/**************************************************************************r * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <ctype.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include "merc.h" #include "olc.h" /* command procedures needed */ DECLARE_DO_FUN(do_return ); AFFECT_DATA * affect_free; char thedate[10]; char thetime[7]; /* * Local functions. */ void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); /* get_date() - Return current date in mm/dd/yy format */ char *get_curdate() { time_t tm; struct tm now; thedate[9]='\0'; time(&tm); now = *localtime(&tm); sprintf(thedate,"%02d/%02d/%02d",now.tm_mon+1,now.tm_mday,now.tm_year); return thedate; } /* get_curtime() - Return current time in hh:mm format */ char *get_curtime() { time_t tm; struct tm now; thetime[6]='\0'; time(&tm); now = *localtime(&tm); sprintf(thetime,"%02d:%02d",now.tm_hour,now.tm_min); return thetime; } char *get_date(time_t tm) { struct tm then; thedate[9]='\0'; then = *localtime(&tm); sprintf(thedate,"%02d/%02d/%02d",then.tm_mon+1,then.tm_mday,then.tm_year); return thedate; } char *get_time(time_t tm) { struct tm stuff; thetime[6]='\0'; stuff = *localtime(&tm); sprintf(thetime,"%02d:%02d",stuff.tm_hour,stuff.tm_min); return thetime; } /* returns material number */ int material_lookup (const char *name) { return 0; } /* returns material name -- ROM OLC temp patch */ char *material_name( sh_int num ) { return "unknown"; } /* 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; } /* returns class number */ int class_lookup (const char *name) { int class; for ( class = 0; class < MAX_CLASS; class++) { if (LOWER(name[0]) == LOWER(class_table[class].name[0]) && !str_prefix( name,class_table[class].name)) return class; } return -1; } /* for immunity, vulnerabiltiy, and resistant * the 'globals' (magic and weapons) may be overriden * three other cases -- wood, silver, and iron -- are checked in fight.c */ int check_immune(CHAR_DATA *ch, int dam_type) { int immune; int bit; immune = IS_NORMAL; if (dam_type == DAM_NONE) return immune; if (dam_type <= 3) { if (IS_SET(ch->imm_flags,IMM_WEAPON)) immune = IS_IMMUNE; else if (IS_SET(ch->res_flags,RES_WEAPON)) immune = IS_RESISTANT; else if (IS_SET(ch->vuln_flags,VULN_WEAPON)) immune = IS_VULNERABLE; } else /* magical attack */ { if (IS_SET(ch->imm_flags,IMM_MAGIC)) immune = IS_IMMUNE; else if (IS_SET(ch->res_flags,RES_MAGIC)) immune = IS_RESISTANT; else if (IS_SET(ch->vuln_flags,VULN_MAGIC)) immune = 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; default: return immune; } if (IS_SET(ch->imm_flags,bit)) immune = IS_IMMUNE; else if (IS_SET(ch->res_flags,bit)) immune = IS_RESISTANT; else if (IS_SET(ch->vuln_flags,bit)) immune = IS_VULNERABLE; return immune; } /* for returning skill information */ int get_skill(CHAR_DATA *ch, int sn) { int skill; if (sn == -1) /* shorthand for level based skills */ { skill = ch->level * 5 / 2; } else if (sn < -1 || sn > MAX_SKILL) { bug("Bad sn %d in get_skill.",sn); skill = 0; } else if (!IS_NPC(ch)) { if (ch->level < skill_table[sn].skill_level[ch->class]) skill = 0; else skill = ch->pcdata->learned[sn]; } else /* mobiles */ { if (sn == gsn_sneak) skill = ch->level * 2 + 20; if (sn == gsn_second_attack && (IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF))) skill = 10 + 3 * ch->level; else if (sn == gsn_third_attack && IS_SET(ch->act,ACT_WARRIOR)) skill = 4 * ch->level - 40; else if (sn == gsn_hand_to_hand) skill = 40 + 2 * ch->level; else if (sn == gsn_trip && IS_SET(ch->off_flags,OFF_TRIP)) skill = 10 + 3 * ch->level; else if (sn == gsn_bash && IS_SET(ch->off_flags,OFF_BASH)) skill = 10 + 3 * ch->level; else if (sn == gsn_disarm && (IS_SET(ch->off_flags,OFF_DISARM) || IS_SET(ch->off_flags,ACT_WARRIOR) || IS_SET(ch->off_flags,ACT_THIEF))) skill = 20 + 3 * ch->level; else if (sn == gsn_berserk && IS_SET(ch->off_flags,OFF_BERSERK)) skill = 3 * ch->level; else if (sn == gsn_sword || sn == gsn_dagger || sn == gsn_spear || sn == gsn_mace || sn == gsn_axe || sn == gsn_flail || sn == gsn_whip || sn == gsn_polearm) skill = 40 + 5 * ch->level / 2; else skill = 0; } if (IS_AFFECTED(ch,AFF_BERSERK)) skill -= ch->level / 2; return URANGE(0,skill,100); } /* for returning weapon information */ int get_weapon_sn(CHAR_DATA *ch) { OBJ_DATA *wield; int sn; wield = get_eq_char( ch, WEAR_WIELD ); if (wield == NULL || wield->item_type != ITEM_WEAPON) sn = gsn_hand_to_hand; else switch (wield->value[0]) { default : sn = -1; break; case(WEAPON_SWORD): sn = gsn_sword; break; case(WEAPON_DAGGER): sn = gsn_dagger; break; case(WEAPON_SPEAR): sn = gsn_spear; break; case(WEAPON_MACE): sn = gsn_mace; break; case(WEAPON_AXE): sn = gsn_axe; break; case(WEAPON_FLAIL): sn = gsn_flail; break; case(WEAPON_WHIP): sn = gsn_whip; break; case(WEAPON_POLEARM): sn = gsn_polearm; break; } return sn; } int get_second_weapon_sn(CHAR_DATA *ch) { OBJ_DATA *wield; int sn; wield = get_eq_char( ch, WEAR_SECOND_WIELD ); if (wield == NULL || wield->item_type != ITEM_WEAPON) sn = gsn_hand_to_hand; else switch (wield->value[0]) { default : sn = -1; break; case(WEAPON_SWORD): sn = gsn_sword; break; case(WEAPON_DAGGER): sn = gsn_dagger; break; case(WEAPON_SPEAR): sn = gsn_spear; break; case(WEAPON_MACE): sn = gsn_mace; break; case(WEAPON_AXE): sn = gsn_axe; break; case(WEAPON_FLAIL): sn = gsn_flail; break; case(WEAPON_WHIP): sn = gsn_whip; break; case(WEAPON_POLEARM): sn = gsn_polearm; break; } return sn; } int get_weapon_skill(CHAR_DATA *ch, int sn) { int skill; /* -1 is exotic */ if (IS_NPC(ch)) { if (sn == -1) skill = 3 * ch->level; else if (sn == gsn_hand_to_hand) skill = 40 + 2 * ch->level; else skill = 40 + 5 * ch->level / 2; } else { if (sn == -1) skill = 3 * ch->level; else skill = ch->pcdata->learned[sn]; } return URANGE(0,skill,100); } /* used to de-screw characters */ void reset_char(CHAR_DATA *ch) { int loc,mod,stat; OBJ_DATA *obj; AFFECT_DATA *af; int i; if (IS_NPC(ch)) return; if (ch->pcdata->perm_hit == 0 || ch->pcdata->perm_mana == 0 || ch->pcdata->perm_move == 0 || ch->pcdata->last_level == 0) { /* do a FULL reset */ for (loc = 0; loc < MAX_WEAR; loc++) { obj = get_eq_char(ch,loc); if (obj == NULL) continue; if (!obj->enchanted) for ( af = obj->pIndexData->affected; af != NULL; af = af->next ) { mod = af->modifier; switch(af->location) { case APPLY_SEX: ch->sex -= mod; if (ch->sex < 0 || ch->sex >2) ch->sex = IS_NPC(ch) ? 0 : ch->pcdata->true_sex; break; case APPLY_MANA: ch->max_mana -= mod; break; case APPLY_HIT: ch->max_hit -= mod; break; case APPLY_MOVE: ch->max_move -= mod; break; } } for ( af = obj->affected; af != NULL; af = af->next ) { mod = af->modifier; switch(af->location) { case APPLY_SEX: ch->sex -= mod; break; case APPLY_MANA: ch->max_mana -= mod; break; case APPLY_HIT: ch->max_hit -= mod; break; case APPLY_MOVE: ch->max_move -= mod; break; } } } /* now reset the permanent stats */ ch->pcdata->perm_hit = ch->max_hit; ch->pcdata->perm_mana = ch->max_mana; ch->pcdata->perm_move = ch->max_move; ch->pcdata->last_level = ch->played/3600; if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2) if (ch->sex > 0 && ch->sex < 3) ch->pcdata->true_sex = ch->sex; else ch->pcdata->true_sex = 0; } /* now restore the character to his/her true condition */ for (stat = 0; stat < MAX_STATS; stat++) ch->mod_stat[stat] = 0; if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2) ch->pcdata->true_sex = 0; ch->sex = ch->pcdata->true_sex; ch->max_hit = ch->pcdata->perm_hit; ch->max_mana = ch->pcdata->perm_mana; ch->max_move = ch->pcdata->perm_move; for (i = 0; i < 4; i++) ch->armor[i] = 100; ch->hitroll = 0; ch->damroll = 0; ch->saving_throw = 0; /* now start adding back the effects */ for (loc = 0; loc < MAX_WEAR; loc++) { obj = get_eq_char(ch,loc); if (obj == NULL) continue; for (i = 0; i < 4; i++) ch->armor[i] -= apply_ac( obj, loc, i ); if (!obj->enchanted) for ( af = obj->pIndexData->affected; af != NULL; af = af->next ) { mod = af->modifier; switch(af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: for (i = 0; i < 4; i ++) ch->armor[i] += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_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_ALIGN: ch->alignment += mod; break; } } for ( af = obj->affected; af != NULL; af = af->next ) { mod = af->modifier; switch(af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: for (i = 0; i < 4; i ++) ch->armor[i] += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_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_ALIGN: ch->alignment += mod; break; } } } /* now add back spell effects */ for (af = ch->affected; af != NULL; af = af->next) { mod = af->modifier; switch(af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: for (i = 0; i < 4; i ++) ch->armor[i] += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_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_ALIGN: ch->alignment += mod; break; } } /* make sure sex is RIGHT!!!! */ if (ch->sex < 0 || ch->sex > 2) ch->sex = ch->pcdata->true_sex; } /* * Retrieve a character's trusted level for permission checking. */ int get_trust( CHAR_DATA *ch ) { if ( ch->desc != NULL && ch->desc->original != NULL ) ch = ch->desc->original; if ( ch->trust != 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) ) / 72000; } /* command for retrieving stats */ int get_curr_stat( CHAR_DATA *ch, int stat ) { int max; if (IS_NPC(ch) || ch->level > LEVEL_IMMORTAL) max = 25; else { max = pc_race_table[ch->race].max_stats[stat] + 4; if (class_table[ch->class].attr_prime == stat) max += 2; if ( ch->race == race_lookup("human")) max += 1; max = UMIN(max,25); } return URANGE(3,ch->perm_stat[stat] + ch->mod_stat[stat], max); } /* command for returning max training score */ int get_max_train( CHAR_DATA *ch, int stat ) { int max; if (IS_NPC(ch) || ch->level > LEVEL_IMMORTAL) return 25; max = pc_race_table[ch->race].max_stats[stat]; if (class_table[ch->class].attr_prime == stat) if (ch->race == race_lookup("human")) max += 3; else max += 2; return UMIN(max,25); } /* * Retrieve a character's carry capacity. */ int can_carry_n( CHAR_DATA *ch ) { if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) return 1000; if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) ) return 0; return MAX_WEAR + 2 * get_curr_stat(ch,STAT_DEX) + ch->level; } /* * Retrieve a character's carry capacity. */ int can_carry_w( CHAR_DATA *ch ) { if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) return 1000000; if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) ) return 0; return str_app[get_curr_stat(ch,STAT_STR)].carry + ch->level * 5 / 2; } /* * See