/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik Strfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * **************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * **************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include <math.h> #include "merc.h" #include "interp.h" #include "recycle.h" #include "tables.h" /* * Local functions. */ void affect_modify args ((CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd)); /* friend stuff -- for NPC's mostly */ bool is_friend (CHAR_DATA * ch, CHAR_DATA * victim) { if (is_same_group (ch, victim)) return TRUE; if (!IS_NPC (ch)) return FALSE; if (!IS_NPC (victim)) { if (IS_SET (ch->off_flags, ASSIST_PLAYERS)) return TRUE; else return FALSE; } if (IS_AFFECTED (ch, AFF_CHARM)) return FALSE; if (IS_SET (ch->off_flags, ASSIST_ALL)) return TRUE; if (ch->group && ch->group == victim->group) return TRUE; if (IS_SET (ch->off_flags, ASSIST_VNUM) && ch->pIndexData == victim->pIndexData) return TRUE; if (IS_SET (ch->off_flags, ASSIST_RACE) && ch->race == victim->race) return TRUE; if (IS_SET (ch->off_flags, ASSIST_ALIGN) && !IS_SET (ch->act, ACT_NOALIGN) && !IS_SET (victim->act, ACT_NOALIGN) && ((IS_GOOD (ch) && IS_GOOD (victim)) || (IS_EVIL (ch) && IS_EVIL (victim)) || (IS_NEUTRAL (ch) && IS_NEUTRAL (victim)))) return TRUE; return FALSE; } /* returns number of people on an object */ int count_users (OBJ_DATA * obj) { CHAR_DATA *fch; int count = 0; if (obj->in_room == NULL) return 0; for (fch = obj->in_room->people; fch != NULL; fch = fch->next_in_room) if (fch->on == obj) count++; return count; } /* returns material number */ int material_lookup (const char *name) { return 0; } int weapon_lookup (const char *name) { int type; for (type = 0; weapon_table[type].name != NULL; type++) { if (LOWER (name[0]) == LOWER (weapon_table[type].name[0]) && !str_prefix (name, weapon_table[type].name)) return type; } return -1; } int weapon_type (const char *name) { int type; for (type = 0; weapon_table[type].name != NULL; type++) { if (LOWER (name[0]) == LOWER (weapon_table[type].name[0]) && !str_prefix (name, weapon_table[type].name)) return weapon_table[type].type; } return WEAPON_EXOTIC; } char *item_name (int item_type) { int type; for (type = 0; item_table[type].name != NULL; type++) if (item_type == item_table[type].type) return item_table[type].name; return "none"; } char *weapon_name (int weapon_type) { int type; for (type = 0; weapon_table[type].name != NULL; type++) if (weapon_type == weapon_table[type].type) return weapon_table[type].name; return "exotic"; } int attack_lookup (const char *name) { int att; for (att = 0; attack_table[att].name != NULL; att++) { if (LOWER (name[0]) == LOWER (attack_table[att].name[0]) && !str_prefix (name, attack_table[att].name)) return att; } return 0; } /* 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; } /* returns class number */ /* int class_lookup (const char *name) { int class; for (class = 0; class < MAX_CLASS; class++) { if (LOWER (name[0]) == LOWER (class_table[class].name[0]) && !str_prefix (name, class_table[class].name)) return class; } return -1; } */ /* 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->vuln_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->vuln_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->vuln_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; } bool is_clan (CHAR_DATA * ch) { return ch->clan; } bool is_same_clan (CHAR_DATA * ch, CHAR_DATA * victim) { if (clan_table[ch->clan].independent) return FALSE; else return (ch->clan == victim->clan); } /* for returning skill information */ int get_skill (CHAR_DATA * ch, int sn) { float skill; // Level based skills if (sn == -1) skill = PL_TO_SKILL(ch->pl); else if (sn < -1 || sn > MAX_SKILL) { logstr (LOG_BUG, "Bad sn %d in get_skill.", sn); skill = 0; } else if (!IS_NPC (ch) && ch->pcdata) skill = ch->pcdata->learned[sn]; // Mobs else { // base level; adjust with skills skill = PL_TO_SKILL(ch->pl); // Skills that naturally have minimums if (sn == gsn_hand_to_hand || sn == gsn_dodge || sn == gsn_energy_beam || sn == gsn_energy_ball) skill = UMAX(1, skill); // Bonuses if the bits for skills are set if ((sn == gsn_dodge && IS_SET (ch->off_flags, OFF_DODGE)) || (sn == gsn_parry && IS_SET (ch->off_flags, OFF_PARRY))) skill *= 3; else if ((sn == gsn_dodge) || (sn == gsn_parry)) skill *= 2; else if (sn == gsn_shield_block) skill *= 2; else if (sn == gsn_bash && IS_SET (ch->off_flags, OFF_BASH)) skill *= 2; else if (sn == gsn_disarm && IS_SET (ch->off_flags, OFF_DISARM)) skill *= 2; else if (sn == gsn_berserk && IS_SET (ch->off_flags, OFF_BERSERK)) skill *= 2; else if (sn == gsn_hand_to_hand) skill = UMAX(1, skill * 2); else skill *= 1; } if (ch->daze > 0) { skill = 2 * skill / 3; } if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10) skill = 9 * skill / 10; return URANGE (0, (int)skill, 10); } /* for returning weapon information */ int get_weapon_sn (CHAR_DATA * ch) { OBJ_DATA *wield; int sn; wield = get_eq_char (ch, WEAR_WIELD); if (wield == NULL || wield->item_type != ITEM_WEAPON) sn = gsn_hand_to_hand; else switch (wield->value[0]) { default: sn = -1; break; case (WEAPON_SWORD): sn = gsn_sword; break; case (WEAPON_DAGGER): sn = gsn_dagger; break; case (WEAPON_SPEAR): sn = gsn_spear; break; case (WEAPON_MACE): sn = gsn_mace; break; case (WEAPON_AXE): sn = gsn_axe; break; case (WEAPON_FLAIL): sn = gsn_flail; break; case (WEAPON_WHIP): sn = gsn_whip; break; case (WEAPON_POLEARM): sn = gsn_polearm; break; case (WEAPON_EXOTIC): sn = gsn_exotic; break; } return sn; } int get_weapon_skill (CHAR_DATA * ch, int sn) { return get_skill(ch,sn); /* int skill; // -1 is exotic if (IS_NPC (ch)) { //if (sn == -1) // skill = 3 * ch->level; //else if (sn == gsn_hand_to_hand) // skill = 40 + 2 * ch->level; //else // skill = 40 + 5 * ch->level / 2; skill = sqrt(ch->pl)/300*2; } else { if (sn == -1) skill = sqrt(ch->pl)/300*2; else skill = ch->pcdata->learned[sn]; } return URANGE (0, skill, 10); */ } /* used to de-screw characters */ void reset_char (CHAR_DATA * ch) { long long int mod; int loc, stat, i; OBJ_DATA *obj; AFFECT_DATA *af; if (IS_NPC (ch)) return; if (ch->pcdata->perm_hit == 0 || ch->pcdata->perm_ki == 0 || ch->pcdata->last_level == 0) { /* do a FULL reset */ for (loc = 0; loc < MAX_WEAR; loc++) { obj = get_eq_char (ch, loc); if (obj == NULL) continue; if (!obj->enchanted) for (af = obj->pIndexData->affected; af != NULL; af = af->next) { mod = af->modifier; switch (af->location) { case APPLY_SEX: ch->sex -= mod; if (ch->sex < 0 || ch->sex > 2) ch->sex = IS_NPC (ch) ? 0 : ch->pcdata->true_sex; break; case APPLY_KI: ch->max_ki -= mod; break; case APPLY_HIT: ch->max_hit -= mod; break; } } for (af = obj->affected; af != NULL; af = af->next) { mod = af->modifier; switch (af->location) { case APPLY_SEX: ch->sex -= mod; break; case APPLY_KI: ch->max_ki -= mod; break; case APPLY_HIT: ch->max_hit -= mod; break; } } } /* now reset the permanent stats */ ch->pcdata->perm_hit = ch->max_hit; ch->pcdata->perm_ki = ch->max_ki; ch->pcdata->last_level = ch->played / 3600; if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2) { if (ch->sex > 0 && ch->sex < 3) ch->pcdata->true_sex = ch->sex; else ch->pcdata->true_sex = 0; } } /* now restore the character to his/her true condition */ for (stat = 0; stat < MAX_STATS; stat++) ch->mod_stat[stat] = 0; if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2) ch->pcdata->true_sex = 0; ch->sex = ch->pcdata->true_sex; ch->max_hit = ch->pcdata->perm_hit; ch->max_ki = ch->pcdata->perm_ki; for (i = 0; i < 4; i++) ch->armor[i] = 0; ch->hitroll = 0; ch->damroll = 0; ch->saving_throw = 0; /* now start adding back the effects */ for (loc = 0; loc < MAX_WEAR; loc++) { obj = get_eq_char (ch, loc); if (obj == NULL) continue; for (i = 0; i < 4; i++) ch->armor[i] += apply_ac(obj, loc, i); if (!obj->enchanted) for (af = obj->pIndexData->affected; af != NULL; af = af->next) { mod = af->modifier; switch (af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_AC: for (i = 0; i < 4; i ++) ch->armor[i] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_KI: ch->max_ki += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVES: 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; } } for (af = obj->affected; af != NULL; af = af->next) { mod = af->modifier; switch (af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_AC: for (i = 0; i < 4; i ++) ch->armor[i] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_KI: ch->max_ki += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVES: 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; } } } /* now add back spell effects */ for (af = ch->affected; af != NULL; af = af->next) { mod = af->modifier; switch (af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_AC: for (i = 0; i < 4; i ++) ch->armor[i] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_KI: ch->max_ki += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVES: 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; } } /* make sure sex is RIGHT!!!! */ if (ch->sex < 0 || ch->sex > 2) ch->sex = ch->pcdata->true_sex; } /* * Retrieve a character's age. */ int get_age (CHAR_DATA * ch) { return 17 + (ch->played + (int) (current_time - ch->logon)) / 72000; } /* command for retrieving stats */ int get_curr_stat (CHAR_DATA * ch, int stat) { int max; if (IS_NPC (ch) || ch->level > LEVEL_IMMORTAL) max = 1000; else { max = pc_race_table[ch->race].max_stats[stat]; //if (class_table[ch->class].attr_prime == stat) // max += 2; //if (ch->race == race_lookup ("human")) // max += 1; max = UMIN (max, 1000); } return URANGE (3, ch->perm_stat[stat] + ch->mod_stat[stat], max); } /* command for returning max training score */ int get_max_train (CHAR_DATA * ch, int stat) { int max; if (IS_NPC (ch) || ch->level > LEVEL_IMMORTAL) return 1000; max = pc_race_table[ch->race].max_stats[stat]; /* if (class_table[ch->class].attr_prime == stat) { if (ch->race == race_lookup ("human")) max += 3; else max += 2; } */ return UMIN (max, 1000); } /* * 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 + 5 * get_curr_stat (ch, STAT_STR); } /* * Retrieve a character's carry capacity. */ int can_carry_w (CHAR_DATA * ch) { if (!IS_NPC (ch) && ch->level >= LEVEL_IMMORTAL) return 10000000; if (IS_NPC (ch) && IS_SET (ch->act, ACT_PET)) return 0; return get_curr_stat (ch, STAT_STR) * 500; } /* * See if a string is one of the names of an object. */ bool is_name (char *str, char *namelist) { char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH]; char *list, *string; /* 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; /* 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 (!str_prefix (string, name)) return TRUE; /* full pattern match */ if (!str_prefix (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; } } /* enchanted stuff for eq */ void affect_enchant (OBJ_DATA * obj) { /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *paf, *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect (); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX (0, paf->type); af_new->pl = paf->pl; af_new->skill_lvl = paf->skill_lvl; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } } /* * Apply or remove an affect to a character. */ void affect_modify (CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd) { long long int mod; int i; mod = paf->modifier; if (fAdd) { switch (paf->where) { case TO_AFFECTS: SET_BIT (ch->affected_by, paf->bitvector); break; case TO_IMMUNE: SET_BIT (ch->imm_flags, paf->bitvector); break; case TO_RESIST: SET_BIT (ch->res_flags, paf->bitvector); break; case TO_VULN: SET_BIT (ch->vuln_flags, paf->bitvector); break; } } else { switch (paf->where) { case TO_AFFECTS: REMOVE_BIT (ch->affected_by, paf->bitvector); break; case TO_IMMUNE: REMOVE_BIT (ch->imm_flags, paf->bitvector); break; case TO_RESIST: REMOVE_BIT (ch->res_flags, paf->bitvector); break; case TO_VULN: REMOVE_BIT (ch->vuln_flags, paf->bitvector); break; } mod = 0 - mod; } switch (paf->location) { default: logstr (LOG_BUG, "Affect_modify: unknown location %d.", paf->location); return; case APPLY_NONE: break; case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_AC: for (i = 0; i < 4; i ++) ch->armor[i] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_LEVEL: break; case APPLY_AGE: break; case APPLY_HEIGHT: break; case APPLY_WEIGHT: break; case APPLY_KI: ch->max_ki += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_PL: change_pl (ch, ch->pl + mod, FALSE, FALSE); break; case APPLY_ZENNI: break; case APPLY_EXP: break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVES: 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; case APPLY_SPELL_AFFECT: break; } /* * Check for weapon wielding. * Guard against recursion (for weapons with affects). */ /* if (!IS_NPC (ch) && (wield = get_eq_char (ch, WEAR_WIELD)) != NULL && get_obj_weight (wield) > (str_app[get_curr_stat (ch, STAT_STR)].wield * 10)) { static int depth; if (depth == 0) { depth++; act ("You drop $p.", ch, wield, NULL, TO_CHAR); act ("$n drops $p.", ch, wield, NULL, TO_ROOM); obj_from_char (wield); obj_to_room (wield, ch->in_room); depth--; } } */ return; } /* find an effect in an affect list */ AFFECT_DATA *affect_find (AFFECT_DATA * paf, int sn) { AFFECT_DATA *paf_find; for (paf_find = paf; paf_find != NULL; paf_find = paf_find->next) { if (paf_find->type == sn) return paf_find; } return NULL; } // Find an effect in an affect list. // Based on bit vector AFFECT_DATA *affect_find_bit (AFFECT_DATA * paf, int bit) { AFFECT_DATA *paf_find; for (paf_find = paf; paf_find != NULL; paf_find = paf_find->next) { if (paf_find->bitvector & bit) return paf_find; } return NULL; } /* fix object affects when removing one */ void affect_check (CHAR_DATA * ch, int where, int vector) { AFFECT_DATA *paf; OBJ_DATA *obj; if (where == TO_OBJECT || where == TO_WEAPON || vector == 0) return; for (paf = ch->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_AFFECTS: SET_BIT (ch->affected_by, vector); break; case TO_IMMUNE: SET_BIT (ch->imm_flags, vector); break; case TO_RESIST: SET_BIT (ch->res_flags, vector); break; case TO_VULN: SET_BIT (ch->vuln_flags, vector); break; } return; } for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc == -1) continue; for (paf = obj->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_AFFECTS: SET_BIT (ch->affected_by, vector); break; case TO_IMMUNE: SET_BIT (ch->imm_flags, vector); break; case TO_RESIST: SET_BIT (ch->res_flags, vector); break; case TO_VULN: SET_BIT (ch->vuln_flags, vector); } return; } if (obj->enchanted) continue; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_AFFECTS: SET_BIT (ch->affected_by, vector); break; case TO_IMMUNE: SET_BIT (ch->imm_flags, vector); break; case TO_RESIST: SET_BIT (ch->res_flags, vector); break; case TO_VULN: SET_BIT (ch->vuln_flags, vector); break; } 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 (); *paf_new = *paf; VALIDATE (paf); /* in case we missed it when we set up paf */ paf_new->next = ch->affected; ch->affected = paf_new; affect_modify (ch, paf_new, TRUE); return; } /* give an affect to an object */ void affect_to_obj (OBJ_DATA * obj, AFFECT_DATA * paf) { AFFECT_DATA *paf_new; paf_new = new_affect (); *paf_new = *paf; VALIDATE (paf); /* in case we missed it when we set up paf */ paf_new->next = obj->affected; obj->affected = paf_new; /* apply any affect vectors to the object's extra_flags */ if (paf->bitvector) switch (paf->where) { case TO_OBJECT: SET_BIT (obj->extra_flags, paf->bitvector); break; case TO_WEAPON: if (obj->item_type == ITEM_WEAPON) SET_BIT (obj->value[4], paf->bitvector); break; } return; } /* * Remove an affect from a char. */ void affect_remove (CHAR_DATA * ch, AFFECT_DATA * paf) { int where; int vector; if (ch->affected == NULL) { logstr (LOG_BUG, "Affect_remove: no affect.", 0); return; } affect_modify (ch, paf, FALSE); where = paf->where; vector = paf->bitvector; if (paf == ch->affected) { ch->affected = paf->next; } else { AFFECT_DATA *prev; for (prev = ch->affected; prev != NULL; prev = prev->next) { if (prev->next == paf) { prev->next = paf->next; break; } } if (prev == NULL) { logstr (LOG_BUG, "Affect_remove: cannot find paf.", 0); return; } } free_affect (paf); affect_check (ch, where, vector); return; } void affect_remove_obj (OBJ_DATA * obj, AFFECT_DATA * paf) { int where, vector; if (obj->affected == NULL) { logstr (LOG_BUG, "Affect_remove_object: no affect.", 0); return; } if (obj->carried_by != NULL && obj->wear_loc != -1) affect_modify (obj->carried_by, paf, FALSE); where = paf->where; vector = paf->bitvector; /* remove flags from the object if needed */ if (paf->bitvector) switch (paf->where) { case TO_OBJECT: REMOVE_BIT (obj->extra_flags, paf->bitvector); break; case TO_WEAPON: if (obj->item_type == ITEM_WEAPON) REMOVE_BIT (obj->value[4], paf->bitvector); break; } if (paf == obj->affected) { obj->affected = paf->next; } else { AFFECT_DATA *prev; for (prev = obj->affected; prev != NULL; prev = prev->next) { if (prev->next == paf) { prev->next = paf->next; break; } } if (prev == NULL) { logstr (LOG_BUG, "Affect_remove_object: cannot find paf.", 0); return; } } free_affect (paf); if (obj->carried_by != NULL && obj->wear_loc != -1) affect_check (obj->carried_by, where, vector); return; } /* * Strip all affects of a given sn. */ void affect_strip (CHAR_DATA * ch, int sn) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; for (paf = ch->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; if (paf->type == sn) affect_remove (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 != NULL; paf = paf->next) { 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 != NULL; paf_old = paf_old->next) { if (paf_old->type == paf->type) { paf->pl = (paf->pl + paf_old->pl) / 2; paf->skill_lvl = (paf->skill_lvl + paf_old->skill_lvl) / 2; paf->duration += paf_old->duration; paf->modifier += paf_old->modifier; affect_remove (ch, paf_old); break; } } affect_to_char (ch, paf); return; } /* * Move a char out of a room. */ void char_from_room (CHAR_DATA * ch) { OBJ_DATA *obj; if (ch->in_room == NULL) { logstr (LOG_BUG, "Char_from_room: NULL.", 0); return; } if (!IS_NPC (ch)) --ch->in_room->area->nplayer; if ((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL && 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 == NULL) logstr (LOG_BUG, "Char_from_room: ch not found.", 0); } ch->in_room = NULL; ch->next_in_room = NULL; ch->on = NULL; /* sanity check! */ return; } /* * Move a char into a room. */ void char_to_room (CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex) { OBJ_DATA *obj; if (pRoomIndex == NULL) { ROOM_INDEX_DATA *room; logstr (LOG_BUG, "Char_to_room: NULL.", 0); if ((room = get_room_index (ROOM_VNUM_TEMPLE)) != NULL) char_to_room (ch, room); return; } ch->in_room = pRoomIndex; ch->next_in_room = pRoomIndex->people; pRoomIndex->people = ch; if (!IS_NPC (ch)) { if (ch->in_room->area->empty) { ch->in_room->area->empty = FALSE; ch->in_room->area->age = 0; } ++ch->in_room->area->nplayer; } if ((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0) ++ch->in_room->light; /* removed if (IS_AFFECTED (ch, AFF_PLAGUE)) { AFFECT_DATA *af, plague; CHAR_DATA *vch; for (af = ch->affected; af != NULL; af = af->next) { if (af->type == gsn_plague) break; } if (af == NULL) { REMOVE_BIT (ch->affected_by, AFF_PLAGUE); return; } if (af->level == 1) return; plague.where = TO_AFFECTS; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range (1, 2 * plague.level); plague.location = APPLY_STR; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { if (!saves_spell (plague.level - 2, vch, DAM_DISEASE) && !IS_IMMORTAL (vch) && !IS_AFFECTED (vch, AFF_PLAGUE) && number_bits (6) == 0) { sendch ("You feel hot and feverish.\n\r", vch); act ("$n shivers and looks very ill.", vch, NULL, NULL, TO_ROOM); affect_join (vch, &plague); } } } */ 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; ch->carry_number += get_obj_number (obj); ch->carry_weight += get_obj_weight (obj); } /* * Take an obj from its character. */ void obj_from_char (OBJ_DATA * obj) { CHAR_DATA *ch; if ((ch = obj->carried_by) == NULL) { logstr (LOG_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 != NULL; prev = prev->next_content) { if (prev->next_content == obj) { prev->next_content = obj->next_content; break; } } if (prev == NULL) logstr (LOG_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; } /* * Find the ac value of an obj, including position effect. */ int apply_ac (OBJ_DATA * obj, int iWear, int type) { if (obj->item_type != ITEM_ARMOR) return 0; switch (iWear) { case WEAR_BODY: return 3 * obj->value[type]; case WEAR_HEAD: case WEAR_LEGS: case WEAR_ABOUT: return 2 * obj->value[type]; case WEAR_FEET: case WEAR_HANDS: case WEAR_ARMS: case WEAR_SHIELD: case WEAR_NECK_1: case WEAR_NECK_2: case WEAR_WAIST: case WEAR_WRIST_L: case WEAR_WRIST_R: case WEAR_HOLD: case WEAR_EYE: case WEAR_FINGER_L: case WEAR_FINGER_R: case WEAR_EAR_L: case WEAR_EAR_R: case WEAR_TAIL: return obj->value[type]; } return 0; } /* * Find a piece of eq on a character. */ OBJ_DATA *get_eq_char (CHAR_DATA * ch, int iWear) { OBJ_DATA *obj; if (ch == NULL) return NULL; for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc == iWear) return obj; } return NULL; } /* * Equip a char with an obj. */ void equip_char (CHAR_DATA * ch, OBJ_DATA * obj, int iWear) { int i; AFFECT_DATA *paf; if (get_eq_char (ch, iWear) != NULL) { logstr (LOG_BUG, "Equip_char: already equipped (%d).", iWear); return; } if ((IS_OBJ_STAT (obj, ITEM_ANTI_EVIL) && IS_EVIL (ch)) || (IS_OBJ_STAT (obj, ITEM_ANTI_GOOD) && IS_GOOD (ch)) || (IS_OBJ_STAT (obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL (ch))) { /* * Thanks to Morgenes for the bug fix here! */ act ("You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR); act ("$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; } if (IS_OBJ_STAT (obj, ITEM_NEED_PL) && ch->pl < obj->pl) { sendch ("Your powerlevel is not high enough to use this item!\n\r",ch); return; } for (i = 0; i < 4; i++) ch->armor[i] += apply_ac(obj, iWear, i); obj->wear_loc = iWear; if (!obj->enchanted) for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) if (paf->location != APPLY_SPELL_AFFECT) affect_modify (ch, paf, TRUE); for (paf = obj->affected; paf != NULL; paf = paf->next) if (paf->location == APPLY_SPELL_AFFECT) affect_to_char (ch, paf); else affect_modify (ch, paf, TRUE); if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL) ++ch->in_room->light; return; } /* * Unequip a char with an obj. */ void unequip_char (CHAR_DATA * ch, OBJ_DATA * obj) { AFFECT_DATA *paf = NULL; AFFECT_DATA *lpaf = NULL; AFFECT_DATA *lpaf_next = NULL; int i; if (obj->wear_loc == WEAR_NONE) { logstr (LOG_BUG, "Unequip_char: already unequipped.", 0); return; } for (i = 0; i < 4; i++) ch->armor[i] -= apply_ac( obj, obj->wear_loc,i ); obj->wear_loc = -1; if (!obj->enchanted) { for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { if (paf->location == APPLY_SPELL_AFFECT) { for (lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next) { lpaf_next = lpaf->next; if ((lpaf->type == paf->type) && (lpaf->pl == paf->pl) && (lpaf->skill_lvl == paf->skill_lvl) && (lpaf->location == APPLY_SPELL_AFFECT)) { affect_remove (ch, lpaf); lpaf_next = NULL; } } } else { affect_modify (ch, paf, FALSE); affect_check (ch, paf->where, paf->bitvector); } } } for (paf = obj->affected; paf != NULL; paf = paf->next) if (paf->location == APPLY_SPELL_AFFECT) { logstr (LOG_BUG, "Norm-Apply: %d", 0); for (lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next) { lpaf_next = lpaf->next; if ((lpaf->type == paf->type) && (lpaf->pl == paf->pl) && (lpaf->skill_lvl == paf->skill_lvl) && (lpaf->location == APPLY_SPELL_AFFECT)) { logstr (LOG_BUG, "location = %d", lpaf->location); logstr (LOG_BUG, "type = %d", lpaf->type); affect_remove (ch, lpaf); lpaf_next = NULL; } } } else { affect_modify (ch, paf, FALSE); affect_check (ch, paf->where, paf->bitvector); } if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL && ch->in_room->light > 0) --ch->in_room->light; 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 != NULL; obj = obj->next_content) { 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; CHAR_DATA *ch; if ((in_room = obj->in_room) == NULL) { logstr (LOG_BUG, "obj_from_room: NULL.", 0); return; } for (ch = in_room->people; ch != NULL; ch = ch->next_in_room) if (ch->on == obj) ch->on = NULL; 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 == NULL) { logstr (LOG_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) { static int crash_protect = 0; obj->next_content = pRoomIndex->contents; pRoomIndex->contents = obj; obj->in_room = pRoomIndex; obj->carried_by = NULL; obj->in_obj = NULL; if ((pRoomIndex->sector_type == SECT_AIR) && (pRoomIndex->exit[DIR_DOWN] != NULL)) { crash_protect++; if (crash_protect == 10) return; act( "$t falls from the sky above.