/**************************************************************************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 1993-1996 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Tartarus/doc/rom.license * ***************************************************************************/ /*************************************************************************** * Tartarus code is copyright (C) 1997-1998 by Daniel Graham * * In using this code you agree to comply with the Tartarus license * * found in the file /Tartarus/doc/tartarus.doc * ***************************************************************************/ #include "include.h" /* command procedures needed */ DECLARE_DO_FUN(do_return ); DECLARE_DO_FUN(do_raffects ); DECLARE_DO_FUN(do_wake ); void vigilante_entry_trigger args((CHAR_DATA *ch)); void protector_entry_trigger args((CHAR_DATA *ch)); void acadian_entry_trigger args((CHAR_DATA *ch)); void ravager_entry_trigger args((CHAR_DATA *ch)); void coven_entry_trigger args((CHAR_DATA *ch)); void briar_entry_trigger args((CHAR_DATA *ch)); /* * Local functions. */ void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); void raffect_to_char args( ( ROOM_INDEX_DATA *room, CHAR_DATA *ch) ); void raffect_back_char args( ( ROOM_INDEX_DATA *room, CHAR_DATA *ch) ); bool is_safe_rspell args( ( int level, CHAR_DATA *victim) ); bool isCabalGuard( CHAR_DATA *ch ); char * weapon_name_lookup args((int type)); int is_spec_skill args((int sn)); bool is_specced args((CHAR_DATA *ch,int spec)); /* 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) { return 0; } /* returns race number */ int race_lookup (const char *name) { int race; for ( race = 0; race_table[race].name != NULL; race++) { if (LOWER(name[0]) == LOWER(race_table[race].name[0]) && !str_prefix( name,race_table[race].name)) return race; } return 0; } int liq_lookup (const char *name) { int liq; for ( liq = 0; liq_table[liq].liq_name != NULL; liq++) { if (LOWER(name[0]) == LOWER(liq_table[liq].liq_name[0]) && !str_prefix(name,liq_table[liq].liq_name)) return liq; } return 0; } 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_num_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 weapon_table[type].type; } return -1; } char * weapon_name_lookup (int type) { int count; for (count = 0; weapon_table[count].name != NULL; count++) { if (weapon_table[count].type == type) return weapon_table[count].name; } return "weapon"; } 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; } int item_lookup(const char *name) { int type; for (type = 0; item_table[type].name != NULL; type++) { if (LOWER(name[0]) == LOWER(item_table[type].name[0]) && !str_prefix(name,item_table[type].name)) return item_table[type].type; } return -1; } 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 class number */ int class_lookup (const char *name) { int class; for ( class = 0; class < MAX_CLASS; class++) { if (LOWER(name[0]) == LOWER(class_table[class].name[0]) && !str_prefix( name,class_table[class].name)) return class; } return -1; } char *color_value_string( int color, bool bold, bool flash ) { static char buf[64]; static sh_int COLOR_INDEX[8] = { 30, 34, 32, 31, 36, 35, 33, 37 }; if ( flash && bold ) sprintf( buf, "\x01B[1;%dm%s", COLOR_INDEX[color%8], ANSI_BLINK ); else if ( flash ) sprintf( buf, "\x01B[0;%dm%s", COLOR_INDEX[color%8], ANSI_BLINK ); else if ( bold ) sprintf( buf, "\x01B[1;%dm", COLOR_INDEX[color%8] ); else sprintf( buf, "\x01B[0;%dm", COLOR_INDEX[color%8] ); return buf; } int strlen_color( char *argument ) { char *str; sh_int length; if ( argument==NULL || argument[0]=='\0' ) return 0; length=0; str=argument; while ( *str != '\0' ) { if ( *str != '{' ) { str++; length++; continue; } switch ( *(++str) ) { default: length+=2; break; case '-': case 'x': length++; break; case '<': case '0': case '1': case '2': case '3': case '4': case '5': case '6': case '7': case 'B': case 'b': case 'F': case 'f': case 'n': break; } str++; } return length; } /* 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; OBJ_DATA *obj; immune = -1; def = IS_NORMAL; if (dam_type == DAM_NONE) return immune; if (dam_type == DAM_COLD && is_affected(ch,gsn_shield_of_frost)) return IS_IMMUNE; if (dam_type == DAM_FIRE && is_affected(ch,gsn_shield_of_flames)) return IS_IMMUNE; if (dam_type == DAM_DROWNING && is_affected(ch,gsn_shield_of_bubbles)) return IS_IMMUNE; if (dam_type == DAM_LIGHTNING && is_affected(ch,gsn_shield_of_lightning)) return IS_IMMUNE; if (dam_type == DAM_EARTH && is_affected(ch,gsn_shield_of_dust)) return IS_IMMUNE; if (dam_type == DAM_WIND && is_affected(ch,gsn_shield_of_wind)) return IS_IMMUNE; //because wind and earth are just specialized forms of bash damage if (dam_type == DAM_WIND || dam_type == DAM_EARTH) dam_type = DAM_BASH; 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_EARTH): bit = IMM_BASH; break; // case(DAM_WIND): bit = IMM_BASH; break; case(DAM_PIERCE): bit = IMM_PIERCE; break; case(DAM_SLASH): bit = IMM_SLASH; break; case(DAM_FIRE): bit = IMM_FIRE; break; case(DAM_COLD): bit = IMM_COLD; break; case(DAM_LIGHTNING): bit = IMM_LIGHTNING; break; case(DAM_ACID): bit = IMM_ACID; break; case(DAM_POISON): bit = IMM_POISON; break; case(DAM_NEGATIVE): bit = IMM_NEGATIVE; break; case(DAM_HOLY): bit = IMM_HOLY; break; case(DAM_ENERGY): bit = IMM_ENERGY; break; case(DAM_MENTAL): bit = IMM_MENTAL; break; case(DAM_DISEASE): bit = IMM_DISEASE; break; case(DAM_DROWNING): bit = IMM_DROWNING; break; case(DAM_LIGHT): bit = IMM_LIGHT; break; case(DAM_CHARM): bit = IMM_CHARM; break; case(DAM_SOUND): bit = IMM_SOUND; break; default: return