/*************************************************************************** * 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. * * * * Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David * * Love, Guilherme 'Willie' Arnold, and Mitchell Tse. * * * * In order to use any part of this Envy Diku Mud, you must comply with * * the original Diku license in 'license.doc', the Merc license in * * 'license.txt', as well as the Envy license in 'license.nvy'. * * In particular, you may not remove either of these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #define unix 1 #if defined( macintosh ) #include <types.h> #else #include <sys/types.h> #endif #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "multiclass.c" AFFECT_DATA * affect_free; /* * Local functions. */ int spell_duration args( ( CHAR_DATA *victim, int sn ) ); void perm_spell args( ( CHAR_DATA *victim, int sn ) ); void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); void affect_modify2 args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); bool is_colcode args( ( char code ) ); int mmlvl_mana args( ( CHAR_DATA *ch, int sn ) ); /* * Retrieve a character's trusted level for permission checking. */ int get_trust( CHAR_DATA *ch ) { if ( ch->desc && ch->desc->original ) ch = ch->desc->original; /* if ( IS_CODER( ch ) && ch->trust < 100000 ) return 100000;*/ 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 ) ) / 14400; /* 14400 assumes 30 second hours, 24 hours a day, 20 day - Kahn */ } /* * Retrieve character's current strength. */ int get_curr_str( CHAR_DATA *ch ) { int max; if ( IS_NPC( ch ) ) return 13; if ( class_table[prime_class(ch)].attr_prime == APPLY_STR ) max = 25 + (get_race_data(ch->race))->mstr; else max = 22 + (get_race_data(ch->race))->mstr; 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; if ( class_table[prime_class(ch)].attr_prime == APPLY_INT ) max = 25 + (get_race_data(ch->race))->mint; else max = 22 + (get_race_data(ch->race))->mint; 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; if ( IS_NPC( ch ) ) return 13; if ( class_table[prime_class(ch)].attr_prime == APPLY_WIS ) max = 25 + (get_race_data(ch->race))->mwis; else max = 22 + (get_race_data(ch->race))->mwis; 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; if ( class_table[prime_class(ch)].attr_prime == APPLY_DEX ) max = 25 + (get_race_data(ch->race))->mdex; else max = 22 + (get_race_data(ch->race))->mdex; 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; if ( class_table[prime_class(ch)].attr_prime == APPLY_CON ) max = 25 + (get_race_data(ch->race))->mcon; else max = 22 + (get_race_data(ch->race))->mcon; 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 1000; if ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) ) return 0; return MAX_WEAR + 2 * get_curr_dex( ch ) + get_curr_str( ch ) * 2; } /* * Retrieve a character's carry capacity. */ int can_carry_w( CHAR_DATA *ch ) { int max_weight = 0; if ( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL ) return 1000000; if ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) ) return 0; /* Angi: Make max carry weight less than the weight of your coins. */ max_weight = ( ( str_app[get_curr_str( ch )].carry ) - ( ch->money.gold/1000 + ch->money.silver/1000 + ch->money.copper/1000 ) ); if ( max_weight < 0 ) max_weight = 0; return max_weight; /* return str_app[get_curr_str( ch )].carry; */ } /* * See if a string is one of the names of an object. * New is_name by Alander. */ bool is_name ( CHAR_DATA *ch, char *str, char *namelist ) { char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH]; char *list, *string; bool (*cfun)(const char *astr, const char *bstr); /* 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; if ( ch && ch->desc && ch->desc->original ) ch = ch->desc->original; if ( !ch ) cfun = &str_cmp; else if ( !IS_NPC(ch) && !IS_SET(ch->act, PLR_FULLNAME) ) cfun = &str_prefix; else cfun = &str_cmp_ast; /* 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 (!(*cfun)(string,name)) return TRUE; /* full pattern match */ if (!(*cfun)(part,name)) break; } } } bool is_exact_name(char *str, char *namelist ) { char name[MAX_INPUT_LENGTH]; if (namelist == NULL) return FALSE; for ( ; ; ) { namelist = one_argument( namelist, name ); if ( name[0] == '\0' ) return FALSE; if ( !str_cmp( str, name ) ) return TRUE; } } /* * Apply or remove an affect to a character. */ void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) { OBJ_DATA *wield; char buf1 [ MAX_STRING_LENGTH ]; int mod; /* XORPHOX */ AFFECT_DATA af; int sn; int psn = -1; char buf[MAX_STRING_LENGTH]; buf[0] = '\0'; /* END */ mod = paf->modifier; if ( fAdd ) { SET_BIT ( ch->affected_by, paf->bitvector ); } else { REMOVE_BIT( ch->affected_by, paf->bitvector ); mod = 0 - mod; } switch ( paf->location ) { default: sprintf( buf1, "Affect_modify: unknown location %d on %s.", paf->location, ch->name ); bug ( buf1, 0 ); return; case APPLY_NONE: break; case APPLY_STR: if ( !IS_NPC( ch ) ) ch->pcdata->mod_str += mod; break; case APPLY_DEX: if ( !IS_NPC( ch ) ) ch->pcdata->mod_dex += mod; break; case APPLY_INT: if ( !IS_NPC( ch ) ) ch->pcdata->mod_int += mod; break; case APPLY_WIS: if ( !IS_NPC( ch ) ) ch->pcdata->mod_wis += mod; break; case APPLY_CON: if ( !IS_NPC( ch ) ) ch->pcdata->mod_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->mod_mana += mod; break; case APPLY_BP: ch->mod_bp += mod; break; case APPLY_ANTI_DIS: ch->antidisarm += mod; break; case APPLY_HIT: ch->mod_hit += mod; break; case APPLY_MOVE: ch->mod_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; /* XORPHOX perm spells */ case APPLY_INVISIBLE: psn = skill_lookup("invis"); strcpy(buf, "$n slowly fades into existence."); break; case APPLY_DETECT_EVIL: psn = skill_lookup("detect evil"); break; case APPLY_DETECT_INVIS: psn = skill_lookup("detect invis"); break; case APPLY_DETECT_MAGIC: psn = skill_lookup("detect magic"); break; case APPLY_DETECT_HIDDEN: psn = skill_lookup("detect