/**************************************************************************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. * ***************************************************************************/ /*************************************************************************** * ROM 2.4 is copyright 1993-1998 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@hypercube.org) * * Gabrielle Taylor (gtaylor@hypercube.org) * * Brian Moore (zump@rom.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ #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 <stdlib.h> #include "include.h" #include "sort.h" /* * Local functions. */ void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); int moon_status args (()); /* friend stuff -- for NPC's mostly */ bool is_friend(CHAR_DATA *ch,CHAR_DATA *victim) { if (is_same_group(ch,victim)) return TRUE; if (!IS_NPC(ch)) return FALSE; if (!IS_NPC(victim)) { if (IS_SET(ch->off_flags,ASSIST_PLAYERS)) return TRUE; else return FALSE; } if (IS_AFFECTED(ch,AFF_CHARM)) return FALSE; if (IS_SET(ch->off_flags,ASSIST_ALL)) return TRUE; if (ch->group && ch->group == victim->group) return TRUE; if (IS_SET(ch->off_flags,ASSIST_VNUM) && ch->pIndexData == victim->pIndexData) return TRUE; if (IS_SET(ch->off_flags,ASSIST_RACE) && ch->race == victim->race) return TRUE; if (IS_SET(ch->off_flags,ASSIST_ALIGN) && !IS_SET(ch->act,ACT_NOALIGN) && !IS_SET(victim->act,ACT_NOALIGN) && ((IS_GOOD(ch) && IS_GOOD(victim)) || (IS_EVIL(ch) && IS_EVIL(victim)) || (IS_NEUTRAL(ch) && IS_NEUTRAL(victim)))) return TRUE; return FALSE; } /* returns number of people on an object */ int count_users(OBJ_DATA *obj) { CHAR_DATA *fch; int count = 0; if (obj->in_room == NULL) return 0; for (fch = obj->in_room->people; fch != NULL; fch = fch->next_in_room) if (fch->on == obj) count++; return count; } /* returns material number */ int material_lookup (const char *name) { int mat; for ( mat = 0; material_type[mat].name != NULL && material_type[mat].name[0] != '\0'; mat++) { if (name[0] == material_type[mat].name[0] && !str_prefix(name,material_type[mat].name)) return mat; } return -1; } /* returns material name -- ROM OLC temp patch */ char *material_name( sh_int num ) { return material_type[num].name; } int weapon_lookup (const char *name) { int type; for (type = 0; weapon_table[type].name != NULL; type++) { if (LOWER(name[0]) == LOWER(weapon_table[type].name[0]) && !str_prefix(name,weapon_table[type].name)) return type; } return -1; } int weapon_type (const char *name) { int type; for (type = 0; weapon_table[type].name != NULL; type++) { if (LOWER(name[0]) == LOWER(weapon_table[type].name[0]) && !str_prefix(name,weapon_table[type].name)) return weapon_table[type].type; } return WEAPON_EXOTIC; } char *item_name(int item_type) { int type; for (type = 0; item_table[type].name != NULL; type++) if (item_type == item_table[type].type) return item_table[type].name; return "none"; } char *weapon_name( int weapon_type) { int type; for (type = 0; weapon_table[type].name != NULL; type++) if (weapon_type == weapon_table[type].type) return weapon_table[type].name; return "exotic"; } int attack_lookup (const char *name) { int att; for ( att = 0; attack_table[att].name != NULL; att++) { if (LOWER(name[0]) == LOWER(attack_table[att].name[0]) && !str_prefix(name,attack_table[att].name)) return att; } return 0; } /* returns a flag for wiznet */ long wiznet_lookup (const char *name) { int flag; for (flag = 0; wiznet_table[flag].name != NULL; flag++) { if (LOWER(name[0]) == LOWER(wiznet_table[flag].name[0]) && !str_prefix(name,wiznet_table[flag].name)) return flag; } return -1; } /* returns klass number */ int class_lookup (const char *name) { int klass; for ( klass = 0; klass < MAX_CLASS; klass++) { if (LOWER(name[0]) == LOWER(class_table[klass].name[0]) && !str_prefix( name,class_table[klass].name)) return klass; } 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, def; int bit; immune = -1; def = IS_NORMAL; if (dam_type == DAM_NONE) return immune; if (dam_type <= 3) { if (IS_SET(ch->imm_flags,IMM_WEAPON)) def = IS_IMMUNE; else if (IS_SET(ch->res_flags,RES_WEAPON)) def = IS_RESISTANT; else if (IS_SET(ch->vuln_flags,VULN_WEAPON)) def = IS_VULNERABLE; } else /* magical attack */ { if (IS_SET(ch->imm_flags,IMM_MAGIC)) def = IS_IMMUNE; else if (IS_SET(ch->res_flags,RES_MAGIC)) def = IS_RESISTANT; else if (IS_SET(ch->vuln_flags,VULN_MAGIC)) def = IS_VULNERABLE; } /* set bits to check -- VULN etc. must ALL be the same or this will fail */ switch (dam_type) { case(DAM_BASH): bit = IMM_BASH; break; case(DAM_PIERCE): bit = IMM_PIERCE; break; case(DAM_SLASH): bit = IMM_SLASH; break; case(DAM_FIRE): bit = IMM_FIRE; break; case(DAM_COLD): bit = IMM_COLD; break; case(DAM_LIGHTNING): bit = IMM_LIGHTNING; break; case(DAM_ACID): bit = IMM_ACID; break; case(DAM_POISON): bit = IMM_POISON; break; case(DAM_NEGATIVE): bit = IMM_NEGATIVE; break; case(DAM_HOLY): bit = IMM_HOLY; break; case(DAM_ENERGY): bit = IMM_ENERGY; break; case(DAM_MENTAL): bit = IMM_MENTAL; break; case(DAM_DISEASE): bit = IMM_DISEASE; break; case(DAM_DROWNING): bit = IMM_DROWNING; break; case(DAM_LIGHT): bit = IMM_LIGHT; break; case(DAM_CHARM): bit = IMM_CHARM; break; case(DAM_SOUND): bit = IMM_SOUND; break; case(DAM_SILVER): bit = IMM_SILVER; break; default: return def; } if (IS_SET(ch->imm_flags,bit)) immune = IS_IMMUNE; else if (IS_SET(ch->res_flags,bit) && immune != IS_IMMUNE) immune = IS_RESISTANT; else if (IS_SET(ch->vuln_flags,bit)) { if (immune == IS_IMMUNE) immune = IS_RESISTANT; else if (immune == IS_RESISTANT) immune = IS_NORMAL; else immune = IS_VULNERABLE; } if (immune == -1) return def; else return immune; } /* checks mob format */ bool is_old_mob(CHAR_DATA *ch) { if (ch->pIndexData == NULL) return FALSE; else if (ch->pIndexData->new_format) return FALSE; return TRUE; } /* 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 ) + ch->cast_ability / 1; } else if (sn < -1 || sn > MAX_SKILL) { bug("Bad sn %d in get_skill.",sn); skill = 0; } else if (!IS_NPC(ch)) { if (!can_use_skpell(ch, sn)) skill = 0; else skill = ch->pcdata->learned[sn]; } else /* mobiles */ { if (skill_table[sn].spell_fun != spell_null) skill = 40 + 2 * ch->level; else if (sn == skill_lookup("sneak") || sn == skill_lookup("hide")) skill = ch->level * 2 + 20; else if ((sn == skill_lookup("dodge") && IS_SET(ch->off_flags,OFF_DODGE)) || (sn == skill_lookup("parry") && IS_SET(ch->off_flags,OFF_PARRY))) skill = ch->level * 2; else if (sn == skill_lookup("shield block")) skill = 10 + 2 * ch->level; else if (sn == skill_lookup("second attack") && (IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF))) skill = 10 + 3 * ch->level; else if (sn == skill_lookup("third attack") && IS_SET(ch->act,ACT_WARRIOR)) skill = 4 * ch->level - 40; else if (sn == skill_lookup("fourth attack") && IS_SET(ch->act,ACT_WARRIOR)) skill = 4 * ch->level -40; else if (sn == skill_lookup("hand to hand")) skill = 40 + 2 * ch->level; else if (sn == skill_lookup("trip") && IS_SET(ch->off_flags,OFF_TRIP)) skill = 10 + 3 * ch->level; else if (sn == skill_lookup("bash") && IS_SET(ch->off_flags,OFF_BASH)) skill = 10 + 3 * ch->level; else if (sn == skill_lookup("disarm") && (IS_SET(ch->off_flags,OFF_DISARM) || IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF))) skill = 20 + 3 * ch->level; else if (sn == skill_lookup("berserk") && IS_SET(ch->off_flags,OFF_BERSERK)) skill = 3 * ch->level; else if ( sn == skill_lookup("bloodlust") && IS_SET(ch->off_flags,OFF_BLOODLUST)) skill = 10 + 3 * ch->level; else if (sn == skill_lookup("kick")) skill = 10 + 3 * ch->level; else if (sn == skill_lookup("backstab") && IS_SET(ch->act,ACT_THIEF)) skill = 20 + 2 * ch->level; else if (sn == skill_lookup("rescue")) skill = 40 + ch->level; else if (sn == skill_lookup("recall")) skill = 40 + ch->level; else if (sn == skill_lookup("sword") || sn == skill_lookup("dagger") || sn == skill_lookup("spear") || sn == skill_lookup("mace") || sn == skill_lookup("axe") || sn == skill_lookup("flail") || sn == skill_lookup("whip") || sn == skill_lookup("polearm") || sn == skill_lookup("bow")) skill = 40 + 5 * ch->level / 2; else skill = 0; } if (ch->daze > 0) { if (skill_table[sn].spell_fun != spell_null) skill /= 2; else skill = 2 * skill / 3; } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) skill = 9 * skill / 10; 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 = skill_lookup("hand to hand"); else switch (wield->value[0]) { default : sn = -1; break; case(WEAPON_SWORD): sn = skill_lookup("sword"); break; case(WEAPON_DAGGER): sn = skill_lookup("dagger"); break; case(WEAPON_SPEAR): sn = skill_lookup("spear"); break; case(WEAPON_MACE): sn = skill_lookup("mace"); break; case(WEAPON_AXE): sn = skill_lookup("axe"); break; case(WEAPON_FLAIL): sn = skill_lookup("flail"); break; case(WEAPON_WHIP): sn = skill_lookup("whip"); break; case(WEAPON_POLEARM): sn = skill_lookup("polearm"); break; case(WEAPON_BOW): sn = skill_lookup("bow"); 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 == skill_lookup("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->cast_ability = 0; ch->saving_throw = 0; ch->cast_level = 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_SAVES: 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_CAST_LEVEL: ch->cast_level += mod; break; case APPLY_CAST_ABILITY: ch->cast_ability += 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_SAVES: 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_CAST_LEVEL: ch->cast_level += mod; break; case APPLY_CAST_ABILITY: ch->cast_ability += 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_SAVES: 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_CAST_LEVEL: ch->cast_level += mod; break; case APPLY_CAST_ABILITY: ch->cast_ability += 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) 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 = 50; else { max = pc_race_table[ch->race].max_stats[stat] + 4; if (is_prime_stat(ch, stat)) max += 2; if ( ch->race == race_lookup("human")) max += 1; max = UMIN(max,50); } 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 50; max = pc_race_table[ch->race].max_stats[stat]; if (is_prime_stat(ch, stat)) { if (ch->race == race_lookup("human")) max += 3; else max += 2; } return UMIN(max,50); } /* * 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 10000000; if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) ) return 0; return str_app[get_curr_stat(ch,STAT_STR)].carry * 10 + ch->level * 25; } /* * See if a string is one of the names of an object. */ bool is_name ( char *str, char *namelist ) { char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH]; char *list, *string; /* fix crash on NULL namelist */ if (namelist == NULL || namelist[0] == '\0') return FALSE; /* fixed to prevent is_name on "" returning TRUE */ if (str[0] == '\0') return FALSE; string = str; /* we need ALL parts of string to match part of namelist */ for ( ; ; ) /* start parsing string */ { str = one_argument(str,part); if (part[0] == '\0' ) return TRUE; /* check to see if this is part of namelist */ list = namelist; for ( ; ; ) /* start parsing namelist */ { list = one_argument(list,name); if (name[0] == '\0') /* this name was not found */ return FALSE; if (!str_prefix(string,name)) return TRUE; /* full pattern match */ if (!str_prefix(part,name)) break; } } } bool is_exact_name(char *str, char *namelist ) { char name[MAX_INPUT_LENGTH]; if (namelist == NULL) return FALSE; for ( ; ; ) { namelist = one_argument( namelist, name ); if ( name[0] == '\0' ) return FALSE; if ( !str_cmp( str, name ) ) return TRUE; } } /* enchanted stuff for eq */ void affect_enchant(OBJ_DATA *obj) { /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *paf, *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } } /* * 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 ) { switch (paf->where) { case TO_AFFECTS: SET_BIT(ch->affected_by, paf->bitvector); break; case TO_IMMUNE: SET_BIT(ch->imm_flags,paf->bitvector); break; case TO_RESIST: SET_BIT(ch->res_flags,paf->bitvector); break; case TO_VULN: SET_BIT(ch->vuln_flags,paf->bitvector); break; case TO_AFFECTS2: SET_BIT(ch->affected2_by, paf->bitvector); } } else { switch (paf->where) { case TO_AFFECTS: REMOVE_BIT(ch->affected_by, paf->bitvector); break; case TO_IMMUNE: REMOVE_BIT(ch->imm_flags,paf->bitvector); break; case TO_RESIST: REMOVE_BIT(ch->res_flags,paf->bitvector); break; case TO_VULN: REMOVE_BIT(ch->vuln_flags,paf->bitvector); break; case TO_AFFECTS2: REMOVE_BIT(ch->affected2_by, paf->bitvector); break; } 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_CAST_LEVEL: ch->cast_level += mod; break; case APPLY_CAST_ABILITY: ch->cast_ability += mod; break; case APPLY_SAVES: 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_SPELL_AFFECT: 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*10)) { 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 ); wield->carried_by = ch; obj_to_room( wield, ch->in_room ); depth--; } } return; } /* find an effect in an affect list */ 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; } /* fix object affects when removing one */ void affect_check(CHAR_DATA *ch,int where,int vector) { AFFECT_DATA *paf; OBJ_DATA *obj; if (where == TO_OBJECT || where == TO_WEAPON || vector == 0) return; for (paf = ch->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_AFFECTS: SET_BIT(ch->affected_by,vector); break; case TO_AFFECTS2: SET_BIT(ch->affected2_by, vector); break; case TO_IMMUNE: SET_BIT(ch->imm_flags,vector); break; case TO_RESIST: SET_BIT(ch->res_flags,vector); break; case TO_VULN: SET_BIT(ch->vuln_flags,vector); break; } return; } for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc == -1) continue; for (paf = obj->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_AFFECTS: SET_BIT(ch->affected_by,vector); break; case TO_IMMUNE: SET_BIT(ch->imm_flags,vector); break; case TO_RESIST: SET_BIT(ch->res_flags,vector); break; case TO_VULN: SET_BIT(ch->vuln_flags,vector); case TO_AFFECTS2: SET_BIT(ch->affected2_by,vector); break; } return; } if (obj->enchanted) continue; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_AFFECTS: SET_BIT(ch->affected_by,vector); break; case TO_IMMUNE: SET_BIT(ch->imm_flags,vector); break; case TO_RESIST: SET_BIT(ch->res_flags,vector); break; case TO_VULN: SET_BIT(ch->vuln_flags,vector); break; case TO_AFFECTS2: SET_BIT(ch->affected2_by,vector); break; } return; } } } /* * Give an affect to a char. */ void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf ) { AFFECT_DATA *paf_new; paf_new = new_affect(); *paf_new = *paf; VALIDATE(paf_new); /* in case we missed it when we set up 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; paf_new = new_affect(); *paf_new = *paf; VALIDATE(paf_new); /* in case we missed it when we set up paf */ paf_new->next = obj->affected; obj->affected = paf_new; /* apply any affect vectors to the object's extra_flags */ if (paf->bitvector) switch (paf->where) { case TO_OBJECT: SET_BIT(obj->extra_flags,paf->bitvector); break; case TO_OBJECT2: SET_BIT(obj->extra2_flags,paf->bitvector); case TO_WEAPON: if (obj->item_type == ITEM_WEAPON) SET_BIT(obj->value[4],paf->bitvector); break; } return; } /* * Remove an affect from a char. */ void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf ) { int where; int vector; if ( ch->affected == NULL ) { bug( "Affect_remove: no affect.", 0 ); return; } affect_modify( ch, paf, FALSE ); where = paf->where; vector = paf->bitvector; 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; } } free_affect(paf); affect_check(ch,where,vector); return; } void affect_remove_obj( OBJ_DATA *obj, AFFECT_DATA *paf) { int where, vector; 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 ); where = paf->where; vector = paf->bitvector; /* remove flags from the object if needed */ if (paf->bitvector) switch( paf->where) { case TO_OBJECT: REMOVE_BIT(obj->extra_flags,paf->bitvector); break; case TO_OBJECT2: REMOVE_BIT(obj->extra2_flags,paf->bitvector); case TO_WEAPON: if (obj->item_type == ITEM_WEAPON) REMOVE_BIT(obj->value[4],paf->bitvector); break; } 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; } } free_affect(paf); if (obj->carried_by != NULL && obj->wear_loc != -1) affect_check(obj->carried_by,where,vector); 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( !IS_NPC(ch) && IN_MINE(ch) ) exit_mine(ch); 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; ch->on = NULL; /* sanity check! */ return; } /* * Move a char into a room. */ void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) { OBJ_DATA *obj; if ( pRoomIndex == NULL ) { ROOM_INDEX_DATA *room; bug( "Char_to_room: NULL.", 0 ); if ((room = get_room_index(ROOM_VNUM_TEMPLE)) != NULL) char_to_room(ch,room); return; } ch->in_room = pRoomIndex; ch->next_in_room = pRoomIndex->people; pRoomIndex->people = ch; check_explore(ch, pRoomIndex); //Explore the room 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 ( !IS_NPC(ch) ) { if ( ch->in_room->area->soundfile[0] != '\0' ) { music( ch->in_room->area->soundfile, ch, TRUE ); } else { free_string (ch->pcdata->mplaying); ch->pcdata->mplaying = str_dup ( "None" ); stop_music ( ch->desc ); } } 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; for ( af = ch->affected; af != NULL; af = af->next ) { if (af->type == skill_lookup("plague")) break; } if (af == NULL) { REMOVE_BIT(ch->affected_by,AFF_PLAGUE); return; } if (af->level == 1) return; plague.where = TO_AFFECTS; plague.type = skill_lookup("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) { if (!saves_spell(plague.level - 2,vch,DAM_DISEASE) && !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); } } } if (!IS_NPC(ch) && ch->pcdata->track_count>0) { DESCRIPTOR_DATA *d; for ( d = descriptor_list; d != NULL; d= d->next ) { CHAR_DATA *rch; rch = d->original ? d->original : d->character; if (d->connected == CON_PLAYING && rch->pcdata->tracking == ch && rch->in_room != ch->in_room ) { if (room_is_private(ch->in_room) && !IS_TRUSTED(rch,IMPLEMENTOR) && !is_room_owner(rch,ch->in_room) ) { if(!d->original) send_to_char("You cannot track into a private room.\n\r", rch); else send_to_char("Your body fails to track into a private room.\n\r", d->character); continue; } char_from_room(rch); char_to_room(rch,pRoomIndex); if(!d->original) send_to_char("You continue tracking...\n\r",rch); else send_to_char("Your body continues tracking...