def; } if (is_affected(ch,gsn_protection_heat_cold) && ( dam_type == DAM_FIRE || dam_type == DAM_COLD)) immune = IS_RESISTANT; 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 (dam_type == DAM_FIRE && is_affected(ch,gsn_fireshield)) immune = IS_VULNERABLE; if (dam_type == DAM_COLD && is_affected(ch,gsn_fireshield)) immune = IS_IMMUNE; if (dam_type == DAM_FIRE && is_affected(ch,gsn_iceshield)) immune = IS_IMMUNE; if (dam_type == DAM_COLD && is_affected(ch,gsn_iceshield)) immune = IS_VULNERABLE; if (dam_type == DAM_LIGHTNING) { obj = get_eq_char(ch,WEAR_ABOUT); if (obj != NULL && obj->pIndexData->vnum == 23751) immune = IS_RESISTANT; } if (dam_type == DAM_POISON) { obj = get_eq_char(ch,WEAR_ABOUT); if (obj != NULL && obj->pIndexData->vnum == 23752) immune = IS_IMMUNE; } if (dam_type == DAM_LIGHTNING) { if (is_affected(ch,gsn_grounding)) immune = IS_IMMUNE; } if (dam_type == DAM_FIRE && immune != IS_IMMUNE) { obj = get_eq_char(ch,WEAR_NECK_1); if (obj != NULL && obj->pIndexData->vnum != 29788) obj = get_eq_char(ch,WEAR_NECK_2); if (obj != NULL && obj->pIndexData->vnum == 29788) immune = IS_RESISTANT; } if (dam_type == DAM_ACID && immune != IS_IMMUNE) { obj = get_eq_char(ch,WEAR_NECK_1); if (obj != NULL && obj->pIndexData->vnum != 29789) obj = get_eq_char(ch,WEAR_NECK_2); if (obj != NULL && obj->pIndexData->vnum == 29789) immune = IS_RESISTANT; } if (dam_type == DAM_POISON && immune != IS_IMMUNE) { obj = get_eq_char(ch,WEAR_ABOUT); if (obj != NULL && obj->pIndexData->vnum == 29749) immune = IS_IMMUNE; } if (dam_type == DAM_DISEASE && immune != IS_IMMUNE) { obj = get_eq_char(ch,WEAR_ABOUT); if (obj != NULL && obj->pIndexData->vnum == 29749) immune = IS_IMMUNE; } if (immune == -1) return def; else return immune; } bool is_cabal(CHAR_DATA *ch) { return ch->cabal; } bool is_same_cabal(CHAR_DATA *ch, CHAR_DATA *victim) { if (cabal_table[ch->cabal].independent) return FALSE; else return (ch->cabal == victim->cabal); } /* 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; } else if (sn < -1 || sn > MAX_SKILL) { bug("Bad sn %d in get_skill.",sn); skill = 0; } else if (!IS_NPC(ch)) { if (isShifted(ch)) return 0; if (ch->level < skill_table[sn].skill_level[ch->class] && !IS_IMMORTAL(ch)) skill = 0; else skill = ch->pcdata->learned[sn]; if (skill == -2) skill = 0; if (is_spec_skill(sn) != -1 && !is_specced(ch,is_spec_skill(sn))) skill = 0; } else /* mobiles */ { if (skill_table[sn].spell_fun != spell_null) skill = 40 + 2 * ch->level; else if (sn == gsn_hide) { if (IS_SET(ch->act,ACT_THIEF)) skill = ch->level * 2 + 20; else skill = 0; } else if (sn== gsn_sneak) skill = ch->level * 2 + 20; else if ((sn == gsn_dodge && IS_SET(ch->off_flags,OFF_DODGE)) || (sn == gsn_parry && IS_SET(ch->off_flags,OFF_PARRY))) skill = ch->level * 2; else if (sn == gsn_shield_block) skill = 10 + 2 * ch->level; else if (sn == gsn_palm || sn == gsn_throw) skill = 20 + 2 * ch->level; else if (sn == gsn_enhanced_damage_two && IS_SET(ch->act,ACT_WARRIOR)) { if (ch->level < 35) skill = 0; else skill = (2 * ch->level - 10); } else if (sn == gsn_second_attack && (IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF))) skill = 10 + 3 * ch->level; else if (sn == gsn_third_attack && IS_SET(ch->act,ACT_WARRIOR)) skill = 4 * ch->level - 40; else if (sn == gsn_hand_to_hand) skill = 40 + 2 * ch->level; else if (sn == gsn_trip && IS_SET(ch->off_flags,OFF_TRIP)) skill = 10 + 3 * ch->level; else if (sn == gsn_bash && IS_SET(ch->off_flags,OFF_BASH)) skill = 10 + 3 * ch->level; else if (sn == gsn_disarm && (IS_SET(ch->off_flags,OFF_DISARM) || IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF))) skill = 20 + 3 * ch->level; else if (sn == gsn_berserk && IS_SET(ch->off_flags,OFF_BERSERK)) skill = 3 * ch->level; else if (sn == gsn_tail && IS_SET(ch->off_flags,OFF_TAIL)) skill = (3*ch->level + 20); else if (sn == gsn_kick) skill = 10 + 3 * ch->level; else if (sn == gsn_backstab && IS_SET(ch->act,ACT_THIEF)) skill = 20 + 2 * ch->level; else if (sn == gsn_rescue) skill = 40 + ch->level; else if (sn == gsn_recall) skill = 40 + ch->level; else if (sn == gsn_crush) skill = 3 * ch->level; else if (sn == gsn_rescue) skill = 40 + 2 * ch->level; else if (sn == gsn_ground_control && ch->level > 28) skill = 40 + 2* ch->level; else if (sn == gsn_sword || sn == gsn_dagger || sn == gsn_spear || sn == gsn_mace || sn == gsn_axe || sn == gsn_flail || sn == gsn_whip || sn == gsn_polearm) skill = 40 + 5 * ch->level / 2; else if ((sn == gsn_parting_blow) && (IS_SET(ch->extended_flags,OFF_PARTING_BLOW))) skill = 10 + ch->level; 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; if (is_affected(ch,gsn_forget)) { if (number_percent() > skill/2) skill /= 3; } return URANGE(0,skill,100); } /* for returning weapon information */ int get_weapon_sn(CHAR_DATA *ch) { OBJ_DATA *wield; int sn; wield = get_eq_char( ch, WEAR_WIELD ); if (wield == NULL || wield->item_type != ITEM_WEAPON) sn = gsn_hand_to_hand; else switch (wield->value[0]) { default : sn = -1; break; case(WEAPON_SWORD): sn = gsn_sword; break; case(WEAPON_DAGGER): sn = gsn_dagger; break; case(WEAPON_SPEAR): sn = gsn_spear; break; case(WEAPON_MACE): sn = gsn_mace; break; case(WEAPON_AXE): sn = gsn_axe; break; case(WEAPON_FLAIL): sn = gsn_flail; break; case(WEAPON_WHIP): sn = gsn_whip; break; case(WEAPON_POLEARM): sn = gsn_polearm; break; case(WEAPON_STAFF): sn = gsn_staff; break; } return sn; } int get_weapon_skill(CHAR_DATA *ch, int sn) { int skill; /* -1 is exotic */ if (IS_NPC(ch)) { if (sn == -1) skill = 3 * ch->level; else if (sn == gsn_hand_to_hand) skill = 40 + 2 * ch->level; else skill = 40 + 5 * ch->level / 2; } else { if (sn == -1) skill = 3 * ch->level; else skill = ch->pcdata->learned[sn]; } return URANGE(0,skill,100); } /* used to de-screw characters */ void reset_char(CHAR_DATA *ch) { int loc,mod,stat; OBJ_DATA *obj; AFFECT_DATA *af; int i; if (IS_NPC(ch)) return; if (ch->pcdata->perm_hit == 0 || ch->pcdata->perm_mana == 0 || ch->pcdata->perm_move == 0 || ch->pcdata->last_level == 0) { /* do a FULL reset */ for (loc = 0; loc < MAX_WEAR; loc++) { obj = get_eq_char(ch,loc); if (obj == NULL) continue; if (!obj->enchanted) for ( af = obj->pIndexData->affected; af != NULL; af = af->next ) { mod = af->modifier; switch(af->location) { case APPLY_SEX: ch->sex -= mod; if (ch->sex < 0 || ch->sex >2) ch->sex = IS_NPC(ch) ? 