/* ************************************************************************
* file: handler.c , Handler module. Part of DIKUMUD *
* Usage: Various routines for moving about objects/players *
* Copyright (C) 1990, 1991 - see 'license.doc' for complete information. *
************************************************************************* */
#include <string.h>
#include <stdio.h>
#include <ctype.h>
#include <assert.h>
#include <stdlib.h>
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "db.h"
#include "handler.h"
extern struct room_data *world;
extern struct obj_data *object_list;
extern struct char_data *character_list;
extern struct index_data *mob_index;
extern struct index_data *obj_index;
extern struct descriptor_data *descriptor_list;
/* External procedures */
int str_cmp(char *arg1, char *arg2);
void free_char(struct char_data *ch);
void stop_fighting(struct char_data *ch);
void remove_follower(struct char_data *ch);
char *fname(char *namelist)
{
static char holder[30];
register char *point;
for (point = holder; isalpha(*namelist); namelist++, point++)
*point = *namelist;
*point = '\0';
return(holder);
}
int isname(char *str, char *namelist)
{
char *curname, *curstr, *p;
if(str[0]=='!'){ return(!isname(str+1,namelist)); }
curname = namelist;
if(!curname) return(0);
for (;;) {
for (curstr = str;; curstr++, curname++) {
if (!*curstr && !isalpha(*curname))
return(1);
if (!*curname)
return(0);
if (!*curstr || *curname == ' ')
break;
if (LOWER(*curstr) != LOWER(*curname))
break;
}
/* skip to next name */
for (; isalpha(*curname); curname++);
if (!*curname)
return(0);
curname++; /* first char of new name */
}
}
int ispartname(char *str, char *namelist)
{
char *curname, *curstr, *p;
if(*str == '=')
return isname(str+1,namelist);
curname = namelist;
if(!curname) return(0);
if(!str) return(0);
for (;;) {
for (curstr = str;; curstr++, curname++) {
if (!*curstr)
return(1);
if (!*curname)
return(0);
if (!*curstr || *curname == ' ')
break;
if (LOWER(*curstr) != LOWER(*curname))
break;
}
/* skip to next name */
for (; isalpha(*curname); curname++);
if (!*curname)
return(0);
curname++; /* first char of new name */
}
}
void affect_modify(struct char_data *ch, byte loc, int mod, long bitv, bool add)
{
char buf[64];
if (add) {
SET_BIT(ch->specials.affected_by, bitv);
} else {
REMOVE_BIT(ch->specials.affected_by, bitv);
mod = -mod;
}
switch(loc) {
case APPLY_NONE:
break;
case APPLY_STR:
GET_STR(ch) += mod;
break;
case APPLY_DEX:
GET_DEX(ch) += mod;
break;
case APPLY_INT:
GET_INT(ch) += mod;
break;
case APPLY_WIS:
GET_WIS(ch) += mod;
break;
case APPLY_CON:
GET_CON(ch) += mod;
break;
case APPLY_SEX:
/* ??? GET_SEX(ch) += mod; */
break;
case APPLY_LEVEL:
if((mod+GET_LEVEL(ch)) >= IMO) break;
if(GET_LEVEL(ch) >= IMO) break;
GET_LEVEL(ch) += mod;
break;
case APPLY_AGE:
/* age(ch).year += mod; */
break;
case APPLY_SPELL_LEV:
GET_SPELL_LEV_BONUS(ch) += mod;
break;
case APPLY_MANA:
ch->points.max_mana += mod;
break;
case APPLY_HIT:
ch->points.max_hit += mod;
break;
case APPLY_MOVE:
ch->points.max_move += mod;
break;
case APPLY_GOLD:
break;
case APPLY_EXP:
break;
case APPLY_AC:
GET_AC(ch) += mod;
break;
case APPLY_HITROLL:
GET_HITROLL(ch) += mod;
break;
case APPLY_DAMROLL:
GET_DAMROLL(ch) += mod;
break;
case APPLY_SAVING_PARA:
ch->specials.apply_saving_throw[0] += mod;
break;
case APPLY_SAVING_ROD:
ch->specials.apply_saving_throw[1] += mod;
break;
case APPLY_SAVING_SUNBURST:
ch->specials.apply_saving_throw[2] += mod;
break;
case APPLY_SAVING_BREATH:
ch->specials.apply_saving_throw[3] += mod;
break;
case APPLY_SAVING_SPELL:
ch->specials.apply_saving_throw[4] += mod;
break;
case APPLY_MAG_RES:
ch->specials.magres += mod;
break;
case APPLY_META_BONUS:
GET_META_BONUS(ch) += mod;
break;
case APPLY_GUT:
GET_GUT(ch) += mod;
break;
default:
sprintf(buf,"Unknown apply adjust: %d on %s.",
loc, ch ? GET_NAME(ch) : "Nobody");
log(buf);
break;
} /* switch */
}
/* This updates a character by subtracting everything he is affected by */
/* restoring original abilities, and then affecting all again */
void affect_total(struct char_data *ch)
{
struct affected_type *af;
int i,j;
for(i=0; i<MAX_WEAR; i++) {
if (ch->equipment[i])
for(j=0; j<MAX_OBJ_AFFECT; j++)
affect_modify(ch, ch->equipment[i]->affected[j].location,
ch->equipment[i]->affected[j].modifier,
ch->equipment[i]->obj_flags.bitvector, FALSE);
}
for(af = ch->affected; af; af=af->next)
affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
ch->tmpabilities = ch->abilities;
for(i=0; i<MAX_WEAR; i++) {
if (ch->equipment[i])
for(j=0; j<MAX_OBJ_AFFECT; j++)
affect_modify(ch, ch->equipment[i]->affected[j].location,
ch->equipment[i]->affected[j].modifier,
ch->equipment[i]->obj_flags.bitvector, TRUE);
}
for(af = ch->affected; af; af=af->next)
affect_modify(ch, af->location, af->modifier, af->bitvector, TRUE);
}
void affect_to_char( struct char_data *ch, struct affected_type *af )
{
struct affected_type *affected_alloc;
CREATE(affected_alloc, struct affected_type, 1);
*affected_alloc = *af;
affected_alloc->next = ch->affected;
ch->affected = affected_alloc;
affect_modify(ch, af->location, af->modifier,
af->bitvector, TRUE);
affect_total(ch);
}
/* Remove an affected_type structure from a char (called when duration
reaches zero). Pointer *af must never be NIL! Frees mem and calls
affect_location_apply */
void affect_remove( struct char_data *ch, struct affected_type *af )
{
struct affected_type *hjp;
assert(ch->affected);
affect_modify(ch, af->location, af->modifier,
af->bitvector, FALSE);
/* remove structure *af from linked list */
if (ch->affected == af) {
/* remove head of list */
ch->affected = af->next;
} else {
for(hjp = ch->affected; (hjp->next) && (hjp->next != af); hjp = hjp->next);
if (hjp->next != af) {
log("FATAL : Could not locate affected_type in ch->affected. (handler.c, affect_remove)");
exit(1);
}
hjp->next = af->next; /* skip the af element */
}
free ( af );
affect_total(ch);
}
/* Call affect_remove with every spell of spelltype "skill" */
void affect_from_char( struct char_data *ch, byte skill)
{
struct affected_type *hjp;
for(hjp = ch->affected; hjp; hjp = hjp->next)
if (hjp->type == skill)
affect_remove( ch, hjp );
}
/* Return if a char is affected by a spell (SPELL_XXX), NULL indicates
not affected */
bool affected_by_spell( struct char_data *ch, byte skill )
{
struct affected_type *hjp;
for (hjp = ch->affected; hjp; hjp = hjp->next)
if ( hjp->type == skill )
return( TRUE );
return( FALSE );
}
void affect_join( struct char_data *ch, struct affected_type *af,
bool avg_dur, bool avg_mod )
