/*************************************************************************** * 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. * * * * Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen * * * * 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. * ***************************************************************************/ #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" AFFECT_DATA *affect_free; /* * Local functions. */ /* returns race number */ int race_lookup (const char *name) { int race; for ( race = 0; race_table[race].name != NULL; race++) { if (LOWER(name[0]) == LOWER(race_table[race].name[0]) && !str_prefix( name,race_table[race].name)) return race; } return 0; } /* * Retrieve a character's trusted level for permission checking. */ int get_trust(CHAR_DATA * ch) { if (ch->trust != 0) return ch->trust; if (IS_NPC(ch) && ch->level >= LEVEL_HERO) return LEVEL_HERO - 1; else return ch->level; } /* * Retrieve a character's age. */ int get_age(CHAR_DATA * ch) { return 17 + (ch->played + (int) (current_time - ch->logon)) / 7200; } /* * Retrieve character's current strength. */ int get_curr_str(CHAR_DATA * ch) { int max; if (IS_NPC(ch)) return 13; max = 25; return URANGE(3, ch->pcdata->perm_str + ch->pcdata->mod_str, max); } /* * Retrieve character's current intelligence. */ int get_curr_int(CHAR_DATA * ch) { int max; if (IS_NPC(ch)) return 13; max = 25; return URANGE(3, ch->pcdata->perm_int + ch->pcdata->mod_int, max); } /* * Retrieve character's current wisdom. */ int get_curr_wis(CHAR_DATA * ch) { int max = 25; if (IS_NPC(ch)) return 13; max = 25; return URANGE(3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max); } /* * Retrieve character's current dexterity. */ int get_curr_dex(CHAR_DATA * ch) { int max; if (IS_NPC(ch)) return 13; max = 25; return URANGE(3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max); } /* * Retrieve character's current constitution. */ int get_curr_con(CHAR_DATA * ch) { int max; if (IS_NPC(ch)) return 13; max = 25; return URANGE(3, ch->pcdata->perm_con + ch->pcdata->mod_con, max); } /* * Retrieve a character's carry capacity. */ int can_carry_n(CHAR_DATA * ch) { if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL) return 100000; return MAX_WEAR + 2 * get_curr_dex(ch) + 2000; } /* * Retrieve a character's carry capacity. */ int can_carry_w(CHAR_DATA * ch) { if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL) return 1000000; // return str_app[get_curr_str(ch)].carry; return 100000; } /* * 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_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; } } bool char_exists(bool backup, char *argument) { FILE *fp; char buf[MAX_STRING_LENGTH]; bool found = FALSE; fclose(fpReserve); if (backup) sprintf(buf, "%sbackup/%s", PLAYER_DIR, capitalize(argument)); else sprintf(buf, "%s%s", PLAYER_DIR, capitalize(argument)); if ((fp = fopen(buf, "r")) != NULL) { found = TRUE; fclose(fp); } fpReserve = fopen(NULL_FILE, "r"); return found; } /* * Apply or remove an affect to a character. */ void affect_modify(CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd, OBJ_DATA * obj) { OBJ_DATA *wield; int mod; mod = paf->modifier; if (fAdd) { SET_BIT(ch->affected_by, paf->bitvector); } else { REMOVE_BIT(ch->affected_by, paf->bitvector); mod = 0 - mod; } if (IS_NPC(ch)) { switch (paf->location) { default: break; case APPLY_NONE: 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: ch->armor += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVING_PARA: ch->saving_throw += mod; break; case APPLY_SAVING_ROD: ch->saving_throw += mod; break; case APPLY_SAVING_PETRI: ch->saving_throw += mod; break; case APPLY_SAVING_BREATH: ch->saving_throw += mod; break; case APPLY_SAVING_SPELL: ch->saving_throw += mod; break; case APPLY_POLY: ch->polyaff += mod; break; } return; } switch (paf->location) { default: bug("Affect_modify: unknown location %d.", paf->location); return; case APPLY_NONE: break; case APPLY_STR: ch->pcdata->mod_str += mod; break; case APPLY_DEX: ch->pcdata->mod_dex += mod; break; case APPLY_INT: ch->pcdata->mod_int += mod; break; case APPLY_WIS: ch->pcdata->mod_wis += mod; break; case APPLY_CON: ch->pcdata->mod_con += mod; break; case APPLY_SEX: case APPLY_CLASS: case APPLY_LEVEL: case APPLY_AGE: case APPLY_HEIGHT: 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: ch->armor += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVING_PARA: ch->saving_throw += mod; break; case APPLY_SAVING_ROD: ch->saving_throw += mod; break; case APPLY_SAVING_PETRI: ch->saving_throw += mod; break; case APPLY_SAVING_BREATH: ch->saving_throw += mod; break; case APPLY_SAVING_SPELL: ch->saving_throw += mod; break; case APPLY_POLY: ch->polyaff += mod; break; } /* * Check for weapon wielding. * Guard against recursion (for weapons with affects). */ if ((wield = get_eq_char(ch, WEAR_WIELD)) != NULL && wield->item_type == ITEM_WEAPON && get_obj_weight(wield) > str_app[get_curr_str(ch)].wield) { 