\n\r", d->character); } } } 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 ); obj->in_shaft = NULL; if (!IS_NPC(ch) && IS_OBJ_STAT(obj, ITEM_QUEST)) update_questobjs(ch, 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->in_shaft = NULL; 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_SHOULDER: return obj->value[type]; case WEAR_SHIELD: 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]; case WEAR_FINGER_L: return obj->value[type]; case WEAR_FINGER_R: return obj->value[type]; case WEAR_WEDDING: return obj->value[type]; case WEAR_FLOAT: return obj->value[type]; case WEAR_LIGHT: return obj->value[type]; case WEAR_WIELD: return obj->value[type]; case WEAR_SECONDARY:return obj->value[type]; default: 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; } struct fix_type { int wear; int bit; }; const struct fix_type fix_table[] = { { WEAR_HOOD, ITEM_WEAR_HOOD }, { WEAR_HEAD, ITEM_WEAR_HEAD }, { WEAR_CLOAK, ITEM_WEAR_CLOAK }, { WEAR_NECK_1, ITEM_WEAR_NECK }, { WEAR_NECK_2, ITEM_WEAR_NECK }, { WEAR_ABOUT, ITEM_WEAR_ABOUT }, { WEAR_BACK, ITEM_WEAR_BACK }, { WEAR_SHOULDER, ITEM_WEAR_SHOULDER }, { WEAR_LAYER_ARMS, ITEM_LAYER_ARMS }, { WEAR_ARMS, ITEM_WEAR_ARMS }, { WEAR_WRIST_L, ITEM_WEAR_WRIST }, { WEAR_WRIST_R, ITEM_WEAR_WRIST }, { WEAR_HANDS, ITEM_WEAR_HANDS }, { WEAR_FINGER_L, ITEM_WEAR_FINGER }, { WEAR_FINGER_R, ITEM_WEAR_FINGER }, { WEAR_WEDDING, ITEM_WEAR_WEDDING }, { WEAR_LAYER_BODY, ITEM_LAYER_BODY }, { WEAR_BODY, ITEM_WEAR_BODY }, { WEAR_WAIST, ITEM_WEAR_WAIST }, { WEAR_LAYER_LEGS, ITEM_LAYER_LEGS }, { WEAR_LEGS, ITEM_WEAR_LEGS }, { WEAR_FEET, ITEM_WEAR_FEET }, { WEAR_SHIELD, ITEM_WEAR_SHIELD }, { WEAR_WIELD, ITEM_WIELD }, { WEAR_HOLD, ITEM_HOLD }, { WEAR_FLOAT, ITEM_WEAR_FLOAT }, { -1, -1 } }; /* * Equip a char with an obj. */ void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) { AFFECT_DATA *paf; int i, n; if ( get_eq_char( ch, iWear ) != NULL ) { sprintf(log_buf, "Equip_char: already equipped (%d)(%s)(%s).", iWear,ch->name,obj->name ); log_string(log_buf); return; } for( i = 0; fix_table[i].bit != -1 ; i++ ) { if( fix_table[i].wear == iWear ) if( !IS_SET(obj->wear_flags, fix_table[i].bit ) ) { for( n = 0; fix_table[n].bit != -1; n++ ) { if( IS_SET(obj->wear_flags, fix_table[n].bit ) ) { iWear = fix_table[n].wear; break; } } } } 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->carried_by = ch; 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 ) if ( paf->location != APPLY_SPELL_AFFECT ) affect_modify( ch, paf, TRUE ); for ( paf = obj->affected; paf != NULL; paf = paf->next ) if ( paf->location == APPLY_SPELL_AFFECT ) affect_to_char ( ch, paf ); else 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 = NULL; AFFECT_DATA *lpaf = NULL; AFFECT_DATA *lpaf_next = NULL; 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 ) if ( paf->location == APPLY_SPELL_AFFECT ) { for ( lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next ) { lpaf_next = lpaf->next; if ((lpaf->type == paf->type) && (lpaf->level == paf->level) && (lpaf->location == APPLY_SPELL_AFFECT)) { affect_remove( ch, lpaf ); lpaf_next = NULL; } } } else { affect_modify( ch, paf, FALSE ); affect_check(ch,paf->where,paf->bitvector); } } for ( paf = obj->affected; paf != NULL; paf = paf->next ) if ( paf->location == APPLY_SPELL_AFFECT ) { bug ( "Norm-Apply: %d", 0 ); for ( lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next ) { lpaf_next = lpaf->next; if ((lpaf->type == paf->type) && (lpaf->level == paf->level) && (lpaf->location == APPLY_SPELL_AFFECT)) { bug ( "location = %d", lpaf->location ); bug ( "type = %d", lpaf->type ); affect_remove( ch, lpaf ); lpaf_next = NULL; } } } else { affect_modify( ch, paf, FALSE ); affect_check(ch,paf->where,paf->bitvector); } 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; CHAR_DATA *ch; if ( ( in_room = obj->in_room ) == NULL ) { bug( "obj_from_room: NULL.", 0 ); return; } for (ch = in_room->people; ch != NULL; ch = ch->next_in_room) if (ch->on == obj) ch->on = NULL; 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_shaft = NULL; obj->in_room = NULL; obj->next_content = NULL; return; } /* * Move an obj into a room. */ void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) { if (IS_OBJ_STAT (obj, ITEM_AUCTIONED)) return; obj->next_content = pRoomIndex->contents; pRoomIndex->contents = obj; obj->in_room = pRoomIndex; if(obj->carried_by && !IS_NPC(obj->carried_by) && IN_MINE(obj->carried_by ) ) obj->in_shaft = obj->carried_by->pcdata->in_shaft; obj->carried_by = NULL; obj->in_obj = NULL; if (IS_SET(pRoomIndex->room_flags, ROOM_DONATION)) obj->cost = 0; return; } /* * Move an object into an object. */ void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to ) { if (IS_OBJ_STAT (obj, ITEM_AUCTIONED)) return; obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; for ( ; obj_to != NULL; obj_to = obj_to->in_obj ) { if ( obj_to->carried_by != NULL ) { obj_to->carried_by->carry_number += get_obj_number( obj ); obj_to->carried_by->carry_weight += get_obj_weight( obj ) * WEIGHT_MULT(obj_to) / 100; } } 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 ) * WEIGHT_MULT(obj_from) / 100; } } 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_content ); } 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->pIndexData->count; free_obj(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; /* doesn't seem to be necessary if ( ch->in_room == NULL ) { bug( "Extract_char: NULL.", 0 ); return; } */ if(!IS_NPC(ch) && IN_MINE(ch) ) exit_mine(ch); nuke_pets(ch); ch->pet = NULL; /* just in case */ if ( fPull ) { if (has_auction(ch)) return; if ( IS_IN_WAR ( ch ) ) return; die_follower( ch ); } stop_fighting( ch, TRUE ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if(!fPull && !IS_OBJ_STAT(obj, ITEM_AUCTIONED)) extract_obj( obj ); } if (ch->in_room != NULL) char_from_room( ch ); /* Death room is set in the clan tabe now */ if ( !fPull ) { if ( is_clan(ch) && (get_room_index(clan_table[ch->clan].room[2]) != NULL) ) char_to_room(ch,get_room_index(clan_table[ch->clan].room[2])); else char_to_room(ch, get_room_index(hometown_table[ch->hometown].death)); return; } if ( IS_NPC(ch) ) --ch->pIndexData->count; else { nuke_pets(ch); ch->pet = NULL; } if ( ch->mount && ch->mount->mount == ch ) { ch->mount->mount = NULL; if (ch->mount->riding) { act("You fall off of $N.", ch->mount, NULL, ch, TO_CHAR); act("$n falls off of $N.", ch->mount, NULL, ch, TO_ROOM); ch->mount->riding = FALSE; if (!IS_IMMORTAL(ch->mount)) ch->mount->position = POS_SITTING; } } if ( ch->desc != NULL && ch->desc->original != NULL ) { do_function(ch, &do_return, "" ); ch->desc = NULL; } for ( wch = char_list; wch != NULL; wch = wch->next ) { if ( wch->reply == ch ) wch->reply = NULL; if ( wch->mprog_target == wch ) wch->mprog_target = NULL; } if (!IS_NPC(ch) && ch->pcdata->tracking != NULL) { ch->pcdata->tracking->pcdata->track_count--; ch->pcdata->tracking = NULL; } if (!IS_NPC(ch) && ch->pcdata->track_count>0) { for ( wch = char_list; wch != NULL; wch = wch->next ) { if ( !IS_NPC(wch) && wch->pcdata->tracking == ch ) wch->pcdata->tracking = 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 != NULL ) ch->desc->character = NULL; free_char( ch ); return; } /* * Find a char in the room. */ CHAR_DATA *get_char_room( CHAR_DATA *ch, ROOM_INDEX_DATA *room, 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; if ( ch && room ) { bug( "get_char_room received multiple types (ch/room)", 0 ); return NULL; } if ( ch ) rch = ch->in_room->people; else rch = room->people; for ( ; rch != NULL; rch = rch->next_in_room ) { if ( (!IS_NPC(rch) && !IS_NPC(ch) ) && (IN_MINE(ch) || IN_MINE(rch) ) && !IS_SAME_SHAFT(ch,rch) ) continue; if ( (ch && !can_see( ch, rch )) ) continue; if ( !ch && !IS_NPC(rch) && !is_name(arg, rch->name) ) continue; if ( (ch && !IS_NPC(rch) && !is_name(arg, PERS(rch, ch) ) ) ) continue; if (IS_NPC(rch) && !is_name(arg, rch->name) ) continue; if ( ++count == number ) return rch; } return NULL; } /* * Find a char in the world. */ CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch; int number; int count; if ( ch && ( wch = get_char_room( ch, NULL, 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->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 arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; bool blank = FALSE; number = number_argument( argument, arg ); count = 0; if ( number > 0 && arg[0] == '\0' ) blank = TRUE; for ( obj = list; obj != NULL; obj = obj->next_content ) { if(!IS_NPC(ch) && !OBJ_SAME_SHAFT(ch, obj ) ) continue; if ( can_see_obj( ch, obj ) && (blank ? TRUE : 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_DATA *viewer ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->wear_loc == WEAR_NONE && ( viewer ? can_see_obj( viewer, obj ) : TRUE ) && 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, bool character ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->wear_loc != WEAR_NONE && ( character ? can_see_obj( ch, obj ) : TRUE) && 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, ROOM_INDEX_DATA *room, char *argument ) { OBJ_DATA *obj; int number, count; char arg[MAX_INPUT_LENGTH]; if ( ch && room ) { bug( "get_obj_here received a ch and a room",0); return NULL; } number = number_argument( argument, arg ); count = 0; if ( ch ) { obj = get_obj_list( ch, argument, ch->in_room->contents ); if(obj && !IS_NPC(ch) &&( IN_MINE(ch) || OBJ_IN_MINE(obj)) && OBJ_SAME_SHAFT(ch, obj ) ) return obj; if ( obj != NULL ) return obj; if ( ( obj = get_obj_carry( ch, argument, ch ) ) != NULL ) return obj; if ( ( obj = get_obj_wear( ch, argument, TRUE ) ) != NULL ) return obj; } else { for ( obj = room->contents; obj; obj = obj->next_content ) { if ( !is_name( arg, obj->name ) ) continue; if ( ++count == number ) 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 ( ch && ( obj = get_obj_here( ch, NULL, argument ) ) != NULL ) return obj; number = number_argument( argument, arg ); count = 0; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( ( ch && !can_see_obj( ch, obj ) ) || !is_name( arg, obj->name ) ) continue; if ( ++count == number ) return obj; } return NULL; } /* deduct cost from a character */ void deduct_cost(CHAR_DATA *ch, int cost) { int silver = 0, gold = 0; silver = UMIN(ch->silver,cost); if (silver < cost) { gold = ((cost - silver + 99) / 100); silver = cost - 100 * gold; } ch->gold -= gold; ch->silver -= silver; if (ch->gold < 0) { bug("deduct costs: gold %d < 0",ch->gold); ch->gold = 0; } if (ch->silver < 0) { bug("deduct costs: silver %d < 0",ch->silver); ch->silver = 0; } } /* * Create a 'money' obj. */ OBJ_DATA *create_money( int gold, int silver ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; if ( gold < 0 || silver < 0 || (gold == 0 && silver == 0) ) { bug( "Create_money: zero or negative money.",UMIN(gold,silver)); gold = UMAX(1,gold); silver = UMAX(1,silver); } if (gold == 0 && silver == 1) { obj = create_object( get_obj_index( OBJ_VNUM_SILVER_ONE ), 0 ); } else if (gold == 1 && silver == 0) { obj = create_object( get_obj_index( OBJ_VNUM_GOLD_ONE), 0 ); } else if (silver == 0) { obj = create_object( get_obj_index( OBJ_VNUM_GOLD_SOME ), 0 ); sprintf( buf, obj->short_descr, gold ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); obj->value[1] = gold; obj->cost = gold; obj->weight = gold/5; } else if (gold == 0) { obj = create_object( get_obj_index( OBJ_VNUM_SILVER_SOME ), 0 ); sprintf( buf, obj->short_descr, silver ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); obj->value[0] = silver; obj->cost = silver; obj->weight = silver/20; } else { obj = create_object( get_obj_index( OBJ_VNUM_COINS ), 0 ); sprintf( buf, obj->short_descr, silver, gold ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); obj->value[0] = silver; obj->value[1] = gold; obj->cost = 100 * gold + silver; obj->weight = gold / 5 + silver / 20; } 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 || obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY) 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; OBJ_DATA *tobj; weight = obj->weight; for ( tobj = obj->contains; tobj != NULL; tobj = tobj->next_content ) weight += get_obj_weight( tobj ) * WEIGHT_MULT(obj) / 100; return weight; } int get_true_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; } bool is_room_owner(CHAR_DATA *ch, ROOM_INDEX_DATA *room) { if (room->owner == NULL || room->owner[0] == '\0') return FALSE; return is_name(ch->name,room->owner); } /* * True if room is private. */ bool room_is_private( ROOM_INDEX_DATA *pRoomIndex ) { CHAR_DATA *rch; int count; if (pRoomIndex->owner != NULL && pRoomIndex->owner[0] != '\0') return TRUE; 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_ARENA)) return TRUE; 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) && ch->level < LEVEL_HERO && !IS_IMMORTAL (ch)) return FALSE; if (IS_SET(pRoomIndex->room_flags,ROOM_NEWBIES_ONLY) && ch->level > 5 && !IS_IMMORTAL(ch)) return FALSE; if (!IS_IMMORTAL(ch) && pRoomIndex->clan && ch->clan != pRoomIndex->clan) 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 ( get_trust(ch) < victim->invis_level) return FALSE; if (get_trust(ch) < victim->incog_level && ch->in_room != victim->in_room) return FALSE; if (IS_QUESTOR(ch) && IS_NPC(victim) && victim->pIndexData->vnum == ch->pcdata->questmob) return TRUE; if((!IS_NPC (ch) && IS_SET (ch->act, PLR_HOLYLIGHT)) || (IS_NPC (ch) && IS_IMMORTAL (ch) && ch->desc != NULL)) return TRUE; if (gquest_info.running == GQUEST_RUNNING && ON_GQUEST(ch) && IS_NPC(victim) && is_gqmob(ch, victim->pIndexData->vnum) != -1) return TRUE; if ( IS_AFFECTED(ch, AFF_BLIND) ) return FALSE; if ((!IS_NPC(ch) && ch->in_room && IS_SET(ch->in_room->room_flags, ROOM_ARENA)) && (!IS_NPC(victim) && victim->in_room && IS_SET(victim->in_room->room_flags, ROOM_ARENA))) return TRUE; 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) { int chance; chance = get_skill(victim,skill_lookup("sneak")); chance += get_curr_stat(victim,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) 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_SET(obj->extra_flags,ITEM_HIDDEN)) return FALSE; if ( IS_OBJ_STAT(obj,ITEM_GLOW)) return TRUE; if (IS_QUESTOR(ch) && ch->pcdata->questobj == obj->pIndexData->vnum) return TRUE; if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_DARK_VISION) ) return FALSE; return TRUE; } /* * True if char can drop obj. */ bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj ) { if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) return TRUE; if (IS_OBJ_STAT (obj, ITEM_AUCTIONED)) return FALSE; if ( !IS_SET(obj->extra_flags, ITEM_NODROP) ) return TRUE; return FALSE; } /* * Return ascii name of an affect location. */ const 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_CAST_LEVEL: return "cast level"; case APPLY_CAST_ABILITY: return "cast ability"; case APPLY_SAVES: return "saves"; 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_SPELL_AFFECT: return "none"; } bug( "Affect_location_name: unknown location %d.", location ); return "(unknown)"; } /* * Return ascii name of an affect bit vector. */ const char *affect_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & AFF_BLIND ) strcat( buf, " blind" ); if ( vector & AFF_INVISIBLE ) strcat( buf, " invisible" ); if ( vector & AFF_DETECT_EVIL ) strcat( buf, " detect_evil" ); if ( vector & AFF_DETECT_GOOD ) strcat( buf, " detect_good" ); 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_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_POISON ) strcat( buf, " poison" ); if ( vector & AFF_PROTECT_EVIL ) strcat( buf, " prot_evil" ); if ( vector & AFF_PROTECT_GOOD ) strcat( buf, " prot_good" ); 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_SLOW ) strcat( buf, " slow" ); if ( vector & AFF_PLAGUE ) strcat( buf, " plague" ); if ( vector & AFF_DARK_VISION ) strcat( buf, " dark_vision" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* * Return ascii name of extra flags vector. */ const char *extra_bit_name( int extra_flags ) { static char buf[512]; buf[0] = '\0'; if ( extra_flags & ITEM_GLOW ) strcat( buf, " glow" ); if ( extra_flags & ITEM_HUM ) strcat( buf, " hum" ); if ( extra_flags & ITEM_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" ); if ( extra_flags & ITEM_NOLOCATE ) strcat( buf, " no_locate" ); if ( extra_flags & ITEM_SELL_EXTRACT ) strcat( buf, " sell_extract" ); if ( extra_flags & ITEM_BURN_PROOF ) strcat( buf, " burn_proof" ); if ( extra_flags & ITEM_NOUNCURSE ) strcat( buf, " no_uncurse" ); if ( extra_flags & ITEM_LODGED ) strcat( buf, " lodged" ); if ( extra_flags & ITEM_AUCTIONED ) strcat( buf, " auctioned" ); if ( extra_flags & ITEM_NO_AUCTION ) strcat( buf, " no_auction" ); if ( extra_flags & ITEM_QUEST ) strcat( buf, " quest" ); if ( extra_flags & ITEM_NOCOND ) strcat( buf, " no_cond" ); if ( extra_flags & ITEM_NOREPAIR ) strcat( buf, " no_repair" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } const char *extra2_bit_name( int extra2_flags ) { static char buf[512]; buf[0] = '\0'; if ( extra2_flags & ITEM_UNIQUE ) strcat( buf, " unique"); if ( extra2_flags & CORPSE_NO_ANIMATE ) strcat( buf, " no_animate"); if ( extra2_flags & ITEM_SANC ) strcat( buf, " sanctuary" ); if ( extra2_flags & ITEM_RELIC ) strcat( buf, " relic" ); if ( extra2_flags & ITEM_INLAY1 ) strcat( buf, " inlay1"); if ( extra2_flags & ITEM_INLAY2 ) strcat( buf, " inlay2"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* return ascii name of an act vector */ const char *act_bit_name( int act_flags ) { static char buf[512]; buf[0] = '\0'; if (IS_SET(act_flags,ACT_IS_NPC)) { strcat(buf," npc"); if (act_flags & ACT_FORGER ) strcat(buf, "forger"); 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_MOUNT ) strcat(buf, " mount"); 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_IS_CHANGER ) strcat(buf, " changer"); if (act_flags & ACT_GAIN ) strcat(buf, " skill_train"); if (act_flags & ACT_UPDATE_ALWAYS) strcat(buf," update_always"); if (act_flags & ACT_BOUNTY ) strcat(buf," bounty"); if (act_flags & ACT_LEVELER ) strcat(buf," leveler"); } else { strcat(buf," player"); 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_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"); if (act_flags & PLR_QUESTOR ) strcat(buf, " questor"); if (act_flags & PLR_WAR ) strcat(buf, " war"); if (act_flags & PLR_TIMEOUT ) strcat(buf, " timeout"); if (act_flags & PLR_FREQUENT ) strcat(buf, " frequent"); if (act_flags & PLR_AUTOWEATHER ) strcat(buf, " autoweather"); if (act_flags & PLR_CONSENT ) strcat(buf, " consent"); } return ( buf[0] != '\0' ) ? buf+1 : "none"; } const 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_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_NOQUOTE ) strcat(buf, " no_quote"); 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"); if (comm_flags & COMM_NOPRAY ) strcat(buf, " no_pray"); if (comm_flags & COMM_NOHERO ) strcat(buf, " no_hero"); if (comm_flags & COMM_NORACE ) strcat(buf, " no_race"); if (comm_flags & COMM_NOHINT ) strcat(buf, " no_hint"); if (comm_flags & COMM_NOINFO ) strcat(buf, " no_info"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } const char *imm_bit_name(int imm_flags) { static char buf[512]; buf[0] = '\0'; if (imm_flags & IMM_SUMMON ) strcat(buf, " summon"); if (imm_flags & IMM_CHARM ) strcat(buf, " charm"); if (imm_flags & IMM_MAGIC ) strcat(buf, " magic"); if (imm_flags & IMM_WEAPON ) strcat(buf, " weapon"); if (imm_flags & IMM_BASH ) strcat(buf, " blunt"); if (imm_flags & IMM_PIERCE ) strcat(buf, " piercing"); if (imm_flags & IMM_SLASH ) strcat(buf, " slashing"); if (imm_flags & IMM_FIRE ) strcat(buf, " fire"); if (imm_flags & IMM_COLD ) strcat(buf, " cold"); if (imm_flags & IMM_LIGHTNING ) strcat(buf, " lightning"); if (imm_flags & IMM_ACID ) strcat(buf, " acid"); if (imm_flags & IMM_POISON ) strcat(buf, " poison"); if (imm_flags & IMM_NEGATIVE ) strcat(buf, " negative"); if (imm_flags & IMM_HOLY ) strcat(buf, " holy"); if (imm_flags & IMM_ENERGY ) strcat(buf, " energy"); if (imm_flags & IMM_MENTAL ) strcat(buf, " mental"); if (imm_flags & IMM_DISEASE ) strcat(buf, " disease"); if (imm_flags & IMM_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"); if (imm_flags & VULN_STEEL ) strcat(buf, " steel"); if (imm_flags & VULN_MITHRIL ) strcat(buf, " mithril"); if (imm_flags & VULN_ADAMANTITE ) strcat(buf, " adamantite"); if (imm_flags & VULN_ENERGY ) strcat(buf, " energy"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } const 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_WEDDING ) strcat(buf, "wedding"); 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"); if (wear_flags & ITEM_NO_SAC ) strcat(buf, " nosac"); if (wear_flags & ITEM_WEAR_FLOAT ) strcat(buf, " float"); if (wear_flags & ITEM_WEAR_SHOULDER ) strcat(buf, " shoulder"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } const char *form_bit_name(int form_flags) { static char buf[512]; 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"; } const char *part_bit_name(int part_flags) { static char buf[512]; 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"; } const char *weapon_bit_name(int weapon_flags) { static char buf[512]; 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"); if (weapon_flags & WEAPON_SHOCKING ) strcat(buf, " shocking"); if (weapon_flags & WEAPON_POISON ) strcat(buf, " poison"); if (weapon_flags & WEAPON_SHARP ) strcat(buf, " sharp"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } const char *cont_bit_name( int cont_flags) { static char buf[512]; buf[0] = '\0'; if (cont_flags & CONT_CLOSEABLE ) strcat(buf, " closable"); if (cont_flags & CONT_PICKPROOF ) strcat(buf, " pickproof"); if (cont_flags & CONT_CLOSED ) strcat(buf, " closed"); if (cont_flags & CONT_LOCKED ) strcat(buf, " locked"); return (buf[0] != '\0' ) ? buf+1 : "none"; } const char *off_bit_name(int off_flags) { static char buf[512]; 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 & OFF_BLOODLUST ) strcat(buf, " bloodlust"); 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"); if (off_flags & OFF_FEED ) strcat(buf, " feed"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* * Config Colour stuff */ void default_colour( CHAR_DATA *ch ) { if( IS_NPC( ch ) ) return; if( !ch->pcdata ) return; ch->pcdata->text[1] = ( WHITE ); ch->pcdata->auction[1] = ( YELLOW ); ch->pcdata->auction_text[1] = ( WHITE ); ch->pcdata->gossip[1] = ( MAGENTA ); ch->pcdata->gossip_text[1] = ( MAGENTA ); ch->pcdata->music[1] = ( RED ); ch->pcdata->music_text[1] = ( RED ); ch->pcdata->question[1] = ( YELLOW ); ch->pcdata->question_text[1] = ( WHITE ); ch->pcdata->answer[1] = ( YELLOW ); ch->pcdata->answer_text[1] = ( WHITE ); ch->pcdata->quote[1] = ( GREEN ); ch->pcdata->quote_text[1] = ( GREEN ); ch->pcdata->immtalk_text[1] = ( CYAN ); ch->pcdata->immtalk_type[1] = ( YELLOW ); ch->pcdata->info[1] = ( YELLOW ); ch->pcdata->tell[1] = ( GREEN ); ch->pcdata->tell_text[1] = ( GREEN ); ch->pcdata->say[1] = ( GREEN ); ch->pcdata->say_text[1] = ( GREEN ); ch->pcdata->reply[1] = ( GREEN ); ch->pcdata->reply_text[1] = ( GREEN ); ch->pcdata->gtell_text[1] = ( GREEN ); ch->pcdata->gtell_type[1] = ( RED ); ch->pcdata->wiznet[1] = ( GREEN ); ch->pcdata->room_title[1] = ( CYAN ); ch->pcdata->room_text[1] = ( WHITE ); ch->pcdata->room_exits[1] = ( GREEN ); ch->pcdata->room_things[1] = ( CYAN ); ch->pcdata->prompt[1] = ( CYAN ); ch->pcdata->fight_death[1] = ( RED ); ch->pcdata->fight_yhit[1] = ( GREEN ); ch->pcdata->fight_ohit[1] = ( YELLOW ); ch->pcdata->fight_thit[1] = ( RED ); ch->pcdata->fight_skill[1] = ( WHITE ); ch->pcdata->text[0] = ( NORMAL ); ch->pcdata->auction[0] = ( BRIGHT ); ch->pcdata->auction_text[0] = ( BRIGHT ); ch->pcdata->gossip[0] = ( NORMAL ); ch->pcdata->gossip_text[0] = ( BRIGHT ); ch->pcdata->music[0] = ( NORMAL ); ch->pcdata->music_text[0] = ( BRIGHT ); ch->pcdata->question[0] = ( BRIGHT ); ch->pcdata->question_text[0] = ( BRIGHT ); ch->pcdata->answer[0] = ( BRIGHT ); ch->pcdata->answer_text[0] = ( BRIGHT ); ch->pcdata->quote[0] = ( NORMAL ); ch->pcdata->quote_text[0] = ( BRIGHT ); ch->pcdata->immtalk_text[0] = ( NORMAL ); ch->pcdata->immtalk_type[0] = ( NORMAL ); ch->pcdata->info[0] = ( NORMAL ); ch->pcdata->say[0] = ( NORMAL ); ch->pcdata->say_text[0] = ( BRIGHT ); ch->pcdata->tell[0] = ( NORMAL ); ch->pcdata->tell_text[0] = ( BRIGHT ); ch->pcdata->reply[0] = ( NORMAL ); ch->pcdata->reply_text[0] = ( BRIGHT ); ch->pcdata->gtell_text[0] = ( NORMAL ); ch->pcdata->gtell_type[0] = ( NORMAL ); ch->pcdata->wiznet[0] = ( NORMAL ); ch->pcdata->room_title[0] = ( NORMAL ); ch->pcdata->room_text[0] = ( NORMAL ); ch->pcdata->room_exits[0] = ( NORMAL ); ch->pcdata->room_things[0] = ( NORMAL ); ch->pcdata->prompt[0] = ( NORMAL ); ch->pcdata->fight_death[0] = ( NORMAL ); ch->pcdata->fight_yhit[0] = ( NORMAL ); ch->pcdata->fight_ohit[0] = ( NORMAL ); ch->pcdata->fight_thit[0] = ( NORMAL ); ch->pcdata->fight_skill[0] = ( NORMAL ); ch->pcdata->text[2] = 0; ch->pcdata->auction[2] = 0; ch->pcdata->auction_text[2] = 0; ch->pcdata->gossip[2] = 0; ch->pcdata->gossip_text[2] = 0; ch->pcdata->music[2] = 0; ch->pcdata->music_text[2] = 0; ch->pcdata->question[2] = 0; ch->pcdata->question_text[2] = 0; ch->pcdata->answer[2] = 0; ch->pcdata->answer_text[2] = 0; ch->pcdata->quote[2] = 0; ch->pcdata->quote_text[2] = 0; ch->pcdata->immtalk_text[2] = 0; ch->pcdata->immtalk_type[2] = 0; ch->pcdata->info[2] = 1; ch->pcdata->say[2] = 0; ch->pcdata->say_text[2] = 0; ch->pcdata->tell[2] = 0; ch->pcdata->tell_text[2] = 0; ch->pcdata->reply[2] = 0; ch->pcdata->reply_text[2] = 0; ch->pcdata->gtell_text[2] = 0; ch->pcdata->gtell_type[2] = 0; ch->pcdata->wiznet[2] = 0; ch->pcdata->room_title[2] = 0; ch->pcdata->room_text[2] = 0; ch->pcdata->room_exits[2] = 0; ch->pcdata->room_things[2] = 0; ch->pcdata->prompt[2] = 0; ch->pcdata->fight_death[2] = 0; ch->pcdata->fight_yhit[2] = 0; ch->pcdata->fight_ohit[2] = 0; ch->pcdata->fight_thit[2] = 0; ch->pcdata->fight_skill[2] = 0; return; } void all_colour( CHAR_DATA *ch, char *argument ) { char buf[ 100 ]; char buf2[ 100 ]; int colour; int bright; if( IS_NPC( ch ) || !ch->pcdata ) return; if( !*argument ) return; if( !str_prefix( argument, "red" ) ) { colour = ( RED ); bright = NORMAL; sprintf( buf2, "Red" ); } if( !str_prefix( argument, "hi-red" ) ) { colour = ( RED ); bright = BRIGHT; sprintf( buf2, "Red" ); } else if( !str_prefix( argument, "green" ) ) { colour = ( GREEN ); bright = NORMAL; sprintf( buf2, "Green" ); } else if( !str_prefix( argument, "hi-green" ) ) { colour = ( GREEN ); bright = BRIGHT; sprintf( buf2, "Green" ); } else if( !str_prefix( argument, "yellow" ) ) { colour = ( YELLOW ); bright = NORMAL; sprintf( buf2, "Yellow" ); } else if( !str_prefix( argument, "hi-yellow" ) ) { colour = ( YELLOW ); bright = BRIGHT; sprintf( buf2, "Yellow" ); } else if( !str_prefix( argument, "blue" ) ) { colour = ( BLUE ); bright = NORMAL; sprintf( buf2, "Blue" ); } else if( !str_prefix( argument, "hi-blue" ) ) { colour = ( BLUE ); bright = BRIGHT; sprintf( buf2, "Blue" ); } else if( !str_prefix( argument, "magenta" ) ) { colour = ( MAGENTA ); bright = NORMAL; sprintf( buf2, "Magenta" ); } else if( !str_prefix( argument, "hi-magenta" ) ) { colour = ( MAGENTA ); bright = BRIGHT; sprintf( buf2, "Magenta" ); } else if( !str_prefix( argument, "cyan" ) ) { colour = ( CYAN ); bright = NORMAL; sprintf( buf2, "Cyan" ); } else if( !str_prefix( argument, "hi-cyan" ) ) { colour = ( CYAN ); bright = BRIGHT; sprintf( buf2, "Cyan" ); } else if( !str_prefix( argument, "white" ) ) { colour = ( WHITE ); bright = NORMAL; sprintf( buf2, "White" ); } else if( !str_prefix( argument, "hi-white" ) ) { colour = ( WHITE ); bright = BRIGHT; sprintf( buf2, "White" ); } else if( !str_prefix( argument, "grey" ) ) { colour = ( BLACK ); bright = BRIGHT; sprintf( buf2, "White" ); } else { send_to_char_bw( "Unrecognised colour, unchanged.\n\r", ch ); return; } ch->pcdata->text[1] = colour; ch->pcdata->auction[1] = colour; ch->pcdata->gossip[1] = colour; ch->pcdata->music[1] = colour; ch->pcdata->question[1] = colour; ch->pcdata->answer[1] = colour; ch->pcdata->quote[1] = colour; ch->pcdata->quote_text[1] = colour; ch->pcdata->immtalk_text[1] = colour; ch->pcdata->immtalk_type[1] = colour; ch->pcdata->info[1] = colour; ch->pcdata->say[1] = colour; ch->pcdata->say_text[1] = colour; ch->pcdata->tell[1] = colour; ch->pcdata->tell_text[1] = colour; ch->pcdata->reply[1] = colour; ch->pcdata->reply_text[1] = colour; ch->pcdata->gtell_text[1] = colour; ch->pcdata->gtell_type[1] = colour; ch->pcdata->wiznet[1] = colour; ch->pcdata->room_title[1] = colour; ch->pcdata->room_text[1] = colour; ch->pcdata->room_exits[1] = colour; ch->pcdata->room_things[1] = colour; ch->pcdata->prompt[1] = colour; ch->pcdata->fight_death[1] = colour; ch->pcdata->fight_yhit[1] = colour; ch->pcdata->fight_ohit[1] = colour; ch->pcdata->fight_thit[1] = colour; ch->pcdata->fight_skill[1] = colour; ch->pcdata->text[0] = bright; ch->pcdata->auction[0] = bright; ch->pcdata->gossip[0] = bright; ch->pcdata->music[0] = bright; ch->pcdata->question[0] = bright; ch->pcdata->answer[0] = bright; ch->pcdata->quote[0] = bright; ch->pcdata->quote_text[0] = bright; ch->pcdata->immtalk_text[0] = bright; ch->pcdata->immtalk_type[0] = bright; ch->pcdata->info[0] = bright; ch->pcdata->say[0] = bright; ch->pcdata->say_text[0] = bright; ch->pcdata->tell[0] = bright; ch->pcdata->tell_text[0] = bright; ch->pcdata->reply[0] = bright; ch->pcdata->reply_text[0] = bright; ch->pcdata->gtell_text[0] = bright; ch->pcdata->gtell_type[0] = bright; ch->pcdata->wiznet[0] = bright; ch->pcdata->room_title[0] = bright; ch->pcdata->room_text[0] = bright; ch->pcdata->room_exits[0] = bright; ch->pcdata->room_things[0] = bright; ch->pcdata->prompt[0] = bright; ch->pcdata->fight_death[0] = bright; ch->pcdata->fight_yhit[0] = bright; ch->pcdata->fight_ohit[0] = bright; ch->pcdata->fight_thit[0] = bright; ch->pcdata->fight_skill[0] = bright; sprintf( buf, "All Colour settings set to %s.