{
struct affected_type *hjp;
bool found = FALSE;
int x,y;
for (hjp=ch->affected;!found && hjp;hjp=hjp->next) {
if ( hjp->type == af->type ) {
af->duration += hjp->duration;
if (avg_dur)
af->duration /= 2;
x = af->modifier;
y = hjp->modifier;
if((x + y)>127){
af->modifier = 127;
} else if((x+y) < -128){
af->modifier = -128;
} else {
af->modifier += hjp->modifier;
if (avg_mod)
af->modifier /= 2;
}
affect_remove(ch, hjp);
affect_to_char(ch, af);
found = TRUE;
}
}
if (!found)
affect_to_char(ch, af);
}
/* move a player out of a room */
void char_from_room(struct char_data *ch)
{
struct char_data *i;
if (ch->in_room == NOWHERE) {
log("NOWHERE extracting char from room (handler.c, char_from_room)");
return;
}
if (ch->equipment[WEAR_LIGHT])
if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT)
if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2]) /* Light is ON */
world[ch->in_room].light--;
if (ch == world[ch->in_room].people) /* head of list */
world[ch->in_room].people = ch->next_in_room;
else {
for (i = world[ch->in_room].people;
i->next_in_room != ch; i = i->next_in_room);
i->next_in_room = ch->next_in_room;
}
ch->in_room = NOWHERE;
ch->next_in_room = 0;
}
/* place a character in a room */
void char_to_room(struct char_data *ch, int room)
{
ch->specials.rooms++; /* SLUG_CHANGE 11-10-96 increment rooms counter */
ch->next_in_room = world[room].people;
world[room].people = ch;
ch->in_room = room;
if (ch->equipment[WEAR_LIGHT])
if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT)
if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2]) /* Light is ON */
world[room].light++;
}
/* give an object to a char */
void obj_to_char(struct obj_data *object, struct char_data *ch)
{
object->next_content = ch->carrying;
ch->carrying = object;
object->carried_by = ch;
object->in_room = NOWHERE;
IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object);
IS_CARRYING_N(ch)++;
}
/* take an object from a char */
void obj_from_char(struct obj_data *object)
{
struct obj_data *tmp;
if (object->carried_by->carrying == object) /* head of list */
object->carried_by->carrying = object->next_content;
else {
for (tmp = object->carried_by->carrying;
tmp && (tmp->next_content != object);
tmp = tmp->next_content); /* locate previous */
tmp->next_content = object->next_content;
}
IS_CARRYING_W(object->carried_by) -= GET_OBJ_WEIGHT(object);
IS_CARRYING_N(object->carried_by)--;
object->carried_by = 0;
object->next_content = 0;
}
/* Return the effect of a piece of armor in position eq_pos */
int apply_ac(struct char_data *ch, int eq_pos)
{
char buf[128];
if(!(ch->equipment[eq_pos])){
sprintf(buf,"XO: %s %d",ch->player.name,eq_pos);
log(buf);
return(0);
}
if (!(GET_ITEM_TYPE(ch->equipment[eq_pos]) == ITEM_ARMOR))
return 0;
return (ch->equipment[eq_pos]->obj_flags.value[0]);
}
void equip_char(struct char_data *ch, struct obj_data *obj, int pos)
{
int j;
char buf[256];
assert(pos>=0 && pos<MAX_WEAR);
/*
assert(!(ch->equipment[pos]));
*/
if(ch->equipment[pos]){
sprintf(buf,"%s %d %s",
GET_NAME(ch),pos,ch->equipment[pos]->short_description);
log(buf);
return;
}
if (obj->carried_by) {
log("EQUIP: Obj is carried_by when equip.");
return;
}
if (obj->in_room!=NOWHERE) {
log("EQUIP: Obj is in_room when equip.");