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; } /* * Remove an exit from a room -Thoric */ void extract_exit(ROOM_INDEX_DATA * room, EXIT_DATA * pexit) { UNLINK(pexit, room->first_exit, room->last_exit, next, prev); if (pexit->rexit) pexit->rexit->rexit = NULL; STRFREE(pexit->keyword); STRFREE(pexit->description); DISPOSE(pexit); } void affect_to_obj(OBJ_DATA * obj, AFFECT_DATA * paf) { AFFECT_DATA *paf_new; if (affect_free == NULL) { paf_new = alloc_perm(sizeof(*paf_new)); } else { paf_new = affect_free; affect_free = affect_free->next; } *paf_new = *paf; paf_new->next = obj->affected; obj->affected = paf_new; return; } /* * Give an affect to a char. */ void affect_to_char(CHAR_DATA * ch, AFFECT_DATA * paf) { AFFECT_DATA *paf_new; if (affect_free == NULL) { paf_new = alloc_perm(sizeof(*paf_new)); } else { paf_new = affect_free; affect_free = affect_free->next; } *paf_new = *paf; paf_new->next = ch->affected; ch->affected = paf_new; affect_modify(ch, paf_new, TRUE, NULL); return; } void alias_remove(CHAR_DATA * ch, ALIAS_DATA * ali) { if (IS_NPC(ch)) return; if (ch->pcdata->alias == NULL) { bug("Alias_remove: no alias.", 0); return; } if (ali == ch->pcdata->alias) { ch->pcdata->alias = ali->next; } else { ALIAS_DATA *prev; for (prev = ch->pcdata->alias; prev; prev = prev->next) { if (prev->next == ali) { prev->next = ali->next; break; } } if (prev == NULL) { bug("Alias_remove: cannot find ali.", 0); return; } } ali->next = alias_free; alias_free = ali; return; } /* * Remove an affect from a char. */ void affect_remove(CHAR_DATA * ch, AFFECT_DATA * paf) { if (ch->affected == NULL) { bug("Affect_remove: no affect.", 0); return; } affect_modify(ch, paf, FALSE, NULL); 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; } } paf->next = affect_free; affect_free = paf; 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->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 ((obj = get_eq_char(ch, WEAR_WIELD)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room->light > 0) --ch->in_room->light; else if ((obj = get_eq_char(ch, WEAR_HOLD)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room->light > 0) --ch->in_room->light; if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS)) { if (ch->in_room != NULL) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); } 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; return; } /* * Move a char into a room. */ void char_to_room(CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex) { OBJ_DATA *obj; if (!pRoomIndex) { char buf[MAX_STRING_LENGTH]; sprintf(buf, "Char_to_room: %s -> NULL room! Putting char in limbo (%d)", ch->name, ROOM_VNUM_LIMBO); bug(buf, 0); /* This used to just return, but there was a problem with crashing and I saw no reason not to just put the char in limbo. -Narn */ pRoomIndex = get_room_index(ROOM_VNUM_LIMBO); } ch->in_room = pRoomIndex; ch->next_in_room = pRoomIndex->people; pRoomIndex->people = ch; if ((obj = get_eq_char(ch, WEAR_WIELD)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0) ++ch->in_room->light; else if ((obj = get_eq_char(ch, WEAR_HOLD)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0) ++ch->in_room->light; if (ch->loc_hp[6] > 0 && ch->in_room->blood < 1000) ch->in_room->blood += 1; if (!IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS)) SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); return; } /* * Give an obj to a char. */ void obj_to_char(OBJ_DATA * obj, CHAR_DATA * ch) { if (obj == NULL) return; obj->next_content = ch->carrying; ch->carrying = obj; obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += 1; ch->carry_weight += get_obj_weight(obj); /* Artifact stuff */ if (!IS_NPC(ch) && IS_SET(obj->quest, QUEST_ARTIFACT)) { if (IS_SET(ch->extra, EXTRA_AFK) || IS_SET(ch->pcdata->tempflag, TEMP_ARTIFACT) || ch->level < 3 || getMight(ch) < 150) { bool flag = IS_SET(ch->pcdata->tempflag, TEMP_ARTIFACT); 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); if (flag) SET_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT); // got removed under obj_from_char() } else { SET_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT); } } return; } /* * Take an obj from its character. */ void obj_from_char(OBJ_DATA * obj) { CHAR_DATA *ch; if (obj == NULL) return; if ((ch = obj->carried_by) == NULL) { log_string("Obj_from_char: null ch."); 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) log_string("Obj_from_char: obj not in list."); } obj->carried_by = NULL; obj->next_content = NULL; ch->carry_number -= 1; ch->carry_weight -= get_obj_weight(obj); /* Artifact stuff */ if (IS_SET(obj->quest, QUEST_ARTIFACT) && !IS_NPC(ch)) { REMOVE_BIT(ch->pcdata->tempflag, TEMP_ARTIFACT); } return; } /* * Find the ac value of an obj, including position effect. */ int apply_ac(OBJ_DATA * obj, int iWear) { if (obj->item_type != ITEM_ARMOR) return 0; switch (iWear) { case WEAR_BODY: return 3 * obj->value[0]; case WEAR_HEAD: return 2 * obj->value[0]; case WEAR_LEGS: return 2 * obj->value[0]; case WEAR_FEET: return