if a string is one of the names of an object. */ /* * bool is_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; * } * } * */ /* * See if a string is one of the names of an object. */ bool is_full_name( const char *str, char *namelist ) { char name[MAX_INPUT_LENGTH]; for ( ; ; ) { namelist = one_argument( namelist, name ); if ( name[0] == '\0' ) return FALSE; if ( !str_cmp( str, name ) ) return TRUE; } } bool is_exact_name ( char *str, char *namelist ) { char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH]; char *list, *string; 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_cmp(string,name)) return TRUE; /* full pattern match */ if (!str_cmp(part,name)) break; } } } bool is_name ( char *str, char *namelist ) { char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH]; char *list, *string; 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; } } } /* * Apply or remove an affect to a character. */ void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) { OBJ_DATA *wield; int mod,i; mod = paf->modifier; if ( fAdd ) { SET_BIT( ch->affected_by, paf->bitvector ); } else { REMOVE_BIT( ch->affected_by, paf->bitvector ); mod = 0 - mod; } switch ( paf->location ) { default: bug( "Affect_modify: unknown location %d.", paf->location ); return; case APPLY_NONE: break; case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_CLASS: break; case APPLY_LEVEL: break; case APPLY_AGE: break; case APPLY_HEIGHT: break; case APPLY_WEIGHT: break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_GOLD: break; case APPLY_EXP: break; case APPLY_AC: for (i = 0; i < 4; i ++) ch->armor[i] += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_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_ALIGN: ch->alignment += mod; break; } /* * Check for weapon wielding. * Guard against recursion (for weapons with affects). */ if ( !IS_NPC(ch) && ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL && get_obj_weight(wield) > str_app[get_curr_stat(ch,STAT_STR)].wield ) { 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; } /* * 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 ); return; } /* give an affect to an object */ 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; } /* * 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 ); 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->next; return; } void affect_remove_obj( OBJ_DATA *obj, AFFECT_DATA *paf) { if ( obj->affected == NULL ) { bug( "Affect_remove_object: no affect.", 0 ); return; } if (obj->carried_by != NULL && obj->wear_loc != -1) affect_modify( obj->carried_by, paf, FALSE ); if ( paf == obj->affected ) { obj->affected = paf->next; } else { AFFECT_DATA *prev; for ( prev = obj->affected; prev != NULL; prev = prev->next ) { if ( prev->next == paf ) { prev->next = paf->next; break; } } if ( prev == NULL ) { bug( "Affect_remove_object: cannot find paf.", 0 ); return; } } paf->next = affect_free; affect_free = paf->next; return; } /* * Strip all affects of a given sn. */ void affect_strip( CHAR_DATA *ch, int sn ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; for ( paf = ch->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->type == sn ) affect_remove( ch, paf ); } return; } /* * Return true if a char is affected by a spell. */ bool is_affected( CHAR_DATA *ch, int sn ) { AFFECT_DATA *paf; for ( paf = ch->affected; paf != NULL; paf = paf->next ) { if ( paf->type == sn ) return TRUE; } return FALSE; } /* * Add or enhance an affect. */ void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf ) { AFFECT_DATA *paf_old; bool found; found = FALSE; for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next ) { if ( paf_old->type == paf->type ) { paf->level = (paf->level += paf_old->level) / 2; paf->duration += paf_old->duration; paf->modifier += paf_old->modifier; affect_remove( ch, paf_old ); break; } } affect_to_char( ch, paf ); return; } /* * Move a char out of a room. */ void char_from_room( CHAR_DATA *ch ) { OBJ_DATA *obj; if ( ch->in_room == NULL ) { bug( "Char_from_room: NULL.", 0 ); return; } if ( !IS_NPC(ch) ) --ch->in_room->area->nplayer; if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room->light > 0 ) --ch->in_room->light; if ( ch == ch->in_room->people ) { ch->in_room->people = ch->next_in_room; } else { CHAR_DATA *prev; for ( prev = ch->in_room->people; prev; prev = prev->next_in_room ) { if ( prev->next_in_room == ch ) { prev->next_in_room = ch->next_in_room; break; } } if ( prev == NULL ) bug( "Char_from_room: ch not found.", 0 ); } ch->in_room = NULL; ch->next_in_room = NULL; return; } /* * Move a char into a room. */ void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) { OBJ_DATA *obj; if ( pRoomIndex == NULL ) { bug( "Char_to_room: NULL.", 0 ); return; } ch->in_room = pRoomIndex; ch->next_in_room = pRoomIndex->people; pRoomIndex->people = ch; if ( !IS_NPC(ch) ) { if (ch->in_room->area->empty) { ch->in_room->area->empty = FALSE; ch->in_room->area->age = 0; } ++ch->in_room->area->nplayer; } if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 ) ++ch->in_room->light; if (IS_AFFECTED(ch,AFF_PLAGUE)) { AFFECT_DATA *af, plague; CHAR_DATA *vch; int save; for ( af = ch->affected; af != NULL; af = af->next ) { if (af->type == gsn_plague) break; } if (af == NULL) { REMOVE_BIT(ch->affected_by,AFF_PLAGUE); return; } if (af->level == 1) return; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range(1,2 * plague.level); plague.location = APPLY_STR; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { switch(check_immune(vch,DAM_DISEASE)) { case(IS_NORMAL) : save = af->level - 4; break; case(IS_IMMUNE) : save = 0; break; case(IS_RESISTANT) : save = af->level - 8; break; case(IS_VULNERABLE) : save = af->level; break; default : save = af->level - 4; break; } if (save != 0 && !saves_spell(save,vch) && !IS_IMMORTAL(vch) && !IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(6) == 0) { send_to_char("You feel hot and feverish.