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))) {
if (ch->in_room != NOWHERE) {
act("You are zapped by $p.", FALSE, ch, obj, 0, TO_CHAR);
act("$n is zapped by $p.", FALSE, ch, obj, 0, TO_ROOM);
obj_to_char(obj, ch);
return;
} else {
log("ch->in_room = NOWHERE when equipping char.");
}
}
ch->equipment[pos] = obj;
if (GET_ITEM_TYPE(obj) == ITEM_ARMOR)
GET_AC(ch) += apply_ac(ch, pos);
for(j=0; j<MAX_OBJ_AFFECT; j++)
affect_modify(ch, obj->affected[j].location,
obj->affected[j].modifier,
obj->obj_flags.bitvector, TRUE);
affect_total(ch);
}
struct obj_data *unequip_char(struct char_data *ch, int pos)
{
int j;
struct obj_data *obj;
assert(pos>=0 && pos<MAX_WEAR);
assert(ch->equipment[pos]);
obj = ch->equipment[pos];
if (GET_ITEM_TYPE(obj) == ITEM_ARMOR)
GET_AC(ch) -= apply_ac(ch, pos);
ch->equipment[pos] = 0;
for(j=0; j<MAX_OBJ_AFFECT; j++)
affect_modify(ch, obj->affected[j].location,
obj->affected[j].modifier,
obj->obj_flags.bitvector, FALSE);
affect_total(ch);
return(obj);
}
int get_number(char **name) {
int i;
char *ppos;
char number[MAX_INPUT_LENGTH] = "";
if (ppos = (char *)index(*name, '.')) {
*ppos++ = '\0';
strcpy(number,*name);
strcpy(*name, ppos);
for(i=0; *(number+i); i++)
if (!isdigit(*(number+i)))
return(0);
return(atoi(number));
}
return(1);
}
/* Search a given list for an object, and return a pointer to that object */
struct obj_data *get_obj_in_list(char *name, struct obj_data *list)
{
struct obj_data *i;
int j, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp;
strcpy(tmpname,name);
tmp = tmpname;
if(!(number = get_number(&tmp)))
return(0);
for (i = list, j = 1; i && (j <= number); i = i->next_content)
if (isname(tmp, i->name)) {
if (j == number)
return(i);
j++;
}
return(0);
}
/* Search a given list for an object number, and return a ptr to that obj */
struct obj_data *get_obj_in_list_num(int num, struct obj_data *list)
{
struct obj_data *i;
for (i = list; i; i = i->next_content)
if (i->item_number == num)
return(i);
return(0);
}
/*search the entire world for an object, and return a pointer */
struct obj_data *get_obj(char *name)
{
struct obj_data *i;
int j, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp;
strcpy(tmpname,name);
tmp = tmpname;
if(!(number = get_number(&tmp)))
return(0);
for (i = object_list, j = 1; i && (j <= number); i = i->next)
if (isname(tmp, i->name)) {
if (j == number)
return(i);
j++;
}
return(0);
}
/*search the entire world for an object number, and return a pointer */
struct obj_data *get_obj_num(int nr)
{
struct obj_data *i;
for (i = object_list; i; i = i->next)
if (i->item_number == nr)
return(i);
return(0);
}
/* search a room for a char, and return a pointer if found.. */
struct char_data *get_char_room(char *name, int room)
{
struct char_data *i;
int j, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp;
strcpy(tmpname,name);
tmp = tmpname;
if(!(number = get_number(&tmp)))
return(0);
for (i = world[room].people, j = 1; i && (j <= number); i = i->next_in_room)
if (ispartname(tmp, GET_NAME(i))) {
if (j == number)
return(i);
j++;
}
return(0);
}
/* search all over the world for a char, and return a pointer if found */
struct char_data *get_char(char *name)
{
struct char_data *i;
int j, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp;
strcpy(tmpname,name);
tmp = tmpname;