0 : ch->pcdata->true_sex; break; case APPLY_MANA: ch->max_mana -= mod; break; case APPLY_HIT: ch->max_hit -= mod; break; case APPLY_MOVE: ch->max_move -= mod; break; } } for ( af = obj->affected; af != NULL; af = af->next ) { mod = af->modifier; switch(af->location) { case APPLY_SEX: ch->sex -= mod; break; case APPLY_MANA: ch->max_mana -= mod; break; case APPLY_HIT: ch->max_hit -= mod; break; case APPLY_MOVE: ch->max_move -= mod; break; } } } /* now reset the permanent stats */ ch->pcdata->perm_hit = ch->max_hit; ch->pcdata->perm_mana = ch->max_mana; ch->pcdata->perm_move = ch->max_move; ch->pcdata->last_level = ch->played/3600; if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2) { if (ch->sex > 0 && ch->sex < 3) ch->pcdata->true_sex = ch->sex; else ch->pcdata->true_sex = 0; } } /* now restore the character to his/her true condition */ for (stat = 0; stat < MAX_STATS; stat++) ch->mod_stat[stat] = 0; if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2) ch->pcdata->true_sex = 0; ch->sex = ch->pcdata->true_sex; ch->max_hit = ch->pcdata->perm_hit; ch->max_mana = ch->pcdata->perm_mana; ch->max_move = ch->pcdata->perm_move; for (i = 0; i < 4; i++) ch->armor[i] = 100; ch->hitroll = 0; ch->damroll = 0; ch->saving_throw = 0; /* now start adding back the effects */ for (loc = 0; loc < MAX_WEAR; loc++) { obj = get_eq_char(ch,loc); if (obj == NULL) continue; for (i = 0; i < 4; i++) ch->armor[i] -= apply_ac( obj, loc, i ); if (!obj->enchanted) for ( af = obj->pIndexData->affected; af != NULL; af = af->next ) { mod = af->modifier; switch(af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_CHR: ch->mod_stat[STAT_CHR] += mod; break; case APPLY_LEVEL: ch->drain_level += 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_REGENERATION: ch->regen_rate += 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_CHR: ch->mod_stat[STAT_CHR] += 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_LEVEL: ch->drain_level += 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_REGENERATION: ch->regen_rate += 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_CHR: ch->mod_stat[STAT_CHR] += 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_LEVEL: ch->drain_level += 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_REGENERATION: ch->regen_rate += mod; break; } } /* make sure sex is RIGHT!!!! */ if (ch->sex < 0 || ch->sex > 2) ch->sex = ch->pcdata->true_sex; } /* * Retrieve a character's trusted level for permission checking. */ int get_trust( CHAR_DATA *ch ) { if ( ch->desc != NULL && ch->desc->original != NULL ) ch = ch->desc->original; if (ch->trust != 0) return ch->trust; if ( IS_NPC(ch) && ch->level > LEVEL_HERO ) return LEVEL_HERO; 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; int iClass; iClass = (ch->class +1); if (IS_NPC(ch) || ch->level > LEVEL_IMMORTAL) max = 25; else { max = pc_race_table[ch->race].max_stats[stat]; if (!str_cmp(race_table[ch->race].name,"human")) { if ( (iClass == GUILD_WARRIOR || iClass == GUILD_PALADIN || iClass == GUILD_ANTI_PALADIN || iClass == GUILD_RANGER || iClass == GUILD_ASSASSIN) && stat == STAT_STR) max = 23; else if ((iClass == GUILD_THIEF || iClass == GUILD_MONK) && stat == STAT_DEX) max = 23; else if ( (iClass == GUILD_CLERIC && stat == STAT_WIS)) max = 23; else if ((iClass == GUILD_TRANSMUTER || iClass == GUILD_NECROMANCER || iClass == GUILD_ELEMENTALIST) && stat == STAT_INT) max = 23; } max = UMIN(max,25); } return URANGE(3,ch->perm_stat[stat] + ch->mod_stat[stat], max); } /* command for returning max training score */ int get_max_train( CHAR_DATA *ch, int stat ) { int max; int iClass; iClass = (ch->class + 1); if (IS_NPC(ch) || ch->level > LEVEL_IMMORTAL) return 25; max = pc_race_table[ch->race].max_stats[stat]; if (!str_cmp(race_table[ch->race].name,"human")) { if ( (iClass == GUILD_WARRIOR || iClass == GUILD_PALADIN || iClass == GUILD_ANTI_PALADIN || iClass == GUILD_RANGER || iClass == GUILD_ASSASSIN) && stat == STAT_STR) max = 23; else if ((iClass == GUILD_THIEF || iClass == GUILD_MONK) && stat == STAT_DEX) max = 23; else if ( (iClass == GUILD_CLERIC && stat == STAT_WIS)) max = 23; else if ((iClass == GUILD_TRANSMUTER || iClass == GUILD_NECROMANCER || iClass == GUILD_ELEMENTALIST) && stat == STAT_INT) max = 23; } return UMIN(max,25); } /* * Retrieve a character's carry capacity. */ int can_carry_n( CHAR_DATA *ch ) { if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) return 1000; if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) ) return 0; return MAX_WEAR + ch->level/5 + dex_app[get_curr_stat(ch,STAT_DEX)].carry; } /* * 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 MAX_WEAR + ch->level*8 + str_app[get_curr_stat(ch,STAT_STR)].carry*10; } /* Calculate if players are in pk range to attack each other */ bool can_pk( CHAR_DATA *ch, CHAR_DATA *victim ) { int xp, vxp; if (ch == victim) return TRUE; if (IS_NPC(ch) || IS_NPC(victim) || (ch->ghost > 0) || (victim->ghost > 0) || (ch->level < MIN_LEVEL_TO_PK) || (victim->level < MIN_LEVEL_TO_PK) ) return FALSE; if (!IS_NPC(victim) && victim->pcdata->newbie==TRUE && !IS_NPC(ch)) { return FALSE; } if (!IS_NPC(ch) && ch->pcdata->newbie==TRUE && !IS_NPC(victim)) { return FALSE; } xp = ch->exp_total; vxp = victim->exp_total; if (xp > MIN_PK_XP && vxp > MIN_PK_XP) { if (ch->level - victim->level < MIN_LEVEL_TO_PK && ch->level - victim->level > -MIN_LEVEL_TO_PK) { if ( ( (xp *.75) < vxp) && ((xp * 1.25) > vxp)) return TRUE; else if ( ((vxp * .75) < xp) && ((vxp * 1.25) > xp)) return TRUE; else return FALSE; } else return FALSE; } else return FALSE; } /* * 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_cmp(string,name)) return TRUE; /* full pattern match */ if (!str_cmp(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; } } } void init_affect( AFFECT_DATA *paf ) { paf->where = TO_AFFECTS; paf->name = NULL; paf->type = 0; paf->aftype = AFT_SPELL; paf->level = 0; paf->duration = 0; paf->location = 0; paf->modifier = 0; paf->bitvector = 0; paf->end_fun = NULL; paf->owner = NULL; return; } /* * 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; } } 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; } 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_CHR: ch->mod_stat[STAT_CHR] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_CLASS: break; case APPLY_LEVEL: ch->drain_level += mod; 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_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; case APPLY_REGENERATION: ch->regen_rate += mod; break; } /* * Check for weapon wielding. * Guard against recursion (for weapons with affects). */ if ( !IS_NPC(ch) && ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL && get_obj_weight(wield) > (str_app[get_curr_stat(ch,STAT_STR)].wield*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 ); obj_to_room( wield, ch->in_room ); depth--; } } if (!IS_NPC(ch) && ( wield = get_eq_char(ch,WEAR_DUAL_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 ); obj_to_room( wield, ch->in_room ); depth--; } } if ((wield = get_eq_char(ch,WEAR_DUAL_WIELD)) != NULL) { if (get_eq_char(ch,WEAR_WIELD) == NULL) { unequip_char(ch,wield); equip_char(ch,wield,WEAR_WIELD); } } 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_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); } 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; } return; } } } /* * Give an affect to a char. */ void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf ) { AFFECT_DATA *paf_new; if(IS_AFFECTED(ch,AFF_SLEEP) && IS_SET(paf->bitvector,AFF_SLEEP) && ch->position==POS_SLEEPING) return; paf_new = new_affect(); *paf_new = *paf; paf->owner = NULL; 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; 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_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_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; ROOM_INDEX_DATA *prev_room = ch->in_room; if ( ch->in_room == NULL ) { bug( "Char_from_room: NULL.", 0 ); return; } if ( !IS_NPC(ch) ) { --ch->in_room->area->nplayer; if (is_affected(ch,gsn_trip_wire)) { send_to_char("You lost your trip wire.\n\r",ch); affect_strip(ch,gsn_trip_wire); } } for ( obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc != WEAR_NONE ) { if ( (obj->item_type == ITEM_LIGHT || (obj->item_type == ITEM_WEAPON && IS_OBJ_STAT(obj, ITEM_GLOW))) && ch->in_room != NULL && ch->in_room->light > 2 ) ch->in_room->light -= 3; else if ( IS_OBJ_STAT(obj, ITEM_GLOW) && ch->in_room != NULL && ch->in_room->light > 0 ) ch->in_room->light -= 3; } } 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! */ if ( prev_room && prev_room->affected_by ) raffect_back_char( prev_room, ch); 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; 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; } for ( obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc != WEAR_NONE) { if ( (obj->item_type == ITEM_LIGHT || (obj->item_type == ITEM_WEAPON && IS_OBJ_STAT(obj, ITEM_GLOW))) && ch->in_room != NULL ) ch->in_room->light += 3; else if ( IS_OBJ_STAT(obj, ITEM_GLOW) && ch->in_room != NULL ) ch->in_room->light += 3; } } 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 == gsn_plague) break; } if (af == NULL) { REMOVE_BIT(ch->affected_by,AFF_PLAGUE); return; } if (af->level == 1) return; plague.where = TO_AFFECTS; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range(1,2 * plague.level); plague.location = APPLY_STR; plague.modifier = -5; plague.bitvector = AFF_PLAGUE; for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) { 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 ( ch->in_room->affected_by ) { if (IS_IMMORTAL(ch)) do_raffects(ch,""); else raffect_to_char( ch->in_room, ch); } vigilante_entry_trigger(ch); protector_entry_trigger(ch); ravager_entry_trigger(ch); acadian_entry_trigger(ch); coven_entry_trigger(ch); briar_entry_trigger(ch); return; } /* * Give an obj to a char. */ void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch ) { obj->next_content = ch->carrying; ch->carrying = obj; obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += get_obj_number( obj ); ch->carry_weight += get_obj_weight( obj ); } /* * Take an obj from its character. */ void obj_from_char( OBJ_DATA *obj ) { CHAR_DATA *ch; if ( ( ch = obj->carried_by ) == NULL ) { bug( "Obj_from_char: null ch.", 0 ); return; } if ( obj->wear_loc != WEAR_NONE ) unequip_char( ch, obj ); if ( ch->carrying == obj ) { ch->carrying = obj->next_content; } else { OBJ_DATA *prev; for ( prev = ch->carrying; prev != NULL; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) bug( "Obj_from_char: obj not in list.", 0 ); } obj->carried_by = NULL; obj->next_content = NULL; ch->carry_number -= get_obj_number( obj ); ch->carry_weight -= get_obj_weight( obj ); return; } /* * Find the ac value of an obj, including position effect. */ int apply_ac( OBJ_DATA *obj, int iWear, int type ) { if ( obj->item_type != ITEM_ARMOR ) return 0; switch ( iWear ) { case WEAR_BOUND: return obj->value[type]; case WEAR_BODY: return 3 * obj->value[type]; case WEAR_HEAD: return 2 * obj->value[type]; case WEAR_LEGS: return 2 * obj->value[type]; case WEAR_FEET: return obj->value[type]; case WEAR_HANDS: return obj->value[type]; case WEAR_ARMS: return obj->value[type]; case WEAR_SHIELD: return obj->value[type]; case WEAR_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]; } return 0; } /* * Find a piece of eq on a character. */ OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear ) { OBJ_DATA *obj; if (ch == NULL) return NULL; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->wear_loc == iWear ) return obj; } return NULL; } /* * Equip a char with an obj. */ void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) { AFFECT_DATA *paf; int i; bool status; status = FALSE; if ( get_eq_char( ch, iWear ) != NULL ) { bug( "Equip_char: already equipped (%d).", iWear ); return; } if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_LAWFUL) && (ch->pcdata->ethos > 0)) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUT) && (ch->pcdata->ethos == 0)) || ( IS_OBJ_STAT(obj, ITEM_ANTI_CHAOTIC) && (ch->pcdata->ethos < 0)) || is_restricted(ch,obj)) { /* * Thanks to Morgenes for the bug fix here! */ act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); return; } for (i = 0; i < 4; i++) ch->armor[i] -= apply_ac( obj, iWear,i ); obj->wear_loc = iWear; /* if (obj->pIndexData->vnum == 24418) wear_obj_girdle(ch,obj); if (obj->pIndexData->vnum == 19002) wear_obj_19002(ch,obj); if (obj->pIndexData->vnum == 15123) wear_obj_channeling(ch,obj); if (obj->pIndexData->vnum == 5115) wear_obj_bracers(ch,obj); if (obj->pIndexData->vnum == 23751) wear_obj_blue_hide(ch,obj); if (obj->pIndexData->vnum == 23752) wear_obj_green_hide(ch,obj); if (obj->pIndexData->vnum == 23706) wear_obj_dragonmage_feet(ch,obj); */ 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->item_type == ITEM_WEAPON && IS_OBJ_STAT(obj, ITEM_GLOW))) && ch->in_room != NULL ) ch->in_room->light += 3; else if ( IS_OBJ_STAT(obj, ITEM_GLOW ) && ch->in_room != NULL ) ch->in_room->light += 3; 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->item_type == ITEM_WEAPON && IS_OBJ_STAT(obj, ITEM_GLOW))) && ch->in_room != NULL && ch->in_room->light > 2 ) ch->in_room->light -= 3; else if ( IS_OBJ_STAT(obj, ITEM_GLOW) && ch->in_room != NULL && ch->in_room->light > 0 ) ch->in_room->light -=3; 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_room = NULL; obj->next_content = NULL; return; } /* * Move an obj into a room. */ void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) { obj->next_content = pRoomIndex->contents; pRoomIndex->contents = obj; obj->in_room = pRoomIndex; obj->carried_by = NULL; obj->in_obj = NULL; return; } /* * Move an object into an object. */ void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to ) { if(obj==NULL || obj_to==NULL) return; obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; if (obj_to->pIndexData->vnum == OBJ_VNUM_PIT) obj->cost = 0; for ( ; obj_to != NULL; obj_to = obj_to->in_obj ) { if ( obj_to->carried_by != NULL ) { obj_to->carried_by->carry_weight += get_obj_weight( obj ); } } return; } /* * Move an object out of an object. */ void obj_from_obj( OBJ_DATA *obj ) { OBJ_DATA *obj_from; if ( ( obj_from = obj->in_obj ) == NULL ) { bug( "Obj_from_obj: null obj_from.", 0 ); return; } if ( obj == obj_from->contains ) { obj_from->contains = obj->next_content; } else { OBJ_DATA *prev; for ( prev = obj_from->contains; prev; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) { bug( "Obj_from_obj: obj not found.", 0 ); return; } } obj->next_content = NULL; obj->in_obj = NULL; for ( ; obj_from != NULL; obj_from = obj_from->in_obj ) { if ( obj_from->carried_by != NULL ) { obj_from->carried_by->carry_weight -= get_obj_weight( obj ); } } return; } /* * Extract an obj from the world. */ void extract_obj( OBJ_DATA *obj ) { OBJ_DATA *obj_content; OBJ_DATA *obj_next; if ( obj->in_room != NULL ) obj_from_room( obj ); else if ( obj->carried_by != NULL ) obj_from_char( obj ); else if ( obj->in_obj != NULL ) obj_from_obj( obj ); obj->pIndexData->limcount -= 1; 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; } } 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; CHAR_DATA *tch; if ( ch->in_room == NULL ) { bug( "Extract_char: NULL.", 0 ); return; } /* remove all tracking */ for (tch = char_list; tch != NULL; tch = tch->next) { if (tch->last_fought == ch) tch->last_fought = NULL; } nuke_pets(ch); ch->pet = NULL; /* just in case */ if ( fPull ) die_follower( ch ); stop_fighting( ch, TRUE ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; if (!