hidden"); break; case APPLY_SANCTUARY: psn = skill_lookup("sanctuary"); strcpy(buf, "The white aura around $n's body vanishes."); break; case APPLY_FAERIE_FIRE: psn = skill_lookup("faerie fire"); strcpy(buf, "$n's outline fades."); break; case APPLY_INFRARED: psn = skill_lookup("infravision"); break; case APPLY_COMBAT_MIND: psn = skill_lookup("combat mind" ); break; case APPLY_PROTECT: psn = skill_lookup("protection evil"); break; case APPLY_BIO_ACCELERATION: psn = skill_lookup("bio-acceleration"); paf->level = ch->level; break; case APPLY_HEIGHTEN_SENSES: sn = gsn_heighten; if(fAdd) { affect_strip(ch, sn); af.type = sn; af.level = ch->level; af.duration = mod; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_DETECT_INVIS; affect_to_char(ch, &af); af.bitvector = AFF_DETECT_HIDDEN; affect_to_char(ch, &af); af.bitvector = AFF_INFRARED; affect_to_char(ch, &af); send_to_char(AT_BLUE, "Your senses are heightened.\n\r", ch ); } else if ((IS_AFFECTED(ch, AFF_DETECT_INVIS)) && (IS_AFFECTED(ch, AFF_DETECT_HIDDEN) ) && (IS_AFFECTED(ch, AFF_INFRARED ) ) ) { affect_strip( ch, sn ); send_to_char(AT_BLUE, skill_table[sn].msg_off, ch); send_to_char(AT_BLUE, "\n\r", ch); if (skill_table[sn].room_msg_off) act(AT_BLUE, skill_table[sn].room_msg_off, ch, NULL, NULL, TO_ROOM); } break; case APPLY_SNEAK: sn = gsn_sneak; if(fAdd) { affect_strip(ch, sn); af.type = sn; af.level = ch->level; af.duration = mod; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_SNEAK; affect_to_char(ch, &af); send_to_char(AT_BLUE, "You move silently.\n\r", ch); } else if(IS_AFFECTED(ch, AFF_SNEAK)) { affect_strip(ch, sn); send_to_char(AT_BLUE, skill_table[sn].msg_off, ch); send_to_char(AT_BLUE, "\n\r", ch); if (skill_table[sn].room_msg_off) act(AT_BLUE, skill_table[sn].room_msg_off, ch, NULL, NULL,TO_ROOM); } break; case APPLY_HIDE: if(fAdd) { if(IS_AFFECTED(ch, AFF_HIDE)) REMOVE_BIT(ch->affected_by, AFF_HIDE); SET_BIT(ch->affected_by, AFF_HIDE); act(AT_BLUE, "$n blends into the shadows.\n\r", ch, NULL, NULL, TO_ROOM); send_to_char(AT_BLUE, "You blend into the shadows.\n\r", ch); } else if(IS_AFFECTED(ch, AFF_HIDE)) { REMOVE_BIT(ch->affected_by, AFF_HIDE); send_to_char(AT_BLUE, "You fade out of the shadows.\n\r", ch); } break; case APPLY_FLYING: psn = skill_lookup("fly"); strcpy(buf, "$n floats slowly to the ground."); break; case APPLY_PASS_DOOR: psn = skill_lookup("pass door"); break; case APPLY_HASTE: /* psn = skill_lookup("haste"); strcpy(buf, "$n is no longer moving so quickly."); */ break; case APPLY_FIRESHIELD: psn = skill_lookup("fireshield"); /* if(fAdd) { if(IS_AFFECTED(ch, AFF_FIRESHIELD)) break; if(IS_AFFECTED(ch, AFF_ICESHIELD)) { affect_strip(ch, (sn = skill_lookup("iceshield"))); send_to_char(AT_LBLUE, skill_table[sn].msg_off, ch); act(AT_LBLUE, "The icy crust about $n's body melts to a puddle.", ch, NULL, NULL, TO_ROOM ); } }*/ strcpy(buf, "The flames about $n's body burn out."); break; case APPLY_SHOCKSHIELD: psn = skill_lookup("shockshield"); strcpy(buf, "The electricity about $n's body flee's into the ground."); break; case APPLY_ICESHIELD: psn = skill_lookup("iceshield"); /* if(fAdd) { if(IS_AFFECTED(ch, AFF_ICESHIELD)) break; if(IS_AFFECTED(ch, AFF_FIRESHIELD)) { affect_strip(ch, skill_lookup("fireshield")); send_to_char(AT_RED, "The flames aboout your body are doused.\n\r", ch); act(AT_RED, "The flames about $n's body steam away to nothing.", ch, NULL, NULL, TO_ROOM ); } }*/ strcpy(buf, "The icy crust about $n's body melts to a puddle."); break; case APPLY_CHAOS: psn = skill_lookup("chaos field"); strcpy(buf, "The chaos around $n fades away."); break; case APPLY_SCRY: psn = skill_lookup("scry"); break; case APPLY_BLESS: psn = skill_lookup("bless"); break; case APPLY_GIANT_STRENGTH: psn = skill_lookup("giant strength"); strcpy(buf, "$n no longer looks so mighty."); break; /* END */ } if(psn != -1) { if(fAdd && !is_affected(ch, psn)) { obj_cast_spell(psn, paf->level, ch, ch, NULL); perm_spell(ch, psn); } else if(!fAdd && spell_duration(ch, psn) == -1) { affect_strip(ch, psn); if(buf[0] != '\0') act(AT_BLUE, buf, ch, NULL, NULL, TO_ROOM); if(skill_table[psn].msg_off) { send_to_char(AT_BLUE, skill_table[psn].msg_off, ch); send_to_char(AT_BLUE, "\n\r", ch); if(skill_table[psn].room_msg_off) { act(AT_BLUE, skill_table[psn].room_msg_off, ch, NULL,NULL,TO_ROOM); } } } } if ( IS_NPC( ch ) ) return; /* * Check for weapon wielding. * Guard against recursion (for weapons with affects). */ if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) && get_obj_weight( wield ) > str_app[get_curr_str( ch )].wield ) { static int depth; if ( depth == 0 ) { depth++; act(AT_GREY, "You drop $p.", ch, wield, NULL, TO_CHAR ); act(AT_GREY, "$n drops $p.", ch, wield, NULL, TO_ROOM ); obj_from_char( wield ); obj_to_room( wield, ch->in_room ); depth--; } } return; } void affect_modify2( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) { OBJ_DATA *wield; char buf [ MAX_STRING_LENGTH ]; int mod; mod = paf->modifier; if ( fAdd ) { SET_BIT ( ch->affected_by2, paf->bitvector ); } else { REMOVE_BIT( ch->affected_by2, paf->bitvector ); mod = 0 - mod; } switch ( paf->location ) { default: sprintf( buf, "Affect_modify: unknown location %d on %s.", paf->location, ch->name ); bug ( buf, 0 ); return; case APPLY_NONE: break; case APPLY_STR: if ( !IS_NPC( ch ) ) ch->pcdata->mod_str += mod; break; case APPLY_DEX: if ( !IS_NPC( ch ) ) ch->pcdata->mod_dex += mod; break; case APPLY_INT: if ( !IS_NPC( ch ) ) ch->pcdata->mod_int += mod; break; case APPLY_WIS: if ( !IS_NPC( ch ) ) ch->pcdata->mod_wis += mod; break; case APPLY_CON: if ( !IS_NPC( ch ) ) ch->pcdata->mod_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->mod_mana += mod; break; case APPLY_BP: ch->mod_bp += mod; break; case APPLY_ANTI_DIS: ch->antidisarm += mod; break; case APPLY_HIT: ch->mod_hit += mod; break; case APPLY_MOVE: ch->mod_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; } if ( IS_NPC( ch ) ) return; /* * Check for weapon wielding. * Guard