/*************************************************************************** * 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. * * * * Ground ZERO improvements copyright pending 1994, 1995 by James Hilke * * * * 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 <string.h> #include <time.h> #include "ground0.h" AFFECT_DATA * affect_free; /* * Local functions. */ void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); void scatter_obj args( ( OBJ_DATA *obj) ); bool can_see_linear_char args( ( CHAR_DATA *ch, CHAR_DATA *victim) ); bool can_see_linear_room args( ( CHAR_DATA *ch, ROOM_DATA *a_room) ); bool rooms_linear_with_no_walls args( ( ROOM_DATA *room1, ROOM_DATA *room2) ); CHAR_DATA *char_file_active args ((char *argument ) ); /* * Retrieve a character's trusted level for permission checking. */ int get_trust( CHAR_DATA *ch ) { return ch->trust; } /* * Retrieve a character's age. */ int get_age( CHAR_DATA *ch ) { return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 72000; } /* * Retrieve a character's carry capacity. */ int can_carry_n( CHAR_DATA *ch ) { if ( !IS_NPC(ch) && ch->trust ) return 1000; return 150; } /* * Retrieve a character's carry capacity. */ int can_carry_w( CHAR_DATA *ch ) { if ( !IS_NPC(ch) && ch->trust ) return 1000000; return 500; } 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_cmp(string,name)) return TRUE; /* full pattern match */ if (!str_prefix(part,name)) break; } } } bool is_name_exact ( 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; } } } /* * 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 ( 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_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; return; } void bug_object_state (OBJ_DATA *obj) { if (obj->in_room) { sprintf (log_buf, "in room %d, %d, %d.", obj->in_room->x, obj->in_room->y, obj->in_room->level); sbug (log_buf); } if (obj->destination) { sprintf (log_buf, "has destination %d, %d, %d.", obj->destination->x, obj->destination->y, obj->destination->level); sbug (log_buf); } if (obj->in_obj) { sprintf (log_buf, "inside object %s.", obj->in_obj->name); sbug (log_buf); } if (obj->carried_by) { sprintf (log_buf, "carried by %s.", obj->carried_by->names); sbug (log_buf); } } /* * Give an obj to a char. */ void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch ) { if (obj->in_room || obj->destination || obj->in_obj || obj->carried_by) { sprintf (log_buf, "obj_to_char: %s could not go to %s because it is " "somewhere.", obj->name, ch->names); sbug (log_buf); bug_object_state (obj); return; } obj->next_content = ch->carrying; ch->carrying = obj; obj->carried_by = ch; 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 ); bug_object_state (obj); 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 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->carried_by != ch) { char buf[MAX_STRING_LENGTH]; if (obj->carried_by) sprintf (buf, "get_eq_char: Carried by %s; in list of %s", obj->carried_by->names, ch->names); else sprintf (buf, "get_eq_char: Carried by null; in list of %s", ch->names); sbug (buf); } if ( obj->wear_loc == iWear ) return obj; } return NULL; } /* * Find a piece of eq on a character. */ OBJ_DATA *find_eq_char (CHAR_DATA *ch, int search_type, unsigned int search_value) { OBJ_DATA *obj; char buf[MAX_INPUT_LENGTH]; if (ch == NULL) return NULL; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if (obj->carried_by != ch) sbug ("find_eq_char: carried_by not ch"); switch (search_type) { case SEARCH_ITEM_TYPE: if ( obj->item_type == search_value ) return obj; break; case SEARCH_GEN_FLAG: if (IS_SET (obj->general_flags, search_value)) return obj; break; case SEARCH_AMMO_TYPE: if ((obj->item_type == ITEM_AMMO) && (obj->ammo_type == search_value)) return obj; break; } } 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; } ch->armor += obj->armor; obj->wear_loc = iWear; ch->carry_number -= get_obj_number( obj ); 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; } obj->wear_loc = -1; ch->armor -= obj->armor; 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 != 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_DATA *in_room; if ( ( in_room = obj->in_room ) == NULL ) { bug( "obj_from_room: NULL room.", 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; } } if ((obj->in_room == explosive_area) && obj->in_room->people) { act ("$p flashes out of existence to be destroyed somewhere.", obj->in_room->people, obj, NULL, TO_ROOM); act ("$p flashes out of existence to be destroyed somewhere.", obj->in_room->people, obj, NULL, TO_CHAR); } if (IS_SET (obj->general_flags, GEN_DARKS_ROOM)) REMOVE_BIT (obj->in_room->room_flags, ROOM_DARK); obj->in_room = NULL; obj->next_content = NULL; return; } /* * Move an obj into a room. */ void obj_to_room( OBJ_DATA *obj, ROOM_DATA *pRoomIndex ) { if (obj->in_room || (obj->destination && (pRoomIndex != explosive_area)) || obj->in_obj || obj->carried_by) { sprintf (log_buf, "obj_to_room: %s could not go to %d,%d,%d because " "it is somewhere.", obj->name, pRoomIndex->x, pRoomIndex->y, pRoomIndex->level); sbug (log_buf); bug_object_state (obj); return; } if ((pRoomIndex == explosive_area) && (explosive_area->people)) { act ("$p flashes into existance.", explosive_area->people, obj, NULL, TO_ROOM); act ("$p flashes into existance.", explosive_area->people, obj, NULL, TO_CHAR); } if (IS_SET (obj->general_flags, GEN_DARKS_ROOM)) SET_BIT (pRoomIndex->room_flags, ROOM_DARK); obj->next_content = pRoomIndex->contents; pRoomIndex->contents = obj; obj->in_room = pRoomIndex; obj->carried_by = NULL; return; } /* * Move an object into an object. */ void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to ) { if (obj->in_room || obj->destination || obj->in_obj || obj->carried_by) { sprintf (log_buf, "obj_to_obj: %s could not go to %s because it is " "somewhere.", obj->name, obj->name); sbug (log_buf); bug_object_state (obj); return; } obj->next_content = NULL; obj_to->contains = obj; obj->in_obj = obj_to; return; } void obj_from_obj (OBJ_DATA *obj) { obj->in_obj->contains = NULL; obj->in_obj = NULL; } void scatter_obj (OBJ_DATA *obj) { sh_int x, y; int count; LEVEL_DATA *a_level; /* char buf[MAX_STRING_LENGTH]; */ ROOM_DATA *temp_room = NULL; if (obj->in_room || obj->destination || obj->in_obj || obj->carried_by) { sprintf (log_buf, "%s could not be recycled because it still is " "somewhere.", obj->name); sbug (log_buf); bug_object_state (obj); return; } if ((obj->item_type == ITEM_AMMO) && !expand_event && !fBootDb) temp_room = ammo_repop[number_range(0, 2)]; else { x = number_range (0, the_city->x_size - 1); y = number_range (0, the_city->y_size - 1); a_level = the_city; } if (!temp_room) temp_room = index_room (a_level->rooms_on_level, x, y); obj_to_room (obj, temp_room); if (temp_room->people) { act ("$p glides down to earth on a small parachute to land at " "your feet.", temp_room->people, obj, NULL, TO_ROOM); act ("$p glides down to earth