skylib_mudos_v1/
skylib_mudos_v1/bin/
skylib_mudos_v1/bin/db/
skylib_mudos_v1/mudlib/banish/a/
skylib_mudos_v1/mudlib/banish/b/
skylib_mudos_v1/mudlib/banish/c/
skylib_mudos_v1/mudlib/banish/d/
skylib_mudos_v1/mudlib/banish/e/
skylib_mudos_v1/mudlib/banish/f/
skylib_mudos_v1/mudlib/banish/g/
skylib_mudos_v1/mudlib/banish/h/
skylib_mudos_v1/mudlib/banish/j/
skylib_mudos_v1/mudlib/banish/l/
skylib_mudos_v1/mudlib/banish/m/
skylib_mudos_v1/mudlib/banish/n/
skylib_mudos_v1/mudlib/banish/o/
skylib_mudos_v1/mudlib/banish/p/
skylib_mudos_v1/mudlib/banish/r/
skylib_mudos_v1/mudlib/banish/s/
skylib_mudos_v1/mudlib/banish/t/
skylib_mudos_v1/mudlib/banish/u/
skylib_mudos_v1/mudlib/banish/w/
skylib_mudos_v1/mudlib/cmds/
skylib_mudos_v1/mudlib/cmds/admin/
skylib_mudos_v1/mudlib/cmds/guild-race/
skylib_mudos_v1/mudlib/cmds/guild-race/crafts/
skylib_mudos_v1/mudlib/cmds/guild-race/magic/
skylib_mudos_v1/mudlib/cmds/guild-race/other/
skylib_mudos_v1/mudlib/cmds/living/broken/
skylib_mudos_v1/mudlib/cmds/player/group_cmds/
skylib_mudos_v1/mudlib/d/admin/
skylib_mudos_v1/mudlib/d/admin/room/
skylib_mudos_v1/mudlib/d/admin/room/we_care/
skylib_mudos_v1/mudlib/d/admin/save/
skylib_mudos_v1/mudlib/d/admin/text/
skylib_mudos_v1/mudlib/d/learning/TinyTown/buildings/
skylib_mudos_v1/mudlib/d/learning/TinyTown/map/
skylib_mudos_v1/mudlib/d/learning/TinyTown/roads/
skylib_mudos_v1/mudlib/d/learning/chars/
skylib_mudos_v1/mudlib/d/learning/functions/
skylib_mudos_v1/mudlib/d/learning/handlers/
skylib_mudos_v1/mudlib/d/learning/help_topics/
skylib_mudos_v1/mudlib/d/learning/help_topics/npcs/
skylib_mudos_v1/mudlib/d/learning/help_topics/objects/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/
skylib_mudos_v1/mudlib/d/learning/help_topics/rcs_demo/RCS/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/crowd/
skylib_mudos_v1/mudlib/d/learning/help_topics/rooms/situations/
skylib_mudos_v1/mudlib/d/learning/save/
skylib_mudos_v1/mudlib/d/learning/school/
skylib_mudos_v1/mudlib/d/learning/school/add_sc/
skylib_mudos_v1/mudlib/d/learning/school/characters/
skylib_mudos_v1/mudlib/d/learning/school/general/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/basic_commands/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/edtutor/
skylib_mudos_v1/mudlib/d/learning/school/getting-started/unix_tutor/
skylib_mudos_v1/mudlib/d/learning/school/items/
skylib_mudos_v1/mudlib/d/learning/school/npc_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/
skylib_mudos_v1/mudlib/d/learning/school/room_school/room_basic/
skylib_mudos_v1/mudlib/d/learning/school/room_school/situations/
skylib_mudos_v1/mudlib/d/learning/school/room_school/terrain_tutor/
skylib_mudos_v1/mudlib/d/learning/text/
skylib_mudos_v1/mudlib/d/liaison/
skylib_mudos_v1/mudlib/d/mudlib/