against recursion (for weapons with affects). */ if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) && get_obj_weight( wield ) > str_app[get_curr_str( ch )].wield ) { static int depth; if ( depth == 0 ) { depth++; act(AT_GREY, "You drop $p.", ch, wield, NULL, TO_CHAR ); act(AT_GREY, "$n drops $p.", ch, wield, NULL, TO_ROOM ); obj_from_char( wield ); obj_to_room( wield, ch->in_room ); depth--; } } 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( ); /* this stuff done in new_affect(); if ( !affect_free ) { paf_new = alloc_perm( sizeof( *paf_new ) ); } else { paf_new = affect_free; affect_free = affect_free->next; } */ *paf_new = *paf; paf_new->deleted = FALSE; paf_new->next = ch->affected; ch->affected = paf_new; affect_modify( ch, paf_new, TRUE ); return; } void affect_to_char2( CHAR_DATA *ch, AFFECT_DATA *paf ) { AFFECT_DATA *paf_new; paf_new = new_affect(); /* if ( !affect_free ) { paf_new = alloc_perm( sizeof( *paf_new ) ); } else { paf_new = affect_free; affect_free = affect_free->next; } */ *paf_new = *paf; paf_new->deleted = FALSE; paf_new->next = ch->affected2; ch->affected2 = paf_new; affect_modify2( ch, paf_new, TRUE ); return; } /* * Remove an affect from a char. */ void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf ) { if ( paf->deleted ) return; if ( !ch->affected ) { bug( "Affect_remove: no affect.", 0 ); return; } if ( paf->bitvector == AFF_FLYING ) { affect_modify( ch, paf, FALSE ); check_nofloor( ch ); } else affect_modify( ch, paf, FALSE ); paf->deleted = TRUE; return; } void affect_remove2( CHAR_DATA *ch, AFFECT_DATA *paf ) { if ( paf->deleted ) return; if ( !ch->affected2 ) { bug( "Affect_remove2: no affect.", 0 ); return; } affect_modify2( ch, paf, FALSE ); paf->deleted = TRUE; return; } /* * Strip all affects of a given sn. */ void affect_strip( CHAR_DATA *ch, int sn ) { AFFECT_DATA *paf; for ( paf = ch->affected; paf; paf = paf->next ) { if ( paf->deleted ) continue; if ( paf->type == sn ) affect_remove( ch, paf ); } for ( paf = ch->affected2; paf; paf = paf->next ) { if ( paf->deleted ) continue; if ( paf->type == sn ) affect_remove2( 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; paf = paf->next ) { if ( paf->deleted ) continue; if ( paf->type == sn ) return TRUE; } for ( paf = ch->affected2; paf; paf = paf->next ) { if ( paf->deleted ) continue; 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; paf_old = paf_old->next ) { if ( paf_old->deleted ) continue; if ( paf_old->type == paf->type ) { if ( paf_old->location == paf->location ) { paf->duration += paf_old->duration; paf->modifier += paf_old->modifier; affect_remove( ch, paf_old ); break; } } } affect_to_char( ch, paf ); return; } void affect_join2( CHAR_DATA *ch, AFFECT_DATA *paf ) { AFFECT_DATA *paf_old; bool found; found = FALSE; for ( paf_old = ch->affected2; paf_old; paf_old = paf_old->next ) { if ( paf_old->deleted ) continue; if ( paf_old->type == paf->type ) { if ( paf_old->location == paf->location ) { paf->duration += paf_old->duration; paf->modifier += paf_old->modifier; affect_remove2( ch, paf_old ); break; } } } affect_to_char2( ch, paf ); return; } /* * Move a char out of a room. */ void char_from_room( CHAR_DATA *ch ) { OBJ_DATA *obj; if ( !ch->in_room ) { bug( "Char_from_room: NULL.", 0 ); return; } if ( !IS_NPC( ch ) && ch->in_room->area ) --ch->in_room->area->nplayer; if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room->light > 0 ) --ch->in_room->light; if ( ch == ch->in_room->people ) { ch->in_room->people = ch->next_in_room; } else { CHAR_DATA *prev; for ( prev = ch->in_room->people; prev; prev = prev->next_in_room ) { if ( prev->next_in_room == ch ) { prev->next_in_room = ch->next_in_room; break; } } if ( !prev ) 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 ) { bug( "Char_to_room: NULL.", 0 ); pRoomIndex = get_room_index(ROOM_VNUM_LIMBO); } ch->in_room = pRoomIndex; ch->next_in_room = pRoomIndex->people; pRoomIndex->people = ch; if ( !IS_NPC( ch ) && ch->in_room->area ) ++ch->in_room->area->nplayer; if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 ) ++ch->in_room->light; return; } /* * Give an obj to a char. */ void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch ) { obj->next_content = ch->carrying; ch->carrying = obj; obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; obj->stored_by = NULL; ch->carry_number += get_obj_number( obj ); ch->carry_weight += get_obj_weight( obj ); } /* * -- Altrag */ void obj_to_storage( OBJ_DATA *obj, CHAR_DATA *ch ) { if ( IS_NPC( ch ) ) { bug( "obj_to_storage: NPC storage from %d", ch->pIndexData->vnum ); obj_to_char( obj, ch ); return; } obj->next_content = ch->pcdata->storage; ch->pcdata->storage = obj; obj->carried_by = NULL; obj->in_room = NULL; obj->in_obj = NULL; obj->stored_by = ch; ch->pcdata->storcount++; } /* * Take an obj from its character. */ void obj_from_char( OBJ_DATA *obj ) { CHAR_DATA *ch; if ( !( ch = obj->carried_by ) ) { bug( "Obj_from_char: null ch.", 0 ); return; } if ( obj->wear_loc != WEAR_NONE ) unequip_char( ch, obj ); if ( ch->carrying == obj ) { ch->carrying = obj->next_content; } else { OBJ_DATA *prev; for ( prev = ch->carrying; prev; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( !prev ) bug( "Obj_from_char: obj not in list.", 0 ); } obj->carried_by = NULL; obj->next_content = NULL; ch->carry_number -= get_obj_number( obj ); ch->carry_weight -= get_obj_weight( obj ); return; } /* * -- Altrag */ void obj_from_storage( OBJ_DATA *obj ) { CHAR_DATA *ch; if ( !