/************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvements 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 * * benefiting. 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 * *************************************************************************** * 1stMUD ROM Derivative (c) 2001-2002 by Ryan Jennings * * http://1stmud.dlmud.com/ <r-jenn@shaw.ca> * ***************************************************************************/ #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->first_person; 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; } const 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"; } const 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 */ int 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 < maxClass; 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 > -1; } 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 > maxSkill) { bug("Bad sn %d in get_skill.", sn); skill = 0; } else if (!IS_NPC(ch)) { if (!can_use_skpell(ch, sn)) 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->first_affect; 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->first_affect; 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->first_affect; 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->first_affect; 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->first_affect; 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 = race_table[ch->race].max_stats[stat] + 4; if (is_prime_stat(ch, 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 = race_table[ch->race].max_stats[stat]; if (is_prime_stat(ch, 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(const char *str, const char *namelist) { char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH]; const 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(const char *str, const 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->first_affect; paf != NULL; paf = paf->next) { af_new = new_affect(); LINK(af_new, obj->first_affect, obj->last_affect, next, prev); 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_t vector) { AFFECT_DATA *paf; OBJ_DATA *obj; if (where == TO_OBJECT || where == TO_WEAPON || vector == 0) return; for (paf = ch->first_affect; 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->first_carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc == -1) continue; for (paf = obj->first_affect; 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->first_affect; 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_new); /* in case we missed it when we set up paf */ LINK(paf_new, ch->first_affect, ch->last_affect, next, prev); 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_new); /* in case we missed it when we set up paf */ LINK(paf_new, obj->first_affect, obj->last_affect, next, prev); /* 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_t vector; if (ch->first_affect == NULL) { bug("Affect_remove: no affect.", 0); return; } affect_modify(ch, paf, FALSE); where = paf->where; vector = paf->bitvector; UNLINK(paf, ch->first_affect, ch->last_affect, next, prev); free_affect(paf); affect_check(ch, where, vector); return; } void affect_remove_obj(OBJ_DATA * obj, AFFECT_DATA * paf) { int where; flag_t vector; if (obj->first_affect == 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; } UNLINK(paf, obj->first_affect, obj->last_affect, next, prev); 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->first_affect; 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->first_affect; 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->first_affect; 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; UNLINK(ch, ch->in_room->first_person, ch->in_room->last_person, next_in_room, prev_in_room); 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; LINK(ch, pRoomIndex->first_person, pRoomIndex->last_person, next_in_room, prev_in_room); 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 (!IS_SET(ch->in_room->room_flags, ROOM_NOEXPLORE)) setbit(ch->pcdata->explored, ch->in_room->vnum); } 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->first_affect; 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->first_person; 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) { chprintln(vch, "You feel hot and feverish."); 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) { LINK(obj, ch->first_carrying, ch->last_carrying, next_content, prev_content); 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); if (!IS_NPC(ch) && IS_OBJ_STAT(obj, ITEM_QUEST)) update_questobjs(ch, obj); if (obj->item_type == ITEM_CORPSE_PC) update_corpses(obj, FALSE); } /* * 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); UNLINK(obj, ch->first_carrying, ch->last_carrying, next_content, prev_content); 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->first_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->first_affect; paf != NULL; paf = paf->next) if (paf->location != APPLY_SPELL_AFFECT) affect_modify(ch, paf, TRUE); for (paf = obj->first_affect; 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->first_affect; paf != NULL; paf = paf->next) if (paf->location == APPLY_SPELL_AFFECT) { for (lpaf = ch->first_affect; 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->first_affect; paf != NULL; paf = paf->next) if (paf->location == APPLY_SPELL_AFFECT) { bug("Norm-Apply: %d", 0); for (lpaf = ch->first_affect; 