skylib_mudos_v1/mudlib/d/mudlib/changes/
skylib_mudos_v1/mudlib/d/playtesters/
skylib_mudos_v1/mudlib/d/playtesters/effects/
skylib_mudos_v1/mudlib/d/playtesters/handlers/
skylib_mudos_v1/mudlib/d/playtesters/items/
skylib_mudos_v1/mudlib/d/sage/
skylib_mudos_v1/mudlib/doc/
skylib_mudos_v1/mudlib/doc/creator/
skylib_mudos_v1/mudlib/doc/driver/
skylib_mudos_v1/mudlib/doc/driver/efuns/arrays/
skylib_mudos_v1/mudlib/doc/driver/efuns/buffers/
skylib_mudos_v1/mudlib/doc/driver/efuns/compile/
skylib_mudos_v1/mudlib/doc/driver/efuns/filesystem/
skylib_mudos_v1/mudlib/doc/driver/efuns/floats/
skylib_mudos_v1/mudlib/doc/driver/efuns/functions/
skylib_mudos_v1/mudlib/doc/driver/efuns/general/
skylib_mudos_v1/mudlib/doc/driver/efuns/mappings/
skylib_mudos_v1/mudlib/doc/driver/efuns/mixed/
skylib_mudos_v1/mudlib/doc/driver/efuns/mudlib/
skylib_mudos_v1/mudlib/doc/driver/efuns/numbers/
skylib_mudos_v1/mudlib/doc/driver/efuns/parsing/
skylib_mudos_v1/mudlib/doc/known_command/
skylib_mudos_v1/mudlib/doc/login/
skylib_mudos_v1/mudlib/doc/lpc/basic_manual/
skylib_mudos_v1/mudlib/doc/lpc/intermediate/
skylib_mudos_v1/mudlib/doc/new/add_command/
skylib_mudos_v1/mudlib/doc/new/events/
skylib_mudos_v1/mudlib/doc/new/handlers/
skylib_mudos_v1/mudlib/doc/new/living/race/
skylib_mudos_v1/mudlib/doc/new/living/spells/
skylib_mudos_v1/mudlib/doc/new/object/
skylib_mudos_v1/mudlib/doc/new/player/
skylib_mudos_v1/mudlib/doc/new/room/guild/
skylib_mudos_v1/mudlib/doc/new/room/outside/
skylib_mudos_v1/mudlib/doc/new/room/storeroom/
skylib_mudos_v1/mudlib/doc/object/
skylib_mudos_v1/mudlib/doc/playtesters/
skylib_mudos_v1/mudlib/doc/policy/
skylib_mudos_v1/mudlib/doc/weapons/
skylib_mudos_v1/mudlib/global/
skylib_mudos_v1/mudlib/global/creator/
skylib_mudos_v1/mudlib/global/handlers/
skylib_mudos_v1/mudlib/global/virtual/setup_compiler/
skylib_mudos_v1/mudlib/include/cmds/
skylib_mudos_v1/mudlib/include/effects/
skylib_mudos_v1/mudlib/include/npc/
skylib_mudos_v1/mudlib/include/room/
skylib_mudos_v1/mudlib/include/shops/
skylib_mudos_v1/mudlib/net/daemon/
skylib_mudos_v1/mudlib/net/daemon/chars/
skylib_mudos_v1/mudlib/net/inherit/
skylib_mudos_v1/mudlib/net/obj/
skylib_mudos_v1/mudlib/obj/amulets/
skylib_mudos_v1/mudlib/obj/b_day/
skylib_mudos_v1/mudlib/obj/clothes/
skylib_mudos_v1/mudlib/obj/dwarmours/plate/
skylib_mudos_v1/mudlib/obj/dwclothes/transport/horse/
skylib_mudos_v1/mudlib/obj/dwscabbards/
skylib_mudos_v1/mudlib/obj/dwweapons/axes/
skylib_mudos_v1/mudlib/obj/dwweapons/chains/
skylib_mudos_v1/mudlib/obj/faith/symbols/
skylib_mudos_v1/mudlib/obj/fungi/
skylib_mudos_v1/mudlib/obj/gatherables/
skylib_mudos_v1/mudlib/obj/instruments/
skylib_mudos_v1/mudlib/obj/magic/
skylib_mudos_v1/mudlib/obj/media/
skylib_mudos_v1/mudlib/obj/misc/player_shop/