( ch = obj->stored_by ) ) { bug( "obj_from_storage: NULL ch.", 0 ); return; } if ( IS_NPC( ch ) ) { bug( "obj_from_storage: NPC storage by %d.", ch->pIndexData->vnum ); return; } if ( ch->pcdata->storage == obj ) { ch->pcdata->storage = obj->next_content; } else { OBJ_DATA *prev; for ( prev = ch->pcdata->storage; prev; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( !prev ) bug( "Obj_from_storage: obj not in list.", 0 ); } obj->stored_by = NULL; obj->next_content = NULL; ch->pcdata->storcount--; 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_ON_FACE: return obj->value[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; obj = obj->next_content ) { if ( obj->deleted ) continue; 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; char buf [ MAX_STRING_LENGTH ]; if ( get_eq_char( ch, iWear ) ) { sprintf( buf, "Equip_char: %s already equipped at %d.", ch->name, iWear ); bug( buf, 0 ); return; } if ( gets_zapped( ch, obj ) ) { /* * Thanks to Morgenes for the bug fix here! */ act(AT_BLUE, "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act(AT_BLUE, "$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; } ch->armor -= apply_ac( obj, iWear ); obj->wear_loc = iWear; for ( paf = obj->pIndexData->affected; paf; paf = paf->next ) affect_modify( ch, paf, TRUE ); for ( paf = obj->affected; paf; paf = paf->next ) affect_modify( ch, paf, TRUE ); if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room ) ++ch->in_room->light; ch->carry_number -= get_obj_number( obj ); oprog_wear_trigger( obj, ch ); return; } /* * Unequip a char with an obj. */ void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj ) { AFFECT_DATA *paf; char buf [ MAX_STRING_LENGTH ]; if ( obj->wear_loc == WEAR_NONE ) { sprintf( buf, "Unequip_char: %s already unequipped with %d.", ch->name, obj->pIndexData->vnum ); bug( buf, 0 ); return; } ch->armor += apply_ac( obj, obj->wear_loc ); obj->wear_loc = -1; for ( paf = obj->pIndexData->affected; paf; paf = paf->next ) affect_modify( ch, paf, FALSE ); for ( paf = obj->affected; paf; paf = paf->next ) affect_modify( ch, paf, FALSE ); if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room && ch->in_room->light > 0 ) --ch->in_room->light; ch->carry_number += get_obj_number( obj ); 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; obj = obj->next_content ) { if ( obj->deleted ) continue; 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 ( !( in_room = obj->in_room ) ) { 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 ) { 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 ( pRoomIndex->vnum > 32000 ) pRoomIndex->vnum = 1; obj->next_content = pRoomIndex->contents; pRoomIndex->contents = obj; obj->in_room = pRoomIndex; obj->carried_by = NULL; obj->in_obj = NULL; obj->stored_by = NULL; return; } /* * Move an object into an object. */ void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to ) { if ( obj_to->deleted ) { bug( "Obj_to_obj: Obj_to already deleted", 0 ); return; } obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; obj->stored_by = NULL; for ( ; obj_to; obj_to = obj_to->in_obj ) { if ( obj_to->deleted ) continue; if ( obj_to->carried_by ) { obj_to->carried_by->carry_weight += get_obj_weight( obj ); /* obj_to->carried_by->carry_number -= get_obj_number( obj );*/ break; } } 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 ) ) { 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 ) { bug( "Obj_from_obj: obj not found.", 0 ); return; } } obj->next_content = NULL; obj->in_obj = NULL; for ( ; obj_from; obj_from = obj_from->in_obj ) { if ( obj_from->deleted ) continue; if ( obj_from->carried_by ) { /* obj_from->carried_by->carry_number += get_obj_number( obj );*/ obj_from->carried_by->carry_weight -= get_obj_weight( obj ); break; } } return; } /* * Extract an obj from the world. */ void extract_obj( OBJ_DATA *obj ) { OBJ_DATA *obj_content; OBJ_DATA *obj_next; extern bool delete_obj; if ( obj->deleted ) { bug( "Extract_obj: Obj already deleted", 0 ); return; } if ( obj->in_room ) obj_from_room( obj ); else if ( obj->carried_by ) obj_from_char( obj ); else if ( obj->in_obj ) obj_from_obj( obj ); else if ( obj->stored_by ) obj_from_storage( obj ); for ( obj_content = obj->contains; obj_content; obj_content = obj_next ) { obj_next = obj_content->next_content; if( obj_content->deleted ) continue; extract_obj( obj_content ); } obj->deleted = TRUE; delete_obj = TRUE; 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; extern bool delete_char; bool is_arena = IS_ARENA(ch); if ( !ch->in_room ) { bug( "Extract_char: NULL.", 0 ); return; } if ( fPull ) { char* name; if ( IS_NPC ( ch ) ) name = ch->short_descr; else name = ch->name; die_follower( ch, name ); } stop_fighting( ch, TRUE ); if ( fPull || !is_arena ) for ( obj = ch->carrying; obj; obj = obj_next ) { obj_next = obj->next_content; if ( obj->deleted ) continue; extract_obj( obj ); } if ( is_arena ) { arena.fch = NULL; arena.sch = NULL; arena.award = 0; } char_from_room( ch ); if ( !fPull ) { ROOM_INDEX_DATA *location; if ( is_arena && (location = get_room_index(ROOM_ARENA_HALL_SHAME)) ) char_to_room(ch, location); else if ( !( location = get_room_index( ROOM_VNUM_MORGUE ) ) ) { bug( "Purgatory A does not exist!", 0 ); char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) ); } else { char buf [ MAX_INPUT_LENGTH ]; char_to_room( ch, location ); sprintf( buf, "You awaken in the morgue%s", ch->level <= 20 ? ", your battered corpse next to you.\n\r" : ".\n\r" ); send_to_char( AT_BLUE, "You awaken in the morgue.\n\r", ch ); } return; } if ( IS_NPC( ch ) ) --ch->pIndexData->count; if ( ch->desc && ch->desc->original ) do_return( ch, "" ); for ( wch = char_list; wch; wch = wch->next ) { if ( wch->reply == ch ) wch->reply = NULL; if ( wch->hunting == ch ) wch->hunting = NULL; } ch->deleted = TRUE; if ( ch->desc ) ch->desc->character = NULL; if (IS_NPC ( ch ) ) mobs_in_game--; delete_char = TRUE; return; } /* * Find a char in the room. */ CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument ) { CHAR_DATA *rch; char arg [ MAX_INPUT_LENGTH ]; int number; int count; number = number_argument( argument, arg ); count = 0; if ( !str_cmp( arg, "self" ) ) return ch; for ( rch = ch->in_room->people; rch; rch = rch->next_in_room ) { if ( !can_see( ch, rch ) || !is_name( ch, arg, rch->name ) ) continue; if ( ++count == number ) return rch; } return NULL; } /* * Find a char in the world. */ CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument ) { CHAR_DATA *wch; char arg [ MAX_INPUT_LENGTH ]; int number; int count; if ( ( wch = get_char_room( ch, argument ) ) ) return wch; number = number_argument( argument, arg ); count = 0; for ( wch = char_list; wch ; wch = wch->next ) { if ( !can_see( ch, wch ) || !is_name( ch, arg, wch->name ) ) continue; if ( ++count == number ) return wch; } return NULL; } /* * Find a PC in the world. */ CHAR_DATA *get_pc_world( CHAR_DATA *ch, char *argument ) { DESCRIPTOR_DATA *d; for ( d = descriptor_list; d; d = d->next ) { if ( d->connected == CON_PLAYING && is_name( ch, argument, d->character->name ) && can_see( ch, d->character ) ) return d->character; } 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; obj = obj->next ) { if ( obj->deleted ) continue; 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 ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = list; obj; obj = obj->next_content ) { if ( can_see_obj( ch, obj ) && is_name( ch, arg, obj->name ) ) { if ( ++count == number ) return obj; } } return NULL; } /* * Find an obj in player's inventory. */ OBJ_DATA *get_obj_carry( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = ch->carrying; obj; obj = obj->next_content ) { if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) && is_name( ch, arg, obj->name ) ) { if ( ++count == number ) return obj; } } return NULL; } OBJ_DATA *get_obj_storage( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg[MAX_INPUT_LENGTH]; int number; int count; if ( IS_NPC( ch ) ) { bug( "get_obj_storage: NPC storage from %d", ch->pIndexData->vnum ); return NULL; } number = number_argument( argument, arg ); count = 0; for ( obj = ch->pcdata->storage; obj; obj = obj->next_content ) { if ( can_see_obj( ch, obj ) && is_name( ch, 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 ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = ch->carrying; obj; obj = obj->next_content ) { if ( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) && is_name( ch, 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 ) return obj; if ( ( obj = get_obj_carry( ch, argument ) ) ) return obj; if ( ( obj = get_obj_wear( ch, argument ) ) ) return obj; return NULL; } /* * Find an obj in the world. */ OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg [ MAX_INPUT_LENGTH ]; int number; int count; if ( ( obj = get_obj_here( ch, argument ) ) ) return obj; number = number_argument( argument, arg ); count = 0; for ( obj = object_list; obj; obj = obj->next ) { if ( can_see_obj( ch, obj ) && is_name( ch, arg, obj->name ) ) { if ( ++count == number ) return obj; } } return NULL; } /* * Create a 'money' obj. */ #ifdef NEW_MONEY OBJ_DATA *create_money( MONEY_DATA *amount ) { OBJ_DATA *obj; if ( ( ( amount->gold <= 0 ) && ( amount->silver <= 0 ) && ( amount->copper <= 0 ) ) || ( amount->gold < 0 ) || ( amount->silver < 0 ) || ( amount->copper < 0 ) ) { char buf [ MAX_STRING_LENGTH ]; sprintf( buf, "Create_money: zero or negative money %d %d %d.", amount->gold, amount->silver, amount->copper ); bug( buf, 0 ); amount->copper = 1; amount->gold = 0; amount->silver = 0; } if ( ( amount->gold == 1 ) && ( amount->silver <= 0 ) && ( amount->copper <= 0 ) ) obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 ); else if ( ( amount->silver == 1 ) && ( amount->gold <= 0 ) && ( amount->copper <= 0 ) ) obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 ); else if ( ( amount->copper == 1 ) && ( amount->gold <= 0 ) && ( amount->silver <= 0 ) ) obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 ); else obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 ); obj->value[0] = amount->gold; obj->value[1] = amount->silver; obj->value[2] = amount->copper; return obj; } #else OBJ_DATA *create_money( int amount ) { OBJ_DATA *obj; if ( amount <= 0 ) { bug( "Create_money: zero or negative money %d.", amount ); amount = 1; } if ( amount == 1 ) { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 ); } else { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 ); } obj->value[0] = amount; return obj; } #endif /* * 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; number = 0; /* if ( obj->item_type == ITEM_CONTAINER ) for ( obj = obj->contains; obj; obj = obj->next_content ) { if ( obj->deleted ) continue; number += get_obj_number( obj ); } else */ number = 1; return number; } /* * 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; obj = obj->next_content ) { if ( obj->deleted ) continue; weight += get_obj_weight( obj ); } return weight; } /* * True if room is dark. */ bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex ) { OBJ_DATA *obj; if ( pRoomIndex == NULL ) { bug( "pRoomIndex equal to NULL", 0 ); return TRUE; } if ( pRoomIndex->light > 0 ) return FALSE; for ( obj = pRoomIndex->contents; obj; obj = obj->next_content ) { if ( obj->deleted ) continue; if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 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_DUSK || 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; rch = rch->next_in_room ) { if ( rch->deleted ) continue; 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; return FALSE; } /* * True if char can see victim. */ bool can_see( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( victim->deleted ) return FALSE; if ( ch == victim ) return TRUE; /* if ( !str_cmp(ch->name, "Hannibal") ) return TRUE; */ if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_WIZINVIS ) && get_trust( ch ) < victim->wizinvis ) return FALSE; if ( !IS_NPC( victim ) && IS_SET( victim->act, PLR_CLOAKED ) && get_trust( ch ) < victim->cloaked && ( ch->in_room->vnum != victim->in_room->vnum ) ) return FALSE; if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_HOLYLIGHT ) ) return TRUE; if ( is_raffected( ch->in_room, gsn_globedark ) && ch->race != RACE_DROW ) return FALSE; if ( IS_AFFECTED( ch, AFF_BLIND ) && !IS_AFFECTED2( ch, AFF_TRUESIGHT ) && ch->race != RACE_ILLITHID ) return FALSE; if ( room_is_dark( ch->in_room ) && !IS_AFFECTED( ch, AFF_INFRARED ) && !IS_AFFECTED2( ch, AFF_TRUESIGHT ) && ( ch->race != RACE_ELF ) && ( ch->race != RACE_DWARF ) && ( ch->race != RACE_DROW ) && ( ch->race != RACE_DEMON ) ) return FALSE; if ( victim->position == POS_DEAD ) return TRUE; if ( IS_AFFECTED2( victim, AFF_PHASED ) && (!IS_AFFECTED2(ch, AFF_TRUESIGHT ) || (IS_NPC(ch) && ch->level < 50) )) return FALSE; if ( IS_AFFECTED( victim, AFF_INVISIBLE ) && !IS_AFFECTED( ch, AFF_DETECT_INVIS ) && !IS_AFFECTED2( ch, AFF_TRUESIGHT ) && ( ch->race != RACE_DEMON ) && ( !is_class( ch, CLASS_THIEF ) && ch->level < 30 ) ) return FALSE; if ( IS_AFFECTED( victim, AFF_HIDE ) && !IS_AFFECTED( ch, AFF_DETECT_HIDDEN ) && !IS_AFFECTED2( ch, AFF_TRUESIGHT ) && !victim->fighting && ch->race != RACE_DWARF && ch->race != RACE_DEMON ) return FALSE; return TRUE; } /* * True if char can see obj. */ bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj ) { if ( obj->deleted ) return FALSE; if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_HOLYLIGHT ) ) return TRUE; if ( IS_AFFECTED( ch, AFF_BLIND ) && !IS_AFFECTED2( ch, AFF_TRUESIGHT ) && ch->race != RACE_ILLITHID ) return FALSE; if ( is_raffected( ch->in_room, gsn_globedark ) && ch->race != RACE_DROW ) return FALSE; if ( !IS_NPC( ch ) && IS_AFFECTED2( ch, AFF_TRUESIGHT ) ) return TRUE; if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 ) return TRUE; if ( room_is_dark( ch->in_room ) && !IS_AFFECTED( ch, AFF_INFRARED ) && !IS_AFFECTED2( ch, AFF_TRUESIGHT ) && ( ch->race != RACE_ELF ) && ( ch->race != RACE_DWARF ) && ( ch->race != RACE_DROW ) && ( ch->race != RACE_DEMON ) ) return FALSE; if ( IS_SET( obj->extra_flags, ITEM_INVIS ) && !IS_AFFECTED( ch, AFF_DETECT_INVIS ) && !IS_AFFECTED2( ch, AFF_TRUESIGHT ) && ( ch->race != RACE_DEMON ) ) return FALSE; return TRUE; } /* * True if char can drop obj. */ bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj ) { if ( !IS_SET( obj->extra_flags, ITEM_NODROP ) ) return TRUE; if ( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL ) return TRUE; return FALSE; } /* * Return ascii name of an item type. */ char *item_type_name( OBJ_DATA *obj ) { OBJ_DATA *in_obj; char buf [ MAX_STRING_LENGTH ]; 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_ARMOR: return "armor"; case ITEM_POTION: return "potion"; case ITEM_NOTEBOARD: return "noteboard"; case ITEM_FURNITURE: return "furniture"; case ITEM_TRASH: return "trash"; case ITEM_CONTAINER: return "container"; case ITEM_DRINK_CON: return "drink container"; case ITEM_BLOOD: return "blood"; 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_LENSE: return "contacts"; case ITEM_PORTAL: return "portal"; case ITEM_VODOO: return "voodo doll"; case ITEM_BERRY: return "goodberry"; } for ( in_obj = obj; in_obj->in_obj; in_obj = in_obj->in_obj ) ; if ( in_obj->carried_by ) sprintf( buf, "Item_type_name: unknown type %d from %s owned by %s.", obj->item_type, obj->name, obj->carried_by->name ); else sprintf( buf, "Item_type_name: unknown type %d from %s owned by (unknown).", obj->item_type, obj->name ); bug( buf, 0 ); 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_HEIGHT: return "height"; case APPLY_WEIGHT: return "weight"; case APPLY_MANA: return "mana"; case APPLY_BP: return "blood"; case APPLY_ANTI_DIS: return "anti-disarm"; 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"; /* X */ case APPLY_INVISIBLE: return "'invisible'"; case APPLY_DETECT_EVIL: return "'detect evil'"; case APPLY_DETECT_INVIS: return "'detect invis'"; case APPLY_DETECT_MAGIC: return "'detect magic'"; case APPLY_DETECT_HIDDEN: return "'detect hidden'"; case APPLY_SANCTUARY: return "'sanctuary'"; case APPLY_FAERIE_FIRE: return "'faerie fire'"; case APPLY_INFRARED: return "'infrared'"; case APPLY_PROTECT: return "'protection evil'"; case APPLY_COMBAT_MIND: return "'combat mind'"; case APPLY_SNEAK: return "'sneak'"; case APPLY_HIDE: return "'hide'"; case APPLY_FLYING: return "'fly'"; case APPLY_PASS_DOOR: return "'pass door'"; case APPLY_HASTE: return "'haste'"; case APPLY_FIRESHIELD: return "'fireshield'"; case APPLY_SHOCKSHIELD: return "'shockshield'"; case APPLY_ICESHIELD: return "'iceshield'"; case APPLY_CHAOS: return "'chaos field'"; case APPLY_SCRY: return "'scry'"; case APPLY_BLESS: return "'bless'"; case APPLY_GIANT_STRENGTH:return "'giant strength'"; case APPLY_HEIGHTEN_SENSES: return "'heighten-senses'"; case APPLY_BIO_ACCELERATION: return "'bio-acceleration'"; /* END */ } 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_HASTE ) strcat( buf, " haste" ); if ( vector & AFF_SANCTUARY ) strcat( buf, " sanctuary" ); if ( vector & AFF_FIRESHIELD ) strcat( buf, " fireshield" ); if ( vector & AFF_SHOCKSHIELD ) strcat( buf, " shockshield" ); if ( vector & AFF_ICESHIELD ) strcat( buf, " iceshield" ); if ( vector & AFF_CHAOS ) strcat( buf, " chaos_field" ); 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_SLEEP ) strcat( buf, " sleep" ); if ( vector & AFF_SNEAK ) strcat( buf, " sneak" ); if ( vector & AFF_HIDE ) strcat( buf, " hide" ); if ( vector & AFF_CHARM ) strcat( buf, " charm" ); if ( vector & AFF_FLYING ) strcat( buf, " flying" ); if ( vector & AFF_PASS_DOOR ) strcat( buf, " pass_door" ); if ( vector & AFF_PEACE ) strcat( buf, " peace" ); if ( vector & AFF_VIBRATING ) strcat( buf, " vibrating" ); if ( vector & AFF_STUN ) strcat( buf, " stunned" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *affect_bit_name2( int vector ) { static char buf [ 512 ]; buf[0] = '\0'; if ( vector & AFF_INERTIAL ) strcat( buf, " inertial" ); if ( vector & AFF_POLYMORPH ) strcat( buf, " polymorph" ); if ( vector & AFF_NOASTRAL ) strcat( buf, " noastral" ); if ( vector & AFF_TRUESIGHT ) strcat( buf, " truesight" ); if ( vector & AFF_BLADE ) strcat( buf, " bladebarrier" ); if ( vector & AFF_DETECT_GOOD ) strcat( buf, " detect_good" ); if (vector & AFF_PROTECTION_GOOD) strcat(buf, " protection_good"); if ( vector & AFF_BERSERK ) strcat( buf, " berserk" ); if ( vector & AFF_FIELD ) strcat( buf, " field_of_decay"); if ( vector & AFF_RAGE ) strcat( buf, " rage" ); if ( vector & AFF_RUSH ) strcat(buf, " adrenaline_rush"); if ( vector & AFF_PHASED ) strcat( buf, " phase_shift" ); if ( vector & AFF_GOLDEN ) strcat( buf, " golden_aura" ); if ( vector & AFF_HALLUCINATING ) strcat( buf, " hallucinate" ); if ( vector & AFF_PLAGUE ) strcat( buf, " plague" ); if ( vector & AFF_UNHOLYSTRENGTH) strcat( buf, " unholystrength" ); 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_PROTOTYPE ) strcat( buf, " prototype" ); if ( extra_flags & ITEM_GLOW ) strcat( buf, " glow" ); if ( extra_flags & ITEM_HUM ) strcat( buf, " hum" ); if ( extra_flags & ITEM_DARK ) strcat( buf, " dark" ); if ( extra_flags & ITEM_LOCK ) strcat( buf, " lock" ); if ( extra_flags & ITEM_EVIL ) strcat( buf, " evil" ); if ( extra_flags & ITEM_INVIS ) strcat( buf, " invis" ); if ( extra_flags & ITEM_MAGIC ) strcat( buf, " magic" ); if ( extra_flags & ITEM_NODROP ) strcat( buf, " nodrop" ); if ( extra_flags & ITEM_BLESS ) strcat( buf, " bless" ); if ( extra_flags & ITEM_ANTI_GOOD ) strcat( buf, " anti-good" ); if ( extra_flags & ITEM_ANTI_EVIL ) strcat( buf, " anti-evil" ); if ( extra_flags & ITEM_ANTI_NEUTRAL ) strcat( buf, " anti-neutral" ); if ( extra_flags & ITEM_NOREMOVE ) strcat( buf, " noremove" ); if ( extra_flags & ITEM_INVENTORY ) strcat( buf, " inventory" ); if ( extra_flags & ITEM_POISONED ) strcat( buf, " poisoned" ); if ( extra_flags & ITEM_DWARVEN ) strcat( buf, " dwarven" ); if ( extra_flags & ITEM_FLAME ) strcat( buf, " burning" ); if ( extra_flags & ITEM_CHAOS ) strcat( buf, " chaotic" ); if ( extra_flags & ITEM_NO_DAMAGE ) strcat( buf, " indestructable"); if ( extra_flags & ITEM_ICY ) strcat( buf, " frosty" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* FOR NEW FLAGS */ char *anticlass_bit_name( int anticlass ) { static char buf [ 512 ]; buf[0] = '\0'; if ( anticlass & ITEM_ANTI_MAGE ) strcat( buf, " anti-mage" ); if ( anticlass & ITEM_ANTI_CLERIC ) strcat( buf, " anti-cleric" ); if ( anticlass & ITEM_ANTI_THIEF ) strcat( buf, " anti-thief" ); if ( anticlass & ITEM_ANTI_WARRIOR ) strcat( buf, " anti-warrior" ); if ( anticlass & ITEM_ANTI_PSI ) strcat( buf, " anti-psi" ); if ( anticlass & ITEM_ANTI_DRUID ) strcat( buf, " anti-druid" ); if ( anticlass & ITEM_ANTI_PALADIN ) strcat( buf, " anti-paladin" ); if ( anticlass & ITEM_ANTI_RANGER ) strcat( buf, " anti-ranger" ); if ( anticlass & ITEM_ANTI_BARD ) strcat( buf, " anti-bard" ); if ( anticlass & ITEM_ANTI_VAMP ) strcat( buf, " anti-vampire" ); if ( anticlass & ITEM_ANTI_NECRO ) strcat( buf, " anti-necromancer"); if ( anticlass & ITEM_ANTI_WWF ) strcat( buf, " anti-werewolf"); if ( anticlass & ITEM_ANTI_MONK ) strcat( buf, " anti-monk" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *antirace_bit_name( int antirace ) { static char buf [ 512 ]; buf[0] = '\0'; if ( antirace & ITEM_ANTI_HUMAN ) strcat( buf, " anti-human" ); if ( antirace & ITEM_ANTI_ELF ) strcat( buf, " anti-elf" ); if ( antirace & ITEM_ANTI_DWARF ) strcat( buf, " anti-dwarf" ); if ( antirace & ITEM_ANTI_PIXIE ) strcat( buf, " anti-pixie" ); if ( antirace & ITEM_ANTI_HALFLING ) strcat( buf, " anti-halfling" ); if ( antirace & ITEM_ANTI_DROW ) strcat( buf, " anti-drow" ); if ( antirace & ITEM_ANTI_ELDER ) strcat( buf, " anti-elder" ); if ( antirace & ITEM_ANTI_OGRE ) strcat( buf, " anti-ogre" ); if ( antirace & ITEM_ANTI_LIZARDMAN ) strcat( buf, " anti-lizardman"); if ( antirace & ITEM_ANTI_DEMON ) strcat( buf, " anti-demon" ); if ( antirace & ITEM_ANTI_GHOUL ) strcat( buf, " anti-ghoul" ); if ( antirace & ITEM_ANTI_ILLITHID ) strcat( buf, " anti-illithid" ); if ( antirace & ITEM_ANTI_MINOTAUR ) strcat( buf, " anti-minotaur" ); if ( antirace & ITEM_ANTI_TROLL ) strcat( buf, " anti-troll" ); if ( antirace & ITEM_ANTI_SHADOW ) strcat( buf, " anti-shadow" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *act_bit_name( int act ) { static char buf [ 512 ]; buf[0] = '\0'; if ( act & 1 ) { strcat( buf, " npc" ); if ( act & ACT_PROTOTYPE ) strcat( buf, " prototype" ); if ( act & ACT_SENTINEL ) strcat( buf, " sentinel" ); if ( act & ACT_SCAVENGER ) strcat( buf, " scavenger" ); if ( act & ACT_AGGRESSIVE ) strcat( buf, " aggressive" ); if ( act & ACT_STAY_AREA ) strcat( buf, " stayarea" ); if ( act & ACT_PET ) strcat( buf, " pet" ); if ( act & ACT_TRAIN ) strcat( buf, " trainer" ); if ( act & ACT_PRACTICE ) strcat( buf, " practicer" ); if ( act & ACT_GAMBLE ) strcat( buf, " gambler" ); if ( act & ACT_TRACK ) strcat( buf, " track" ); if ( act & ACT_UNDEAD ) strcat( buf, " undead" ); if ( act & ACT_QUESTMASTER ) strcat( buf, " questmaster" ); if ( act & ACT_POSTMAN ) strcat( buf, " postman" ); if ( act & ACT_NOPUSH ) strcat( buf, " nopush" ); if ( act & ACT_NODRAG ) strcat( buf, " nodrag" ); if ( act & ACT_NOSHADOW ) strcat( buf, " noshadow" ); if ( act & ACT_NOASTRAL ) strcat( buf, " noastral" ); if ( act & ACT_NEWBIE ) strcat( buf, " newbie" ); } else { strcat( buf, " pc" ); if ( act & PLR_AFK ) strcat( buf, " AFK" ); if ( act & PLR_BOUGHT_PET ) strcat( buf, " boughtpet" ); if ( act & PLR_AUTOEXIT ) strcat( buf, " autoexit" ); if ( act & PLR_AUTOLOOT ) strcat( buf, " autoloot" ); if ( act & PLR_AUTOSAC ) strcat( buf, " autosac" ); if ( act & PLR_BLANK ) strcat( buf, " blankline" ); if ( act & PLR_BRIEF ) strcat( buf, " brief" ); if ( act & PLR_COMBINE ) strcat( buf, " combine" ); if ( act & PLR_PROMPT ) strcat( buf, " prompt" ); if ( act & PLR_TELNET_GA ) strcat( buf, " telnetga" ); if ( act & PLR_HOLYLIGHT ) strcat( buf, " holylight" ); if ( act & PLR_WIZINVIS ) strcat( buf, " wizinvis" ); if ( act & PLR_CLOAKED ) strcat( buf, " cloaked" ); if ( act & PLR_SILENCE ) strcat( buf, " silence" ); if ( act & PLR_NO_EMOTE ) strcat( buf, " noemote" ); if ( act & PLR_NO_TELL ) strcat( buf, " notell" ); if ( act & PLR_LOG ) strcat( buf, " log" ); if ( act & PLR_FREEZE ) strcat( buf, " freeze" ); if ( act & PLR_THIEF ) strcat( buf, " thief" ); if ( act & PLR_KILLER ) strcat( buf, " killer" ); if ( act & PLR_OUTCAST ) strcat( buf, " outcast" ); if ( act & PLR_ANSI ) strcat( buf, " ansi" ); if ( act & PLR_AUTOCOINS ) strcat( buf, " autocoins" ); if ( act & PLR_AUTOSPLIT ) strcat( buf, " autosplit" ); // if ( act & PLR_KEEPTITLE ) strcat( buf, " keeptitle" ); if ( act & PLR_UNDEAD ) strcat( buf, " undead" ); if ( act & PLR_PKILLER ) strcat( buf, " pkiller" ); } return ( buf[0] != '\0' ) ? buf+1 : "none"; } CHAR_DATA *get_char( CHAR_DATA *ch ) { if ( !ch->pcdata ) return ch->desc->original; else return ch; } bool longstring( CHAR_DATA *ch, char *argument ) { if ( strlen( argument) > 60 ) { send_to_char(C_DEFAULT, "No more than 60 characters in this field.