\n\r",vch); act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM); affect_join(vch,&plague); } } } return; } /* * Give an obj to a char. */ void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch ) { obj->next_content = ch->carrying; ch->carrying = obj; obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += get_obj_number( obj ); ch->carry_weight += get_obj_weight( obj ); } /* * Take an obj from its character. */ void obj_from_char( OBJ_DATA *obj ) { CHAR_DATA *ch; if ( ( ch = obj->carried_by ) == NULL ) { bug( "Obj_from_char: null ch.", 0 ); return; } if ( obj->wear_loc != WEAR_NONE ) unequip_char( ch, obj ); if ( ch->carrying == obj ) { ch->carrying = obj->next_content; } else { OBJ_DATA *prev; for ( prev = ch->carrying; prev != NULL; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) bug( "Obj_from_char: obj not in list.", 0 ); } obj->carried_by = NULL; obj->next_content = NULL; ch->carry_number -= get_obj_number( obj ); ch->carry_weight -= get_obj_weight( obj ); return; } /* * Find the ac value of an obj, including position effect. */ int apply_ac( OBJ_DATA *obj, int iWear, int type ) { if ( obj->item_type != ITEM_ARMOR ) return 0; switch ( iWear ) { case WEAR_BODY: return 3 * obj->value[type]; case WEAR_HEAD: return 2 * obj->value[type]; case WEAR_LEGS: return 2 * obj->value[type]; case WEAR_FEET: return obj->value[type]; case WEAR_HANDS: return obj->value[type]; case WEAR_ARMS: return obj->value[type]; case WEAR_SHIELD: return obj->value[type]; case WEAR_FINGER_L: return obj->value[type]; case WEAR_FINGER_R: return obj->value[type]; case WEAR_NECK_1: return obj->value[type]; case WEAR_NECK_2: return obj->value[type]; case WEAR_ABOUT: return 2 * obj->value[type]; case WEAR_WAIST: return obj->value[type]; case WEAR_WRIST_L: return obj->value[type]; case WEAR_WRIST_R: return obj->value[type]; case WEAR_HOLD: return obj->value[type]; } return 0; } /* * Find a piece of eq on a character. */ OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear ) { OBJ_DATA *obj; if (ch == NULL) return NULL; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->wear_loc == iWear ) return obj; } return NULL; } /* * Equip a char with an obj. */ void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) { AFFECT_DATA *paf; int i; if ( get_eq_char( ch, iWear ) != NULL ) { bug( "Equip_char: already equipped (%d).", iWear ); return; } if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) { /* * Thanks to Morgenes for the bug fix here! */ act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); return; } for (i = 0; i < 4; i++) ch->armor[i] -= apply_ac( obj, iWear,i ); obj->wear_loc = iWear; if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) affect_modify( ch, paf, TRUE ); for ( paf = obj->affected; paf != NULL; paf = paf->next ) affect_modify( ch, paf, TRUE ); if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL ) ++ch->in_room->light; return; } /* * Unequip a char with an obj. */ void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj ) { AFFECT_DATA *paf; int i; if ( obj->wear_loc == WEAR_NONE ) { bug( "Unequip_char: already unequipped.", 0 ); return; } for (i = 0; i < 4; i++) ch->armor[i] += apply_ac( obj, obj->wear_loc,i ); obj->wear_loc = -1; if (!obj->enchanted) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) affect_modify( ch, paf, FALSE ); for ( paf = obj->affected; paf != NULL; paf = paf->next ) affect_modify( ch, paf, FALSE ); if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL && ch->in_room->light > 0 ) --ch->in_room->light; return; } /* * Count occurrences of an obj in a list. */ int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list ) { OBJ_DATA *obj; int nMatch; nMatch = 0; for ( obj = list; obj != NULL; obj = obj->next_content ) { if ( obj->pIndexData == pObjIndex ) nMatch++; } return nMatch; } /* * Move an obj out of a room. */ void obj_from_room( OBJ_DATA *obj ) { ROOM_INDEX_DATA *in_room; 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 ) { obj->next_content = pRoomIndex->contents; pRoomIndex->contents = obj; obj->in_room = pRoomIndex; obj->carried_by = NULL; obj->in_obj = NULL; return; } /* * Move an object into an object. */ void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to ) { obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; if (obj_to->pIndexData->vnum == OBJ_VNUM_PIT) obj->cost = 0; for ( ; obj_to != NULL; obj_to = obj_to->in_obj ) { if ( obj_to->carried_by != NULL ) { obj_to->carried_by->carry_number += get_obj_number( obj ); obj_to->carried_by->carry_weight += get_obj_weight( obj ); } } return; } /* * Move an object out of an object. */ void obj_from_obj( OBJ_DATA *obj ) { OBJ_DATA *obj_from; if ( ( obj_from = obj->in_obj ) == NULL ) { bug( "Obj_from_obj: null obj_from.", 0 ); return; } if ( obj == obj_from->contains ) { obj_from->contains = obj->next_content; } else { OBJ_DATA *prev; for ( prev = obj_from->contains; prev; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) { bug( "Obj_from_obj: obj not found.", 0 ); return; } } obj->next_content = NULL; obj->in_obj = NULL; for ( ; obj_from != NULL; obj_from = obj_from->in_obj ) { if ( obj_from->carried_by != NULL ) { obj_from->carried_by->carry_number -= get_obj_number( obj ); obj_from->carried_by->carry_weight -= get_obj_weight( obj ); } } return; } /* * Extract an obj from the world. */ void extract_obj( OBJ_DATA *obj ) { OBJ_DATA *obj_content; OBJ_DATA *obj_next; if ( obj->in_room != NULL ) obj_from_room( obj ); else if ( obj->carried_by != NULL ) obj_from_char( obj ); else if ( obj->in_obj != NULL ) obj_from_obj( obj ); for ( obj_content = obj->contains; obj_content; obj_content = obj_next ) { obj_next = obj_content->next_content; extract_obj( obj->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 ); extra_descr_free = ed; } } free_string( obj->name ); free_string( obj->description ); free_string( obj->short_descr ); free_string( obj->owner ); --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; OBJ_DATA *obj; OBJ_DATA *obj_next; if ( ch->in_room == NULL ) { bug( "Extract_char: NULL.", 0 ); return; } nuke_pets(ch); ch->pet = NULL; /* just in case */ if ( fPull ) die_follower( ch ); stop_fighting( ch, TRUE ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; extract_obj( obj ); } char_from_room( ch ); if ( !fPull ) { char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) ); return; } if ( IS_NPC(ch) ) --ch->pIndexData->count; if ( ch->desc != NULL && ch->desc->original != NULL ) do_return( ch, "" ); 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; free_char( ch ); return; } void pk_extract_char( CHAR_DATA *ch, bool fPull ) { CHAR_DATA *wch; if ( ch->in_room == NULL ) { bug( "Extract_char: NULL.", 0 ); return; } nuke_pets(ch); ch->pet = NULL; /* just in case */ if ( fPull ) die_follower( ch ); stop_fighting( ch, TRUE ); char_from_room( ch ); if ( !fPull ) { char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) ); return; } if ( IS_NPC(ch) ) --ch->pIndexData->count; if ( ch->desc != NULL && ch->desc->original != NULL ) do_return( ch, "" ); 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; free_char( ch ); return; } /* * Find a char in the room. */ CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument ) { char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *rch; int number; int count; number = number_argument( argument, arg2 ); count = 0; if ( !str_cmp( arg2, "self" ) ) return ch; for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room ) { if ( !can_see( ch, rch ) || !is_name( arg2, 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 arg2[MAX_INPUT_LENGTH]; CHAR_DATA *wch; int number; int count; if ( ( wch = get_char_room( ch, argument ) ) != NULL ) return wch; number = number_argument( argument, arg2 ); count = 0; for ( wch = char_list; wch != NULL ; wch = wch->next ) { if ( wch->in_room == NULL || !can_see( ch, wch ) || !is_name( arg2, wch->name ) ) continue; if ( ++count == number ) return wch; } return NULL; } /* * Find some object with a given index data. * Used by area-reset 'P' command. */ OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex ) { OBJ_DATA *obj; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( obj->pIndexData == pObjIndex ) return obj; } return NULL; } /* * Find an obj in a list. */ OBJ_DATA *get_obj_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) { char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg2 ); count = 0; for ( obj = list; obj != NULL; obj = obj->next_content ) { if ( can_see_obj( ch, obj ) && is_name( arg2, obj->name ) ) { if ( ++count == number ) return obj; } } return NULL; } /* * Find an obj in player's inventory. */ OBJ_DATA *get_obj_carry( CHAR_DATA *ch, char *argument ) { char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg2 ); 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( arg2, 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 arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg2 ); 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( arg2, 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; return NULL; } /* * Find an obj in the world. */ OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argument ) { char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; if ( ( obj = get_obj_here( ch, argument ) ) != NULL ) return obj; number = number_argument( argument, arg2 ); count = 0; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( can_see_obj( ch, obj ) && is_name( arg2, obj->name ) ) { if ( ++count == number ) return obj; } } return NULL; } /* * Create a 'money' obj. */ OBJ_DATA *create_money( int amount ) { char buf[MAX_STRING_LENGTH]; 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 ); sprintf( buf, obj->short_descr, amount ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); obj->value[0] = amount; obj->cost = amount; } return obj; } /* * Return # of objects which an object counts as. * Thanks to Tony Chamberlain for the correct recursive code