skylib_mudos_v1/mudlib/obj/monster/godmother/
skylib_mudos_v1/mudlib/obj/monster/transport/
skylib_mudos_v1/mudlib/obj/rings/
skylib_mudos_v1/mudlib/obj/spells/
skylib_mudos_v1/mudlib/obj/stationery/
skylib_mudos_v1/mudlib/obj/stationery/envelopes/
skylib_mudos_v1/mudlib/obj/stationery/papers/
skylib_mudos_v1/mudlib/obj/toys/
skylib_mudos_v1/mudlib/obj/vessels/
skylib_mudos_v1/mudlib/obj/weapons/swords/
skylib_mudos_v1/mudlib/save/autodoc/
skylib_mudos_v1/mudlib/save/leaflets/
skylib_mudos_v1/mudlib/save/mail/
skylib_mudos_v1/mudlib/save/new_soul/data/
skylib_mudos_v1/mudlib/save/parcels/
skylib_mudos_v1/mudlib/save/playerinfo/
skylib_mudos_v1/mudlib/save/players/d/
skylib_mudos_v1/mudlib/save/random_names/
skylib_mudos_v1/mudlib/save/random_names/data/
skylib_mudos_v1/mudlib/save/terrains/
skylib_mudos_v1/mudlib/save/terrains/tutorial_desert/
skylib_mudos_v1/mudlib/save/terrains/tutorial_grassy_field/
skylib_mudos_v1/mudlib/save/terrains/tutorial_mountain/
skylib_mudos_v1/mudlib/save/todo_lists/
skylib_mudos_v1/mudlib/secure/
skylib_mudos_v1/mudlib/secure/cmds/admin/
skylib_mudos_v1/mudlib/secure/cmds/lord/
skylib_mudos_v1/mudlib/secure/config/
skylib_mudos_v1/mudlib/secure/handlers/autodoc/
skylib_mudos_v1/mudlib/secure/handlers/intermud/
skylib_mudos_v1/mudlib/secure/include/global/
skylib_mudos_v1/mudlib/secure/save/
skylib_mudos_v1/mudlib/secure/save/handlers/
skylib_mudos_v1/mudlib/secure/std/classes/
skylib_mudos_v1/mudlib/secure/std/modules/
skylib_mudos_v1/mudlib/std/commands/
skylib_mudos_v1/mudlib/std/commands/shadows/
skylib_mudos_v1/mudlib/std/creator/
skylib_mudos_v1/mudlib/std/dom/
skylib_mudos_v1/mudlib/std/effects/
skylib_mudos_v1/mudlib/std/effects/external/
skylib_mudos_v1/mudlib/std/effects/fighting/
skylib_mudos_v1/mudlib/std/effects/priest/
skylib_mudos_v1/mudlib/std/effects/room/
skylib_mudos_v1/mudlib/std/environ/
skylib_mudos_v1/mudlib/std/guilds/
skylib_mudos_v1/mudlib/std/guilds/old/
skylib_mudos_v1/mudlib/std/languages/
skylib_mudos_v1/mudlib/std/languages/BACKUPS/
skylib_mudos_v1/mudlib/std/liquids/
skylib_mudos_v1/mudlib/std/npc/
skylib_mudos_v1/mudlib/std/npc/goals/
skylib_mudos_v1/mudlib/std/npc/goals/basic/
skylib_mudos_v1/mudlib/std/npc/goals/misc/
skylib_mudos_v1/mudlib/std/npc/plans/
skylib_mudos_v1/mudlib/std/npc/plans/basic/
skylib_mudos_v1/mudlib/std/npc/types/
skylib_mudos_v1/mudlib/std/npc/types/helper/
skylib_mudos_v1/mudlib/std/npcs/
skylib_mudos_v1/mudlib/std/outsides/
skylib_mudos_v1/mudlib/std/races/shadows/
skylib_mudos_v1/mudlib/std/room/basic/topography/
skylib_mudos_v1/mudlib/std/room/controller/
skylib_mudos_v1/mudlib/std/room/inherit/topography/
skylib_mudos_v1/mudlib/std/room/topography/area/
skylib_mudos_v1/mudlib/std/room/topography/iroom/
skylib_mudos_v1/mudlib/std/room/topography/milestone/