(obj->wear_loc == WEAR_BRAND || IS_SET(obj->extra_flags,ITEM_FIXED)) && !IS_NPC(ch)) { if (!IS_NPC(ch) && (fPull)) { obj->pIndexData->limcount++; } extract_obj( obj ); } } char_from_room( ch ); /* Death room is set in the cabal table now */ if ( !fPull ) { char_to_room(ch,get_room_index(cabal_table[ch->cabal].hall)); return; } if ( IS_NPC(ch) ) --ch->pIndexData->count; if ( ch->desc != NULL && ch->desc->original != NULL ) { do_return( ch, "" ); ch->desc = NULL; } for ( wch = char_list; wch != NULL; wch = wch->next ) { if ( wch->reply == ch ) wch->reply = NULL; if ( ch->mprog_target == wch ) /* keep an eye on this changed ch-> to wch-> and wch to ch */ wch->mprog_target = 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 world. */ CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch; int number; int count; char name[MAX_STRING_LENGTH]; if ( ( wch = get_char_room( ch, argument ) ) != NULL ) return wch; number = number_argument( argument, arg ); count = 0; for ( wch = char_list; wch != NULL ; wch = wch->next ) { if (!IS_NPC(wch) && isShifted(wch) && IS_IMMORTAL(ch) ) sprintf(name,wch->original_name); else sprintf(name,wch->name); if ( wch->in_room == NULL || !can_see( ch, wch ) || !is_name( arg, 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; number = number_argument( argument, arg ); count = 0; for ( obj = list; obj != NULL; obj = obj->next_content ) { if ( can_see_obj( ch, obj ) && (arg[0] == '\0' || 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 && (can_see_obj( viewer, obj ) ) && (arg[0] == '\0' || is_name( arg, obj->name )) ) { if ( ++count == number ) return obj; } } return NULL; } /* * Find an obj in player's equipment. */ OBJ_DATA *get_obj_wear( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) && (arg[0] == '\0' || is_name( arg, obj->name )) ) { if ( ++count == number ) return obj; } } return NULL; } /* * Find an obj in the room or in inventory. */ OBJ_DATA *get_obj_here( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; obj = get_obj_list( ch, argument, ch->in_room->contents ); if ( obj != NULL ) return obj; if ( ( obj = get_obj_carry( ch, argument, ch ) ) != NULL ) return obj; if ( ( obj = get_obj_wear( ch, argument ) ) != NULL ) return obj; return NULL; } /* * Find an obj in the world. */ OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; if ( ( obj = get_obj_here( ch, argument ) ) != NULL ) return obj; number = number_argument( argument, arg ); count = 0; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( can_see_obj( ch, obj ) && is_name( arg, obj->name ) ) { 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=NULL; 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/100; } 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/1000; } 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 / 100 + silver / 1000; } 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->wear_loc == WEAR_BRAND || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY) number = 0; else number = 1; 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 ); 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 > 2 ) 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; return FALSE; 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_IMP_ONLY) && get_trust(ch) < MAX_LEVEL) return FALSE; if (IS_SET(pRoomIndex->room_flags, ROOM_GODS_ONLY) && !IS_IMMORTAL(ch)) return FALSE; if (IS_SET(pRoomIndex->room_flags, ROOM_HEROES_ONLY) && !IS_IMMORTAL(ch)) return FALSE; if (IS_SET(pRoomIndex->room_flags,ROOM_NEWBIES_ONLY) && ch->level > 5 && !IS_IMMORTAL(ch)) return FALSE; if (IS_SET(pRoomIndex->room_flags,ROOM_LOW_ONLY) && ch->level > 10 && !IS_SET(ch->in_room->room_flags,ROOM_LOW_ONLY) ) return FALSE; return TRUE; } /* * True if char can see victim. */ bool can_see( CHAR_DATA *ch, CHAR_DATA *victim ) { int blend; /* 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_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT)) || (IS_NPC(ch) && IS_IMMORTAL(ch))) return TRUE; if (!IS_NPC(ch) && ch->pcdata->death_status == HAS_DIED) return TRUE; /* Make sure cabal guardians can always see */ if (IS_NPC(ch)) { if (isCabalGuard(ch)) return TRUE; } if ( IS_AFFECTED(ch, AFF_BLIND) ) return FALSE; if ((is_affected(victim,gsn_earthfade) && (!is_affected(ch,gsn_acute_vision) || (ch->class != CLASS_ELEMENTALIST)))) return FALSE; if (is_affected(victim,gsn_chameleon) && ch->cabal != CABAL_BRIAR) return FALSE; if (is_affected(victim,gsn_duo)) return FALSE; if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_VIGILANTE && IS_SET(victim->act,PLR_CRIMINAL)) return TRUE; if ( IS_AFFECTED(victim, AFF_INVISIBLE) && !IS_AFFECTED(ch, AFF_DETECT_INVIS) ) return FALSE; if ( IS_AFFECTED(victim, AFF_HIDE) && !IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL) return FALSE; if ( IS_AFFECTED(victim, AFF_CAMOUFLAGE) && !is_affected(ch, gsn_acute_vision) ) return FALSE; if (is_affected(victim,gsn_forest_blending) && !is_affected(ch,gsn_awareness) ) { blend = get_skill(victim,gsn_forest_blending)/2; blend += victim->level*2; blend -= ch->level*2; if (blend > 70) blend = 70; if (number_percent() < blend) return FALSE; } if (IS_NPC(ch)) return TRUE; if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) ) return FALSE; return TRUE; } /* * True if char can see obj. */ bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj ) { if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) ) return TRUE; if ( IS_SET(obj->extra_flags,ITEM_VIS_DEATH)) return FALSE; if ( IS_AFFECTED( ch, AFF_BLIND ) && obj->item_type != ITEM_POTION) return FALSE; if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 ) return TRUE; if ( IS_SET(obj->extra_flags, ITEM_INVIS) && !IS_AFFECTED(ch, AFF_DETECT_INVIS) ) return FALSE; if ( IS_OBJ_STAT(obj,ITEM_GLOW)) return TRUE; if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) ) return FALSE; return TRUE; } /* * True if char can drop obj. */ bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj ) { if ( !IS_SET(obj->extra_flags, ITEM_NODROP) ) return TRUE; if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) return