\n\r", buf2 ); send_to_char_bw( buf, ch ); return; } /* * 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; } } int get_hometown( char * argument ) { int i = 0; while ( hometown_table[i].name != NULL ) { if (!str_cmp(argument,hometown_table[i].name)) return i; i++; } return -1; } bool in_donation_room(OBJ_DATA *obj) { if (!obj) return FALSE; if (obj->in_room) { if (IS_SET(obj->in_room->room_flags, ROOM_DONATION)) return TRUE; else return FALSE; } if (obj->in_obj) if (obj->in_obj->in_room) { if (IS_SET(obj->in_obj->in_room->room_flags, ROOM_DONATION)) return TRUE; else return FALSE; } if (obj->on) if (obj->on->in_room) { if (IS_SET(obj->on->in_room->room_flags, ROOM_DONATION)) return TRUE; else return FALSE; } return FALSE; } CHAR_DATA *get_char_id(long id) { CHAR_DATA *ch, *ch_next; for(ch = char_list; ch != NULL; ch = ch_next) { ch_next = ch->next; if(ch->id == id) break; } return ch; } CHAR_DATA * get_char_area( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *ach; int number, count; if ((ach = get_char_room( ch, NULL, argument )) != NULL) return ach; number = number_argument( argument, arg ); count = 0; for ( ach = char_list; ach != NULL; ach = ach->next ) { if (ach->in_room->area != ch->in_room->area || !can_see( ch, ach ) || !is_name( arg, ach->name )) continue; if (++count == number) return ach; } return NULL; } const char *affect2_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; /* if (vector & AFF_TEST_FLAG) strcat(buf, " test_flag"); */ if ( vector & AFF_STEEL_SKIN ) strcat( buf, " steel_skin" ); if ( vector & AFF_TURNING ) strcat( buf, " turning" ); if ( vector & AFF_BLOODLUST ) strcat( buf, " bloodlust" ); if ( vector & AFF_DIVINE_PROTECTION ) strcat( buf, " divine_protection" ); if ( vector & AFF_FORCE_SHIELD ) strcat( buf, " force_shield" ); if ( vector & AFF_STATIC_SHIELD ) strcat( buf, " static_shield" ); if ( vector & AFF_FLAME_SHIELD ) strcat( buf, " flame_shield" ); if ( vector & AFF_LIFEFORCE ) strcat( buf, " lifeforce" ); if ( vector & AFF_DARKSHIELD ) strcat( buf, " dark_shield" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } void affect_to_room( ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) { AFFECT_DATA *paf_new; paf_new = new_affect(); *paf_new = *paf; paf_new->next = room->affected; room->affected = paf_new; if ( paf->where == TO_AFFECTS ) SET_BIT(room->affected_by,paf->bitvector); return; } void affect_remove_room( ROOM_INDEX_DATA *room, AFFECT_DATA *paf ) { int where, vector; if ( room->affected == NULL ) { bug( "Affect_remove_room: no affect.", 0 ); return; } where = paf->where; vector = paf->bitvector; if (paf->bitvector) switch( paf->where) { case TO_AFFECTS: REMOVE_BIT(room->affected_by,paf->bitvector); break; } if ( paf == room->affected ) { room->affected = paf->next; } else { AFFECT_DATA *prev; for ( prev = room->affected; prev != NULL; prev = prev->next ) { if ( prev->next == paf ) { prev->next = paf->next; break; } } if ( prev == NULL ) { bug( "Affect_remove_room: cannot find paf.", 0 ); return; } } free_affect(paf); return; } void check_spirit( CHAR_DATA *ch, CHAR_DATA *victim ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *spirit; /* only happens 1 in 25 times and only to NPCs */ if ( number_range(0,24) != 0 || !IS_NPC(victim)) return; spirit = create_mobile ( victim->pIndexData ); SET_BIT ( spirit->form, FORM_INSTANT_DECAY|FORM_UNDEAD|FORM_INTANGIBLE ); SET_BIT ( spirit->act, ACT_AGGRESSIVE ); SET_BIT ( spirit->affected_by, AFF_PASS_DOOR ); sprintf(buf,"the spirit of %s",victim->short_descr); spirit->short_descr = str_dup(buf); sprintf(buf,"spirit %s",victim->name); spirit->name = str_dup(buf); char_to_room( spirit, ch->in_room ); act("You cower in fear as $N appears before you!",ch,NULL,spirit,TO_CHAR); act("$N suddenly appears and attacks $n!",ch,NULL,spirit,TO_ROOM); multi_hit( spirit, ch, TYPE_UNDEFINED ); return; } /* * Return ascii name of an affect bit vector. */ const char *raffect_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* * Return true if a room is affected by a spell. */ bool is_affected_room( ROOM_INDEX_DATA *room, int sn ) { AFFECT_DATA *paf; for ( paf = room->affected; paf != NULL; paf = paf->next ) { if ( paf->type == sn ) return TRUE; } return FALSE; } /* * Strip all affects of a given sn. */ void affect_strip_room( ROOM_INDEX_DATA *room, int sn ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; for ( paf = room->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->type == sn ) affect_remove_room( room, paf ); } return; } int strlen_color( char *argument ) { char *str; int length; if ( argument==NULL || argument[0]=='\0' ) return 0; length=0; str=argument; while ( *str != '\0' ) { if ( *str != '{' ) { str++; length++; continue; } if (*(++str) == '{') length++; str++; } return length; } bool check_color_string(char *string ) { int i,length; int count=1; /* Sanity check for empty strings */ if ( *(string+0) == '\0') { return FALSE; } /* Determine the length of the string. */ length = strlen(string); /* * subtacrt one from length to get to the last character * Then if the string doesn't end in {, we are done */ if(*(string+(--length)) != '{') { return FALSE; } /* Loop through the string backwards until we know how * many {'s are at the end. * Also we already checked length so we can set i to length - 1 */ for(i=length-1;i>=0;i--) { /* If the current character isn't a '{' * We are done. */ if (*(string+i) != '{') break; /* If it is add to count and continue */ if(*(string+(i-1)) == '{') { count++; continue; } } /* Now if we divide by two and have a remainder, * It's an odd number of {'s and we need to kill * the last one, otherwise we can just leave it be. */ if( count % 2 ) { *(string+length) = '\0'; return TRUE; } return FALSE; } const char *comm2_bit_name(int comm_flags) { static char buf[512]; buf[0] = '\0'; /*if (comm_flags & COMM_TEST ) strcat(buf, " test_flag"); */ if (comm_flags & COMM_NOIMP ) strcat(buf, " no_Imp"); if (comm_flags & COMM_SHOW_ARMOR ) strcat(buf, " show_armor"); if (comm_flags & COMM_NONEWBIE ) strcat(buf, " no_newbie"); if (comm_flags & COMM_ANNOUNCE ) strcat(buf, " no_announce"); if (comm_flags & COMM_AUTOLEVEL ) strcat(buf, " autolevel"); if (comm_flags & COMM_PETLEVEL ) strcat(buf, " petlevel"); if (comm_flags & COMM_NOADMIN ) strcat(buf, " no_admin"); if (comm_flags & COMM_NOQUEST ) strcat(buf, " no_quest"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } void obj_to_box( OBJ_DATA *obj, CHAR_DATA *ch ) { obj->next_content = ch->pcdata->box; ch->pcdata->box = obj; ch->pcdata->item_box++; obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; } void obj_from_box( OBJ_DATA *obj ) { CHAR_DATA *ch; if ( ( ch = obj->carried_by ) == NULL ) { bug( " Obj_from_char: null ch.", 0 ); return; } if ( ch->pcdata->box == obj ) ch->pcdata->box = obj->next_content; else { OBJ_DATA *prev; for ( prev = ch->pcdata->box; 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->pcdata->item_box--; return; } /* returns the number of areas */ int get_area_list_size() { AREA_DATA *pArea; int size = 0; for (pArea = area_first; pArea; pArea = pArea->next) ++size; return size; } // compare_int -- function used by quicksort static int compare_int(const void *int1, const void *int2) { //Compare two integers (used during median-of-three partitioning). if (*(const int *)int1 > *(const int *)int2) return 1; else if (*(const int *)int1 < *(const int *)int2) return -1; else return 0; } // partition -- function used by quicksort static int partition(void *data, int esize, int i, int k, int (*compare) (const void *key1, const void *key2)) { char *a = (char *)data; void *pval, *temp; int r[3]; // Allocate storage for the partition value and swapping. if ((pval = malloc(esize)) == NULL) return -1; if ((temp = malloc(esize)) == NULL) { free(pval); return -1; } // Use the median-of-three method to find the partition value. r[0] = (rand() % (k - i + 1)) + i; r[1] = (rand() % (k - i + 1)) + i; r[2] = (rand() % (k - i + 1)) + i; issort(r, 3, sizeof(int), compare_int); memcpy(pval, &a[r[1] * esize], esize); // Create two partitions around the partition value. i--; k++; while (1) { // Move left until an element is found in the wrong partition. do { k--; } while (compare(&a[k * esize], pval) > 0); // Move right until an element is found in the wrong partition. do { i++; } while (compare(&a[i * esize], pval) < 0); if (i >= k) { // Stop partitioning when the left and right counters cross. break; } else { // Swap the elements now under the left and right counters. memcpy(temp, &a[i * esize], esize); memcpy(&a[i * esize], &a[k * esize], esize); memcpy(&a[k * esize], temp, esize); } } // Free the storage allocated for partitioning. free(pval); free(temp); // Return the position dividing the two partitions. return k; } int qksort(void *data, int size, int esize, int i, int k, int (*compare) (const void *key1, const void *key2)) { int j; // Stop the recursion when it is not possible to partition further. if (i < k) { // Determine where to partition the elements. if ((j = partition(data, esize, i, k, compare)) < 0) return -1; // Recursively sort the left partition. if (qksort(data, size, esize, i, j, compare) < 0) return -1; // Recursively sort the right partition. if (qksort(data, size, esize, j + 1, k, compare) < 0) return -1; } return 0; } int issort(void *data, int size, int esize, int (*compare)(const void *key1, const void *key2)) { char *a = (char *)data; void *key; int i, j; if ((key = (char *)malloc(esize)) == NULL) return -1; for (j = 1; j < size; j++) { memcpy(key, &a[j * esize], esize); i = j - 1; while (i >= 0 && compare(&a[i * esize], key) > 0) { memcpy(&a[(i + 1) * esize], &a[i * esize], esize); i--; } memcpy(&a[(i + 1) * esize], key, esize); } free(key); return 0; } char *PERS(CHAR_DATA *ch, CHAR_DATA *looker) { NICK_DATA *pNick; int moon; static char buf[MSL]; buf[0] = '\0'; if ( looker == ch ) return ch->name; if(can_see( looker, ch ) ) { if( IS_NPC(ch) ) return ch->short_descr; else { if(ch->iswere) { moon = moon_status(); switch (moon) { case MOON_THREE: if ( IS_IMMORTAL ( looker ) ) return