on a small parachute to land at " "your feet.", temp_room->people, obj, NULL, TO_CHAR); } } /* * Extract an obj from the world. */ void extract_obj( OBJ_DATA *obj, int perm_extract ) { OBJ_DATA *obj_content; OBJ_DATA *obj_next; OBJ_DATA *new_obj; if (obj->valid != VALID_VALUE) { sprintf (log_buf, "Extract object: the object was not set to valid " "(%s).", obj->name); sbug (log_buf); return; } if ( obj->in_room != NULL ) obj_from_room( obj ); else if ( obj->carried_by != NULL ) obj_from_char( obj ); if (!perm_extract) { int count; new_obj = create_object (obj->pIndexData, 0); scatter_obj (new_obj); } if (obj->interior) { CHAR_DATA *the_dead, *dead_next; OBJ_DATA *extra_obj, *extra_next; log_string ("Taking out the interior.\n\r"); for (the_dead = obj->interior->people; the_dead; the_dead = dead_next) { dead_next = the_dead->next_in_room; the_dead->last_hit_by = obj->owner; char_death (the_dead); } for (extra_obj = obj->interior->contents; extra_obj; extra_obj = extra_next) { extra_next = extra_obj->next_content; extract_obj (extra_obj, extra_obj->extract_me); } free_mem (obj->interior, sizeof (ROOM_DATA)); obj->interior = NULL; } if (obj->contains) extract_obj(obj->contains, obj->contains->extract_me); 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; } } obj->valid = 0; free_string( obj->name ); free_string( obj->description ); free_string( obj->short_descr ); if (obj->explode_desc) free_string( obj->explode_desc); --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 room.", 0 ); *((char*)NULL) = 'b'; return; } stop_manning (ch); REMOVE_BIT (ch->temp_flags, IN_TANK); ch->fighting = NULL; char_from_room( ch ); for ( wch = char_list; wch != NULL; wch = wch->next ) { if (wch->last_hit_by == ch ) wch->last_hit_by = NULL; if (wch->fighting == ch ) wch->fighting = NULL; if (wch->chasing == ch ) { wch->chasing = NULL; wch->ld_behavior = BEHAVIOR_PILLBOX; } if (wch->owner == ch) wch->owner = NULL; } if (!fPull) { char_to_room (ch, safe_area); if (!IS_NPC(ch)) { do_look (ch, "auto"); act ("A mangled and bloody corpse arrives in a box carried by several " "orderlies, \n\rwho dump the unsightly remains into a large " "machine with the words\n\rREGENERATION UNIT inscribed on the " "side. Several seconds later\n\ra door on the side opens and " "$n steps out grinning from ear to ear.", ch, NULL, NULL, TO_ROOM); } return; } for ( wch = char_list; wch != NULL; wch = wch->next ) { if ( wch->reply == ch ) wch->reply = NULL; } if ( ch == char_list ) { char_list = ch->next; } else { CHAR_DATA *prev; for ( prev = char_list; prev != NULL; prev = prev->next ) { if ( prev->next == ch ) { prev->next = ch->next; if (ch == next_violence) next_violence = prev->next; break; } } if ( prev == NULL ) { bug( "Extract_char: char not found.", 0 ); return; } } if ( ch->desc ) ch->desc->character = NULL; ch->valid = 0; free_char( ch ); return; } /* * Find a char in the room. */ CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *rch; int number; int count; number = number_argument( argument, arg ); count = 0; if ( !str_cmp( arg, "self" ) ) return ch; for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room ) { if ( !can_see( ch, rch ) || !is_name( arg, rch->names ) ) continue; if ( ++count == number ) return rch; } return NULL; } /* * Find a char in the world. */ CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch; int number; int count; if (ch && (( wch = get_char_room (ch, argument)) != NULL)) return wch; number = number_argument( argument, arg ); count = 0; for ( wch = char_list; wch != NULL ; wch = wch->next ) { if ( wch->in_room == NULL || (ch && !can_see( ch, wch )) || !is_name( arg, wch->names ) ) continue; if ( ++count == number ) return wch; } return NULL; } CHAR_DATA *char_file_active (char *argument ) { CHAR_DATA *wch; char name_cap1[MAX_INPUT_LENGTH], *name_cap2; sh_int count; for ( wch = char_list; wch != NULL ; wch = wch->next ) { name_cap2 = capitalize(argument); for (count = 0; name_cap2[count]; count++) name_cap1[count] = name_cap2[count]; name_cap1[count] = 0; if (!strcmp (name_cap1, capitalize (wch->names))) return wch; } return NULL; } /* * Find some object with a given index data. * Used by area-reset 'P' command. */ OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex ) { OBJ_DATA *obj; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( obj->pIndexData == pObjIndex ) return obj; } return NULL; } /* * Find an obj in a list. */ OBJ_DATA *get_obj_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = list; obj != NULL; obj = obj->next_content ) { if (is_name( 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 ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if (obj->carried_by != ch) sbug ("get_obj_carry: carried_by not ch"); if ( obj->wear_loc == WEAR_NONE && is_name( arg, obj->name ) ) { if ( ++count == number ) return obj; } } return NULL; } /* * Find an obj in player's equipment. */ OBJ_DATA *get_obj_wear( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if (obj->carried_by != ch) sbug ("get_obj_carry: get_obj_wear not ch"); if ( obj->wear_loc != WEAR_NONE && is_name( arg, obj->name ) ) { if ( ++count == number ) return obj; } } return NULL; } /* * Find an obj in the room or in inventory. */ OBJ_DATA *get_obj_here( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; obj = get_obj_list( ch, argument, ch->in_room->contents ); if ( obj != NULL ) return obj; if ( ( obj = get_obj_carry( ch, argument ) ) != NULL ) return obj; if ( ( obj = get_obj_wear( ch, argument ) ) != NULL ) return obj; return NULL; } /* * Find an obj in the world. */ OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; if ( ( obj = get_obj_here( ch, argument ) ) != NULL ) return obj; number = number_argument( argument, arg ); count = 0; if (number == 1) { for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( is_name_exact( arg, obj->name )) { if ( ++count == number ) return obj; } } count = 0; } for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( is_name( arg, obj->name )) { if ( ++count == number ) return obj; } } return NULL; } /* * 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) number = 0; else number = 1; for ( obj = obj->contains; obj != NULL; obj = obj->next_content ) number += get_obj_number( obj ); return number; */ return 1; } /* * 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 private. */ bool room_is_private( ROOM_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; return FALSE; } /* visibility on a room -- for entering and exits */ bool can_see_room( CHAR_DATA *ch, ROOM_DATA *pRoomIndex ) { if (IS_SET(pRoomIndex->room_flags, ROOM_GODS_ONLY) && !IS_IMMORTAL(ch)) return FALSE; return TRUE; } /* * True if char can see victim. */ bool can_see( CHAR_DATA *ch, CHAR_DATA *victim ) { OBJ_DATA *prot_obj; /* RT changed so that WIZ_INVIS has levels */ if ((ch == victim) || (IS_NPC(ch) && ((ch->in_room->level) || (ch->ld_behavior == BEHAVIOR_GUARD)))) 