if(!(number = get_number(&tmp)))
return(0);
for (i = character_list, j = 1; i && (j <= number); i = i->next)
if (isname(tmp, GET_NAME(i))) {
if (j == number)
return(i);
j++;
}
return(0);
}
/* search all over the world for a char num, and return a pointer if found */
struct char_data *get_char_num(int nr)
{
struct char_data *i;
for (i = character_list; i; i = i->next)
if (i->nr == nr)
return(i);
return(0);
}
/* put an object in a room */
void obj_to_room(struct obj_data *object, int room)
{
object->next_content = world[room].contents;
world[room].contents = object;
object->in_room = room;
object->carried_by = 0;
}
/* Take an object from a room */
void obj_from_room(struct obj_data *object)
{
struct obj_data *i;
/* remove object from room */
if (object == world[object->in_room].contents) /* head of list */
world[object->in_room].contents = object->next_content;
else /* locate previous element in list */
{
for (i = world[object->in_room].contents; i &&
(i->next_content != object); i = i->next_content);
i->next_content = object->next_content;
}
object->in_room = NOWHERE;
object->next_content = 0;
}
/* put an object in an object (quaint) */
void obj_to_obj(struct obj_data *obj, struct obj_data *obj_to)
{
struct obj_data *tmp_obj;
obj->next_content = obj_to->contains;
obj_to->contains = obj;
obj->in_obj = obj_to;
for(tmp_obj = obj->in_obj; tmp_obj;
GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj), tmp_obj = tmp_obj->in_obj);
}
/* remove an object from an object */
void obj_from_obj(struct obj_data *obj)
{
struct obj_data *tmp, *obj_from;
if (obj->in_obj) {
obj_from = obj->in_obj;
if (obj == obj_from->contains) /* head of list */
obj_from->contains = obj->next_content;
else {
for (tmp = obj_from->contains;
tmp && (tmp->next_content != obj);
tmp = tmp->next_content); /* locate previous */
if (!tmp) {
perror("Fatal error in object structures.");
abort();
}
tmp->next_content = obj->next_content;
}
/* Subtract weight from containers container */
for(tmp = obj->in_obj; tmp->in_obj; tmp = tmp->in_obj)
GET_OBJ_WEIGHT(tmp) -= GET_OBJ_WEIGHT(obj);
GET_OBJ_WEIGHT(tmp) -= GET_OBJ_WEIGHT(obj);
/* Subtract weight from char that carries the object */
if (tmp->carried_by)
IS_CARRYING_W(tmp->carried_by) -= GET_OBJ_WEIGHT(obj);
obj->in_obj = 0;
obj->next_content = 0;
} else {
perror("Trying to object from object when in no object.");
abort();
}
}
/* Set all carried_by to point to new owner */
void object_list_new_owner(struct obj_data *list, struct char_data *ch)
{
if (list) {
object_list_new_owner(list->contains, ch);
object_list_new_owner(list->next_content, ch);
list->carried_by = ch;
}
}
/* Extract an object from the world */
void extract_obj(struct obj_data *obj)
{
struct obj_data *temp1, *temp2;
if(obj->in_room != NOWHERE)
obj_from_room(obj);
else if(obj->carried_by)
obj_from_char(obj);
else if(obj->in_obj) {
temp1 = obj->in_obj;
if(temp1->contains == obj) /* head of list */
temp1->contains = obj->next_content;
else
{
for( temp2 = temp1->contains ;
temp2 && (temp2->next_content != obj);
temp2 = temp2->next_content );
if(temp2) {
temp2->next_content =
obj->next_content; }
}
}
for( ; obj->contains; extract_obj(obj->contains));
/* leaves nothing ! */
if (object_list == obj ) /* head of list */
object_list = obj->next;
else