\n\r", pRoomIndex->exit[DIR_DOWN]->u1.to_room->people, obj->short_descr, NULL, TO_ROOM); act( "$t falls from the sky above.\n\r", pRoomIndex->exit[DIR_DOWN]->u1.to_room->people, obj->short_descr, NULL, TO_CHAR); act( "$t falls through the air below you.\n\r", pRoomIndex->people, obj->short_descr, NULL, TO_ROOM); act( "$t falls through the air below you.\n\r", pRoomIndex->people, obj->short_descr, NULL, TO_CHAR); obj_from_room( obj ); obj_to_room( obj, pRoomIndex->exit[DIR_DOWN]->u1.to_room); } crash_protect = 0; return; } /* * Move an object into an object. */ void obj_to_obj (OBJ_DATA * obj, OBJ_DATA * obj_to) { obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; if (obj_to->pIndexData->vnum == OBJ_VNUM_PIT) obj->cost = 0; for (; obj_to != NULL; obj_to = obj_to->in_obj) { if (obj_to->carried_by != NULL) { obj_to->carried_by->carry_number += get_obj_number (obj); obj_to->carried_by->carry_weight += get_obj_weight (obj) * WEIGHT_MULT (obj_to) / 100; } } 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) == NULL) { logstr (LOG_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 == NULL) { logstr (LOG_BUG, "Obj_from_obj: obj not found.", 0); return; } } obj->next_content = NULL; obj->in_obj = NULL; for (; obj_from != NULL; obj_from = obj_from->in_obj) { if (obj_from->carried_by != NULL) { obj_from->carried_by->carry_number -= get_obj_number (obj); obj_from->carried_by->carry_weight -= get_obj_weight (obj) * WEIGHT_MULT (obj_from) / 100; } } return; } /* * Extract an obj from the world. */ void extract_obj (OBJ_DATA * obj) { OBJ_DATA *obj_content; OBJ_DATA *obj_next; if (obj->in_room != NULL) obj_from_room (obj); else if (obj->carried_by != NULL) obj_from_char (obj); else if (obj->in_obj != NULL) obj_from_obj (obj); for (obj_content = obj->contains; obj_content; obj_content = obj_next) { obj_next = obj_content->next_content; extract_obj (obj_content); } if (object_list == obj) { object_list = obj->next; } else { OBJ_DATA *prev; for (prev = object_list; prev != NULL; prev = prev->next) { if (prev->next == obj) { prev->next = obj->next; break; } } if (prev == NULL) { logstr (LOG_BUG, "Extract_obj: obj %d not found.", obj->pIndexData->vnum); return; } } --obj->pIndexData->count; free_obj (obj); 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; /* doesn't seem to be necessary if ( ch->in_room == NULL ) { logstr (LOG_BUG, "Extract_char: NULL.", 0 ); return; } */ nuke_pets (ch); ch->pet = NULL; /* just in case */ if (fPull) die_follower (ch); stop_fighting (ch, TRUE); for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; extract_obj (obj); } if (ch->in_room != NULL) char_from_room (ch); /* Death room is set in the clan table now */ if (!fPull) { char_to_room (ch, get_room_index (clan_table[ch->clan].hall)); return; } if (IS_NPC (ch)) --ch->pIndexData->count; if (ch->desc != NULL && ch->desc->original != NULL) { do_function (ch, &do_return, ""); ch->desc = NULL; } for (wch = char_list; wch != NULL; wch = wch->next) { if (wch->reply == ch) wch->reply = NULL; if (ch->mprog_target == wch) wch->mprog_target = NULL; } if (ch == char_list) { char_list = ch->next; } else { CHAR_DATA *prev; for (prev = char_list; prev != NULL; prev = prev->next) { if (prev->next == ch) { prev->next = ch->next; break; } } if (prev == NULL) { logstr (LOG_BUG, "Extract_char: char not found.", 0); return; } } if (ch->desc != NULL) ch->desc->character = NULL; free_char (ch); return; } /* * Find a char in the room. */ CHAR_DATA *get_char_room( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *rch; int number; int count; number = number_argument( argument, arg ); count = 0; if ( !str_cmp( arg, "self" ) ) return ch; if ( ch && room ) { logstr (LOG_BUG, "get_char_room received multiple types (ch/room)", 0 ); return NULL; } if ( ch ) rch = ch->in_room->people; else rch = room->people; for ( ; rch != NULL; rch = rch->next_in_room ) { if ( (ch && !can_see( ch, rch )) || !is_name( 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 arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch; int number; int count; if ( ch && ( wch = get_char_room( ch, NULL, argument ) ) != NULL ) return wch; number = number_argument( argument, arg ); count = 0; for ( wch = char_list; wch != NULL ; wch = wch->next ) { if ( wch->in_room == NULL || ( ch && !can_see( ch, wch ) ) || !is_name( arg, wch->name ) ) continue; if ( ++count == number ) return wch; } 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 != NULL; obj = obj->next) { if (obj->pIndexData == pObjIndex) return obj; } return NULL; } /* * Find an obj in a list. */ OBJ_DATA *get_obj_list (CHAR_DATA * ch, char *argument, OBJ_DATA * list) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument (argument, arg); count = 0; for (obj = list; obj != NULL; obj = obj->next_content) { if (can_see_obj (ch, obj) && is_name (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, CHAR_DATA *viewer ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->wear_loc == WEAR_NONE && ( viewer ? can_see_obj( viewer, obj ) : TRUE ) && is_name( 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, bool character ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->wear_loc != WEAR_NONE && ( character ? can_see_obj( ch, obj ) : TRUE) && is_name( 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, ROOM_INDEX_DATA *room, char *argument ) { OBJ_DATA *obj; int number, count; char arg[MAX_INPUT_LENGTH]; if ( ch && room ) { logstr (LOG_BUG, "get_obj_here received a ch and a room",0); return NULL; } number = number_argument( argument, arg ); count = 0; if ( ch ) { obj = get_obj_list( ch, argument, ch->in_room->contents ); if ( obj != NULL ) return obj; if ( ( obj = get_obj_carry( ch, argument, ch ) ) != NULL ) return obj; if ( ( obj = get_obj_wear( ch, argument, TRUE ) ) != NULL ) return obj; } else { for ( obj = room->contents; obj; obj = obj->next_content ) { if ( !is_name( arg, obj->name ) ) continue; if ( ++count == number ) return obj; } } return NULL; } /* * Find an obj in the world. */ OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; if ( ch && ( obj = get_obj_here( ch, NULL, argument ) ) != NULL ) return obj; number = number_argument( argument, arg ); count = 0; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( obj->in_room == NULL || ( ch && !can_see_obj( ch, obj ) ) || !is_name( arg, obj->name ) ) continue; if ( ++count == number ) return obj; } return NULL; } /* deduct cost from a character */ void deduct_cost (CHAR_DATA * ch, int cost) { int zenni = 0; zenni = UMIN (ch->zenni, cost); ch->zenni -= zenni; if (ch->zenni < 0) { logstr (LOG_BUG, "deduct costs: ch zenni %d < 0", ch->zenni); ch->zenni = 0; } } /* * Create a 'money' obj. */ OBJ_DATA *create_money (int zenni) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; if (zenni <= 0) { logstr (LOG_BUG, "Create_money: zero or negative money.", zenni); zenni = UMAX (1, zenni); } if (zenni == 1) { obj = create_object (get_obj_index (OBJ_VNUM_ZENNI_ONE), 0); } else { obj = create_object (get_obj_index (OBJ_VNUM_ZENNI_SOME), 0); sprintf (buf, obj->short_descr, zenni); free_string (obj->short_descr); obj->short_descr = str_dup (buf); obj->value[0] = zenni; obj->cost = zenni; obj->weight = zenni / 5; } return obj; } /* * 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; if (obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY) number = 0; else number = 1; for (obj = obj->contains; obj != NULL; obj = obj->next_content) number += get_obj_number (obj); return number; } /* * Return weight of an object, including weight of contents. */ int get_obj_weight (OBJ_DATA * obj) { int weight; OBJ_DATA *tobj; weight = obj->weight; for (tobj = obj->contains; tobj != NULL; tobj = tobj->next_content) weight += get_obj_weight (tobj) * WEIGHT_MULT (obj) / 100; return weight; } int get_true_weight (OBJ_DATA * obj) { int weight; weight = obj->weight; for (obj = obj->contains; obj != NULL; obj = obj->next_content) weight += get_obj_weight (obj); return weight; } /* * True if room is dark. */ bool room_is_dark (ROOM_INDEX_DATA * pRoomIndex) { if (pRoomIndex->light > 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_SET || weather_info.sunlight == SUN_DARK) return TRUE; return FALSE; } bool is_room_owner (CHAR_DATA * ch, ROOM_INDEX_DATA * room) { if (room->owner == NULL || room->owner[0] == '\0') return FALSE; return is_name (ch->name, room->owner); } /* * True if room is private. */ bool room_is_private (ROOM_INDEX_DATA * pRoomIndex) { CHAR_DATA *rch; int count; if (pRoomIndex->owner != NULL && pRoomIndex->owner[0] != '\0') return TRUE; count = 0; for (rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room) 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; if (IS_SET (pRoomIndex->room_flags, ROOM_IMP_ONLY)) return TRUE; return FALSE; } /* visibility on a room -- for entering and exits */ bool can_see_room (CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex) { if (IS_SET (pRoomIndex->room_flags, ROOM_IMP_ONLY) && ch->level < MAX_LEVEL) return FALSE; if (IS_SET (pRoomIndex->room_flags, ROOM_GODS_ONLY) && !IS_IMMORTAL (ch)) return FALSE; if (IS_SET (pRoomIndex->room_flags, ROOM_HEROES_ONLY) && !IS_IMMORTAL (ch)) return FALSE; /* if (IS_SET (pRoomIndex->room_flags, ROOM_NEWBIES_ONLY) && ch->level > 5 && !IS_IMMORTAL (ch)) return FALSE; */ if (!IS_IMMORTAL (ch) && pRoomIndex->clan && ch->clan != pRoomIndex->clan) return FALSE; return TRUE; } /* * True if char can see victim. */ bool can_see (CHAR_DATA * ch, CHAR_DATA * victim) { /* RT changed so that WIZ_INVIS has levels */ if (ch == victim) return TRUE; if (ch->level < victim->invis_level) return FALSE; if (ch->level < victim->incog_level && ch->in_room != victim->in_room) return FALSE; if ((!IS_NPC (ch) && IS_SET (ch->act, PLR_HOLYLIGHT)) || (IS_NPC (ch) && IS_IMMORTAL (ch))) return TRUE; if (IS_AFFECTED (ch, AFF_BLIND)) { AFFECT_DATA *paf; // Look for a specific affect if ((paf = affect_find_bit(ch->affected, AFF_BLIND))) { if (number_range(1, 20) > 5 + paf->skill_lvl) return TRUE; else return FALSE; } // Otherwise, 50/50 chance else if (number_range(1,2) == 1) return FALSE; } if (room_is_dark (ch->in_room) && !IS_AFFECTED (ch, AFF_INFRARED)) return FALSE; if (IS_AFFECTED (victim, AFF_INVISIBLE) && !IS_AFFECTED (ch, AFF_DETECT_INVIS)) return FALSE; /* sneaking */ if (IS_AFFECTED (victim, AFF_SNEAK) && !IS_AFFECTED (ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL) { int chance; chance = get_skill (victim, gsn_sneak); chance += get_curr_stat (victim, STAT_DEX) * 3 / 2; chance -= get_curr_stat (ch, STAT_INT) * 2; chance -= ch->level - victim->level * 3 / 2; if (number_percent () < chance) return FALSE; } if (IS_AFFECTED (victim, AFF_HIDE) && !IS_AFFECTED (ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL) return FALSE; return TRUE; } /* * True if char can see obj. */ bool can_see_obj (CHAR_DATA * ch, OBJ_DATA * obj) { if (!IS_NPC (ch) && IS_SET (ch->act, PLR_HOLYLIGHT)) return TRUE; if (IS_SET (obj->extra_flags, ITEM_VIS_DEATH)) return FALSE; if (IS_AFFECTED (ch, AFF_BLIND) && obj->item_type != ITEM_POTION) return FALSE; if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0) return TRUE; if (IS_SET (obj->extra_flags, ITEM_INVIS) && !IS_AFFECTED (ch, AFF_DETECT_INVIS)) return FALSE; if (IS_OBJ_STAT (obj, ITEM_GLOW)) return TRUE; if (room_is_dark (ch->in_room) && !IS_AFFECTED (ch, AFF_DARK_VISION)) 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 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_LEVEL: return "level"; case APPLY_AGE: return "age"; case APPLY_KI: return "ki"; case APPLY_HIT: return "hp"; case APPLY_PL: return "powerlevel"; case APPLY_ZENNI: return "zenni"; 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_SAVES: return "saves"; 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"; case APPLY_SPELL_AFFECT: return "none"; } logstr (LOG_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_GOOD) strcat (buf, " detect_good"); 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_SANCTUARY) strcat (buf, " sanctuary"); 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_POISON) strcat (buf, " poison"); if (vector & AFF_PROTECT_EVIL) strcat (buf, " prot_evil"); if (vector & AFF_PROTECT_GOOD) strcat (buf, " prot_good"); 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_BERSERK) strcat (buf, " berserk"); if (vector & AFF_CALM) strcat (buf, " calm"); if (vector & AFF_HASTE) strcat (buf, " haste"); if (vector & AFF_SLOW) strcat (buf, " slow"); if (vector & AFF_PLAGUE) strcat (buf, " plague"); if (vector & AFF_DARK_VISION) strcat (buf, " dark_vision"); if (vector & AFF_KAIOKEN) strcat (buf, " kaioken"); 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_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_NOPURGE) strcat (buf, " nopurge"); if (extra_flags & ITEM_VIS_DEATH) strcat (buf, " vis_death"); if (extra_flags & ITEM_NEED_PL) strcat (buf, " need_pl"); if (extra_flags & ITEM_ROT_DEATH) strcat (buf, " rot_death"); if (extra_flags & ITEM_NOLOCATE) strcat (buf, " no_locate"); if (extra_flags & ITEM_SELL_EXTRACT) strcat (buf, " sell_extract"); if (extra_flags & ITEM_INDESTRUCTIBLE) strcat (buf, " indestructible"); if (extra_flags & ITEM_BURN_PROOF) strcat (buf, " burn_proof"); if (extra_flags & ITEM_NOUNCURSE) strcat (buf, " no_uncurse"); if (extra_flags & ITEM_SCOUTER) strcat (buf, " scouter"); return (buf[0] != '\0') ? buf + 1 : "none"; } /* return ascii name of an act vector */ char *act_bit_name (int act_flags) { static char buf[512]; buf[0] = '\0'; if (IS_SET (act_flags, ACT_IS_NPC)) { strcat (buf, " npc"); if (act_flags & ACT_SENTINEL) strcat (buf, " sentinel"); if (act_flags & ACT_SCAVENGER) strcat (buf, " scavenger"); if (act_flags & ACT_AGGRESSIVE) strcat (buf, " aggressive"); if (act_flags & ACT_STAY_AREA) strcat (buf, " stay_area"); if (act_flags & ACT_WIMPY) strcat (buf, " wimpy"); if (act_flags & ACT_PET) strcat (buf, " pet"); if (act_flags & ACT_TRAIN) strcat (buf, " train"); if (act_flags & ACT_PRACTICE) strcat (buf, " practice"); if (act_flags & ACT_UPGRADE) strcat (buf, " upgrade"); if (act_flags & ACT_UNDEAD) strcat (buf, " undead"); if (act_flags & ACT_NOALIGN) strcat (buf, " no_align"); if (act_flags & ACT_NOPURGE) strcat (buf, " no_purge"); if (act_flags & ACT_IS_HEALER) strcat (buf, " healer"); if (act_flags & ACT_IS_CHANGER) strcat (buf, " changer"); if (act_flags & ACT_GAIN) strcat (buf, " skill_train"); if (act_flags & ACT_UPDATE_ALWAYS) strcat (buf, " update_always"); if (act_flags & ACT_ANIMAL) strcat (buf, " animal"); if (act_flags & ACT_CIVILIAN) strcat (buf, " civilian"); if (act_flags & ACT_WARRIOR) strcat (buf, " warrior"); if (act_flags & ACT_KIWARRIOR) strcat (buf, " ki_warrior"); } else { strcat (buf, " player"); if (act_flags & PLR_AUTOASSIST) strcat (buf, " autoassist"); if (act_flags & PLR_AUTOEXIT) strcat (buf, " autoexit"); if (act_flags & PLR_AUTOLOOT) strcat (buf, " autoloot"); if (act_flags & PLR_AUTOSAC) strcat (buf, " autosac"); if (act_flags & PLR_AUTOZENNI) strcat (buf, " autozenni"); if (act_flags & PLR_AUTOSPLIT) strcat (buf, " autosplit"); if (act_flags & PLR_COMBATINFO) strcat (buf, " combat_info"); if (act_flags & PLR_HOLYLIGHT) strcat (buf, " holy_light"); if (act_flags & PLR_QUEST) strcat (buf, " quest"); if (act_flags & PLR_AUTOATTACK); strcat (buf, " auto_attack"); if (act_flags & PLR_CANLOOT) strcat (buf, " loot_corpse"); if (act_flags & PLR_NOSUMMON) strcat (buf, " no_summon"); if (act_flags & PLR_NOFOLLOW) strcat (buf, " no_follow"); if (act_flags & PLR_FREEZE) strcat (buf, " frozen"); if (act_flags & PLR_THIEF) strcat (buf, " thief"); if (act_flags & PLR_HOSTILE) strcat (buf, " hostile"); } return (buf[0] != '\0') ? buf + 1 : "none"; } char *comm_bit_name (int comm_flags) { static char buf[512]; buf[0] = '\0'; if (comm_flags & COMM_QUIET) strcat (buf, " quiet"); if (comm_flags & COMM_DEAF) strcat (buf, " deaf"); if (comm_flags & COMM_NOWIZ) strcat (buf, " no_wiz"); if (comm_flags & COMM_NOGOD) strcat (buf, " no_god"); if (comm_flags & COMM_NOAUCTION) strcat (buf, " no_auction"); if (comm_flags & COMM_NOGOSSIP) strcat (buf, " no_gossip"); if (comm_flags & COMM_NOQUESTION) strcat (buf, " no_question"); if (comm_flags & COMM_NOMUSIC) strcat (buf, " no_music"); if (comm_flags & COMM_NOQUOTE) strcat (buf, " no_quote"); if (comm_flags & COMM_COMPACT) strcat (buf, " compact"); if (comm_flags & COMM_BRIEF) strcat (buf, " brief"); if (comm_flags & COMM_PROMPT) strcat (buf, " prompt"); if (comm_flags & COMM_COMBINE) strcat (buf, " combine"); if (comm_flags & COMM_NOEMOTE) strcat (buf, " no_emote"); if (comm_flags & COMM_NOSHOUT) strcat (buf, " no_shout"); if (comm_flags & COMM_NOTELL) strcat (buf, " no_tell"); if (comm_flags & COMM_NOCHANNELS) strcat (buf, " no_channels"); return (buf[0] != '\0') ? buf + 1 : "none"; } 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_DROWNING) strcat (buf, " drowning"); if (imm_flags & IMM_LIGHT) 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"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *wear_bit_name (int wear_flags) { static char buf[512]; buf[0] = '\0'; if (wear_flags & ITEM_TAKE) strcat (buf, " take"); if (wear_flags & ITEM_WEAR_FINGER) strcat (buf, " finger"); if (wear_flags & ITEM_WEAR_NECK) strcat (buf, " neck"); if (wear_flags & ITEM_WEAR_BODY) strcat (buf, " torso"); if (wear_flags & ITEM_WEAR_HEAD) strcat (buf, " head"); if (wear_flags & ITEM_WEAR_LEGS) strcat (buf, " legs"); if (wear_flags & ITEM_WEAR_FEET) strcat (buf, " feet"); if (wear_flags & ITEM_WEAR_HANDS) strcat (buf, " hands"); if (wear_flags & ITEM_WEAR_ARMS) strcat (buf, " arms"); if (wear_flags & ITEM_WEAR_SHIELD) strcat (buf, " shield"); if (wear_flags & ITEM_WEAR_ABOUT) strcat (buf, " body"); if (wear_flags & ITEM_WEAR_WAIST) strcat (buf, " waist"); if (wear_flags & ITEM_WEAR_WRIST) strcat (buf, " wrist"); if (wear_flags & ITEM_WIELD) strcat (buf, " wield"); if (wear_flags & ITEM_HOLD) strcat (buf, " hold"); if (wear_flags & ITEM_NO_SAC) strcat (buf, " nosac"); if (wear_flags & ITEM_WEAR_FLOAT) strcat (buf, " float"); if (wear_flags & ITEM_WEAR_TAIL) strcat (buf, " tail"); if (wear_flags & ITEM_WEAR_EYE) strcat (buf, " eye"); if (wear_flags & ITEM_WEAR_EAR) strcat (buf, " ear"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *form_bit_name (int form_flags) { static char buf[512]; buf[0] = '\0'; if (form_flags & FORM_POISON) strcat (buf, " poison"); else if (form_flags & FORM_EDIBLE) strcat (buf, " edible"); if (form_flags & FORM_MAGICAL) strcat (buf, " magical"); if (form_flags & FORM_INSTANT_DECAY) strcat (buf, " instant_rot"); if (form_flags & FORM_OTHER) strcat (buf, " other"); if (form_flags & FORM_ANIMAL) strcat (buf, " animal"); if (form_flags & FORM_SENTIENT) strcat (buf, " sentient"); if (form_flags & FORM_UNDEAD) strcat (buf, " undead"); if (form_flags & FORM_CONSTRUCT) strcat (buf, " construct"); if (form_flags & FORM_MIST) strcat (buf, " mist"); if (form_flags & FORM_INTANGIBLE) strcat (buf, " intangible"); if (form_flags & FORM_BIPED) strcat (buf, " biped"); if (form_flags & FORM_CENTAUR) strcat (buf, " centaur"); if (form_flags & FORM_INSECT) strcat (buf, " insect"); if (form_flags & FORM_SPIDER) strcat (buf, " spider"); if (form_flags & FORM_CRUSTACEAN) strcat (buf, " crustacean"); if (form_flags & FORM_WORM) strcat (buf, " worm"); if (form_flags & FORM_BLOB) strcat (buf, " blob"); if (form_flags & FORM_MAMMAL) strcat (buf, " mammal"); if (form_flags & FORM_BIRD) strcat (buf, " bird"); if (form_flags & FORM_REPTILE) strcat (buf, " reptile"); if (form_flags & FORM_SNAKE) strcat (buf, " snake"); if (form_flags & FORM_DRAGON) strcat (buf, " dragon"); if (form_flags & FORM_AMPHIBIAN) strcat (buf, " amphibian"); if (form_flags & FORM_FISH) strcat (buf, " fish"); if (form_flags & FORM_COLD_BLOOD) strcat (buf, " cold_blooded"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *part_bit_name (int part_flags) { static char buf[512]; buf[0] = '\0'; if (part_flags & PART_HEAD) strcat (buf, " head"); if (part_flags & PART_ARMS) strcat (buf, " arms"); if (part_flags & PART_LEGS) strcat (buf, " legs"); if (part_flags & PART_HEART) strcat (buf, " heart"); if (part_flags & PART_BRAINS) strcat (buf, " brains"); if (part_flags & PART_GUTS) strcat (buf, " guts"); if (part_flags & PART_HANDS) strcat (buf, " hands"); if (part_flags & PART_FEET) strcat (buf, " feet"); if (part_flags & PART_FINGERS) strcat (buf, " fingers"); if (part_flags & PART_EAR) strcat (buf, " ears"); if (part_flags & PART_EYE) strcat (buf, " eyes"); if (part_flags & PART_LONG_TONGUE) strcat (buf, " long_tongue"); if (part_flags & PART_EYESTALKS) strcat (buf, " eyestalks"); if (part_flags & PART_TENTACLES) strcat (buf, " tentacles"); if (part_flags & PART_FINS) strcat (buf, " fins"); if (part_flags & PART_WINGS) strcat (buf, " wings"); if (part_flags & PART_TAIL) strcat (buf, " tail"); if (part_flags & PART_CLAWS) strcat (buf, " claws"); if (part_flags & PART_FANGS) strcat (buf, " fangs"); if (part_flags & PART_HORNS) strcat (buf, " horns"); if (part_flags & PART_SCALES) strcat (buf, " scales"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *weapon_bit_name (int weapon_flags) { static char buf[512]; buf[0] = '\0'; if (weapon_flags & WEAPON_FLAMING) strcat (buf, " flaming"); if (weapon_flags & WEAPON_FROST) strcat (buf, " frost"); if (weapon_flags & WEAPON_VAMPIRIC) strcat (buf, " vampiric"); if (weapon_flags & WEAPON_SHARP) strcat (buf, " sharp"); if (weapon_flags & WEAPON_VORPAL) strcat (buf, " vorpal"); if (weapon_flags & WEAPON_TWO_HANDS) strcat (buf, " two-handed"); if (weapon_flags & WEAPON_SHOCKING) strcat (buf, " shocking"); if (weapon_flags & WEAPON_POISON) strcat (buf, " poison"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *cont_bit_name (int cont_flags) { static char buf[512]; buf[0] = '\0'; if (cont_flags & CONT_CLOSEABLE) strcat (buf, " closable"); if (cont_flags & CONT_PICKPROOF) strcat (buf, " pickproof"); if (cont_flags & CONT_CLOSED) strcat (buf, " closed"); if (cont_flags & CONT_LOCKED) strcat (buf, " locked"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *off_bit_name (int off_flags) { static char buf[512]; buf[0] = '\0'; if (off_flags & OFF_AREA_ATTACK) strcat (buf, " area attack"); if (off_flags & OFF_BASH) strcat (buf, " bash"); if (off_flags & OFF_BERSERK) strcat (buf, " berserk"); if (off_flags & OFF_DISARM) strcat (buf, " disarm"); if (off_flags & OFF_DODGE) strcat (buf, " dodge"); if (off_flags & OFF_FADE) strcat (buf, " fade"); if (off_flags & OFF_FAST) strcat (buf, " fast"); if (off_flags & OFF_KICK) strcat (buf, " kick"); if (off_flags & OFF_PARRY) strcat (buf, " parry"); if (off_flags & OFF_RESCUE) strcat (buf, " rescue"); if (off_flags & OFF_TAIL) strcat (buf, " tail"); if (off_flags & OFF_CRUSH) strcat (buf, " crush"); if (off_flags & ASSIST_ALL) strcat (buf, " assist_all"); if (off_flags & ASSIST_ALIGN) strcat (buf, " assist_align"); if (off_flags & ASSIST_RACE) strcat (buf, " assist_race"); if (off_flags & ASSIST_PLAYERS) strcat (buf, " assist_players"); if (off_flags & ASSIST_GUARD) strcat (buf, " assist_guard"); if (off_flags & ASSIST_VNUM) strcat (buf, " assist_vnum"); return (buf[0] != '\0') ? buf + 1 : "none"; } /* * Config Colour stuff */ void default_colour (CHAR_DATA * ch) { if (IS_NPC (ch)) return; if (!ch->pcdata) return; ch->pcdata->text[1] = (WHITE); ch->pcdata->auction[1] = (YELLOW); ch->pcdata->auction_text[1] = (WHITE); ch->pcdata->gossip[1] = (MAGENTA); ch->pcdata->gossip_text[1] = (MAGENTA); ch->pcdata->clan[1] = (YELLOW); ch->pcdata->clan_text[1] = (YELLOW); ch->pcdata->music[1] = (RED); ch->pcdata->music_text[1] = (RED); ch->pcdata->question[1] = (YELLOW); ch->pcdata->question_text[1] = (WHITE); ch->pcdata->answer[1] = (YELLOW); ch->pcdata->answer_text[1] = (WHITE); ch->pcdata->quote[1] = (GREEN); ch->pcdata->quote_text[1] = (GREEN); ch->pcdata->immtalk_text[1] = (CYAN); ch->pcdata->immtalk_type[1] = (YELLOW); ch->pcdata->info[1] = (YELLOW); ch->pcdata->tell[1] = (GREEN); ch->pcdata->tell_text[1] = (GREEN); ch->pcdata->say[1] = (GREEN); ch->pcdata->say_text[1] = (GREEN); ch->pcdata->reply[1] = (GREEN); ch->pcdata->reply_text[1] = (GREEN); ch->pcdata->gtell_text[1] = (GREEN); ch->pcdata->gtell_type[1] = (RED); ch->pcdata->wiznet[1] = (GREEN); ch->pcdata->room_title[1] = (CYAN); ch->pcdata->room_text[1] = (WHITE); ch->pcdata->room_exits[1] = (GREEN); ch->pcdata->room_things[1] = (CYAN); ch->pcdata->prompt[1] = (CYAN); ch->pcdata->fight_death[1] = (RED); ch->pcdata->fight_yhit[1] = (GREEN); ch->pcdata->fight_ohit[1] = (YELLOW); ch->pcdata->fight_thit[1] = (RED); ch->pcdata->fight_skill[1] = (WHITE); ch->pcdata->text[0] = (NORMAL); ch->pcdata->auction[0] = (BRIGHT); ch->pcdata->auction_text[0] = (BRIGHT); ch->pcdata->gossip[0] = (NORMAL); ch->pcdata->gossip_text[0] = (BRIGHT); ch->pcdata->clan[0] = (NORMAL); ch->pcdata->clan_text[0] = (BRIGHT); ch->pcdata->music[0] = (NORMAL); ch->pcdata->music_text[0] = (BRIGHT); ch->pcdata->question[0] = (BRIGHT); ch->pcdata->question_text[0] = (BRIGHT); ch->pcdata->answer[0] = (BRIGHT); ch->pcdata->answer_text[0] = (BRIGHT); ch->pcdata->quote[0] = (NORMAL); ch->pcdata->quote_text[0] = (BRIGHT); ch->pcdata->immtalk_text[0] = (NORMAL); ch->pcdata->immtalk_type[0] = (NORMAL); ch->pcdata->info[0] = (NORMAL); ch->pcdata->say[0] = (NORMAL); ch->pcdata->say_text[0] = (BRIGHT); ch->pcdata->tell[0] = (NORMAL); ch->pcdata->tell_text[0] = (BRIGHT); ch->pcdata->reply[0] = (NORMAL); ch->pcdata->reply_text[0] = (BRIGHT); ch->pcdata->gtell_text[0] = (NORMAL); ch->pcdata->gtell_type[0] = (NORMAL); ch->pcdata->wiznet[0] = (NORMAL); ch->pcdata->room_title[0] = (NORMAL); ch->pcdata->room_text[0] = (NORMAL); ch->pcdata->room_exits[0] = (NORMAL); ch->pcdata->room_things[0] = (NORMAL); ch->pcdata->prompt[0] = (NORMAL); ch->pcdata->fight_death[0] = (NORMAL); ch->pcdata->fight_yhit[0] = (NORMAL); ch->pcdata->fight_ohit[0] = (NORMAL); ch->pcdata->fight_thit[0] = (NORMAL); ch->pcdata->fight_skill[0] = (NORMAL); ch->pcdata->text[2] = 0; ch->pcdata->auction[2] = 0; ch->pcdata->auction_text[2] = 0; ch->pcdata->gossip[2] = 0; ch->pcdata->gossip_text[2] = 0; ch->pcdata->clan[2] = 0; ch->pcdata->clan_text[2] = 0; ch->pcdata->music[2] = 0; ch->pcdata->music_text[2] = 0; ch->pcdata->question[2] = 0; ch->pcdata->question_text[2] = 0; ch->pcdata->answer[2] = 0; ch->pcdata->answer_text[2] = 0; ch->pcdata->quote[2] = 0; ch->pcdata->quote_text[2] = 0; ch->pcdata->immtalk_text[2] = 0; ch->pcdata->immtalk_type[2] = 0; ch->pcdata->info[2] = 1; ch->pcdata->say[2] = 0; ch->pcdata->say_text[2] = 0; ch->pcdata->tell[2] = 0; ch->pcdata->tell_text[2] = 0; ch->pcdata->reply[2] = 0; ch->pcdata->reply_text[2] = 0; ch->pcdata->gtell_text[2] = 0; ch->pcdata->gtell_type[2] = 0; ch->pcdata->wiznet[2] = 0; ch->pcdata->room_title[2] = 0; ch->pcdata->room_text[2] = 0; ch->pcdata->room_exits[2] = 0; ch->pcdata->room_things[2] = 0; ch->pcdata->prompt[2] = 0; ch->pcdata->fight_death[2] = 0; ch->pcdata->fight_yhit[2] = 0; ch->pcdata->fight_ohit[2] = 0; ch->pcdata->fight_thit[2] = 0; ch->pcdata->fight_skill[2] = 0; return; } void all_colour (CHAR_DATA * ch, char *argument) { char buf[100]; char buf2[100]; int colour; int bright; if (IS_NPC (ch) || !ch->pcdata) return; if (!*argument) return; if (!str_prefix (argument, "red")) { colour = (RED); bright = NORMAL; sprintf (buf2, "Red"); } if (!str_prefix (argument, "hi-red")) { colour = (RED); bright = BRIGHT; sprintf (buf2, "Red"); } else if (!str_prefix (argument, "green")) { colour = (GREEN); bright = NORMAL; sprintf (buf2, "Green"); } else if (!str_prefix (argument, "hi-green")) { colour = (GREEN); bright = BRIGHT; sprintf (buf2, "Green"); } else if (!str_prefix (argument, "yellow")) { colour = (YELLOW); bright = NORMAL; sprintf (buf2, "Yellow"); } else if (!str_prefix (argument, "hi-yellow")) { colour = (YELLOW); bright = BRIGHT; sprintf (buf2, "Yellow"); } else if (!str_prefix (argument, "blue")) { colour = (BLUE); bright = NORMAL; sprintf (buf2, "Blue"); } else if (!str_prefix (argument, "hi-blue")) { colour = (BLUE); bright = BRIGHT; sprintf (buf2, "Blue"); } else if (!str_prefix (argument, "magenta")) { colour = (MAGENTA); bright = NORMAL; sprintf (buf2, "Magenta"); } else if (!str_prefix (argument, "hi-magenta")) { colour = (MAGENTA); bright = BRIGHT; sprintf (buf2, "Magenta"); } else if (!str_prefix (argument, "cyan")) { colour = (CYAN); bright = NORMAL; sprintf (buf2, "Cyan"); } else if (!str_prefix (argument, "hi-cyan")) { colour = (CYAN); bright = BRIGHT; sprintf (buf2, "Cyan"); } else if (!str_prefix (argument, "white")) { colour = (WHITE); bright = NORMAL; sprintf (buf2, "White"); } else if (!str_prefix (argument, "hi-white")) { colour = (WHITE); bright = BRIGHT; sprintf (buf2, "White"); } else if (!str_prefix (argument, "grey")) { colour = (BLACK); bright = BRIGHT; sprintf (buf2, "White"); } else { sendch_bw ("Unrecognised colour, unchanged.\n\r", ch); return; } ch->pcdata->text[1] = colour; ch->pcdata->auction[1] = colour; ch->pcdata->gossip[1] = colour; ch->pcdata->music[1] = colour; ch->pcdata->question[1] = colour; ch->pcdata->answer[1] = colour; ch->pcdata->quote[1] = colour; ch->pcdata->quote_text[1] = colour; ch->pcdata->immtalk_text[1] = colour; ch->pcdata->immtalk_type[1] = colour; ch->pcdata->info[1] = colour; ch->pcdata->say[1] = colour; ch->pcdata->say_text[1] = colour; ch->pcdata->tell[1] = colour; ch->pcdata->tell_text[1] = colour; ch->pcdata->reply[1] = colour; ch->pcdata->reply_text[1] = colour; ch->pcdata->gtell_text[1] = colour; ch->pcdata->gtell_type[1] = colour; ch->pcdata->wiznet[1] = colour; ch->pcdata->room_title[1] = colour; ch->pcdata->room_text[1] = colour; ch->pcdata->room_exits[1] = colour; ch->pcdata->room_things[1] = colour; ch->pcdata->prompt[1] = colour; ch->pcdata->fight_death[1] = colour; ch->pcdata->fight_yhit[1] = colour; ch->pcdata->fight_ohit[1] = colour; ch->pcdata->fight_thit[1] = colour; ch->pcdata->fight_skill[1] = colour; ch->pcdata->text[0] = bright; ch->pcdata->auction[0] = bright; ch->pcdata->gossip[0] = bright; ch->pcdata->music[0] = bright; ch->pcdata->question[0] = bright; ch->pcdata->answer[0] = bright; ch->pcdata->quote[0] = bright; ch->pcdata->quote_text[0] = bright; ch->pcdata->immtalk_text[0] = bright; ch->pcdata->immtalk_type[0] = bright; ch->pcdata->info[0] = bright; ch->pcdata->say[0] = bright; ch->pcdata->say_text[0] = bright; ch->pcdata->tell[0] = bright; ch->pcdata->tell_text[0] = bright; ch->pcdata->reply[0] = bright; ch->pcdata->reply_text[0] = bright; ch->pcdata->gtell_text[0] = bright; ch->pcdata->gtell_type[0] = bright; ch->pcdata->wiznet[0] = bright; ch->pcdata->room_title[0] = bright; ch->pcdata->room_text[0] = bright; ch->pcdata->room_exits[0] = bright; ch->pcdata->room_things[0] = bright; ch->pcdata->prompt[0] = bright; ch->pcdata->fight_death[0] = bright; ch->pcdata->fight_yhit[0] = bright; ch->pcdata->fight_ohit[0] = bright; ch->pcdata->fight_thit[0] = bright; ch->pcdata->fight_skill[0] = bright; sprintf (buf, "All Colour settings set to %s.