ch->name; else return "An oddly formed, wolf-like creature"; case MOON_FULL: if ( IS_IMMORTAL ( looker ) ) return ch->name; else return "A werewolf"; default: break; } } if(has_nick_for_ch(looker, ch) ) { for( pNick = looker->pcdata->nick_first; pNick ; pNick = pNick->next ) if(!str_cmp(pNick->realname, ch->name) ) { if ( !IS_NPC( looker ) && IS_MXP( looker ) ) { SNP( buf, MXP_SECURE "<send href=\"click %s\">%s</SEND>" MXP_LLOCK, pNick->realname, ch->name ); return buf; } else return pNick->nickname; } } else if ( IS_IMMORTAL ( looker ) ) { if ( IS_MXP( looker ) ) { SNP( buf, MXP_SECURE "<send href=\"click %s\">%s</SEND>" MXP_LLOCK, ch->name, ch->name ); return buf; } else return ch->name; } } if ( !IS_NPC( looker ) && IS_MXP( looker ) ) { SNP( buf, MXP_SECURE "<send href=\"click %s\">%s</SEND>" MXP_LLOCK, ch->short_descr, ch->short_descr ); return buf; } else return ch->short_descr; } return "someone"; } bool has_nick_for_ch(CHAR_DATA *ch, CHAR_DATA *victim) { NICK_DATA *pNick; if(IS_NPC(ch) || IS_NPC(victim) ) return FALSE; for(pNick = ch->pcdata->nick_first; pNick ; pNick = pNick->next) { if(is_name( pNick->realname, victim->name) ) return TRUE; } return FALSE; } bool CAN_WEAR(OBJ_DATA *obj, int part) { CHAR_DATA *ch; ch = obj->carried_by; if(ch && ch->iswere && ch->wereform == MOON_FULL ) return FALSE; if (IS_SET(obj->wear_flags, part)) return TRUE; return FALSE; } bool is_admin(CHAR_DATA *ch) { int count; for (count = 0;count < MAX_ADMIN; count++) { if (!str_cmp (admin_table[count], ch->name)) return TRUE; } return FALSE; } void timeout( CHAR_DATA *ch ) { ROOM_INDEX_DATA *location; if ( ( location = get_room_index( hometown_table[ch->hometown].recall )) == NULL ) { send_to_char( "You are completely lost.\n\r", ch ); send_to_char( "Please let an imm know that you don't have a recall spot!\n\r", ch ); return; } ch->pcdata->timeout = 0; REMOVE_BIT( ch->act, PLR_TIMEOUT ); char_from_room( ch ); char_to_room( ch, location ); do_look( ch, "auto" ); send_to_char( "Ok your free try and follow the rules!\n\r", ch ); info( ch, 0, "{G[INFO]:{x %s is no longer in a timeout! They can come out and play again!\n\r", ch->name ); return; } int eye_lookup(const char *name) { int eye; for ( eye = 0; eye_table[eye].name != NULL; eye++) { if (LOWER(name[0]) == LOWER(eye_table[eye].name[0]) && !str_prefix( name,eye_table[eye].name)) return eye; } return -1; } int hair_lookup(const char *name) { int hair; for ( hair = 0; hair_table[hair].name != NULL; hair++) { if (LOWER(name[0]) == LOWER(hair_table[hair].name[0]) && !str_prefix( name,hair_table[hair].name)) return hair; } return -1; } int height_lookup(const char *name) { int height; for ( height = 0; height_table[height].name != NULL; height++) { if (LOWER(name[0]) == LOWER(height_table[height].name[0]) && !str_prefix( name,height_table[height].name)) return height; } return -1; } int weight_lookup(const char *name) { int weight; for ( weight = 0; weight_table[weight].name != NULL; weight++) { if (LOWER(name[0]) == LOWER(weight_table[weight].name[0]) && !str_prefix( name,weight_table[weight].name)) return weight; } return -1; } int levelflux_dam( CHAR_DATA *ch ) { int bonus = 0; if ( ch->levelflux == 1 ) bonus = dice( (ch->level / 15) + 4, 10 ); if ( ch->levelflux == 2 ) bonus = dice( ( ch->level / 14) + 4, 12 ); if ( ch->levelflux == 3 ) bonus = dice( ( ch->level / 12) + 4, 14 ); if ( ch->levelflux == 4 ) bonus = dice( ( ch->level / 10) + 4, 16 ); if ( ch->levelflux == 5 ) bonus = dice( ( ch->level / 8 ) + 4, 20 ); return bonus; } MEMBER_DATA *member_lookup(CLAN_DATA *pClan, char *name) { MEMBER_DATA *pMem; for(pMem = pClan->member_first ; pMem ; pMem = pMem->next) { if(!str_cmp(name, pMem->name) ) return pMem; } return NULL; } /* Multi klass functions start here */ /* Use for things like: * ch->level >= skill_table[sn].skill_level[ch->klass] */ bool can_use_skpell ( CHAR_DATA * ch, int sn ) { int iClass; if ( IS_NPC ( ch ) ) return TRUE; if ( is_race_skill ( ch, sn ) ) return TRUE; for ( iClass = 0; ch->klass[iClass] != -1; iClass++ ) if ( ch->level >= skill_table[sn].skill_level[ch->klass[iClass]] ) return TRUE; return FALSE; } /* Used for things like: * class_table[ch->klass].fMana */ bool has_spells(CHAR_DATA * ch) { int iClass; if (IS_NPC(ch)) return FALSE; for (iClass = 0; ch->klass[iClass] != -1; iClass++) if (class_table[iClass].fMana) return TRUE; return FALSE; } /* Used for things like * ch->klass == 2 */ bool is_class(CHAR_DATA * ch, int klass) { int iClass; if (IS_NPC(ch)) return FALSE; for (iClass = 0; ch->klass[iClass] != -1; iClass++) { if (ch->klass[iClass] == klass) return TRUE; } return FALSE; } /* Used for things like: * ch->klass == victim->klass */ bool is_same_class(CHAR_DATA * ch, CHAR_DATA * victim) { int iClass; if (IS_NPC(ch) || IS_NPC(victim)) return FALSE; for (iClass = 0; ch->klass[iClass] != -1; iClass++) { if (ch->klass[iClass] == victim->klass[iClass]) return TRUE; } return FALSE; } /* Returns a users prime klass (first class) */ int prime_class(CHAR_DATA * ch) { return ch->klass[0]; } /* Returns the number of classes a user has */ int number_classes(CHAR_DATA * ch) { int iClass; if (IS_NPC(ch)) return 0; for (iClass = 0; ch->klass[iClass] != -1; iClass++); return iClass; } /* Outputs klass names in long format */ char *class_long(CHAR_DATA * ch) { static char buf[512]; int iClass; buf[0] = '\0'; if (IS_NPC(ch)) return "Mobile"; for (iClass = 0; ch->klass[iClass] != -1; iClass++) { strcat(buf, "/"); strcat(buf, class_table[ch->klass[iClass]].name); } return buf + 1; } /* Outputs klass names in a 3 letter who format * Ex. W+3 mean Warrior plus 3 remorts (4 classes in total) */ char *class_who(CHAR_DATA * ch) { static char buf[512]; buf[0] = '\0'; if (IS_NPC(ch)) return "Mob"; if (number_classes(ch) > 1) sprintf(buf, "%c+%d", class_table[ch->klass[0]].who_name[0], number_classes(ch) - 1); else sprintf(buf, class_table[ch->klass[0]].who_name); return buf; } /* Outputs klass names in short format */ char *class_short(CHAR_DATA * ch) { static char buf[512]; int iClass; buf[0] = '\0'; if (IS_NPC(ch)) return "Mob"; for (iClass = 0; ch->klass[iClass] != -1; iClass++) { strcat(buf, "/"); strcat(buf, class_table[ch->klass[iClass]].who_name); } return buf + 1; } /* Sends number of classes to a string, Used for saving. */ char *class_numbers(CHAR_DATA * ch, bool pSave) { static char buf[512]; char buf2[10]; int iClass; buf[0] = '\0'; if (IS_NPC(ch)) return "0"; for (iClass = 0; ch->klass[iClass] != -1; iClass++) { strcat(buf, " "); sprintf(buf2, "%d", ch->klass[iClass]); strcat(buf, buf2); } if (pSave) strcat(buf, " -1"); return buf + 1; } /* Used for things like: * level = skill_table[sn].skill_level[ch->klass] * Finds the lowest skill level for all classes. */ int skill_level(CHAR_DATA * ch, int sn) { int iClass; int tempskill = 999; if (is_race_skill(ch, sn)) return 1; for (iClass = 0; ch->klass[iClass] != -1; iClass++) tempskill = UMIN(tempskill, skill_table[sn].skill_level[ch->klass[iClass]]); return tempskill == 999 ? 0 : tempskill; } /* Used for things like: * train = skill_table[sn].rating[ch->klass] * Finds the lowest skill rating for all classes. */ int skill_rating(CHAR_DATA * ch, int sn) { int iClass; int temprate = 999; if (is_race_skill(ch, sn)) return 2; for (iClass = 0; ch->klass[iClass] != -1; iClass++) temprate = UMIN(temprate, skill_table[sn].rating[ch->klass[iClass]]); return temprate == 999 ? 0 : temprate; } /* Used for things like: * train = group_table[sn].rating[ch->klass] * Finds the lowest group rating for all classes. */ int group_rating(CHAR_DATA * ch, int gn) { int iClass; int temprate = 999; if (is_race_skill(ch, gn)) return 2; for (iClass = 0; ch->klass[iClass] != -1; iClass++) temprate = UMIN(temprate, group_table[gn].rating[ch->klass[iClass]]); return temprate == 999 ? 0 : temprate; } /* Used to find the max amount of hp gain for a klass in advance_level() */ int get_hp_gain(CHAR_DATA * ch) { int iClass = 0; int gain = 0; int count = 0; for (iClass = 0; ch->klass[iClass] != -1; iClass++) { gain = UMAX(gain, number_range(class_table[ch->klass[iClass]].hp_min, class_table[ch->klass[iClass]].hp_max)); count++; } return number_range(gain, gain + count); } int hp_max(CHAR_DATA *ch) { int iClass; int tmp = 0; for(iClass = 0; ch->klass[iClass] != -1; iClass++) tmp = UMAX(tmp, class_table[ch->klass[iClass]].hp_max); return tmp; } /* Used to find if a stat is a prime of a users classes */ bool is_prime_stat(CHAR_DATA * ch, int stat) { int iClass = 0; if (IS_NPC(ch)) return TRUE; for (iClass = 0; ch->klass[iClass] != -1; iClass++) { if (class_table[ch->klass[iClass]].attr_prime == stat) return TRUE; } return FALSE; } /* Adds all klass default groups while keeping the charge at 40 */ void add_default_groups(CHAR_DATA * ch) { int iClass = 0; if (IS_NPC(ch)) return; for (iClass = 0; ch->klass[iClass] != -1; iClass++) if(class_table[ch->klass[iClass]].default_group != NULL) group_add(ch, class_table[ch->klass[iClass]].default_group, FALSE); ch->pcdata->points += 40; } /* Adds all klass base groups */ void add_base_groups(CHAR_DATA * ch) { int iClass = 0; if (IS_NPC(ch)) return; for (iClass = 0; ch->klass[iClass] != -1; iClass++) if(class_table[ch->klass[iClass]].base_group != NULL) group_add(ch, class_table[ch->klass[iClass]].base_group, FALSE); } /* Returns TRUE if a group number is a klass base group used in creation so base groups never get dropped */ bool check_base_group(CHAR_DATA *ch, int gn) { int iClass = 0; if(IS_NPC(ch)) return FALSE; if(gn < 0 || gn > MAX_GROUP) return FALSE; for(iClass = 0; ch->klass[iClass] != -1; iClass++) { if(class_table[ch->klass[iClass]].base_group == NULL) continue; if(group_lookup(class_table[ch->klass[iClass]].base_group) == gn) return