLR_NO_TELL ) strcat( buf, " notell" );
if ( act & PLR_LOG ) strcat( buf, " log" );
if ( act & PLR_FREEZE ) strcat( buf, " freeze" );
if ( act & PLR_THIEF ) strcat( buf, " thief" );
if ( act & PLR_KILLER ) strcat( buf, " killer" );
if ( act & PLR_OUTCAST ) strcat( buf, " outcast" );
if ( act & PLR_ANSI ) strcat( buf, " ansi" );
if ( act & PLR_AUTOCOINS ) strcat( buf, " autocoins" );
if ( act & PLR_AUTOSPLIT ) strcat( buf, " autosplit" );
// if ( act & PLR_KEEPTITLE ) strcat( buf, " keeptitle" );
if ( act & PLR_UNDEAD ) strcat( buf, " undead" );
if ( act & PLR_PKILLER ) strcat( buf, " pkiller" );
/* if ( act2 & PLR_AUTOASSIST ) strcat( buf, " autoassist" );
if ( act2 & PLR_NOSUMMON ) strcat( buf, " nosummon" );
if ( act2 & PLR_NOFOLLOW ) strcat( buf, " nofollow" );
if ( act2 & PLR_REMORT ) strcat( buf, " rebirth" ); */
}
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
CHAR_DATA *get_char( CHAR_DATA *ch )
{
if ( !ch->pcdata )
return ch->desc->original;
else
return ch;
}
bool longstring( CHAR_DATA *ch, char *argument )
{
if ( strlen( argument) > 60 )
{
send_to_char(C_DEFAULT, "No more than 60 characters in this field.\n\r", ch );
return TRUE;
}
else
return FALSE;
}
void end_of_game( void )
{
DESCRIPTOR_DATA *d;
DESCRIPTOR_DATA *d_next;
save_player_list();
for ( d = descriptor_list; d; d = d_next )
{
d_next = d->next;
if ( d->connected == CON_PLAYING )
{
if ( d->character->position == POS_FIGHTING )
interpret( d->character, "save" );
else
interpret( d->character, "quit" );
}
}
return;
}
/* XOR */
char *imm_bit_name(int imm_flags)
{
static char buf[512];
buf[0] = '\0';
if (imm_flags & IMM_SUMMON ) strcat(buf, " summon");
if (imm_flags & IMM_CHARM ) strcat(buf, " charm");
if (imm_flags & IMM_MAGIC ) strcat(buf, " magic");
if (imm_flags & IMM_WEAPON ) strcat(buf, " weapon");
if (imm_flags & IMM_BASH ) strcat(buf, " blunt");
if (imm_flags & IMM_PIERCE ) strcat(buf, " piercing");
if (imm_flags & IMM_SLASH ) strcat(buf, " slashing");
if (imm_flags & IMM_FIRE ) strcat(buf, " fire");
if (imm_flags & IMM_COLD ) strcat(buf, " cold");
if (imm_flags & IMM_LIGHTNING ) strcat(buf, " lightning");
if (imm_flags & IMM_ACID ) strcat(buf, " acid");
if (imm_flags & IMM_POISON ) strcat(buf, " poison");
if (imm_flags & IMM_NEGATIVE ) strcat(buf, " negative");
if (imm_flags & IMM_HOLY ) strcat(buf, " holy");
if (imm_flags & IMM_ENERGY ) strcat(buf, " energy");
if (imm_flags & IMM_MENTAL ) strcat(buf, " mental");
if (imm_flags & IMM_DISEASE ) strcat(buf, " disease");
if (imm_flags & IMM_LIGHT ) strcat(buf, " light");
if (imm_flags & IMM_SOUND ) strcat(buf, " light");
if (imm_flags & VULN_IRON ) strcat(buf, " iron");
if (imm_flags & VULN_WOOD ) strcat(buf, " wood");
if (imm_flags & VULN_SILVER ) strcat(buf, " silver");
if (imm_flags & IMM_NERVE ) strcat(buf, " nerve");
return ( buf[0] != '\0' ) ? buf+1 : "none" ;
}
/* for immunity, vulnerabiltiy, and resistant
the 'globals' (magic and weapons) may be overriden
three other cases -- wood, silver, and iron -- are checked in fight.c */
int check_immune(CHAR_DATA *ch, int dam_type)
{
int immune, def;
int bit;
immune = -1;
def = IS_NORMAL;
if (dam_type == DAM_NONE)
return immune;
if (dam_type <= 3)
{
if (IS_SET(ch->imm_flags,IMM_WEAPON))
def = IS_IMMUNE;
else if (IS_SET(ch->res_flags,RES_WEAPON))
def = IS_RESISTANT;
else if (IS_SET(ch->vul_flags,VULN_WEAPON))
def = IS_VULNERABLE;
}
else /* magical attack */
{
if (IS_SET(ch->imm_flags,IMM_MAGIC))
def = IS_IMMUNE;
else if (IS_SET(ch->res_flags,RES_MAGIC))