here. */ int get_obj_number( OBJ_DATA *obj ) { int number; if ( obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_MONEY) number = 0; else number = 1; for ( obj = obj->contains; obj != NULL; obj = obj->next_content ) number += get_obj_number( obj ); return number; } /* * Return weight of an object, including weight of contents. */ int get_obj_weight( OBJ_DATA *obj ) { int weight; weight = obj->weight; for ( obj = obj->contains; obj != NULL; obj = obj->next_content ) weight += get_obj_weight( obj ); return weight; } /* * True if room is dark. */ bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex ) { if ( pRoomIndex->light > 0 ) return FALSE; if ( IS_SET(pRoomIndex->room_flags, ROOM_DARK) ) return TRUE; if ( pRoomIndex->sector_type == SECT_INSIDE || pRoomIndex->sector_type == SECT_CITY ) return FALSE; if ( weather_info.sunlight == SUN_SET || weather_info.sunlight == SUN_DARK ) return TRUE; return FALSE; } /* * 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 ) count++; if ( IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && count >= 2 ) return TRUE; if ( IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) && count >= 1 ) return TRUE; if ( IS_SET(pRoomIndex->room_flags, ROOM_IMP_ONLY) ) return TRUE; return FALSE; } /* visibility on a room -- for entering and exits */ bool can_see_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) { if (IS_SET(pRoomIndex->room_flags, ROOM_IMP_ONLY) && get_trust(ch) < MAX_LEVEL) return FALSE; if (IS_SET(pRoomIndex->room_flags, ROOM_GODS_ONLY) && !IS_IMMORTAL(ch)) return FALSE; if (IS_SET(pRoomIndex->room_flags, ROOM_HEROES_ONLY) && !IS_HERO(ch)) return FALSE; if (IS_SET(pRoomIndex->room_flags,ROOM_NEWBIES_ONLY) && ch->level > 5 && !IS_IMMORTAL(ch)) return FALSE; return TRUE; } /* * True if char can see victim. */ bool can_see( CHAR_DATA *ch, CHAR_DATA *victim ) { /* RT changed so that WIZ_INVIS has levels */ if ( ch == victim ) return TRUE; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS) && get_trust( ch ) < victim->invis_level ) return FALSE; if ( (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT)) || (IS_NPC(ch) && IS_IMMORTAL(ch))) return TRUE; if ( IS_AFFECTED(ch, AFF_BLIND) ) return FALSE; if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) ) return FALSE; if ( IS_AFFECTED(victim, AFF_INVISIBLE) && !IS_AFFECTED(ch, AFF_DETECT_INVIS) ) return FALSE; /* sneaking */ if ( IS_AFFECTED(victim, AFF_SNEAK) && !IS_AFFECTED(ch,AFF_DETECT_HIDDEN) && victim->fighting == NULL && (IS_NPC(ch) ? !IS_NPC(victim) : IS_NPC(victim) )) { int chance; chance = get_skill(victim,gsn_sneak); chance += get_curr_stat(ch,STAT_DEX) * 3/2; chance -= get_curr_stat(ch,STAT_INT) * 2; chance += ch->level - victim->level * 3/2; if (number_percent() < chance) return FALSE; } if ( IS_AFFECTED(victim, AFF_HIDE) && !IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL /* && ( IS_NPC(ch) ? !IS_NPC(victim) : IS_NPC(victim) )*/ ) return FALSE; return TRUE; } /* * True if char can see obj. */ bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj ) { if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) ) return TRUE; if ( IS_SET(obj->extra_flags,ITEM_VIS_DEATH)) return FALSE; if ( IS_AFFECTED( ch, AFF_BLIND ) && obj->item_type != ITEM_POTION) return FALSE; if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 ) return TRUE; if ( IS_SET(obj->extra_flags, ITEM_INVIS) && !IS_AFFECTED(ch, AFF_DETECT_INVIS) ) return FALSE; if ( IS_OBJ_STAT(obj,ITEM_GLOW)) return TRUE; if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) ) 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 ) { 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_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_MAP: return "map"; } 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_ALIGN: return "alignment"; } bug( "Affect_location_name: unknown location %d.", location ); return "(unknown)"; } /* * Return ascii name of an affect bit vector. */ char *affect_bit_name( int vector ) { char buf[MAX_STRING_LENGTH]; 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_HOLD ) strcat( buf, " hold" ); 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_PARALYSIS ) strcat( buf, " paralysis" ); 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_BERSERK ) strcat( buf, " berserk" ); if ( vector & AFF_CALM ) strcat( buf, " calm" ); if ( vector & AFF_HASTE ) strcat( buf, " haste" ); if ( vector & AFF_PLAGUE ) strcat( buf, " plague" ); if ( vector & AFF_DARK_VISION ) strcat( buf, " dark_vision" ); if ( vector & AFF_SWIM ) strcat( buf, " swim" ); if ( vector & AFF_REGENERATION ) strcat( buf, " regeneration" ); if ( vector & AFF_WEB ) strcat( buf, " web" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* * Return ascii name of extra flags vector. */ char *extra_bit_name( int extra_flags ) { char buf[MAX_STRING_LENGTH]; buf[0] = '\0'; 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_NOPURGE ) strcat( buf, " nopurge" ); if ( extra_flags & ITEM_VIS_DEATH ) strcat( buf, " vis_death" ); if ( extra_flags & ITEM_ROT_DEATH ) strcat( buf, " rot_death" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* return ascii name of an act vector */ char *act_bit_name( int act_flags ) { char buf[MAX_STRING_LENGTH]; buf[0] = '\0'; if (IS_SET(act_flags,ACT_IS_NPC)) { strcat(buf," npc"); if (act_flags & ACT_SENTINEL ) strcat(buf, " sentinel"); if (act_flags & ACT_SCAVENGER ) strcat(buf, " scavenger"); if (act_flags & ACT_AGGRESSIVE ) strcat(buf, " aggressive"); if (act_flags & ACT_STAY_AREA ) strcat(buf, " stay_area"); if (act_flags & ACT_WIMPY ) strcat(buf, " wimpy"); if (act_flags & ACT_PET ) strcat(buf, " pet"); if (act_flags & ACT_TRAIN ) strcat(buf, " train"); if (act_flags & ACT_PRACTICE ) strcat(buf, " practice"); if (act_flags & ACT_UNDEAD ) strcat(buf, " undead"); if (act_flags & ACT_CLERIC ) strcat(buf, " cleric"); if (act_flags & ACT_MAGE ) strcat(buf, " mage"); if (act_flags & ACT_THIEF ) strcat(buf, " thief"); if (act_flags & ACT_WARRIOR ) strcat(buf, " warrior"); if (act_flags & ACT_NOALIGN ) strcat(buf, " no_align"); if (act_flags & ACT_NOPURGE ) strcat(buf, " no_purge"); if (act_flags & ACT_IS_HEALER ) strcat(buf, " healer"); if (act_flags & ACT_GAIN ) strcat(buf, " skill_train"); if (act_flags & ACT_UPDATE_ALWAYS) strcat(buf," update_always"); } else { strcat(buf," player"); if (act_flags & PLR_BOUGHT_PET ) strcat(buf, " owner"); if (act_flags & PLR_AUTOASSIST ) strcat(buf, " autoassist"); if (act_flags & PLR_AUTOEXIT ) strcat(buf, " autoexit"); if (act_flags & PLR_AUTOLOOT ) strcat(buf, " autoloot"); if (act_flags & PLR_AUTOSAC ) strcat(buf, " autosac"); if (act_flags & PLR_AUTOGOLD ) strcat(buf, " autogold"); if (act_flags & PLR_AUTOSPLIT ) strcat(buf, " autosplit"); if (act_flags & PLR_HOLYLIGHT ) strcat(buf, " holy_light"); if (act_flags & PLR_WIZINVIS ) strcat(buf, " wizinvis"); if (act_flags & PLR_CANLOOT ) strcat(buf, " loot_corpse"); if (act_flags & PLR_NOSUMMON ) strcat(buf, " no_summon"); if (act_flags & PLR_NOFOLLOW ) strcat(buf, " no_follow"); if (act_flags & PLR_FREEZE ) strcat(buf, " frozen"); if (act_flags & PLR_THIEF ) strcat(buf, " thief"); if (act_flags & PLR_KILLER ) strcat(buf, " killer"); } return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *comm_bit_name(int comm_flags) { char buf[MAX_STRING_LENGTH]; buf[0] = '\0'; if (comm_flags & COMM_QUIET ) strcat(buf, " quiet"); if (comm_flags & COMM_DEAF ) strcat(buf, " deaf"); if (comm_flags & COMM_NOWIZ ) strcat(buf, " no_wiz"); if (comm_flags & COMM_NOAUCTION ) strcat(buf, " no_auction"); if (comm_flags & COMM_NOGOSSIP ) strcat(buf, " no_gossip"); if (comm_flags & COMM_NOQUESTION ) strcat(buf, " no_question"); if (comm_flags & COMM_NOMUSIC ) strcat(buf, " no_music"); if (comm_flags & COMM_COMPACT ) strcat(buf, " compact"); if (comm_flags & COMM_BRIEF ) strcat(buf, " brief"); if (comm_flags & COMM_PROMPT ) strcat(buf, " prompt"); if (comm_flags & COMM_COMBINE ) strcat(buf, " combine"); if (comm_flags & COMM_NOEMOTE ) strcat(buf, " no_emote"); if (comm_flags & COMM_NOSHOUT ) strcat(buf, " no_shout"); if (comm_flags & COMM_NOTELL ) strcat(buf, " no_tell"); if (comm_flags & COMM_NOCHANNELS ) strcat(buf, " no_channels"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *imm_bit_name(int imm_flags) { char buf[MAX_STRING_LENGTH]; 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_DROWNING ) strcat(buf, " drowning"); if (imm_flags & IMM_LIGHT ) 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"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *wear_bit_name(int wear_flags) { char buf[MAX_STRING_LENGTH]; buf [0] = '\0'; if (wear_flags & ITEM_TAKE ) strcat(buf, " take"); if (wear_flags & ITEM_WEAR_FINGER ) strcat(buf, " finger"); if (wear_flags & ITEM_WEAR_NECK ) strcat(buf, " neck"); if (wear_flags & ITEM_WEAR_BODY ) strcat(buf, " torso"); if (wear_flags & ITEM_WEAR_HEAD ) strcat(buf, " head"); if (wear_flags & ITEM_WEAR_LEGS ) strcat(buf, " legs"); if (wear_flags & ITEM_WEAR_FEET ) strcat(buf, " feet"); if (wear_flags & ITEM_WEAR_HANDS ) strcat(buf, " hands"); if (wear_flags & ITEM_WEAR_ARMS ) strcat(buf, " arms"); if (wear_flags & ITEM_WEAR_SHIELD ) strcat(buf, " shield"); if (wear_flags & ITEM_WEAR_ABOUT ) strcat(buf, " body"); if (wear_flags & ITEM_WEAR_WAIST ) strcat(buf, " waist"); if (wear_flags & ITEM_WEAR_WRIST ) strcat(buf, " wrist"); if (wear_flags & ITEM_WIELD ) strcat(buf, " wield"); if (wear_flags & ITEM_HOLD ) strcat(buf, " hold"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *form_bit_name(int form_flags) { char buf[MAX_STRING_LENGTH]; buf[0] = '\0'; if (form_flags & FORM_POISON ) strcat(buf, " poison"); else if (form_flags & FORM_EDIBLE ) strcat(buf, " edible"); if (form_flags & FORM_MAGICAL ) strcat(buf, " magical"); if (form_flags & FORM_INSTANT_DECAY ) strcat(buf, " instant_rot"); if (form_flags & FORM_OTHER ) strcat(buf, " other"); if (form_flags & FORM_ANIMAL ) strcat(buf, " animal"); if (form_flags & FORM_SENTIENT ) strcat(buf, " sentient"); if (form_flags & FORM_UNDEAD ) strcat(buf, " undead"); if (form_flags & FORM_CONSTRUCT ) strcat(buf, " construct"); if (form_flags & FORM_MIST ) strcat(buf, " mist"); if (form_flags & FORM_INTANGIBLE ) strcat(buf, " intangible"); if (form_flags & FORM_BIPED ) strcat(buf, " biped"); if (form_flags & FORM_CENTAUR ) strcat(buf, " centaur"); if (form_flags & FORM_INSECT ) strcat(buf, " insect"); if (form_flags & FORM_SPIDER ) strcat(buf, " spider"); if (form_flags & FORM_CRUSTACEAN ) strcat(buf, " crustacean"); if (form_flags & FORM_WORM ) strcat(buf, " worm"); if (form_flags & FORM_BLOB ) strcat(buf, " blob"); if (form_flags & FORM_MAMMAL ) strcat(buf, " mammal"); if (form_flags & FORM_BIRD ) strcat(buf, " bird"); if (form_flags & FORM_REPTILE ) strcat(buf, " reptile"); if (form_flags & FORM_SNAKE ) strcat(buf, " snake"); if (form_flags & FORM_DRAGON ) strcat(buf, " dragon"); if (form_flags & FORM_AMPHIBIAN ) strcat(buf, " amphibian"); if (form_flags & FORM_FISH ) strcat(buf, " fish"); if (form_flags & FORM_COLD_BLOOD ) strcat(buf, " cold_blooded"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *part_bit_name(int part_flags) { char buf[MAX_STRING_LENGTH]; buf[0] = '\0'; if (part_flags & PART_HEAD ) strcat(buf, " head"); if (part_flags & PART_ARMS ) strcat(buf, " arms"); if (part_flags & PART_LEGS ) strcat(buf, " legs"); if (part_flags & PART_HEART ) strcat(buf, " heart"); if (part_flags & PART_BRAINS ) strcat(buf, " brains"); if (part_flags & PART_GUTS ) strcat(buf, " guts"); if (part_flags & PART_HANDS ) strcat(buf, " hands"); if (part_flags & PART_FEET ) strcat(buf, " feet"); if (part_flags & PART_FINGERS ) strcat(buf, " fingers"); if (part_flags & PART_EAR ) strcat(buf, " ears"); if (part_flags & PART_EYE ) strcat(buf, " eyes"); if (part_flags & PART_LONG_TONGUE ) strcat(buf, " long_tongue"); if (part_flags & PART_EYESTALKS ) strcat(buf, " eyestalks"); if (part_flags & PART_TENTACLES ) strcat(buf, " tentacles"); if (part_flags & PART_FINS ) strcat(buf, " fins"); if (part_flags & PART_WINGS ) strcat(buf, " wings"); if (part_flags & PART_TAIL ) strcat(buf, " tail"); if (part_flags & PART_CLAWS ) strcat(buf, " claws"); if (part_flags & PART_FANGS ) strcat(buf, " fangs"); if (part_flags & PART_HORNS ) strcat(buf, " horns"); if (part_flags & PART_SCALES ) strcat(buf, " scales"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *weapon_bit_name(int weapon_flags) { char buf[MAX_STRING_LENGTH]; buf[0] = '\0'; if (weapon_flags & WEAPON_FLAMING ) strcat(buf, " flaming"); if (weapon_flags & WEAPON_FROST ) strcat(buf, " frost"); if (weapon_flags & WEAPON_VAMPIRIC ) strcat(buf, " vampiric"); if (weapon_flags & WEAPON_SHARP ) strcat(buf, " sharp"); if (weapon_flags & WEAPON_VORPAL ) strcat(buf, " vorpal"); if (weapon_flags & WEAPON_TWO_HANDS ) strcat(buf, " two-handed"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *off_bit_name(int off_flags) { char buf[MAX_STRING_LENGTH]; buf[0] = '\0'; if (off_flags & OFF_AREA_ATTACK ) strcat(buf, " area attack"); if (off_flags & OFF_BACKSTAB ) strcat(buf, " backstab"); if (off_flags & OFF_BASH ) strcat(buf, " bash"); if (off_flags & OFF_BERSERK ) strcat(buf, " berserk"); if (off_flags & OFF_DISARM ) strcat(buf, " disarm"); if (off_flags & OFF_DODGE ) strcat(buf, " dodge"); if (off_flags & OFF_FADE ) strcat(buf, " fade"); if (off_flags & OFF_FAST ) strcat(buf, " fast"); if (off_flags & OFF_KICK ) strcat(buf, " kick"); if (off_flags & OFF_KICK_DIRT ) strcat(buf, " kick_dirt"); if (off_flags & OFF_PARRY ) strcat(buf, " parry"); if (off_flags & OFF_RESCUE ) strcat(buf, " rescue"); if (off_flags & OFF_TAIL ) strcat(buf, " tail"); if (off_flags & OFF_TRIP ) strcat(buf, " trip"); if (off_flags & OFF_CRUSH ) strcat(buf, " crush"); if (off_flags & ASSIST_ALL ) strcat(buf, " assist_all"); if (off_flags & ASSIST_ALIGN ) strcat(buf, " assist_align"); if (off_flags & ASSIST_RACE ) strcat(buf, " assist_race"); if (off_flags & ASSIST_PLAYERS ) strcat(buf, " assist_players"); if (off_flags & ASSIST_GUARD ) strcat(buf, " assist_guard"); if (off_flags & ASSIST_VNUM ) strcat(buf, " assist_vnum"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } AFFECT_DATA *affect_find(AFFECT_DATA *paf, int sn) { AFFECT_DATA *paf_find; for ( paf_find = paf; paf_find != NULL; paf_find = paf_find->next ) { if ( paf_find->type == sn ) return paf_find; } return NULL; } RAFFECT_DATA *raffect_find(int vnum, int slot) { RAFFECT_DATA *raf_find; int sn; raf_find = get_room_index(vnum)->raffect; if (raf_find == NULL) return NULL; for ( sn = 1; sn != slot; sn++) { if (raf_find->next == NULL) return NULL; raf_find = raf_find->next; } return raf_find; } bool new_raffect (char *type, int vnum) { RAFFECT_DATA *raf; RAFFECT_DATA *pRaf; sh_int itype; ROOM_INDEX_DATA *rix; if ( (itype = flag_value(raffect_type, type) ) == NO_FLAG) { return FALSE; } raf = alloc_perm(sizeof(*raf)); /* allocate memory for the new affect */ /* start setting default values */ raf->type = itype; /* obvious */ raf->dam_name = str_dup("nothing"); raf->room_message = str_dup("$n is affected by the room affect in this room!"); raf->vict_message = str_dup("You are affected by the room affect in this room!"); raf->timer = 1; /* how often the affect goes off */ raf->val0 = 0; /* data for the raffect */ raf->val1 = 0; /* data for the raffect */ raf->val2 = 0; /* data for the raffect */ raf->val3 = 0; raf->val4 = 0; if ((rix = get_room_index(vnum)) == NULL) /* if room vnum doesn't exist */ { return FALSE; } if (rix->raffect == NULL) /* if this is the first room affect for this room */ { /* create the first room affect */ raf->next = NULL; rix->raffect = raf; } else /* if this isn't the first room affect for this room */ { /* add this room affect onto the list */ /* need to goto the last affect on the list first. - Thexder */ for ( pRaf = rix->raffect; pRaf->next != NULL; pRaf = pRaf->next ); raf->next = NULL; pRaf->next = raf; } return TRUE; }