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->first_person; ch != NULL; ch = ch->next_in_room) if (ch->on == obj) ch->on = NULL; UNLINK(obj, in_room->first_content, in_room->last_content, next_content, prev_content); obj->in_room = NULL; obj->next_content = NULL; return; } /* * Move an obj into a room. */ void obj_to_room(OBJ_DATA * obj, ROOM_INDEX_DATA * pRoomIndex) { if (IS_OBJ_STAT(obj, ITEM_AUCTIONED)) return; LINK(obj, pRoomIndex->first_content, pRoomIndex->last_content, next_content, prev_content); obj->in_room = pRoomIndex; obj->carried_by = NULL; obj->in_obj = NULL; if (obj->item_type == ITEM_CORPSE_PC) update_corpses(obj, FALSE); return; } /* * Move an object into an object. */ void obj_to_obj(OBJ_DATA * obj, OBJ_DATA * obj_to) { if (IS_OBJ_STAT(obj, ITEM_AUCTIONED)) return; LINK(obj, obj_to->first_content, obj_to->last_content, next_content, prev_content); obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; if (obj_to->pIndexData->vnum == OBJ_VNUM_PIT) obj->cost = 0; if (obj_to->item_type == ITEM_CORPSE_PC) update_corpses(obj_to, FALSE); if (obj->item_type == ITEM_CORPSE_PC) update_corpses(obj, FALSE); 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; } UNLINK(obj, obj_from->first_content, obj_from->last_content, next_content, prev_content); obj->next_content = NULL; obj->in_obj = NULL; if (obj_from->item_type == ITEM_CORPSE_PC) update_corpses(obj_from, FALSE); 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->first_content; obj_content; obj_content = obj_next) { obj_next = obj_content->next_content; extract_obj(obj_content); } UNLINK(obj, object_first, object_last, next, prev); --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) { if (IS_IN_WAR(ch)) return; if (has_auction(ch)) { bugf("%s has stake in an auction!", ch->name); extract_auc(ch); } die_follower(ch); } stop_fighting(ch, TRUE); for (obj = ch->first_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) { ROOM_INDEX_DATA *room = get_room_index(clan_table[ch->clan].hall); if (room == NULL) room = get_room_index(ROOM_VNUM_ALTAR); char_to_room(ch, room); 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_first; wch != NULL; wch = wch->next) { if (wch->reply == ch) wch->reply = NULL; if (ch->mprog_target == wch) wch->mprog_target = NULL; } UNLINK(ch, char_first, char_last, next, prev); if (!IS_NPC(ch)) UNLINK(ch, player_first, player_last, next, prev); 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, const 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) { bug("get_char_room received multiple types (ch/room)", 0); return NULL; } if (ch) rch = ch->in_room->first_person; else rch = room->first_person; 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, const 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_first; 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_first; 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, const 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, const 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->first_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, const 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->first_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, const char *argument) { OBJ_DATA *obj; int number, count; char arg[MAX_INPUT_LENGTH]; if (ch && room) { 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->first_content); 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->first_content; 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, const 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_first; obj != NULL; obj = obj->next) { if ((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 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->first_content; 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->first_content; 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->first_content; 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; if (IS_SET(room->area->area_flags, AREA_PLAYER_HOMES)) return TRUE; 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' && !IS_SET(pRoomIndex->area->area_flags, AREA_PLAYER_HOMES)) return TRUE; count = 0; for (rch = pRoomIndex->first_person; 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_ARENA)) return TRUE; 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 > -1 && 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 ((!IS_NPC(ch) && ch->in_room && IS_SET(ch->in_room->room_flags, ROOM_ARENA)) && (!IS_NPC(victim) && victim->in_room && IS_SET (victim-> in_room->room_flags, ROOM_ARENA))) return TRUE; if (IS_QUESTOR(ch) && IS_NPC(victim) && victim->pIndexData->vnum == ch->pcdata->questmob) return TRUE; if (gquest_info.running == GQUEST_RUNNING && ON_GQUEST(ch) && IS_NPC(victim) && is_gqmob(ch, victim->pIndexData->vnum) != -1) return TRUE; 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_QUESTOR(ch) && ch->pcdata->questobj == obj->pIndexData->vnum) 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_AUCTIONED)) return FALSE; 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, const 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; } } bool emptystring(const char *str) { int i = 0; for (; str[i]; i++) if (str[i] != ' ') return FALSE; return TRUE; } CHAR_DATA *get_char_id(long id) { CHAR_DATA *ch, *ch_next; for (ch = char_first; ch != NULL; ch = ch_next) { ch_next = ch->next; if (ch->id == id) break; } return ch; }