skylib_mudos_v1/mudlib/std/shadows/curses/
skylib_mudos_v1/mudlib/std/shadows/disease/
skylib_mudos_v1/mudlib/std/shadows/fighting/
skylib_mudos_v1/mudlib/std/shadows/healing/
skylib_mudos_v1/mudlib/std/shadows/magic/
skylib_mudos_v1/mudlib/std/shadows/poison/
skylib_mudos_v1/mudlib/std/shadows/rituals/
skylib_mudos_v1/mudlib/std/shadows/room/
skylib_mudos_v1/mudlib/std/shops/controllers/
skylib_mudos_v1/mudlib/std/shops/objs/
skylib_mudos_v1/mudlib/std/shops/player_shop/
skylib_mudos_v1/mudlib/std/socket/
skylib_mudos_v1/mudlib/std/soul/
skylib_mudos_v1/mudlib/std/soul/d/
skylib_mudos_v1/mudlib/std/soul/e/
skylib_mudos_v1/mudlib/std/soul/i/
skylib_mudos_v1/mudlib/std/soul/j/
skylib_mudos_v1/mudlib/std/soul/k/
skylib_mudos_v1/mudlib/std/soul/l/
skylib_mudos_v1/mudlib/std/soul/n/
skylib_mudos_v1/mudlib/std/soul/o/
skylib_mudos_v1/mudlib/std/soul/q/
skylib_mudos_v1/mudlib/std/soul/u/
skylib_mudos_v1/mudlib/std/soul/v/
skylib_mudos_v1/mudlib/std/soul/y/
skylib_mudos_v1/mudlib/std/soul/z/
skylib_mudos_v1/mudlib/std/stationery/
skylib_mudos_v1/mudlib/w/
skylib_mudos_v1/mudlib/w/default/
skylib_mudos_v1/mudlib/w/default/armour/
skylib_mudos_v1/mudlib/w/default/clothes/
skylib_mudos_v1/mudlib/w/default/item/
skylib_mudos_v1/mudlib/w/default/npc/
skylib_mudos_v1/mudlib/w/default/room/
skylib_mudos_v1/mudlib/w/default/weapon/
skylib_mudos_v1/mudlib/www/
skylib_mudos_v1/mudlib/www/download/
skylib_mudos_v1/mudlib/www/java/
skylib_mudos_v1/mudlib/www/secure/
skylib_mudos_v1/mudlib/www/secure/lpc/advanced/
skylib_mudos_v1/mudlib/www/secure/lpc/intermediate/
skylib_mudos_v1/v22.2b14-DSv10/
skylib_mudos_v1/v22.2b14-DSv10/ChangeLog.old/
skylib_mudos_v1/v22.2b14-DSv10/Win32/
skylib_mudos_v1/v22.2b14-DSv10/compat/
skylib_mudos_v1/v22.2b14-DSv10/compat/simuls/
skylib_mudos_v1/v22.2b14-DSv10/include/
skylib_mudos_v1/v22.2b14-DSv10/mudlib/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/clone/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/command/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/data/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/etc/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/include/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/inherit/master/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/log/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/compiler/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/efuns/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/single/tests/operators/
skylib_mudos_v1/v22.2b14-DSv10/testsuite/u/
skylib_mudos_v1/v22.2b14-DSv10/tmp/
skylib_mudos_v1/v22.2b14-DSv10/windows/
/**
 * Keeps track of all the artifacts and the players known artifacts
 * arrays.
 */
#define SAVE_FILE "/save/artifacts"
#define A_SAVE_DIR "/save/artifacts/"