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_SET(ch->affected_by, AFF_BLIND)) return FALSE; if ((ch->in_room && IS_SET (ch->in_room->room_flags, ROOM_DARK)) || (victim->in_room && IS_SET (victim->in_room->room_flags, ROOM_DARK))) if (((prot_obj = get_eq_char (ch, WEAR_HEAD)) == NULL) || !IS_SET (prot_obj->general_flags, GEN_SEE_IN_DARK)) return FALSE; return TRUE; } int max_sight (CHAR_DATA *ch) { return 4; } bool can_see_linear_char ( CHAR_DATA *ch, CHAR_DATA *victim ) { sh_int diff_x, diff_y, direction, count, pos_neg; char report_buf[MAX_INPUT_LENGTH]; ROOM_DATA *temp_room; if (can_see (ch, victim)) { if (ch->in_room->level != victim->in_room->level) return FALSE; if (ch->in_room == victim->in_room) return TRUE; if ((ch->in_room->level < 0) || (ch->in_room->x < 0) || (ch->in_room->y < 0)) return FALSE; if (ch->in_room->x == victim->in_room->x) { diff_x = 0; diff_y = ch->in_room->y - victim->in_room->y; if ((diff_y > max_sight (ch)) || (diff_y < -max_sight (ch))) return FALSE; else if (diff_y > 0) direction = 2; else direction = 0; } else if (ch->in_room->y == victim->in_room->y) { diff_x = ch->in_room->x - victim->in_room->x; diff_y = 0; if ((diff_x > max_sight (ch)) || (diff_x < -max_sight (ch))) return FALSE; else if (diff_x > 0) direction = 3; else direction = 1; } else return FALSE; pos_neg = (diff_x > 0) ? -1 : ((diff_x < 0) ? 1 : 0); if (!pos_neg) pos_neg = (diff_y > 0) ? -1 : ((diff_y < 0) ? 1 : 0); for (count = 0; count != (diff_x ? -diff_x : -diff_y); count += pos_neg) { temp_room = index_room (ch->in_room, (diff_x ? count : 0), (diff_y ? count : 0)); if (temp_room->exit[direction]) return FALSE; } return TRUE; } return FALSE; } bool can_see_linear_room( CHAR_DATA *ch, ROOM_DATA *a_room ) { sh_int diff_x, diff_y, direction, count, pos_neg; char report_buf[MAX_INPUT_LENGTH]; ROOM_DATA *temp_room; if (ch->in_room->level != a_room->level) return FALSE; if (ch->in_room == a_room) return TRUE; if (ch->in_room->x == a_room->x) { diff_x = 0; diff_y = ch->in_room->y - a_room->y; if ((diff_y > max_sight (ch)) || (diff_y < -max_sight (ch))) return FALSE; else if (diff_y > 0) direction = 2; else direction = 0; } else if (ch->in_room->y == a_room->y) { diff_x = ch->in_room->x - a_room->x; diff_y = 0; if ((diff_x > max_sight (ch)) || (diff_x < -max_sight (ch))) return FALSE; else if (diff_x > 0) direction = 3; else direction = 1; } else return FALSE; pos_neg = (diff_x > 0) ? -1 : ((diff_x < 0) ? 1 : 0); if (!pos_neg) pos_neg = (diff_y > 0) ? -1 : ((diff_y < 0) ? 1 : 0); for (count = 0; count != (diff_x ? -diff_x : -diff_y); count += pos_neg) { temp_room = index_room (ch->in_room, (diff_x ? count : 0), (diff_y ? count : 0)); if (temp_room->exit[direction]) return FALSE; } return TRUE; } bool rooms_linear_with_no_walls( ROOM_DATA *room1, ROOM_DATA *room2 ) { sh_int diff_x, diff_y, direction, count, pos_neg; char report_buf[MAX_INPUT_LENGTH]; ROOM_DATA *temp_room; if (room1->level != room2->level) return FALSE; if (room1 == room2) return TRUE; if (room1->x == room2->x) { diff_x = 0; diff_y = room1->y - room2->y; if (diff_y > 0) direction = 2; else direction = 0; } else if (room1->y == room2->y) { diff_x = room1->x - room2->x; diff_y = 0; if (diff_x > 0) direction = 3; else direction = 1; } else return FALSE; pos_neg = (diff_x > 0) ? -1 : ((diff_x < 0) ? 1 : 0); if (!pos_neg) pos_neg = (diff_y > 0) ? -1 : ((diff_y < 0) ? 