{
for(temp1 = object_list;
temp1 && (temp1->next != obj);
temp1 = temp1->next);
if(temp1)
temp1->next = obj->next;
}
if(obj->item_number>=0)
(obj_index[obj->item_number].number)--;
free_obj(obj);
}
void update_object( struct obj_data *obj, int use){
if (obj->obj_flags.timer > 0) obj->obj_flags.timer -= use;
if (obj->contains) update_object(obj->contains, use);
if (obj->next_content) update_object(obj->next_content, use);
}
void update_char_objects( struct char_data *ch )
{
int i;
if (ch->equipment[WEAR_LIGHT])
if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT)
if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2] > 0)
(ch->equipment[WEAR_LIGHT]->obj_flags.value[2])--;
for(i = 0;i < MAX_WEAR;i++)
if (ch->equipment[i])
update_object(ch->equipment[i],2);
if (ch->carrying) update_object(ch->carrying,1);
}
/* Extract a ch completely from the world, and leave his stuff behind */
void extract_char(struct char_data *ch)
{
struct obj_data *i;
struct char_data *k, *next_char;
struct descriptor_data *t_desc;
int l, was_in;
extern struct char_data *combat_list;
void do_save(struct char_data *ch, char *argument, int cmd);
void do_return(struct char_data *ch, char *argument, int cmd);
void die_follower(struct char_data *ch);
char buf[256];
if(!IS_NPC(ch) && !ch->desc) {
for(t_desc = descriptor_list; t_desc; t_desc = t_desc->next)
if(t_desc->original==ch)
do_return(t_desc->character, "", 0);
}
if (ch->in_room == NOWHERE) {
sprintf(buf,"NOWHERE extracting char %s. handler.c, extract_char",
GET_NAME(ch));
log(buf);
}
if (ch->followers || ch->master)
die_follower(ch);
if(ch->desc) {
/* Forget snooping */
if (ch->desc->snoop.snooping)
ch->desc->snoop.snooping->desc->snoop.snoop_by = 0;
if (ch->desc->snoop.snoop_by) {
send_to_char("Your victim is no longer among us.\n\r",
ch->desc->snoop.snoop_by);
ch->desc->snoop.snoop_by->desc->snoop.snooping = 0;
}
ch->desc->snoop.snooping = ch->desc->snoop.snoop_by = 0;
}
if (ch->carrying) {
if (world[ch->in_room].contents) /* room nonempty */ {
for (i = world[ch->in_room].contents; i->next_content;
i = i->next_content);
i->next_content = ch->carrying;
} else
world[ch->in_room].contents = ch->carrying;
for (i = ch->carrying; i; i = i->next_content) {
i->carried_by = 0;
i->in_room = ch->in_room;
}
}
if (ch->specials.fighting)
stop_fighting(ch);
for (k = combat_list; k ; k = next_char) {
next_char = k->next_fighting;
if (k->specials.fighting == ch)
stop_fighting(k);
}
was_in = ch->in_room;
char_from_room(ch);
for (l = 0; l < MAX_WEAR; l++)
if (ch->equipment[l])
obj_to_room(unequip_char(ch,l), was_in);
if (ch == character_list)
character_list = ch->next;
else {
for(k = character_list; (k) && (k->next != ch); k = k->next);
if(k)
k->next = ch->next;
else {
log("Trying to remove ?? from character_list. (handler.c, extract_char)");
abort();
}
}
if (ch->desc) {
if (ch->desc->original)
do_return(ch, "", 0);
save_char(ch, NOWHERE);
}
if (IS_NPC(ch)) {
if (ch->nr > -1) /* if mobile */
mob_index[ch->nr].number--;
free_char(ch);
}
if (ch->desc) {
ch->desc->connected = CON_SLCT;
SEND_TO_Q(MENU, ch->desc);
}
}
/* ***********************************************************************
Here follows high-level versions of some earlier routines, ie functions
which incorporate the actual player-data.