obj->value[0]; case WEAR_HANDS: return obj->value[0]; case WEAR_ARMS: return obj->value[0]; case WEAR_SHIELD: return obj->value[0]; case WEAR_FINGER_L: return obj->value[0]; case WEAR_FINGER_R: return obj->value[0]; case WEAR_NECK_1: return obj->value[0]; case WEAR_NECK_2: return obj->value[0]; case WEAR_ABOUT: return 2 * obj->value[0]; case WEAR_WAIST: return obj->value[0]; case WEAR_WRIST_L: return obj->value[0]; case WEAR_WRIST_R: return obj->value[0]; case WEAR_HOLD: return obj->value[0]; case WEAR_FACE: return obj->value[0]; case WEAR_SCABBARD_L: return 0; case WEAR_SCABBARD_R: return 0; } return 0; } /* * Find a piece of eq on a character. */ OBJ_DATA *get_eq_char(CHAR_DATA * ch, int iWear) { OBJ_DATA *obj; 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 sn; if (obj->item_type == ITEM_ARMOR) sn = obj->value[3]; else sn = obj->value[0] / 1000; if ((sn == 7 || sn == 54) && !IS_GOOD(ch)) { 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); do_autosave(ch, ""); return; } if (sn == 139 && !IS_EVIL(ch)) { act("You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR); act("$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM); obj_from_char(obj); obj_to_room(obj, ch->in_room); do_autosave(ch, ""); return; } if (!IS_NPC(ch) && IS_OBJ_STAT(obj, ITEM_LOYAL)) { if (obj->questowner != NULL && str_cmp(ch->pcdata->switchname, obj->questowner) && strlen(obj->questowner) > 1) { act("$p leaps from $n to the ground.", ch, obj, NULL, TO_ROOM); act("$p leaps from you, and onto the ground.", ch, obj, NULL, TO_CHAR); obj_from_char(obj); obj_to_room(obj, ch->in_room); 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); do_autosave(ch, ""); return; } /* zap mobiles if they try to wear relics */ if (IS_NPC(ch) && IS_SET(obj->quest, QUEST_RELIC)) { 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); do_autosave(ch, ""); return; } if (iWear == WEAR_SCABBARD_L || iWear == WEAR_SCABBARD_R) { obj->wear_loc = iWear; return; } ch->armor -= apply_ac(obj, iWear); obj->wear_loc = iWear; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) affect_modify(ch, paf, TRUE, obj); for (paf = obj->affected; paf != NULL; paf = paf->next) affect_modify(ch, paf, TRUE, obj); if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL) ++ch->in_room->light; if (obj->wear_loc == WEAR_NONE) { return; } if (((obj->item_type == ITEM_ARMOR) && (obj->value[3] >= 1)) || ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000)) || IS_SET(obj->quest, QUEST_ARTIFACT)) { /* artifact bonus */ if (IS_SET(obj->quest, QUEST_ARTIFACT)) SET_BIT(ch->itemaffect, ITEMA_ARTIFACT); if ((sn == 1) && (IS_AFFECTED(ch, AFF_BLIND))) return; else if ((sn == 2) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return; else if ((sn == 3) && (IS_AFFECTED(ch, AFF_FLYING))) return; else if ((sn == 4) && (IS_AFFECTED(ch, AFF_INFRARED))) return; else if ((sn == 5) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return; else if ((sn == 6) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return; else if ((sn == 7) && (IS_AFFECTED(ch, AFF_PROTECT))) return; else if ((sn == 8) && (IS_AFFECTED(ch, AFF_PROTECT_GOOD))) return; else if ((sn == 9) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return; else if ((sn == 10) && (IS_AFFECTED(ch, AFF_DETECT_HIDDEN))) return; else if ((sn == 11) && (IS_AFFECTED(ch, AFF_SNEAK))) return; else if ((sn == 12) && (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))) return; else if ((sn == 13) && (IS_ITEMAFF(ch, ITEMA_REGENERATE))) return; else if ((sn == 14) && (IS_ITEMAFF(ch, ITEMA_SPEED))) return; else if ((sn == 15) && (IS_ITEMAFF(ch, ITEMA_VORPAL))) return; else if ((sn == 16) && (IS_ITEMAFF(ch, ITEMA_RESISTANCE))) return; else if ((sn == 17) && (IS_ITEMAFF(ch, ITEMA_VISION))) return; else if ((sn == 18) && (IS_ITEMAFF(ch, ITEMA_STALKER))) return; else if ((sn == 19) && (IS_ITEMAFF(ch, ITEMA_VANISH))) return; if (sn == 1) { SET_BIT(ch->affected_by, AFF_BLIND); send_to_char("You cannot see a thing!\n\r", ch); act("$n seems to be blinded!", ch, NULL, NULL, TO_ROOM); } else if (sn == 2) { SET_BIT(ch->affected_by, AFF_DETECT_INVIS); send_to_char("Your eyes tingle.\n\r", ch); act("$n's eyes flicker with light.", ch, NULL, NULL, TO_ROOM); } else if (sn == 3) { SET_BIT(ch->affected_by, AFF_FLYING); send_to_char("Your feet rise off the ground.\n\r", ch); act("$n's feet rise off the ground.", ch, NULL, NULL, TO_ROOM); } else if (sn == 4) { SET_BIT(ch->affected_by, AFF_INFRARED); send_to_char("Your eyes glow red.\n\r", ch); act("$n's eyes glow red.", ch, NULL, NULL, TO_ROOM); } else if (sn == 5) { SET_BIT(ch->affected_by, AFF_INVISIBLE); send_to_char("You fade out of existance.\n\r", ch); act("$n fades out of existance.", ch, NULL, NULL, TO_ROOM); } else if (sn == 6) { SET_BIT(ch->affected_by, AFF_PASS_DOOR); send_to_char("You turn translucent.\n\r", ch); act("$n turns translucent.", ch, NULL, NULL, TO_ROOM); } else if (sn == 7) { SET_BIT(ch->affected_by, AFF_PROTECT); send_to_char("You are surrounded by a divine aura.