mapping artifacts;

/*
 * artifacts mapping has elements of the form:
 *    name : ({ file, max level, min level, bonus to make, value info })
 * e.g. "wand of eternal light" :
 *        ({ "/obj/wands/eternal_light", 85, 65, 250, 10000 })
 */

void create() {
   seteuid( (string)"/secure/master"->
         creator_file( file_name( this_object() ) ) );
   artifacts = ([ ]);
   if ( file_size( SAVE_FILE +".o" ) > 0 )
      unguarded( (: restore_object, SAVE_FILE :) );
} /* create() */

/**
 * This method returns the artifacts mapping.
 * The artifacts mapping has elements of the form:<br><pre><code>
 *    name : ({ file, max level, min level, bonus to make, value info })
 * e.g. "wand of eternal light" :
 *        ({ "/obj/wands/eternal_light", 85, 65, 250, 10000 })</code></pre>
 * @return the artificats mapping
 */
mapping query_artifacts() { return artifacts; }

/** Saves the current state to disk. */
void save_me() { unguarded( (: save_object, SAVE_FILE :) ); }

/**
 * Sets the entire artificats mapping.  This function should not be
 * used.  This looks rather too dangerous, commented out.
 * @param map the mapping to set it to
 *
void set_artifacts( mapping map ) {
  artifacts = map;
  save_me();
} * set_artifacts() */

/**
 * Returns the information about the named artificats.
 * @param name the artificant name to get information on
 * @return the informatioj on the artificant, 0 if the artifact does not exist
 */
int query_artifact( string name ) {
  if ( !artifacts[ name ] )
    return 0;
  return 1;
} /* query_artifact() */

/**
 * Add a new artifact into the artificat mapping.
 * @see query_artificats()
 * @param name the name of the artifact
 * @param file the file name of the artifact
 * @param max the maximum level
 * @param min the minimum level
 * @param bonus the bonus required to make
 * @param value the value of the artifact
 */
void add_artifact( string name, string file, int max, int min, int bonus,
                   int value ) {
  artifacts[ name ] = ({ file, max, min, bonus, value });
  save_me();
} /* add_artifact() */

/**
 * Remove the artifact of the given name.
 * @param name the name of the artifiact to remove
 */
void remove_artifact( string name ) {
  if ( !artifacts[ name ] )
    return;
  map_delete( artifacts, name );
  save_me();
} /* remove_artifact() */

/**
 * Find the file associated with the artifact.
 * @param name the name of the artifact
 * @return the file associated with the artifact
 */
string query_artifact_file( string name ) {
  if ( !artifacts[ name ] )
    return 0;
  return artifacts[ name ][ 0 ];
} /* query_artifact_file() */

/**
 * Find the maximum level associated with the artifact.
 * @param name the name of the artifact
 * @return the maximum level associated with the artifact
 */
int query_artifact_max( string name ) {
  if ( !artifacts[ name ] )    return 0;
  return artifacts[ name ][ 1 ];
} /* query_artifact_max() */

/**
 * Find the minimum level associated with the artifact.
 * @param name the name of the artifact
 * @return the minimum level associated with the artifact
 */
int query_artifact_min( string name ) {
  if ( !artifacts[ name ] )
    return 0;
  return artifacts[ name ][ 2 ];
} /* query_artifact_min() */

/**
 * Find the bonus to make associated with the artifact.
 * @param name the name of the artifact
 * @return the bonus to make associated with the artifact
 */
int query_artifact_bonus( string name ) {
  if ( !artifacts[ name ] )
    return 0;
  return artifacts[ name ][ 3 ];
} /* query_artifact_bonus() */

/**
 * Find the value associated with the artifact.
 * @param name the name of the artifact
 * @return the value associated with the artifact
 */
int query_artifact_value_info( string name ) {
  if ( !artifacts[ name ] )
    return 0;
  return artifacts[ name ][ 4 ];
} /* query_artifact_value_info() */