\n\r", buf2); sendch_bw (buf, ch); return; } /* * See if a string is one of the names of an object. */ bool is_full_name( const char *str, char *namelist ) { char name[MIL]; for ( ; ; ) { namelist = one_argument( namelist, name ); if ( name[0] == '\0' ) return FALSE; if ( !str_cmp( str, name ) ) return TRUE; } } // Returns a pointer to a scouter, if the character has one OBJ_DATA *get_scouter (CHAR_DATA *ch) { OBJ_DATA *obj; int iWear; for (iWear = 0; iWear < MAX_WEAR; iWear++) { if ((obj = get_eq_char (ch, iWear)) != NULL) if (IS_OBJ_STAT (obj, ITEM_SCOUTER)) return obj; } return NULL; } // Returns a formatted string of what the character sees for someones pl char *get_pl_from_scouter (CHAR_DATA *ch, CHAR_DATA* victim) { OBJ_DATA *obj; static char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; char rand_let[10] = {'6', '1', 'F', '&', '/', '4', '8', '0', 'L', '0'}; int n = number_range (3,10), i; buf[0] = '\0'; if ((obj = get_scouter(ch)) != NULL) { if (2*obj->pl < victim->cur_pl * victim->pl / 100) { for (i = 0; i < n; ++i) buf2[i] = rand_let[number_range(0,9)]; buf2[n] = '\0'; sprintf (buf, "{R%s{x", buf2); } else sprintf (buf, "{R%s{x", format_pl(victim->cur_pl * victim->pl / 100)); } return buf; } void wait (CHAR_DATA *ch, int pulse) { if (IS_AFFECTED(ch, AFF_KAIOKEN)) pulse = URANGE(1, pulse * (40 - get_skill(ch, gsn_kaioken)) / 45, pulse - 1); ch->wait += pulse; if (ch->wait < PULSE_PER_SECOND) ch->short_wait = TRUE; else ch->short_wait = FALSE; return; } //#define WAIT_STATE(ch, npulse) ((ch)->wait = UMAX((ch)->wait, (npulse))) /*#define WAIT_STATE(ch, npulse) ((ch)->wait += (npulse); \ if ((ch)->wait < PULSE_PER_SECOND) \ (ch)->short_wait = TRUE; \ else \ (ch)->short_wait = FALSE) */ // Sets the characters rage. Only works for saiya-jins or half-breeds. Takes // care of any transformations that may occur. void rage (CHAR_DATA *ch, int rage) { int r, t; if (race_lookup("saiya-jin") != ch->race && race_lookup("half-breed") != ch->race) return; rage = URANGE(0, rage, 1000); if (rage == ch->trans_count) return; // Rage is increased? if (rage > ch->trans_count) { // Check if rage is high enough switch (ch->perm_trans) { case TRANS_NONE: r = 25; t = TRANS_SSJ1; break; case TRANS_SSJ1: r = 50; t = TRANS_SSJ2; break; case TRANS_SSJ2: r = 75; t = TRANS_SSJ3; break; case TRANS_SSJ3: r = 100; t = TRANS_SSJ4; break; default: return; } // Check if pl is high enough, or correct race if (t == TRANS_SSJ1 && ch->pl < 2000000) return; else if (t == TRANS_SSJ2 && ch->pl < 75000000) return; else if (t == TRANS_SSJ3 && (ch->pl < 500000000 || race_lookup("half-breed") == ch->race)) return; else if (t == TRANS_SSJ4 && (2*ch->pl < 6000000000 || race_lookup("half-breed") == ch->race)) // Silly hack to prevent compiler warning return; // See what happens if (rage >= r) { // Transform! ch->trans_count = 0; ch->perm_trans = t; switch (t) { case TRANS_SSJ1: do_function (ch, &do_ssj1, ""); break; case TRANS_SSJ2: do_function (ch, &do_ssj2, ""); break; case TRANS_SSJ3: do_function (ch, &do_ssj3, ""); break; case TRANS_SSJ4: do_function (ch, &do_ssj4, ""); break; } return; } else if (rage == r - 1) { switch (t) { case TRANS_SSJ1: sendch ("{YYour hair briefly flashes yellow!{x\n\r", ch); act ("{Y$n's hair briefly flashes yellow!{x", ch, NULL, NULL, TO_ROOM); break; case TRANS_SSJ2: sendch ("{YFor an instance, your hair grows and stiffens up!{x\n\r", ch); act ("{YFor an instance, $n's hair grows and stiffens up!{x", ch, NULL, NULL, TO_ROOM); break; case TRANS_SSJ3: sendch ("{YYour eyebrows disappear, but quickly grow back...{x\n\r", ch); act ("{Y$n's eyebrows disappear, but quickly grow back...{x", ch, NULL, NULL, TO_ROOM); break; case TRANS_SSJ4: sendch ("{RA thick growth of red hair sprouts on you, but then recedes!{x\n\r", ch); act ("{RA thick growth of red hair sprouts on $n, but then recedes!{x", ch, NULL, NULL, TO_ROOM); break; default: sendch ("{R!error!{x\n\r", ch); break; } } else if (rage % 2 == 0) sendch ("{rYou feel more angry!{x\n\r", ch); } else if (rage % 2 == 0) sendch ("{yYou feel more mellow.{x\n\r", ch); ch->trans_count = rage; return; } // Increments the trans_count counter for bio-androids. // Checks if the ch is a bio-android, and if it hits 100, // he/she/it evolves void inc_bio_evolve (CHAR_DATA *ch) { int pl_mult; int trans; if (race_lookup("bio-android") != ch->race || ch->trans == TRANS_BIO5) return; ++ch->trans_count; if (ch->trans_count < 100) return; ch->trans_count = 0; if (ch->trans == TRANS_NONE && !IS_AFFECTED(ch, AFF_KAIOKEN)) { pl_mult = 3; trans = TRANS_BIO2; act ("{GYou have evolved into an imperfect bio-android!{x", ch, NULL, NULL, TO_CHAR); act ("{G$n has evolved into an imperfect bio-android!{x", ch, NULL, NULL, TO_ROOM); } else if (ch->trans == TRANS_BIO2 && !IS_AFFECTED(ch, AFF_KAIOKEN)) { pl_mult = 6; trans = TRANS_BIO3; act ("{GYou have evolved into a semi-perfect bio-android!{x", ch, NULL, NULL, TO_CHAR); act ("{G$n has evolved into a semi-perfect bio-android!{x", ch, NULL, NULL, TO_ROOM); } else if (ch->trans == TRANS_BIO3 && !IS_AFFECTED(ch, AFF_KAIOKEN)) { pl_mult = 10; trans = TRANS_BIO4; act ("{GYou have evolved into a perfect bio-android!{x", ch, NULL, NULL, TO_CHAR); act ("{G$n has evolved into a perfect bio-android!{x", ch, NULL, NULL, TO_ROOM); } else if (ch->trans == TRANS_BIO4 && !IS_AFFECTED(ch, AFF_KAIOKEN)) { pl_mult = 15; trans = TRANS_BIO5; act ("{GYou have evolved into an ultra-perfect bio-android!{x", ch, NULL, NULL, TO_CHAR); act ("{G$n has evolved into an ultra-perfect bio-android!{x", ch, NULL, NULL, TO_ROOM); } else { sendch ("{RYour fiery red haze destroys all Bio-Extract as you try to absorb it!{x\n\r", ch); ch->trans_count = 99; return; } ch->trans = trans; ch->perm_trans = trans; change_pl (ch, ch->pl * pl_mult, TRUE, TRUE); return; } // Returns the true power level of a character. True powerlevel // is the base powerlevel before modifiers (eq, transformations [SSJ], // etc.) long long int get_perm_pl (CHAR_DATA *ch) { long long int true_pl = ch->pl; int pl_div; long long int mod; int loc; OBJ_DATA *obj; AFFECT_DATA *af; switch (ch->trans) { case TRANS_NONE: pl_div = 1; break; case TRANS_SSJ1: pl_div = 4; break; case TRANS_SSJ2: pl_div = 8; break; case TRANS_SSJ3: pl_div = 12; break; case TRANS_SSJ4: pl_div = 15; break; case TRANS_SSJ5: pl_div = 20; break; case TRANS_MYSTIC: pl_div = 13; break; case TRANS_SUPERH: pl_div = 6; break; case TRANS_HYPERN: pl_div = 7; break; case TRANS_SUPERN: pl_div = 14; break; case TRANS_ICER2: pl_div = 3; break; case TRANS_ICER3: pl_div = 6; break; case TRANS_ICER4: pl_div = 10; break; case TRANS_ICER5: pl_div = 15; break; default: pl_div = 0; break; } // No error if (pl_div != 0) true_pl /= pl_div; for (loc = 0; loc < MAX_WEAR; loc++) { obj = get_eq_char (ch, loc); if (obj == NULL) continue; if (!obj->enchanted) for (af = obj->pIndexData->affected; af; af = af->next) if (af->location == APPLY_PL) true_pl -= af->modifier; for (af = obj->affected; af; af = af->next) if (af->location == APPLY_PL) true_pl -= af->modifier; } /* now add back spell effects */ for (af = ch->affected; af; af = af->next) if (af->location == APPLY_PL) true_pl -= af->modifier; return true_pl; } // Resets the characters stats after transforming. Will lower them to new // maximum if they go down a step, or heal them if they go up. // "increased" means their pwerlevel has increased. void reset_after_trans (CHAR_DATA *ch, bool increased) { // Heal them? if (increased && ch->trans_heal_count[ch->trans] >= 5) { ch->hit = ch->max_hit; ch->ki = ch->max_ki; ch->trans_heal_count[ch->trans] = 0; } // Else, make sure their stats aren't over the max else if (!increased) { ch->hit = UMIN(ch->hit, ch->max_hit); ch->ki = UMIN(ch->ki, ch->max_ki); } } // Add some amount to the balance of a character void set_balance (CHAR_DATA *ch, int bal, bool show) { if (IS_AFFECTED(ch, AFF_FLYING)) if (number_range(1, 15 - get_skill(ch, gsn_fly)/2) == 1) ++bal; ch->balance = URANGE(0, ch->balance + bal, 10); // These are active messages (if the characters sitting down, don't want to see them!) if (show && ch->position == POS_FIGHTING) { if (ch->balance == 10) { act ("You are now in a dominating position!", ch, NULL, NULL, TO_CHAR); act ("$n is now in a dominating position!", ch, NULL, NULL, TO_ROOM); } else if (ch->balance == 8) { act ("You are able to manuever yourself into a tactical position!", ch, NULL, NULL, TO_CHAR); act ("$n is able to manuever $mself into a tactical position!", ch, NULL, NULL, TO_ROOM); } else if (ch->balance == 5) { act ("You manage to retain your foothold, neither gaining an advantage or a disadvantage.", ch, NULL, NULL, TO_CHAR); act ("$n manages to retain $s foothold, neither gaining an advantage or a disadvantage.", ch, NULL, NULL, TO_ROOM); } else if (ch->balance == 2) { act ("Tripping over yourself, you begin to have trouble keeping your balance.", ch, NULL, NULL, TO_CHAR); act ("Tripping over $mself, $n begins to have trouble keeping $s balance.", ch, NULL, NULL, TO_ROOM); } else if (ch->balance == 0) { act ("You are pushed aside onto the ground, unable to maintain your balance!", ch, NULL, NULL, TO_CHAR); act ("Unable to maintain balance, $n is pushed aside onto the ground!", ch, NULL, NULL, TO_ROOM); } } else if (show) { if (ch->balance == 5) sendch ("Your balance has returned to normal.\n\r", ch); } return; }