\n\r", ch); act("$n is surrounded by a divine aura.", ch, NULL, NULL, TO_ROOM); } else if (sn == 8) { SET_BIT(ch->affected_by, AFF_PROTECT_GOOD); send_to_char("You are surrounded by an unholy aura.\n\r", ch); act("$n is surrounded by an unholy aura.", ch, NULL, NULL, TO_ROOM); } else if (sn == 9) { SET_BIT(ch->affected_by, AFF_SANCTUARY); send_to_char("You are surrounded by a white aura.\n\r", ch); act("$n is surrounded by a white aura.", ch, NULL, NULL, TO_ROOM); } else if (sn == 10) { SET_BIT(ch->affected_by, AFF_DETECT_HIDDEN); send_to_char("You awarenes improves.\n\r", ch); act("$n eyes tingle.", ch, NULL, NULL, TO_ROOM); } else if (sn == 11) { SET_BIT(ch->affected_by, AFF_SNEAK); send_to_char("Your footsteps stop making any sound.\n\r", ch); act("$n's footsteps stop making any sound.", ch, NULL, NULL, TO_ROOM); } else if (sn == 12) { SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); send_to_char("You are surrounded by a swirling shield of chaos.\n\r", ch); act("$n is surrounded by a swirling shield of chaos.", ch, NULL, NULL, TO_ROOM); } else if (sn == 13) { send_to_char("You feel revived.\n\r", ch); SET_BIT(ch->itemaffect, ITEMA_REGENERATE); } else if (sn == 14) { SET_BIT(ch->itemaffect, ITEMA_SPEED); send_to_char("You start moving faster than the eye can follow.\n\r", ch); act("$n starts moving faster than the eye can follow.", ch, NULL, NULL, TO_ROOM); } else if (sn == 15) { SET_BIT(ch->itemaffect, ITEMA_VORPAL); } else if (sn == 16) { SET_BIT(ch->itemaffect, ITEMA_RESISTANCE); } else if (sn == 17) { SET_BIT(ch->itemaffect, ITEMA_VISION); send_to_char("Your eyes begin to glow bright white.\n\r", ch); act("$n's eyes begin to glow bright white.", ch, NULL, NULL, TO_ROOM); } else if (sn == 18) { SET_BIT(ch->itemaffect, ITEMA_STALKER); } else if (sn == 19) { SET_BIT(ch->itemaffect, ITEMA_VANISH); send_to_char("You blend into the shadows.\n\r", ch); act("$n gradually fades into the shadows.", ch, NULL, NULL, TO_ROOM); } } return; } /* * Unequip a char with an obj. */ void unequip_char(CHAR_DATA * ch, OBJ_DATA * obj) { CHAR_DATA *chch; OBJ_DATA *cObj; AFFECT_DATA *paf; int sn, sn2, i; bool spell_remove = TRUE; if (obj->wear_loc == WEAR_NONE) { bug("Unequip_char: already unequipped.", 0); return; } if (obj->wear_loc == WEAR_SCABBARD_L || obj->wear_loc == WEAR_SCABBARD_R) { obj->wear_loc = -1; return; } ch->armor += apply_ac(obj, obj->wear_loc); obj->wear_loc = -1; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) affect_modify(ch, paf, FALSE, obj); for (paf = obj->affected; paf != NULL; paf = paf->next) affect_modify(ch, paf, FALSE, obj); if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL && ch->in_room->light > 0) --ch->in_room->light; if ((chch = get_char_world(ch, ch->name)) == NULL) return; if (chch->desc != ch->desc) return; if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return; if (((obj->item_type == ITEM_ARMOR) && (obj->value[3] >= 1)) || ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000)) || IS_SET(obj->quest, QUEST_ARTIFACT)) { /* take the arti bonus */ if (IS_SET(obj->quest, QUEST_ARTIFACT)) REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT); if (obj->item_type == ITEM_ARMOR) sn = obj->value[3]; else sn = obj->value[0] / 1000; /* checking for affects already on other pieces */ for (i = 0; i < MAX_WEAR; i++) { if ((cObj = get_eq_char(ch, i)) != NULL) { if (cObj == obj) continue; if (cObj->item_type == ITEM_ARMOR) sn2 = cObj->value[3]; else sn2 = cObj->value[0] / 1000; if (sn == sn2) spell_remove = FALSE; } } if (spell_remove) { if (IS_AFFECTED(ch, AFF_BLIND) && sn == 1) { REMOVE_BIT(ch->affected_by, AFF_BLIND); send_to_char("You can see again.\n\r", ch); act("$n seems to be able to see again.", ch, NULL, NULL, TO_ROOM); } else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && sn == 2) { REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS); send_to_char("Your eyes stop tingling.\n\r", ch); act("$n's eyes stop flickering with light.", ch, NULL, NULL, TO_ROOM); } else if (IS_AFFECTED(ch, AFF_FLYING) && sn == 3) { REMOVE_BIT(ch->affected_by, AFF_FLYING); send_to_char("You slowly float to the ground.\n\r", ch); act("$n slowly floats to the ground.", ch, NULL, NULL, TO_ROOM); } else if (IS_AFFECTED(ch, AFF_INFRARED) && sn == 4) { REMOVE_BIT(ch->affected_by, AFF_INFRARED); send_to_char("Your eyes stop glowing red.\n\r", ch); act("$n's eyes stop glowing red.", ch, NULL, NULL, TO_ROOM); } else if (IS_AFFECTED(ch, AFF_INVISIBLE) && sn == 5) { REMOVE_BIT(ch->affected_by, AFF_INVISIBLE); send_to_char("You fade into existance.\n\r", ch); act("$n fades into existance.", ch, NULL, NULL, TO_ROOM); } else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && sn == 6) { REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR); send_to_char("You feel solid again.\n\r", ch); act("$n is no longer translucent.", ch, NULL, NULL, TO_ROOM); } else if (IS_AFFECTED(ch, AFF_PROTECT) && sn == 7) { REMOVE_BIT(ch->affected_by, AFF_PROTECT); send_to_char("The divine aura around you fades.