*********************************************************************** */
struct char_data *get_char_room_vis(struct char_data *ch, char *name)
{
struct char_data *i;
int j, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp;
strcpy(tmpname,name);
tmp = tmpname;
if(!(number = get_number(&tmp)))
return(0);
for (i=world[ch->in_room].people,j=1;i && (j <= number);i=i->next_in_room)
if(ispartname(tmp,GET_NAME(i)))
if (CAN_SEE(ch, i)) {
if (j == number)
return(i);
j++;
}
return(0);
}
struct char_data *get_specific_vis(struct char_data *ch, char *name, int type)
{
struct char_data *i;
if (i = get_char_room_vis(ch, name))
return(i);
for (i=character_list;i;i=i->next)
if((type&&IS_NPC(i))||((!type)&&(!IS_NPC(i))))
if(isname(name,GET_NAME(i)))
if(CAN_SEE(ch,i))
return(i);
return(0);
}
struct char_data *get_player_vis(struct char_data *ch, char *name)
{
struct char_data *i;
struct descriptor_data *d;
char tmpname[MAX_STRING_LENGTH];
strcpy(tmpname,name);
for(d=descriptor_list;d;d=d->next){
i=d->original ? d->original : d->character;
if(!(d->connected) && GET_NAME(i) && isname(tmpname,GET_NAME(i))){
if(CAN_SEE(ch,i))
return(i);
else
return(0);
}
}
return(0);
}
struct char_data *get_char_vis(struct char_data *ch, char *name)
{
struct char_data *i;
int j, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp;
/* check location */
if (i = get_char_room_vis(ch, name))
return(i);
strcpy(tmpname,name);
tmp = tmpname;
if(!(number = get_number(&tmp)))
return(0);
for (i = character_list, j = 1; i && (j <= number); i = i->next)
if (isname(tmp, GET_NAME(i)))
if (CAN_SEE(ch, i)) {
if (j == number)
return(i);
j++;
}
return(0);
}
struct char_data *get_ranchar_vis(struct char_data *ch, char *name)
{
struct char_data *i,*tar;
int num;
char tmpname[MAX_INPUT_LENGTH];
char *tmp;
strcpy(tmpname,name);
tmp = tmpname;
if(!(num = get_number(&tmp)))
return(0);
tar = 0;
for(i=character_list;i;i=i->next)
if(isname(tmp, GET_NAME(i)))
if(CAN_SEE(ch,i))
if(!tar||!number(0,2))
tar=i;
return(tar);
}
struct obj_data *get_obj_in_list_vis(struct char_data *ch, char *name,
struct obj_data *list)
{
struct obj_data *i;
int j, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp;
strcpy(tmpname,name);
tmp = tmpname;
if(!(number = get_number(&tmp)))
return(0);
for (i = list, j = 1; i && (j <= number); i = i->next_content)
if (isname(tmp, i->name))
if (CAN_SEE_OBJ(ch, i)) {
if (j == number)
return(i);
j++;
}
return(0);
}
/*search the entire world for an object, and return a pointer */
struct obj_data *get_obj_vis(struct char_data *ch, char *name)
{
struct obj_data *i;
int j, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp;
/* scan items carried */
if (i = get_obj_in_list_vis(ch, name, ch->carrying))
return(i);
/* scan room */
if (i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))
return(i);
strcpy(tmpname,name);
tmp = tmpname;
if(!(number = get_number(&tmp)))
return(0);
/* ok.. no luck yet. scan the entire obj list */
for (i = object_list, j = 1; i && (j <= number); i = i->next)
if (isname(tmp, i->name))
if (CAN_SEE_OBJ(ch, i)) {
if (j == number)
return(i);
j++;
}
return(0);
}
struct obj_data *create_money( int amount )
{
struct obj_data *obj;
struct extra_descr_data *new_descr;
char buf[80];
#ifdef NEEDS_STRDUP
char *strdup(char *str);
#endif
if(amount<=0)
{
log("ERROR: Try to create negative money.");
exit(1);
}
CREATE(obj, struct obj_data, 1);