TRUE; return FALSE; } /* * Return ascii name of an affect location. */ char *affect_loc_name( int location ) { int i; for(i=0; apply_locations[i].name != NULL; i++) if(apply_locations[i].bit == location) return str_dup(apply_locations[i].display); bug( "Affect_location_name: unknown location %d.", location ); return "(unknown)"; } /* * Return ascii name of an affect bit vector. */ char *affect_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & AFF_BLIND ) strcat( buf, " blind" ); if ( vector & AFF_INVISIBLE ) strcat( buf, " invisible" ); if ( vector & AFF_DETECT_EVIL ) strcat( buf, " detect_evil" ); if ( vector & AFF_DETECT_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" ); if ( vector & AFF_CAMOUFLAGE ) strcat( buf, " camouflage" ); // if ( vector & AFF_BLOODTHIRST ) strcat( buf, " bloodthirst" ); /* if ( vector & AFF_SOFTEN ) strcat( buf, " soften" ); */ return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* * Return ascii name of extra flags vector. */ char *extra_bit_name( int extra_flags ) { static char buf[512]; buf[0] = '\0'; if ( extra_flags & ITEM_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_ANTI_LAWFUL ) strcat( buf, " anti-lawful" ); if ( extra_flags & ITEM_ANTI_NEUT ) strcat( buf, " anti-neut" ); if ( extra_flags & ITEM_ANTI_CHAOTIC ) strcat( buf, " anti-chaotic" ); 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_BRAND ) strcat( buf, " branded" ); if ( extra_flags & ITEM_METAL ) strcat( buf, " metal" ); if ( extra_flags & ITEM_FIXED ) strcat( buf, " fixed" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* Return ascii name for restrict flags */ char * restrict_bit_name(restrict_flags) { static char buf[512]; buf[0] = '\0'; if ( restrict_flags & HUMAN_ONLY) strcat( buf, " human_only"); if ( restrict_flags & DWARF_ONLY) strcat( buf, " dwarf_only"); if ( restrict_flags & ELF_ONLY) strcat( buf, " elf_only"); if ( restrict_flags & DARK_ONLY) strcat( buf, " drow_only"); if ( restrict_flags & GIANT_ONLY) strcat( buf, " giant_only"); if ( restrict_flags & CENTAUR_ONLY) strcat( buf, " centaur_only"); if ( restrict_flags & TROLL_ONLY) strcat( buf, " troll_only"); if ( restrict_flags & DRACONIAN_ONLY) strcat( buf, " draconian_only"); if ( restrict_flags & GNOME_ONLY) strcat( buf, " gnome_only"); if ( restrict_flags & WARRIOR_ONLY) strcat( buf, " warrior_only"); if ( restrict_flags & THIEF_ONLY) strcat( buf, " thief_only"); if ( restrict_flags & PRIEST_ONLY) strcat( buf, " priest_only"); if ( restrict_flags & PALADIN_ONLY) strcat( buf, " paladin_only"); if ( restrict_flags & ANTI_PALADIN_ONLY) strcat( buf, " AP_only"); if ( restrict_flags & BARD_ONLY) strcat( buf, " bard_only"); if ( restrict_flags & RANGER_ONLY) strcat( buf, " ranger_only"); if ( restrict_flags & MONK_ONLY) strcat( buf, " monk_only"); if ( restrict_flags & TRANSMUTER_ONLY) strcat( buf, " transmuter_only"); if ( restrict_flags & ASSASSIN_ONLY) strcat( buf, "assassin_only"); if ( restrict_flags & NECROMANCER_ONLY) strcat( buf, " necromancer_only"); if ( restrict_flags & ELEMENTALIST_ONLY) strcat( buf, " elementalist_only"); if ( restrict_flags & RAVAGER_ONLY) strcat( buf, " ravager_only"); if ( restrict_flags & ACADIAN_ONLY) strcat( buf, " acadian_only"); if ( restrict_flags & MAGE_ONLY) strcat( buf, " mage_only"); if (restrict_flags & COVEN_ONLY) strcat( buf, " coven_only"); if ( restrict_flags & PROTECTOR_ONLY) strcat(buf, " protector_only"); if ( restrict_flags & BRIAR_ONLY) strcat(buf," briar_only"); if ( restrict_flags & NEWBIE_ONLY) strcat(buf," newbie_only"); return (buf[0] != '\0') ? buf+1 : "none"; } /* return ascii name of an act vector */ 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_SENTINEL ) strcat(buf, " sentinel"); if (act_flags & ACT_SCAVENGER ) strcat(buf, " scavenger"); if (act_flags & ACT_AGGRESSIVE ) strcat(buf, " aggressive"); if (act_flags & ACT_STAY_AREA ) strcat(buf, " stay_area"); if (act_flags & ACT_WIMPY ) strcat(buf, " wimpy"); if (act_flags & ACT_PET ) strcat(buf, " pet"); if (act_flags & ACT_TRAIN ) strcat(buf, " train"); if (act_flags & ACT_PRACTICE ) strcat(buf, " practice"); if (act_flags & ACT_UNDEAD ) strcat(buf, " undead"); if (act_flags & ACT_CLERIC ) strcat(buf, " cleric"); if (act_flags & ACT_MAGE ) strcat(buf, " mage"); if (act_flags & ACT_THIEF ) strcat(buf, " thief"); if (act_flags & ACT_WARRIOR ) strcat(buf, " warrior"); if (act_flags & ACT_NOALIGN ) strcat(buf, " no_align"); if (act_flags & ACT_NOPURGE ) strcat(buf, " no_purge"); if (act_flags & ACT_IS_HEALER ) strcat(buf, " healer"); if (act_flags & ACT_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_BANKER) strcat(buf," banker"); if (act_flags & ACT_NO_TRACK ) strcat(buf, " no_track"); } 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_CRIMINAL ) strcat(buf, " criminal"); if (act_flags & PLR_HEROIMM ) strcat(buf, " heroimm"); if (act_flags & PLR_COLOR ) strcat(buf, " color"); if (act_flags & PLR_EMPOWERED ) strcat(buf, " empowered"); } return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *comm_bit_name(int comm_flags) { static char buf[512]; buf[0] = '\0'; if (comm_flags & COMM_QUIET ) strcat(buf, " quiet"); if (comm_flags & COMM_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_NOQUESTION ) strcat(buf, " no_question"); 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_NOCAST ) strcat(buf, " no_cast"); //if (comm_flags & COMM_ANSI ) strcat(buf, " color"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } 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"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *wear_bit_name(int wear_flags) { static