TRUE; } return FALSE; } /* returns TRUE if a skill number is a klass base skill Used in creation so base skills never get dropped */ bool is_base_skill(CHAR_DATA *ch, int sn) { int iClass = 0; int gn, x; if(IS_NPC(ch)) return FALSE; if(sn < 0 || sn > MAX_SKILL) return FALSE; for(iClass = 0; ch->klass[iClass] != -1; iClass++) { if(class_table[ch->klass[iClass]].base_group == NULL) continue; if((gn = group_lookup(class_table[ch->klass[iClass]].base_group)) != -1) { for(x = 0; x < MAX_IN_GROUP; x++) { if(group_table[gn].spells[x] == NULL) break; if(skill_lookup(group_table[gn].spells[x]) == sn) return TRUE; } } } return FALSE; } /* Gets lowest thac00 for all classes */ int get_thac00(CHAR_DATA * ch) { int temp = 999, iClass = 0; if (IS_NPC(ch)) return 0; for (iClass = 0; ch->klass[iClass] != -1; iClass++) temp = UMIN(temp, class_table[ch->klass[iClass]].thac0_00); return temp; } /* gets lowest thac32 for all classes */ int get_thac32(CHAR_DATA * ch) { int temp = 999, iClass = 0; if (IS_NPC(ch)) return 0; for (iClass = 0; ch->klass[iClass] != -1; iClass++) temp = UMIN(temp, class_table[ch->klass[iClass]].thac0_32); return temp; } /* Used for race exp multiplications */ int class_mult(CHAR_DATA * ch) { int temp = 999, iClass = 0; if (IS_NPC(ch)) return 0; for (iClass = 0; ch->klass[iClass] != -1; iClass++) temp = UMIN(temp, pc_race_table[ch->race].class_mult[ch->klass[iClass]]); return temp; } /* Simple bonus function for eq levels */ int lvl_bonus(CHAR_DATA * ch) { return MAX_CLASS + number_classes(ch); } /* Returns TRUE if skill number is a race skill If you have clan skills you can do something simalar for those */ bool is_race_skill(CHAR_DATA * ch, int sn) { int i; for (i = 0; i < 5; i++) { if (pc_race_table[ch->race].skills[i] == NULL) continue; if (skill_lookup(pc_race_table[ch->race].skills[i]) == sn) return TRUE; if (group_lookup(pc_race_table[ch->race].skills[i]) == sn) return TRUE; } return FALSE; } /* Multiclass functions end here */ bool weather_move( CHAR_DATA *ch, ROOM_INDEX_DATA *to_room, EXIT_DATA *pexit ) { ROOM_INDEX_DATA *in_room = ch->in_room; if (weather_info.sky == SKY_BLIZZARD) { if (((in_room->sector_type == SECT_INSIDE) || (in_room->room_flags == ROOM_INDOORS)) && ((to_room->sector_type != SECT_INSIDE )|| (to_room->room_flags != ROOM_INDOORS)) &&((!IS_AFFECTED(ch, AFF_FLYING)) && (!IS_AFFECTED(ch,AFF_HASTE)) && (!IS_AFFECTED(ch,AFF_INFRARED)))) { send_to_char( "Their is a blizzard going on outside you can't go out there like that!\n\r", ch ); return FALSE; } if ( IS_AFFECTED ( ch, AFF_FLYING ) ) { if ( number_range( 0, 100) >= 75 ) /* 25 % chance for these poor souls */ { send_to_char( "You can't take any more flying. Have a seat and rest for a few minutes.\n\r", ch ); ch->move *= .80; return FALSE; } } if ( IS_AFFECTED ( ch, AFF_INFRARED ) ) { if ( number_range( 0, 100) >= 75 ) /* 25 % chance of sight loss */ { send_to_char( "Your infravision begins to fail. Have a seat for a few minutes.\n\r", ch ); ch->move *= .80; return FALSE; } } } if (weather_info.sky == SKY_HAILSTORM) { if (((in_room->sector_type == SECT_INSIDE) || (in_room->room_flags == ROOM_INDOORS)) && ((to_room->sector_type != SECT_INSIDE )|| (to_room->room_flags != ROOM_INDOORS)) && ((!IS_AFFECTED(ch, AFF_FLYING)) && (!IS_AFFECTED(ch,AFF_HASTE)) && (!IS_AFFECTED(ch,AFF_INFRARED)))) { send_to_char( "It's {YHailing{x outside rest, relax, wait the storm out.\n\r", ch ); return FALSE; } if ( IS_AFFECTED ( ch, AFF_FLYING ) ) { if ( number_range( 0, 100) >= 75 ) /* 25 % chance for these poor souls */ { send_to_char( "Your can't take any more flying. Have a seat and rest for a few minutes.\n\r", ch ); ch->move *= .80; return FALSE; } } if ( IS_AFFECTED ( ch, AFF_INFRARED ) ) { if ( number_range( 0, 100) >= 75 ) /* 25 % chance of sight loss */ { send_to_char( "Your infravision begins to fail. Have a seat for a few minutes.\n\r", ch ); ch->move *= .80; return FALSE; } } } if (weather_info.sky == SKY_ICESTORM) { if (((in_room->sector_type == SECT_INSIDE) || (in_room->room_flags == ROOM_INDOORS)) && ((to_room->sector_type != SECT_INSIDE ) || (to_room->room_flags != ROOM_INDOORS)) && ((!IS_AFFECTED(ch, AFF_FLYING)) && (!IS_AFFECTED(ch,AFF_HASTE)) && (!IS_AFFECTED(ch,AFF_INFRARED)))) { send_to_char( "Theirs an {BIceStorm{x outside rest, relax, wait the storm out.\n\r", ch ); return FALSE; } if ( IS_AFFECTED ( ch, AFF_FLYING ) ) { if ( number_range( 0, 100) >= 75 ) /* 25 % chance for these poor souls */ { send_to_char( "Your can't take any more flying. Have a seat and rest for a few minutes.\n\r", ch ); ch->move *= .80; return FALSE; } } if ( IS_AFFECTED ( ch, AFF_INFRARED ) ) { if ( number_range( 0, 100) >= 75 ) /* 25 % chance of sight loss */ { send_to_char( "Your infravision begins to fail. Have a seat for a few minutes.\n\r", ch ); ch->move *= .80; return FALSE; } } } if (weather_info.sky == SKY_FOGGY) { if (((in_room->sector_type == SECT_INSIDE) || (in_room->room_flags == ROOM_INDOORS)) && ((to_room->sector_type != SECT_INSIDE )|| (to_room->room_flags != ROOM_INDOORS)) &&((!IS_AFFECTED(ch, AFF_FLYING)) && (!IS_AFFECTED(ch,AFF_HASTE)) && (!IS_AFFECTED(ch,AFF_INFRARED)))) { send_to_char( "You wouldn't be able to see where you were going, due to the {Cfog{x.\n\r", ch ); return FALSE; } if ( IS_AFFECTED ( ch, AFF_FLYING ) ) { if ( number_range( 0, 100) >= 75 ) /* 25 % chance for these poor souls */ { send_to_char( "Your tired from flying. Have a seat and rest for a few minutes.\n\r", ch ); ch->move *= .80; return FALSE; } } if ( IS_AFFECTED ( ch, AFF_INFRARED ) ) { if ( number_range( 0, 100) >= 75 ) /* 25 % chance of sight loss */ { send_to_char( "Your infravision begins to fail. Have a seat for a few minutes.\n\r", ch ); ch->move *= .80; return FALSE; } } } return TRUE; } CHAR_DATA *prog_char_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoom, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *rch; int number; int count; number = number_argument( argument, arg ); if(ch && pRoom ) return NULL; if(ch) rch = ch->in_room->people; else rch = pRoom->people; count = 0; for ( ; rch != NULL; rch = rch->next_in_room ) { if ( (ch && !can_see( ch, rch )) || !is_name( arg, rch->name ) ) continue; if ( ++count == number ) return rch; } return NULL; } void weather_check( CHAR_DATA *ch ) { if ( weather_info.sky == SKY_BLIZZARD && number_chance( 25 ) ) { blizzard(ch); } if ( weather_info.sky == SKY_FOGGY && number_chance( 25 ) ) { fog(ch); } if ( weather_info.sky == SKY_ICESTORM && number_chance( 25 ) ) { ice(ch); blizzard(ch); } if ( weather_info.sky == SKY_CLOUDY && number_chance( 25 ) ) { blizzard(ch); } return; } int temperature_change( CHAR_DATA *ch ) { ROOM_INDEX_DATA *in_room; AREA_DATA *pArea; in_room = ch->in_room; pArea = ch->in_room->area; if ( pArea->temperature < pArea->min_temp && weather_info.sky == SKY_BLIZZARD ) pArea->temperature--; return pArea->temperature; } void dead_pet( CHAR_DATA *victim, PET_DATA *pEt ) { int amount = number_range( 1000, 1500 ); int i; pEt = new_pet(); pEt->name = str_dup(victim->name); pEt->cname = str_dup(victim->powner); pEt->short_desc = str_dup(victim->short_descr); pEt->long_desc = str_dup(victim->long_descr); pEt->cost = ( amount * victim->level ) / 2; pEt->vnum = victim->pIndexData->vnum; pEt->level = victim->level; pEt->max_hit = victim->max_hit; pEt->max_mana = victim->max_mana; pEt->max_move = victim->max_move; pEt->exp = victim->exp; pEt->xp_tolevel = victim->xp_tolevel; pEt->levelflux = victim->levelflux; pEt->practice = victim->practice; pEt->train = victim->train; pEt->damroll = victim->damroll; pEt->hitroll = victim->hitroll; for (i = 0; i < 4; i++) pEt->armor[i] = victim->armor[i]; pEt->gold = victim->gold; pEt->silver = victim->silver; pEt->next = pet_list; pet_list = pEt; save_pets(); return; } void revived_pet( CHAR_DATA *pet, PET_DATA *pEt ) { int i; free_string( pet->name ); pet->name = str_dup(pEt->name); pet->powner = str_dup(pEt->cname); pet->short_descr = str_dup(pEt->short_desc); pet->long_descr = str_dup(pEt->long_desc); pet->level = pEt->level; pet->max_hit = pEt->max_hit; pet->max_mana = pEt->max_mana; pet->max_move = pEt->max_move; pet->hit = pet->max_hit; pet->mana = pet->max_mana; pet->move = pet->max_move; pet->exp = pEt->exp; pet->xp_tolevel = pEt->xp_tolevel; pet->levelflux = pEt->levelflux; pet->practice = pEt->practice; pet->train = pEt->train; pet->damroll = pEt->damroll; pet->hitroll = pEt->hitroll; for (i = 0; i < 4; i++) pet->armor[i] = pEt->armor[i]; pet->gold = pEt->gold; pet->silver = pEt->silver; return; } const char *suppress_bit_name(int suppress_flags) { static char buf[512]; buf[0] = '\0'; if(suppress_flags & SUPPRESS_FLAGS ) strcat(buf, " flags"); if(suppress_flags & SUPPRESS_FLAG_EFFECTS) strcat(buf, " flageffects"); if(suppress_flags & SUPPRESS_DODGE ) strcat(buf, " dodge"); if(suppress_flags & SUPPRESS_BURN ) strcat(buf, " burn"); if(suppress_flags & SUPPRESS_STD ) strcat(buf, " std"); if(suppress_flags & SUPPRESS_SHIELD ) strcat(buf, " shield"); if(suppress_flags & SUPPRESS_SHIELD_COMP) strcat(buf, " shieldcomp"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } bool can_pack(CHAR_DATA *ch) { OBJ_DATA *object; bool found; if ( ch->desc == NULL ) return TRUE; if ( ch->level > HERO ) return TRUE; /* * search the list of objects. */ found = TRUE; for ( object = ch->carrying; object != NULL; object = object->next_content ) { if (object->pIndexData->vnum == OBJ_VNUM_SCHOOL_SATCHEL) found = FALSE; } if (found) return TRUE; return FALSE; } void affect_join_obj2 (OBJ_DATA * obj, AFFECT_DATA * paf) { AFFECT_DATA *paf_old; bool found; found = FALSE; for (paf_old = obj->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_obj (obj, paf_old); break; } } affect_to_obj(obj, paf); return; }