/**************************************************************************r * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "interp.h" #include "magic.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_typ ( 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 pitem_type ) { int type; for ( type = 0; item_table[type].name != NULL; type++ ) if ( pitem_type == item_table[type].type ) return item_table[type].name; return "none"; } char *weapon_name ( int weapon_ptype ) { int type; for ( type = 0; weapon_table[type].name != NULL; type++ ) if ( weapon_ptype == 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 */ FLAG wiznet_lookup ( const char *name ) { FLAG 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 ); } /* checks mob format */ bool is_old_mob ( CHAR_DATA * ch ) { if ( ch->pIndexData == NULL ) return FALSE; else if ( ch->pIndexData->new_format ) return FALSE; return TRUE; } /* for returning skill information */ int get_skill ( CHAR_DATA * ch, int sn ) { int skill; if ( sn == -1 ) /* shorthand for level based skills */ { skill = ch->level * 5 / 2; } else if ( sn < -1 || sn > MAX_SKILL ) { bug ( "Bad sn %d in get_skill.", sn ); skill = 0; } else if ( !IS_NPC ( ch ) ) { if ( ch->level < skill_table[sn].skill_level[ch->Class] ) skill = 0; else skill = ch->pcdata->learned[sn]; } else /* mobiles */ { if ( skill_table[sn].spell_fun != spell_null ) skill = 40 + 2 * ch->level; else if ( sn == gsn_sneak || sn == gsn_hide ) skill = ch->level * 2 + 20; else if ( ( sn == gsn_dodge && IS_SET ( ch->off_flags, OFF_DODGE ) ) || ( sn == gsn_parry && IS_SET ( ch->off_flags, OFF_PARRY ) ) ) skill = ch->level * 2; else if ( sn == gsn_shield_block ) skill = 10 + 2 * ch->level; else if ( sn == gsn_second_attack && ( IS_SET ( ch->act, ACT_WARRIOR ) || IS_SET ( ch->act, ACT_THIEF ) ) ) skill = 10 + 3 * ch->level; else if ( sn == gsn_third_attack && IS_SET ( ch->act, ACT_WARRIOR ) ) skill = 4 * ch->level - 40; else if ( sn == gsn_hand_to_hand ) skill = 40 + 2 * ch->level; else if ( sn == gsn_trip && IS_SET ( ch->off_flags, OFF_TRIP ) ) skill = 10 + 3 * ch->level; else if ( sn == gsn_bash && IS_SET ( ch->off_flags, OFF_BASH ) ) skill = 10 + 3 * ch->level; else if ( sn == gsn_disarm && ( IS_SET ( ch->off_flags, OFF_DISARM ) || IS_SET ( ch->act, ACT_WARRIOR ) || IS_SET ( ch->act, ACT_THIEF ) ) ) skill = 20 + 3 * ch->level; else if ( sn == gsn_berserk && IS_SET ( ch->off_flags, OFF_BERSERK ) ) skill = 3 * ch->level; else if ( sn == gsn_kick ) skill = 10 + 3 * ch->level; else if ( sn == gsn_backstab && IS_SET ( ch->act, ACT_THIEF ) ) skill = 20 + 2 * ch->level; else if ( sn == gsn_rescue ) skill = 40 + ch->level; else if ( sn == gsn_recall ) skill = 40 + ch->level; else if ( sn == gsn_sword || sn == gsn_dagger || sn == gsn_spear || sn == gsn_mace || sn == gsn_axe || sn == gsn_flail || sn == gsn_whip || sn == gsn_polearm ) skill = 40 + 5 * ch->level / 2; else skill = 0; } if ( ch->daze > 0 ) { if ( skill_table[sn].spell_fun != spell_null ) skill /= 2; else skill = 2 * skill / 3; } if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 ) skill = 9 * skill / 10; return URANGE ( 0, skill, 100 ); } /* 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; } return sn; } int get_weapon_skill ( CHAR_DATA * ch, int 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; } else { if ( sn == -1 ) skill = 3 * ch->level; else skill = ch->pcdata->learned[sn]; } return URANGE ( 0, skill, 100 ); } /* used to de-screw characters */ void reset_char ( CHAR_DATA * ch ) { int loc, mod, stat; OBJ_DATA *obj; AFFECT_DATA *af; int i; if ( IS_NPC ( ch ) ) return; if ( ch->pcdata->perm_hit == 0 || ch->pcdata->perm_mana == 0 || ch->pcdata->perm_move == 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_MANA: ch->max_mana -= mod; break; case APPLY_HIT: ch->max_hit -= mod; break; case APPLY_MOVE: ch->max_move -= 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_MANA: ch->max_mana -= mod; break; case APPLY_HIT: ch->max_hit -= mod; break; case APPLY_MOVE: ch->max_move -= mod; break; } } } /* now reset the permanent stats */ ch->pcdata->perm_hit = ch->max_hit; ch->pcdata->perm_mana = ch->max_mana; ch->pcdata->perm_move = ch->max_move; 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_mana = ch->pcdata->perm_mana; ch->max_move = ch->pcdata->perm_move; for ( i = 0; i < 4; i++ ) ch->armor[i] = 100; 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_SEX: ch->sex += mod; break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: for ( i = 0; i < 4; i++ ) ch->armor[i] += 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_SEX: ch->sex += mod; break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: for ( i = 0; i < 4; i++ ) ch->armor[i] += 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_SEX: ch->sex += mod; break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: for ( i = 0; i < 4; i++ ) ch->armor[i] += 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 trusted level for permission checking. */ int get_trust ( CHAR_DATA * ch ) { if ( ch->desc != NULL && ch->desc->original != NULL ) ch = ch->desc->original; if ( ch->trust ) 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 ) ) / 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 = 25; else { max = pc_race_table[ch->race].max_stats[stat] + 4; if ( class_table[ch->Class].attr_prime == stat ) max += 2; if ( ch->race == race_lookup ( "human" ) ) max += 1; max = UMIN ( max, 25 ); } 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 25; 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, 25 ); } /* * 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_stat ( ch, STAT_DEX ) + ch->level; } /* * 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 str_app[get_curr_stat ( ch, STAT_STR )].carry * 10 + ch->level * 25; } /* * 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->level = paf->level; 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 ) { OBJ_DATA *wield; int mod, 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: 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_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->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_GOLD: break; case APPLY_EXP: break; case APPLY_AC: for ( i = 0; i < 4; i++ ) ch->armor[i] += 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; 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; } /* fix object affects when removing one */ void affect_check ( CHAR_DATA * ch, int where, FLAG 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; FLAG vector; if ( ch->affected == NULL ) { 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 ) { 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; FLAG vector; if ( obj->affected == NULL ) { 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 ) { 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->level = ( paf->level += paf_old->level ) / 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 ) { 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 ) 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; 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; 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 ) { chsend ( "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 ) { 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 ) 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: return 2 * obj->value[type]; case WEAR_LEGS: return 2 * obj->value[type]; case WEAR_FEET: return obj->value[type]; case WEAR_HANDS: return obj->value[type]; case WEAR_ARMS: return obj->value[type]; case WEAR_SHIELD: return obj->value[type]; case WEAR_NECK_1: return obj->value[type]; case WEAR_NECK_2: return obj->value[type]; case WEAR_ABOUT: return 2 * obj->value[type]; case WEAR_WAIST: return obj->value[type]; case WEAR_WRIST_L: return obj->value[type]; case WEAR_WRIST_R: return obj->value[type]; case WEAR_HOLD: 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 ) { AFFECT_DATA *paf; int i; if ( get_eq_char ( ch, iWear ) != NULL ) { 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; } 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 ) { 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->level == paf->level ) && ( 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 ) { bug ( "Norm-Apply: %d", 0 ); for ( lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next ) { lpaf_next = lpaf->next; if ( ( lpaf->type == paf->type ) && ( lpaf->level == paf->level ) && ( lpaf->location == APPLY_SPELL_AFFECT ) ) { bug ( "location = %d", lpaf->location ); 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 ) { 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 ) { 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 ) { obj->next_content = pRoomIndex->contents; pRoomIndex->contents = obj; obj->in_room = pRoomIndex; obj->carried_by = NULL; obj->in_obj = NULL; 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 ) { 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 ) { 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 ) { 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 ) { 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 tabe 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 ) { 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, 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; for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room ) { if ( !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 ( ( wch = get_char_room ( ch, 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 || !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 && ( can_see_obj ( viewer, obj ) ) && 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 ) { 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 && can_see_obj ( ch, obj ) && 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, char *argument ) { OBJ_DATA *obj; 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 ) ) != NULL ) 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 ( ( obj = get_obj_here ( ch, argument ) ) != NULL ) return obj; number = number_argument ( argument, arg ); count = 0; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( can_see_obj ( ch, obj ) && is_name ( arg, obj->name ) ) { if ( ++count == number ) return obj; } } return NULL; } /* deduct cost from a character */ void deduct_cost ( CHAR_DATA * ch, int cost ) { int silver = 0, gold = 0; silver = UMIN ( ch->silver, cost ); if ( silver < cost ) { gold = ( ( cost - silver + 99 ) / 100 ); silver = cost - 100 * gold; } ch->gold -= gold; ch->silver -= silver; if ( ch->gold < 0 ) { bug ( "deduct costs: gold %d < 0", ch->gold ); ch->gold = 0; } if ( ch->silver < 0 ) { bug ( "deduct costs: silver %d < 0", ch->silver ); ch->silver = 0; } } /* * Create a 'money' obj. */ OBJ_DATA *create_money ( int gold, int silver ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; if ( gold < 0 || silver < 0 || ( gold == 0 && silver == 0 ) ) { bug ( "Create_money: zero or negative money.", UMIN ( gold, silver ) ); gold = UMAX ( 1, gold ); silver = UMAX ( 1, silver ); } if ( gold == 0 && silver == 1 ) { obj = create_object ( get_obj_index ( OBJ_VNUM_SILVER_ONE ), 0 ); } else if ( gold == 1 && silver == 0 ) { obj = create_object ( get_obj_index ( OBJ_VNUM_GOLD_ONE ), 0 ); } else if ( silver == 0 ) { obj = create_object ( get_obj_index ( OBJ_VNUM_GOLD_SOME ), 0 ); sprintf ( buf, obj->short_descr, gold ); free_string ( obj->short_descr ); obj->short_descr = str_dup ( buf ); obj->value[1] = gold; obj->cost = gold; obj->weight = gold / 5; } else if ( gold == 0 ) { obj = create_object ( get_obj_index ( OBJ_VNUM_SILVER_SOME ), 0 ); sprintf ( buf, obj->short_descr, silver ); free_string ( obj->short_descr ); obj->short_descr = str_dup ( buf ); obj->value[0] = silver; obj->cost = silver; obj->weight = silver / 20; } else { obj = create_object ( get_obj_index ( OBJ_VNUM_COINS ), 0 ); sprintf ( buf, obj->short_descr, silver, gold ); free_string ( obj->short_descr ); obj->short_descr = str_dup ( buf ); obj->value[0] = silver; obj->value[1] = gold; obj->cost = 100 * gold + silver; obj->weight = gold / 5 + silver / 20; } 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 ) && get_trust ( ch ) < 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 ( get_trust ( ch ) < victim->invis_level ) return FALSE; if ( get_trust ( ch ) < 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 ) ) 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; } /* * See if a string is one of the names of an object. */ bool is_full_name ( const char *str, char *namelist ) { char name[MAX_INPUT_LENGTH]; for ( ;; ) { namelist = one_argument ( namelist, name ); if ( name[0] == '\0' ) return FALSE; if ( !str_cmp ( str, name ) ) return TRUE; } }