/**
 * Find the level of the artifact.  The level is determined as the
 * difference between the minimum and maximum artifact level squared
 * divided by the bonus passed in minus the bonus to create  plus the difference
 * between the maximum and minimum levels plus the maximum level.<br>
 * ie:<pre><code>
 * level = (((max-min) * (max-min)) / (bonus - make_bonus + max - min)) + min
 * </pre></code>
 * @param name the name of the artifact
 * @param bonus the bonus modifier
 * @return the level of the artifact
 */
int query_artifact_level( string name, int bonus ) {
  int number;

  if ( !artifacts[ name ] )
    return 0;
  number = artifacts[ name ][ 1 ] - artifacts[ name ][ 2 ];
  number *= number;
  number /= bonus - artifacts[ name ][ 3 ] + artifacts[ name ][ 1 ] -
      artifacts[ name ][ 2 ];
  number += artifacts[ name ][ 2 ];
  return number;
} /* query_artifact_level() */

/**
 * Determine the value of the artificant.  The value is determined by
 * the following equation:<br><code><pre>
 * value = (value * max) / query_artifiact_level(name, bonus)
 * </code></pre>
 * @param name the name of the artifact
 * @param bonus the bonus modifier
 * @return the value of the artifact
 */
int query_artifact_value( string name, int bonus ) {
  int number;

  if ( !artifacts[ name ] )
    return 0;
  number = artifacts[ name ][ 4 ] * artifacts[ name ][ 1 ];
  number /= query_artifact_level( name, bonus );
  return number;
} /* query_artifact_value() */

/**
 * Let a player attempt to find out what type of artifact the
 * thing is.
 * @param thing the item to diagnose
 * @param person the person doing the diagnosis
 */
void diagnose_artifact( object thing, object person, object) {
   int charges;
   string type;

   if ( !thing || !person )
      return;
   type = (string)thing->query_artifact_type();
   if ( !stringp( type ) ) {
      tell_object( person, "There doesn't seem to be anything special about "+
            (string)thing->the_short() +".\n" );
      return;
   }
   charges = (int)thing->query_charges();
   tell_object( person, (string)thing->the_short() +" is a level "+
         (int)thing->query_level() +" magic "+ type +".  It has "+
         ( charges == 1 ? "one charge" : query_num( charges ) +" charges" ) +
         " remaining.\n" );
} /* diagnose_artifact() */

/**
 * The name of the wand.
 * @return the wand name
 */
string query_wand_name() { return "wand of artifact probing"; }

/**
 * Zap the wand!
 * @param thing the thing to zap with the wand
 * @param person the person doing the zapping
 * @param wand the wand being zapped
 */
void zap( object thing, object person, object wand ) {
  call_out( "diagnose_artifact", 0, thing, person, wand );
} /* zap() */

/**
 * A person will not forget how to recognise an artifact (unless they
 *     refresh, in which case all of them are forgotten, i.e. the file
 *     is wiped) so to let a person learn to recognise an artifact, add
 *     a new line to their file consisting of its name and to see if
 *     they know an artifact, check in their file for its name. This
 *     method doesn't require a library handler.
 * @param person the person check to see if they know the artifact
 * @param artifact the artifact being checked
 * @return 1 if they know it, 0 if they do not
 */
int query_known( string person, string artifact ) {
  int i;
  string *list;
  if ( !artifacts[ artifact ] )
    return 0;
  if ( unguarded((: file_length, A_SAVE_DIR + person :)) < 1 )
    return 0;
  list = explode( unguarded((: read_file, A_SAVE_DIR + person :)), "\n" );
  for ( i = 0; i < sizeof( list ); i++ ) {
    if ( list[ i ] == artifact )
      return 1;
  }
  return 0;
} /* query_known() */

/**
 * Place an artifact into a players known artifact list.
 * @param person the name of the person knowing the artifact
 * @param artifact the name of the artifact being know
 */
void add_known( string person, string artifact ) {
  if ( query_known( person, artifact ) )
    return;
  unguarded((: write_file, A_SAVE_DIR + person, artifact +"\n" :));
} /* add_known() */