CREATE(new_descr, struct extra_descr_data, 1);
clear_object(obj);
if(amount==1)
{
obj->name = strdup("coin gold");
obj->short_description = strdup("a gold coin");
obj->description = strdup("One miserable gold coin.");
new_descr->keyword = strdup("coin gold");
new_descr->description = strdup("One miserable gold coin.");
}
else
{
obj->name = strdup("coins gold");
obj->short_description = strdup("gold coins");
obj->description = strdup("A pile of gold coins.");
new_descr->keyword = strdup("coins gold");
if(amount<10) {
sprintf(buf,"There is %d coins.",amount);
new_descr->description = strdup(buf);
}
else if (amount<100) {
sprintf(buf,"There is about %d coins",10*(amount/10));
new_descr->description = strdup(buf);
}
else if (amount<1000) {
sprintf(buf,"It looks like something round %d coins",100*(amount/100));
new_descr->description = strdup(buf);
}
else if (amount<100000) {
sprintf(buf,"You guess there is %d coins",1000*((amount/1000)+ number(0,(amount/1000))));
new_descr->description = strdup(buf);
}
else
new_descr->description = strdup("There is A LOT of coins");
}
new_descr->next = 0;
obj->ex_description = new_descr;
obj->obj_flags.type_flag = ITEM_MONEY;
obj->obj_flags.wear_flags = ITEM_TAKE;
obj->obj_flags.value[0] = amount;
obj->obj_flags.cost = amount;
obj->item_number = -1;
obj->next = object_list;
object_list = obj;
return(obj);
}
/* Generic Find, designed to find any object/character */
/* Calling : */
/* *arg is the sting containing the string to be searched for. */
/* This string doesn't have to be a single word, the routine */
/* extracts the next word itself. */
/* bitv.. All those bits that you want to "search through". */
/* Bit found will be result of the function */
/* *ch This is the person that is trying to "find" */
/* **tar_ch Will be NULL if no character was found, otherwise points */
/* **tar_obj Will be NULL if no object was found, otherwise points */
/* */
/* The routine returns a pointer to the next word in *arg (just like the */
/* one_argument routine). */
int generic_find(char *arg, int bitvector, struct char_data *ch,
struct char_data **tar_ch, struct obj_data **tar_obj)
{
static char *ignore[] = {
"the",
"in",
"on",
"at",
"\n" };
int i;
char name[256];
bool found;
found = FALSE;
/* Eliminate spaces and "ignore" words */
while (*arg && !found) {
for(; *arg == ' '; arg++) ;
for(i=0; (name[i] = *(arg+i)) && (name[i]!=' '); i++) ;
name[i] = 0;
arg+=i;
if (search_block(name, ignore, TRUE) > -1)
found = TRUE;
}
if (!name[0])
return(0);
*tar_ch = 0;
*tar_obj = 0;
if (IS_SET(bitvector, FIND_CHAR_ROOM)) { /* Find person in room */
if (*tar_ch = get_char_room_vis(ch, name)) {
return(FIND_CHAR_ROOM);
}
}
if (IS_SET(bitvector, FIND_CHAR_WORLD)) {
if (*tar_ch = get_char_vis(ch, name)) {
return(FIND_CHAR_WORLD);
}
}
if (IS_SET(bitvector, FIND_OBJ_EQUIP)) {
for(found=FALSE, i=0; i<MAX_WEAR && !found; i++)
if (ch->equipment[i] && str_cmp(name, ch->equipment[i]->name) == 0) {
*tar_obj = ch->equipment[i];
found = TRUE;
}
if (found) {
return(FIND_OBJ_EQUIP);
}
}
if (IS_SET(bitvector, FIND_OBJ_INV)) {
if (*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying)) {
return(FIND_OBJ_INV);
}
}
if (IS_SET(bitvector, FIND_OBJ_ROOM)) {
if (*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)) {
return(FIND_OBJ_ROOM);
}
}
if (IS_SET(bitvector, FIND_OBJ_WORLD)) {
if (*tar_obj = get_obj_vis(ch, name)) {
return(FIND_OBJ_WORLD);
}
}
return(0);
}