\n\r", ch ); return TRUE; } else return FALSE; } void end_of_game( void ) { DESCRIPTOR_DATA *d; DESCRIPTOR_DATA *d_next; save_player_list(); for ( d = descriptor_list; d; d = d_next ) { d_next = d->next; if ( d->connected == CON_PLAYING ) { if ( d->character->position == POS_FIGHTING ) interpret( d->character, "save" ); else interpret( d->character, "quit" ); } } return; } /* XOR */ char *imm_bit_name(int imm_flags) { static char buf[512]; buf[0] = '\0'; if (imm_flags & IMM_SUMMON ) strcat(buf, " summon"); if (imm_flags & IMM_CHARM ) strcat(buf, " charm"); if (imm_flags & IMM_MAGIC ) strcat(buf, " magic"); if (imm_flags & IMM_WEAPON ) strcat(buf, " weapon"); if (imm_flags & IMM_BASH ) strcat(buf, " blunt"); if (imm_flags & IMM_PIERCE ) strcat(buf, " piercing"); if (imm_flags & IMM_SLASH ) strcat(buf, " slashing"); if (imm_flags & IMM_FIRE ) strcat(buf, " fire"); if (imm_flags & IMM_COLD ) strcat(buf, " cold"); if (imm_flags & IMM_LIGHTNING ) strcat(buf, " lightning"); if (imm_flags & IMM_ACID ) strcat(buf, " acid"); if (imm_flags & IMM_POISON ) strcat(buf, " poison"); if (imm_flags & IMM_NEGATIVE ) strcat(buf, " negative"); if (imm_flags & IMM_HOLY ) strcat(buf, " holy"); if (imm_flags & IMM_ENERGY ) strcat(buf, " energy"); if (imm_flags & IMM_MENTAL ) strcat(buf, " mental"); if (imm_flags & IMM_DISEASE ) strcat(buf, " disease"); if (imm_flags & IMM_LIGHT ) strcat(buf, " light"); if (imm_flags & IMM_SOUND ) strcat(buf, " light"); if (imm_flags & VULN_IRON ) strcat(buf, " iron"); if (imm_flags & VULN_WOOD ) strcat(buf, " wood"); if (imm_flags & VULN_SILVER ) strcat(buf, " silver"); if (imm_flags & IMM_NERVE ) strcat(buf, " nerve"); return ( buf[0] != '\0' ) ? buf+1 : "none" ; } /* 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->vul_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->vul_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->vul_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; } /* END */ /* * Returns a flag for wiznet */ long wiznet_lookup (const char *name) { int flag; for (flag = 0; wiznet_table[flag].name != NULL; flag++) { if (LOWER(name[0]) == LOWER(wiznet_table[flag].name[0]) && !str_prefix(name,wiznet_table[flag].name)) return flag; } return -1; } int strlen_wo_col( char *argument ) { char *str; bool found = FALSE; int colfound = 0; int ampfound = 0; int len; for ( str = argument; *str != '\0'; str++ ) { if ( found && is_colcode( *str ) ) { colfound++; found = FALSE; } if ( found && *str == '&' ) ampfound++; if ( *str == '&' ) found = found ? FALSE : TRUE; else found = FALSE; } len = strlen( argument ); len = len - ampfound - ( colfound * 2 ); return len; } char *strip_color( char *argument ) { char *str; char new_str [ MAX_INPUT_LENGTH ]; int i = 0; for ( str = argument; *str != '\0'; str++ ) { if ( new_str[ i-1 ] == '&' && is_colcode( *str ) ) { i--; continue; } if ( new_str[ i-1 ] == '&' && *str == '&' ) continue; new_str[i] = *str; i++; } if ( new_str[i] != '\0' ) new_str[i] = '\0'; // return strdup( new_str ); str = str_dup( (char *)new_str ); return str; } bool is_colcode( char code ) { /* It ain't pretty, but it works :) -- Hannibal */ if ( code == 'r' || code == 'R' || code == 'b' || code == 'B' || code == 'g' || code == 'G' || code == 'w' || code == 'W' || code == 'p' || code == 'P' || code == 'Y' || code == 'O' || code == 'c' || code == 'C' || code == 'z' || code == '.' ) return TRUE; return FALSE; } int xp_tolvl( CHAR_DATA *ch ) { int xp_tolvl, base_xp; int level = ch->level + 1; int classes = number_classes( ch ); int mod = ch->incarnations +1; /* if ( IS_NPC( ch ) || ch->level >= L_CHAMP3 ) return ch->exp; */ if ( IS_NPC( ch ) || ch->level > (LEVEL_HERO -1) ) return ch->exp+1; if ( ch->level < LEVEL_HERO ) xp_tolvl = classes == 1 ? level * 1000 : level * classes * 1500; /* used to be 2000 - Angi */ if ( IS_SET( ch->act2, PLR_REMORT )) xp_tolvl = classes == 1 ? level * mod * 1000 : level * classes * mod * 1500; return xp_tolvl; } int mmlvl_mana( CHAR_DATA *ch, int sn ) { int level = 1; int iClass = 0; if ( IS_NPC( ch ) ) return TRUE; for ( iClass = 0; ch->class[iClass] != -1; iClass++ ) { if ( ch->level >= skill_table[sn].skill_level[ch->class[iClass]] ) level = skill_table[sn].skill_level[ch->class[iClass]]; return level; } return 1; } CHAR_DATA *rand_figment( CHAR_DATA *ch ) { DESCRIPTOR_DATA *d; CHAR_DATA *figment; bool dfig = FALSE; for ( d = descriptor_list; d; d = d->next ) { if ( d->connected == CON_PLAYING && d->character != ch && d->character->in_room && can_see( ch, d->character ) ) { dfig = TRUE; break; } } if ( !dfig ) figment = ch; else figment = d->character; return figment; } MOB_INDEX_DATA *rand_figment_mob( CHAR_DATA *ch ) { MOB_INDEX_DATA *figmentmob; int figmentnum = 0; int lfig = 0; int ufig = 0; lfig = ch->in_room->area->lvnum; ufig = ch->in_room->area->uvnum; while( !(figmentmob = get_mob_index( figmentnum ) ) ) figmentnum = number_range( lfig, ufig ); return figmentmob; } OBJ_INDEX_DATA *rand_figment_obj( CHAR_DATA *ch ) { OBJ_INDEX_DATA *figmentobj; int figmentnum = 0; int lfig = 0; int ufig = 0; lfig = ch->in_room->area->lvnum; ufig = ch->in_room->area->uvnum; while( !(figmentobj = get_obj_index( figmentnum ) ) ) figmentnum = number_range( lfig, ufig ); return figmentobj; }