1 : 0); for (count = 0; count != (diff_x ? -diff_x : -diff_y); count += pos_neg) { temp_room = index_room (room1, (diff_x ? count : 0), (diff_y ? count : 0)); if (temp_room->exit[direction]) return FALSE; } return TRUE; } /* * Return ascii name of an item type. */ char *item_type_name( OBJ_DATA *obj ) { sprintf (log_buf, "item type is %d.", obj->item_type); log_string (log_buf); switch ( obj->item_type ) { case ITEM_MISC : return "misc"; case ITEM_WEAPON : return "weapon"; case ITEM_ARMOR : return "armor"; case ITEM_EXPLOSIVE : return "explosive"; case ITEM_AMMO : return "ammo"; case ITEM_TEAM_VEHICLE : return "team vehicle"; case ITEM_TEAM_ENTRANCE : return "team entrance"; } bug( "Item_type_name: unknown type %d.", obj->item_type ); return "(unknown)"; } /* return ascii name of an act vector */ char *act_bit_name( int act_flags ) { static char buf[512]; buf[0] = '\0'; if (act_flags & PLR_AGGRO_ALL ) strcat(buf, " agg_all"); if (act_flags & PLR_HOLYLIGHT ) strcat(buf, " holy_light"); if (act_flags & PLR_WIZINVIS ) strcat(buf, " wizinvis"); if (act_flags & PLR_FREEZE ) strcat(buf, " frozen"); if (act_flags & PLR_FREEZE ) strcat(buf, " noleader"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *comm_bit_name(int comm_flags) { static char buf[512]; buf[0] = '\0'; if (comm_flags & COMM_QUIET ) strcat(buf, " quiet"); if (comm_flags & COMM_NOWIZ ) strcat(buf, " no_wiz"); 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 *wear_bit_name(int wear_flags) { static char buf[512]; 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"; } int rem_from_top (TOP_DATA *top_array, CHAR_DATA *ch) { int count; int count2; int ret_val = 0; for (count = 0; count < NUM_TOP; count++) if (!str_cmp (top_array[count].name, ch->names)) { ret_val = 1; free_string(top_array[count].name); for (count2 = count+1; (count2 < NUM_TOP) && (top_array[count2].name[0] != '<'); count2++) top_array[count2-1] = top_array[count2]; top_array[count2-1].name = str_dup ("<empty>"); top_array[count2-1].kills = 0; count--; } return ret_val; } int better_than (CHAR_DATA *ch, TOP_DATA *top_array, int num) { if (top_array == top_players_kills) return (ch->kills > top_array[num].kills); else return 0; } void add_to_top (TOP_DATA *top_array, CHAR_DATA *ch, int num) { int count; TOP_DATA temp, temp2; temp = top_array[num]; top_array[num].name = str_dup (ch->names); top_array[num].kills = ch->kills; for (count = num+1; count < NUM_TOP; count++) { temp2 = top_array[count]; top_array[count] = temp; temp = temp2; } } void show_top_list (CHAR_DATA *ch, TOP_DATA *top_array) { int count; char buf[MAX_STRING_LENGTH]; send_to_char ("`!TOP`` `1Ground`@ZERO`` `!PLAYERS``\n\r", ch); for (count = 0; count < NUM_TOP; count++) { sprintf (buf, "[K:`!%d``] `1%s``\n\r", top_array[count].kills, top_array[count].name); send_to_char (buf, ch); } } void insert_top (CHAR_DATA *ch, TOP_DATA *top_array) { int old_member, count; FILE *fp; old_member = rem_from_top (top_array, ch); for (count = NUM_TOP - 2; count >= 0; count--) { if (!better_than (ch, top_array, count)) break; } add_to_top (top_array, ch, count + 1); if (!old_member) send_to_char ("Your name has been added to the top player list!!\n\r", ch); if ((fp = fopen (TOP_FILE, "w")) == NULL) return; fprintf (fp, "#TOP\n"); fprintf (fp, "%d %s~\n", top_players_kills[count].kills, top_players_kills[count].name); fprintf (fp, "\n#$\n"); fclose(fp); } void top_stuff (CHAR_DATA *ch) { if (!IS_IMMORTAL (ch) && !IS_NPC (ch)) if (ch->pcdata->account && ch->pcdata->account[0]) if (better_than (ch, top_players_kills, NUM_TOP-1)) insert_top (ch, top_players_kills); }