def = IS_RESISTANT;
else if (IS_SET(ch->vul_flags,VULN_MAGIC))
def = IS_VULNERABLE;
}
/* set bits to check -- VULN etc. must ALL be the same or this will fail */
switch (dam_type)
{
case(DAM_BASH): bit = IMM_BASH; break;
case(DAM_PIERCE): bit = IMM_PIERCE; break;
case(DAM_SLASH): bit = IMM_SLASH; break;
case(DAM_FIRE): bit = IMM_FIRE; break;
case(DAM_COLD): bit = IMM_COLD; break;
case(DAM_LIGHTNING): bit = IMM_LIGHTNING; break;
case(DAM_ACID): bit = IMM_ACID; break;
case(DAM_POISON): bit = IMM_POISON; break;
case(DAM_NEGATIVE): bit = IMM_NEGATIVE; break;
case(DAM_HOLY): bit = IMM_HOLY; break;
case(DAM_ENERGY): bit = IMM_ENERGY; break;
case(DAM_MENTAL): bit = IMM_MENTAL; break;
case(DAM_DISEASE): bit = IMM_DISEASE; break;
case(DAM_DROWNING): bit = IMM_DROWNING; break;
case(DAM_LIGHT): bit = IMM_LIGHT; break;
case(DAM_CHARM): bit = IMM_CHARM; break;
case(DAM_SOUND): bit = IMM_SOUND; break;
default: return def;
}
if (IS_SET(ch->imm_flags,bit))
immune = IS_IMMUNE;
else if (IS_SET(ch->res_flags,bit) && immune != IS_IMMUNE)
immune = IS_RESISTANT;
else if (IS_SET(ch->vul_flags,bit))
{
if (immune == IS_IMMUNE)
immune = IS_RESISTANT;
else if (immune == IS_RESISTANT)
immune = IS_NORMAL;
else
immune = IS_VULNERABLE;
}
if (immune == -1)
return def;
else
return immune;
}
/* END */
/*
* Returns a flag for wiznet
*/
long wiznet_lookup (const char *name)
{
int flag;
for (flag = 0; wiznet_table[flag].name != NULL; flag++)
{
if (LOWER(name[0]) == LOWER(wiznet_table[flag].name[0])
&& !str_prefix(name,wiznet_table[flag].name))
return flag;
}
return -1;
}
int strlen_wo_col( char *argument )
{
char *str;
bool found = FALSE;
int colfound = 0;
int ampfound = 0;
int len;
for ( str = argument; *str != '\0'; str++ )
{
if ( found && is_colcode( *str ) )
{
colfound++;
found = FALSE;
}
if ( found && *str == '&' )
ampfound++;
if ( *str == '&' )
found = found ? FALSE : TRUE;
else
found = FALSE;
}
len = strlen( argument );
len = len - ampfound - ( colfound * 2 );
return len;
}
char *strip_color( char *argument )
{
char *str;
char new_str [ MAX_INPUT_LENGTH ];
int i = 0;
for ( str = argument; *str != '\0'; str++ )
{
if ( new_str[ i-1 ] == '&' && is_colcode( *str ) )
{
i--;
continue;
}
if ( new_str[ i-1 ] == '&' && *str == '&' )
continue;
new_str[i] = *str;
i++;
}
if ( new_str[i] != '\0' )
new_str[i] = '\0';
// return strdup( new_str );
str = str_dup( (char *)new_str );
return str;
}
bool is_colcode( char code )
{ /* It ain't pretty, but it works :) -- Hannibal */
if ( code == 'r'
|| code == 'R'
|| code == 'b'
|| code == 'B'
|| code == 'g'
|| code == 'G'
|| code == 'w'
|| code == 'W'
|| code == 'p'
|| code == 'P'
|| code == 'Y'
|| code == 'O'
|| code == 'c'
|| code == 'C'
|| code == 'z'
|| code == '.' )
return TRUE;
return FALSE;
}
int xp_tolvl( CHAR_DATA *ch )
{
int xp_tolvl;
float rmod;
int level = ch->level + 1;
if ( IS_NPC( ch ) || ch->level > (LEVEL_HERO -1) )
return ch->exp+1;
if ( ch->level < LEVEL_HERO )
xp_tolvl = level * 1000;
else
xp_tolvl = level * 1000;
rmod = 0;
if (IS_SET(ch->act2, PLR_REMORT) && level < LEVEL_HERO) {
switch ( ch->incarnations )
{
case 1: rmod = 2;
case 2: rmod = 3;
case 3: rmod = 4;
}
xp_tolvl = xp_tolvl * rmod;
}
return xp_tolvl;
}
int mmlvl_mana( CHAR_DATA *ch, int sn )
{
int level = 1;
int iClass = 0;
if ( IS_NPC( ch ) )
return TRUE;
for ( iClass = 0; ch->class[iClass] != -1; iClass++ )
{
if ( ch->level >= skill_table[sn].skill_level[ch->class[iClass]] )
level = skill_table[sn].skill_level[ch->class[iClass]];
return level;
}
return 1;
}