\n\r", ch); act("The divine aura around $n fades.", ch, NULL, NULL, TO_ROOM); } else if (IS_AFFECTED(ch, AFF_PROTECT_GOOD) && sn == 8) { REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD); send_to_char("The unholy aura around you fades.\n\r", ch); act("The unholy aura around $n fades.", ch, NULL, NULL, TO_ROOM); } else if (IS_AFFECTED(ch, AFF_SANCTUARY) && sn == 9) { REMOVE_BIT(ch->affected_by, AFF_SANCTUARY); send_to_char("The white aura around your body fades.\n\r", ch); act("The white aura about $n's body fades.", ch, NULL, NULL, TO_ROOM); } else if (IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && sn == 10) { REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN); send_to_char("You feel less aware of your surrondings.\n\r", ch); act("$n eyes tingle.", ch, NULL, NULL, TO_ROOM); } else if (IS_AFFECTED(ch, AFF_SNEAK) && sn == 11) { REMOVE_BIT(ch->affected_by, AFF_SNEAK); send_to_char("You are no longer moving so quietly.\n\r", ch); act("$n is no longer moving so quietly.", ch, NULL, NULL, TO_ROOM); } else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && sn == 12) { REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); send_to_char("The swirling shield of chaos around you fades.\n\r", ch); act("The swirling shield of chaos around $n fades.", ch, NULL, NULL, TO_ROOM); } else if (IS_ITEMAFF(ch, ITEMA_REGENERATE) && sn == 13) { REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE); } else if (IS_ITEMAFF(ch, ITEMA_SPEED) && sn == 14) { REMOVE_BIT(ch->itemaffect, ITEMA_SPEED); send_to_char("Your actions slow down to normal speed.\n\r", ch); act("$n stops moving at supernatural speed.", ch, NULL, NULL, TO_ROOM); } else if (IS_ITEMAFF(ch, ITEMA_VORPAL) && sn == 15) { REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL); } else if (IS_ITEMAFF(ch, ITEMA_RESISTANCE) && sn == 16) { REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE); } else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 17) { REMOVE_BIT(ch->itemaffect, ITEMA_VISION); send_to_char("Your eyes stop glowing bright white.\n\r", ch); act("$n's eyes stop glowing bright white.", ch, NULL, NULL, TO_ROOM); } else if (IS_ITEMAFF(ch, ITEMA_STALKER) && sn == 18) { REMOVE_BIT(ch->itemaffect, ITEMA_STALKER); } else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 19) { REMOVE_BIT(ch->itemaffect, ITEMA_VANISH); send_to_char("You emerge from the shadows.\n\r", ch); act("$n gradually fades out of the shadows.", ch, NULL, NULL, TO_ROOM); } } } 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; if (obj == NULL) return; if ((in_room = obj->in_room) == NULL) { bug("obj_from_room: NULL.", 0); return; } if (obj == in_room->contents) { in_room->contents = obj->next_content; } else { OBJ_DATA *prev; for (prev = in_room->contents; prev; prev = prev->next_content) { if (prev->next_content == obj) { prev->next_content = obj->next_content; break; } } if (prev == 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) { if (obj == NULL) return; if (pRoomIndex == NULL) return; 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) { if (obj == NULL) return; obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; for (; obj_to != NULL; obj_to = obj_to->in_obj) { if (obj_to->carried_by != NULL) obj_to->carried_by->carry_weight += get_obj_weight(obj); } return; } /* * Move an object out of an object. */ void obj_from_obj(OBJ_DATA * obj) { OBJ_DATA *obj_from; if (obj == NULL) return; 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_weight -= get_obj_weight(obj); } return; } /* * Extract an obj from the world. */ void extract_obj(OBJ_DATA * obj) { CHAR_DATA *ch; OBJ_DATA *obj_content; OBJ_DATA *obj_next; if (obj == NULL) return; if (obj->item_type == ITEM_CORPSE_PC && obj->contains) { OBJ_DATA *t_obj, *next_obj; for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj(t_obj); if (obj->in_obj) /* in another object */ obj_to_obj(t_obj, obj->in_obj); else if (obj->carried_by) /* carried */ obj_to_char(t_obj, obj->carried_by); else if (obj->in_room == NULL) /* destroy it */ extract_obj(t_obj); else /* to a room */ obj_to_room(t_obj, obj->in_room); } } 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); if ((ch = obj->chobj) != NULL && !IS_NPC(ch) && ch->pcdata->chobj == obj && IS_HEAD(ch, LOST_HEAD)) { REMOVE_BIT(ch->loc_hp[0], LOST_HEAD); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); free_string(ch->morph); ch->morph = str_dup(""); ch->hit = 1; char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_ALTAR)); ch->pcdata->chobj = NULL; obj->chobj = NULL; send_to_char("You have been KILLED!!\n\r", ch); do_look(ch, "auto"); ch->position = POS_RESTING; } else if ((ch = obj->chobj) != NULL && !IS_NPC(ch) && ch->pcdata->chobj == obj && (IS_EXTRA(ch, EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0)) { if (ch->pcdata->obj_vnum != 0) { send_to_char("You have been destroyed!\n\r", ch); ch->pcdata->chobj = NULL; obj->chobj = NULL; } else { REMOVE_BIT(ch->extra, EXTRA_OSWITCH); REMOVE_BIT(ch->affected_by, AFF_POLYMORPH); free_string(ch->morph); ch->morph = str_dup(""); char_from_room(ch); char_to_room(ch, get_room_index(ROOM_VNUM_ALTAR)); ch->pcdata->chobj = NULL; obj->chobj = NULL; send_to_char("You return to your body.\n\r", ch); } } else if (obj->chobj != NULL) { if (!IS_NPC(obj->chobj)) obj->chobj->pcdata->chobj = NULL; obj->chobj = NULL; bug("Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum); } for (obj_content = obj->contains; obj_content; obj_content = obj_next) { obj_next = obj_content->next_content; if (obj->contains != NULL) extract_obj(obj->contains); } 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; } } { AFFECT_DATA *paf; AFFECT_DATA *paf_next; for (paf = obj->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; paf->next = affect_free; affect_free = paf; } } { EXTRA_DESCR_DATA *ed; EXTRA_DESCR_DATA *ed_next; for (ed = obj->extra_descr; ed != NULL; ed = ed_next) { ed_next = ed->next; free_string(ed->description); free_string(ed->keyword); ed->next = extra_descr_free; extra_descr_free = ed; } } free_string(obj->name); free_string(obj->description); free_string(obj->short_descr); if (obj->questmaker != NULL) free_string(obj->questmaker); if (obj->questowner != NULL) free_string(obj->questowner); --obj->pIndexData->count; obj->next = obj_free; obj_free = obj; return; } /* * Extract a char from the world. */ void extract_char(CHAR_DATA * ch, bool fPull) { CHAR_DATA *wch; CHAR_DATA *familiar; // CHAR_DATA *wizard; OBJ_DATA *obj; OBJ_DATA *obj_next; if (ch == NULL) return; if (ch->in_room == NULL) { bug("Extract_char: NULL.", 0); return; } 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); } char_from_room(ch); if (IS_NPC(ch)) --ch->pIndexData->count; else if (ch->pcdata->chobj != NULL) { ch->pcdata->chobj->chobj = NULL; ch->pcdata->chobj = NULL; } if (!fPull) { char_to_room(ch, get_room_index(ROOM_VNUM_ALTAR)); return; } for (wch = char_list; wch != NULL; wch = wch->next) { if (wch->reply == ch) wch->reply = 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) ch->desc->character = NULL; /* if ((wizard = ch->wizard) != NULL) { if (!IS_NPC(wizard)) wizard->pcdata->familiar = NULL; ch->wizard = NULL; } */ if (!IS_NPC(ch)) { if ((familiar = ch->pcdata->familiar) != NULL) { // familiar->wizard = NULL; ch->pcdata->familiar = NULL; if (IS_NPC(familiar)) { act("$n slowly fades away to nothing.", familiar, NULL, NULL, TO_ROOM); extract_char(familiar, TRUE); } } if ((familiar = ch->pcdata->partner) != NULL) ch->pcdata->partner = NULL; if ((familiar = ch->pcdata->propose) != NULL) ch->pcdata->propose = NULL; for (familiar = char_list; familiar != NULL; familiar = familiar->next) { if (!IS_NPC(familiar) && familiar->pcdata->propose != NULL && familiar->pcdata->propose == ch) familiar->pcdata->propose = NULL; if (!IS_NPC(familiar) && familiar->pcdata->partner != NULL && familiar->pcdata->partner == ch) familiar->pcdata->partner = 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") && (IS_NPC(ch) || ch->pcdata->chobj == NULL)) return ch; for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) { if (!IS_NPC(rch) && IS_HEAD(rch, LOST_HEAD)) continue; else if (!IS_NPC(rch) && IS_EXTRA(rch, EXTRA_OSWITCH)) continue; else if (!can_see(ch, rch) || (!is_name(arg, rch->name) && (IS_NPC(rch) || !is_name(arg, rch->pcdata->switchname)) && (IS_NPC(rch) || !is_name(arg, rch->morph)))) 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 (!IS_NPC(wch) && IS_HEAD(wch, LOST_HEAD)) continue; else if (!IS_NPC(wch) && IS_EXTRA(wch, EXTRA_OSWITCH)) continue; if (wch->in_room == NULL) continue; // wonder if this ever happens. else if (!can_see(ch, wch) || (!is_name(arg, wch->name) && (IS_NPC(wch) || !is_name(arg, wch->pcdata->switchname)) && (IS_NPC(wch) || !is_name(arg, wch->morph)))) continue; if (++count == number) return wch; } return NULL; } /* * Find a char in the same area */ CHAR_DATA *get_char_area( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch; int number, count; if (!ch->in_room) return NULL; if ((wch = get_char_room(ch, argument)) != NULL) return wch; number = number_argument(argument, arg); count = 0; for (wch = char_list; wch; wch = wch->next) { if (!IS_NPC(wch) && IS_HEAD(wch, LOST_HEAD)) continue; if (!IS_NPC(wch) && IS_EXTRA(wch, EXTRA_OSWITCH)) continue; if (wch->in_room == NULL) continue; // wonder if this ever happens. if (wch->in_room->area != ch->in_room->area) continue; if (!can_see( ch, wch ) || (!is_name(arg, wch->name) && (IS_NPC(wch) || !is_name(arg, wch->pcdata->switchname)) && (IS_NPC(wch) || !is_name(arg, wch->morph)))) 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 object within the object you are in. */ OBJ_DATA *get_obj_in_obj(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; int number; int count; number = number_argument(argument, arg); count = 0; if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj->in_obj == NULL) return NULL; obj = ch->pcdata->chobj; if (obj->in_obj->item_type != ITEM_CONTAINER && obj->in_obj->item_type != ITEM_CORPSE_NPC && obj->in_obj->item_type != ITEM_CORPSE_PC) return NULL; for (obj2 = obj->in_obj->contains; obj2 != NULL; obj2 = obj2->next_content) { if (obj != obj2 && is_name(arg, obj2->name)) { if (++count == number) return obj2; } } return NULL; } /* * Find an obj in player's inventory. */ OBJ_DATA *get_obj_carry(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 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)) != NULL) return obj; if ((obj = get_obj_wear(ch, argument)) != NULL) return obj; if ((obj = get_obj_in_obj(ch, argument)) != NULL) return obj; return NULL; } /* * Find an obj in the room or in inventory. */ OBJ_DATA *get_obj_room(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; obj = get_obj_list(ch, argument, ch->in_room->contents); if (obj != 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; } /* * Return weight of an object, including weight of contents. */ int get_obj_weight(OBJ_DATA * obj) { int weight; weight = obj->weight; for (obj = obj->contains; obj != 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) { bug("Room_is_dark: No room", 0); return TRUE; } if (pRoomIndex->light > 0) return FALSE; if (IS_SET(pRoomIndex->room_flags, ROOM_LIGHT)) 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; } /* * True if room is private. */ bool room_is_private(ROOM_INDEX_DATA * pRoomIndex) { CHAR_DATA *rch; int count; count = 0; for (rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room) if (!IS_NPC(rch)) count++; if (IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && count >= 2) return TRUE; return FALSE; } /* * True if char can see victim. */ bool can_see(CHAR_DATA * ch, CHAR_DATA * victim) { if (ch == victim) return TRUE; if (get_trust(ch) > 6) return TRUE; if (!IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS) && victim->level > 6) return FALSE; if (IS_ITEMAFF(ch, ITEMA_VISION)) return TRUE; if (!IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS)) return FALSE; if (!IS_NPC(victim) && IS_SET(victim->act, AFF_HIDE)) return FALSE; if (!IS_NPC(victim) && IS_SET(victim->newbits, NEW_DARKNESS)) return FALSE; if (ch->in_room != NULL) { if (IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) { if (!IS_IMMORTAL(ch)) return FALSE; else return TRUE; } } if (IS_EXTRA(ch, BLINDFOLDED)) return FALSE; if (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT)) return TRUE; if (IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R)) return FALSE; if (IS_AFFECTED(ch, AFF_BLIND) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT)) 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; if (IS_AFFECTED(victim, AFF_HIDE) && !IS_AFFECTED(ch, AFF_DETECT_HIDDEN)) return FALSE; if (!IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD)) return TRUE; if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH)) return TRUE; if (!IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) return TRUE; if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) return TRUE; return TRUE; } /* * True if char can see obj. */ bool can_see_obj(CHAR_DATA * ch, OBJ_DATA * obj) { CHAR_DATA *gch; if ((gch = obj->carried_by) != NULL) { if (gch->desc != NULL) { if (gch->desc->connected != CON_PLAYING) return FALSE; } } /* for quests */ if (IS_OBJ_STAT(obj, ITEM_NOLOCATE)) { if (IS_NPC(ch)) return FALSE; if (ch->pcdata->playerid != obj->ownerid) return FALSE; } if (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT)) return TRUE; if (IS_ITEMAFF(ch, ITEMA_VISION)) return TRUE; if (IS_OBJ_STAT(obj, ITEM_GLOW)) return TRUE; if ((IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) && obj->carried_by == NULL) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) && !IS_AFFECTED(ch, AFF_SHADOWPLANE)) return FALSE; if ((!IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) && obj->carried_by == NULL) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) && IS_AFFECTED(ch, AFF_SHADOWPLANE)) return FALSE; if (obj->item_type == ITEM_POTION) return TRUE; if (IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R)) return FALSE; if (IS_EXTRA(ch, BLINDFOLDED)) return FALSE; if (IS_AFFECTED(ch, AFF_BLIND) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT)) return FALSE; if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0) return TRUE; if (room_is_dark(ch->in_room) && !IS_AFFECTED(ch, AFF_INFRARED)) return FALSE; if (IS_SET(obj->extra_flags, ITEM_INVIS) && !IS_AFFECTED(ch, AFF_DETECT_INVIS)) return FALSE; if (!IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) return TRUE; if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT) return TRUE; return TRUE; } /* * True if char can drop obj. */ bool can_drop_obj(CHAR_DATA * ch, OBJ_DATA * obj) { if (!IS_SET(obj->extra_flags, ITEM_NODROP)) return TRUE; if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL) return TRUE; return FALSE; } /* * Return ascii name of an item type. */ char *item_type_name(OBJ_DATA * obj) { switch (obj->item_type) { case ITEM_LIGHT: return "light"; case ITEM_SCROLL: return "scroll"; case ITEM_WAND: return "wand"; case ITEM_STAFF: return "staff"; case ITEM_WEAPON: return "weapon"; case ITEM_TREASURE: return "treasure"; case ITEM_GRENADE: return "grenade"; case ITEM_ARMOR: return "armor"; case ITEM_POTION: return "potion"; case ITEM_FURNITURE: return "furniture"; case ITEM_TRASH: return "trash"; case ITEM_CONTAINER: return "container"; case ITEM_DRINK_CON: return "drink container"; case ITEM_KEY: return "key"; case ITEM_FOOD: return "food"; case ITEM_MONEY: return "money"; case ITEM_BOAT: return "boat"; case ITEM_CORPSE_NPC: return "npc corpse"; case ITEM_CORPSE_PC: return "pc corpse"; case ITEM_FOUNTAIN: return "fountain"; case ITEM_PILL: return "pill"; case ITEM_PORTAL: return "portal"; case ITEM_HOLYSYMBOL: return "holy symbol"; case ITEM_STAKE: return "stake"; case ITEM_QUEST: return "quest token"; case ITEM_HEAD: return "head"; case ITEM_COOKINGPOT: return "cooking pot"; case ITEM_FAITHTOKEN: return "faith token"; } bug("Item_type_name: unknown type %d.", obj->item_type); return "(unknown)"; } /* * Return ascii name of an affect location. */ char *affect_loc_name(int location) { switch (location) { case APPLY_NONE: return "none"; case APPLY_STR: return "strength"; case APPLY_DEX: return "dexterity"; case APPLY_INT: return "intelligence"; case APPLY_WIS: return "wisdom"; case APPLY_CON: return "constitution"; case APPLY_SEX: return "sex"; case APPLY_CLASS: return "class"; case APPLY_LEVEL: return "level"; case APPLY_AGE: return "age"; case APPLY_MANA: return "mana"; case APPLY_HIT: return "hp"; case APPLY_MOVE: return "moves"; case APPLY_GOLD: return "gold"; case APPLY_EXP: return "experience"; case APPLY_AC: return "armor class"; case APPLY_HITROLL: return "hit roll"; case APPLY_DAMROLL: return "damage roll"; case APPLY_SAVING_PARA: return "save vs paralysis"; case APPLY_SAVING_ROD: return "save vs rod"; case APPLY_SAVING_PETRI: return "save vs petrification"; case APPLY_SAVING_BREATH: return "save vs breath"; case APPLY_SAVING_SPELL: return "save vs spell"; case APPLY_POLY: return "polymorph form"; } bug("Affect_location_name: unknown location %d.", location); return "(unknown)"; } /* * Return ascii name of an affect bit vector. */ char *affect_bit_name(int vector) { static char buf[512]; buf[0] = '\0'; if (vector & AFF_BLIND) strcat(buf, " blind"); if (vector & AFF_INVISIBLE) strcat(buf, " invisible"); if (vector & AFF_DETECT_EVIL) strcat(buf, " detect_evil"); if (vector & AFF_DETECT_INVIS) strcat(buf, " detect_invis"); if (vector & AFF_DETECT_MAGIC) strcat(buf, " detect_magic"); if (vector & AFF_DETECT_HIDDEN) strcat(buf, " detect_hidden"); if (vector & AFF_SHADOWPLANE) strcat(buf, " shadowplane"); if (vector & AFF_SANCTUARY) strcat(buf, " sanctuary"); if (vector & AFF_FAERIE_FIRE) strcat(buf, " faerie_fire"); if (vector & AFF_INFRARED) strcat(buf, " infrared"); if (vector & AFF_CURSE) strcat(buf, " curse"); if (vector & AFF_FLAMING) strcat(buf, " flaming"); if (vector & AFF_POISON) strcat(buf, " poison"); if (vector & AFF_PROTECT) strcat(buf, " protect"); if (vector & AFF_ETHEREAL) strcat(buf, " ethereal"); if (vector & AFF_SNEAK) strcat(buf, " sneak"); if (vector & AFF_HIDE) strcat(buf, " hide"); if (vector & AFF_CHARM) strcat(buf, " charm"); if (vector & AFF_FLYING) strcat(buf, " flying"); if (vector & AFF_PASS_DOOR) strcat(buf, " pass_door"); if (vector & AFF_POLYMORPH) strcat(buf, " polymorph"); if (vector & AFF_SHADOWSIGHT) strcat(buf, " shadowsight"); return (buf[0] != '\0') ? buf + 1 : "none"; } /* * Return ascii name of extra flags vector. */ char *extra_bit_name(int extra_flags) { static char buf[512]; buf[0] = '\0'; if (extra_flags & ITEM_GLOW) strcat(buf, " glow"); if (extra_flags & ITEM_HUM) strcat(buf, " hum"); if (extra_flags & ITEM_INVIS) strcat(buf, " invis"); if (extra_flags & ITEM_MAGIC) strcat(buf, " magic"); if (extra_flags & ITEM_NODROP) strcat(buf, " nodrop"); if (extra_flags & ITEM_ANTI_GOOD) strcat(buf, " anti-good"); if (extra_flags & ITEM_ANTI_EVIL) strcat(buf, " anti-evil"); if (extra_flags & ITEM_ANTI_NEUTRAL) strcat(buf, " anti-neutral"); if (extra_flags & ITEM_BLESS) strcat(buf, " bless"); if (extra_flags & ITEM_NOREMOVE) strcat(buf, " noremove"); if (extra_flags & ITEM_INVENTORY) strcat(buf, " inventory"); if (extra_flags & ITEM_LOYAL) strcat(buf, " loyal"); if (extra_flags & ITEM_SHADOWPLANE) strcat(buf, " shadowplane"); if (extra_flags & ITEM_THROWN) strcat(buf, " thrown"); if (extra_flags & ITEM_KEEP) strcat(buf, " keep"); if (extra_flags & ITEM_VANISH) strcat(buf, " vanish"); if (extra_flags & ITEM_NOCLAIM) strcat(buf, " noclaim"); if (extra_flags & ITEM_NOLOCATE) strcat(buf, " nolocate"); return (buf[0] != '\0') ? buf + 1 : "none"; } OBJ_DATA *get_obj_world2(CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; int vnum = 0; if (argument[0] == '\0') return NULL; for (obj = object_list; obj != NULL; obj = obj->next) { if (!str_cmp(argument, obj->short_descr)) { if ((vnum = obj->pIndexData->vnum) == 30037 || vnum == 30041) continue; return obj; } } return NULL; }