char buf[512]; buf [0] = '\0'; if (wear_flags & ITEM_TAKE ) strcat(buf, " take"); if (wear_flags & ITEM_WEAR_FINGER ) strcat(buf, " finger"); if (wear_flags & ITEM_WEAR_NECK ) strcat(buf, " neck"); if (wear_flags & ITEM_WEAR_BODY ) strcat(buf, " torso"); if (wear_flags & ITEM_WEAR_HEAD ) strcat(buf, " head"); if (wear_flags & ITEM_WEAR_LEGS ) strcat(buf, " legs"); if (wear_flags & ITEM_WEAR_FEET ) strcat(buf, " feet"); if (wear_flags & ITEM_WEAR_HANDS ) strcat(buf, " hands"); if (wear_flags & ITEM_WEAR_ARMS ) strcat(buf, " arms"); if (wear_flags & ITEM_WEAR_SHIELD ) strcat(buf, " shield"); if (wear_flags & ITEM_WEAR_ABOUT ) strcat(buf, " body"); if (wear_flags & ITEM_WEAR_WAIST ) strcat(buf, " waist"); if (wear_flags & ITEM_WEAR_WRIST ) strcat(buf, " wrist"); if (wear_flags & ITEM_WIELD ) strcat(buf, " wield"); if (wear_flags & ITEM_HOLD ) strcat(buf, " hold"); if (wear_flags & ITEM_NO_SAC ) strcat(buf, " nosac"); if (wear_flags & ITEM_WEAR_FLOAT ) strcat(buf, " float"); if (wear_flags & ITEM_WEAR_BRAND ) strcat(buf, " brand"); if (wear_flags & ITEM_WEAR_BOUND ) strcat(buf, " bound"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } 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"; } 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"; } 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_LEADER ) strcat(buf, " leader"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } 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"; } 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 & 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 & STATIC_TRACKING ) strcat(buf, " static_track"); if (off_flags & SPAM_MURDER ) strcat(buf," spam_murder"); return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* Room Affects by Detlef */ void affect_modify_room args( ( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf, bool fAdd ) ); void init_affect_room( ROOM_AFFECT_DATA *paf ) { paf->where = TO_ROOM_AFFECTS; paf->type = 0; paf->aftype = AFT_SPELL; paf->level = 0; paf->duration = 0; paf->location = 0; paf->modifier = 0; paf->bitvector = 0; paf->tick_fun = NULL; paf->end_fun = NULL; paf->owner = NULL; return; } /* * Apply or remove an affect to a room. */ void affect_modify_room( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf, bool fAdd ) { int mod; mod = paf->modifier; if ( fAdd ) { switch (paf->where) { case TO_ROOM_AFFECTS: SET_BIT(room->affected_by, paf->bitvector); break; case TO_ROOM_FLAGS: SET_BIT(room->room_flags, paf->bitvector); break; case TO_ROOM_CONST: break; } } else { switch (paf->where) { case TO_ROOM_AFFECTS: REMOVE_BIT(room->affected_by, paf->bitvector); break; case TO_ROOM_FLAGS: REMOVE_BIT(room->room_flags, paf->bitvector); break; case TO_ROOM_CONST: break; } mod = 0 - mod; } switch ( paf->location ) { default: bug( "Affect_modify_room: unknown location %d.", paf->location ); return; case APPLY_ROOM_NONE: break; case APPLY_ROOM_HEAL: room->heal_rate += mod; break; case APPLY_ROOM_MANA: room->mana_rate += mod; break; } return; } /* * Give an affect to a room. */ void affect_to_room( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf ) { paf->owner = NULL; paf->end_fun = NULL; paf->tick_fun = NULL; new_affect_to_room(room,paf); return; } void new_affect_to_room( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf ) { ROOM_AFFECT_DATA *paf_new; ROOM_INDEX_DATA *pRoomIndex; if ( ! room->affected ) { if ( top_affected_room ) { for ( pRoomIndex = top_affected_room; pRoomIndex->aff_next != NULL; pRoomIndex = pRoomIndex->aff_next ) continue; pRoomIndex->aff_next = room; } else top_affected_room = room; room->aff_next = NULL; } paf_new = new_affect_room(); *paf_new = *paf; paf_new->next = room->affected; room->affected = paf_new; affect_modify_room( room , paf_new, TRUE ); return; } void affect_check_room(ROOM_INDEX_DATA *room,int where,int vector) { ROOM_AFFECT_DATA *paf; if (vector == 0) return; for (paf = room->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_ROOM_AFFECTS: SET_BIT(room->affected_by,vector); break; case TO_ROOM_FLAGS: SET_BIT(room->room_flags, vector); break; case TO_ROOM_CONST: break; } return; } } /* * Remove an affect from a room. */ void affect_remove_room( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf ) { int where; int vector; if ( room->affected == NULL ) { bug( "Affect_remove_room: no affect.", 0 ); return; } if(paf->end_fun != NULL) (*paf->end_fun) (room, paf); affect_modify_room( room, paf, FALSE ); where = paf->where; vector = paf->bitvector; if ( paf == room->affected ) { room->affected = paf->next; } else { ROOM_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; } } if ( !room->affected ) { ROOM_INDEX_DATA *prev; if (top_affected_room == room) { top_affected_room = room->aff_next; } else { for(prev = top_affected_room; prev->aff_next; prev = prev->aff_next ) { if ( prev->aff_next == room ) { prev->aff_next = room->aff_next; break; } } if ( prev == NULL ) { bug( "Affect_remove_room: cannot find room.", 0 ); return; } } room->aff_next = NULL; } free_affect_room(paf); affect_check_room(room,where,vector); return; } /* * Strip all affects of a given sn. */ void affect_strip_room( ROOM_INDEX_DATA *room, int sn ) { ROOM_AFFECT_DATA *paf; ROOM_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; } /* * Return true if a room is affected by a spell. */ bool is_affected_room( ROOM_INDEX_DATA *room, int sn ) { ROOM_AFFECT_DATA *paf; for ( paf = room->affected; paf != NULL; paf = paf->next ) { if ( paf->type == sn ) return TRUE; } return FALSE; } /* * Add or enhance an affect. */ void affect_join_room( ROOM_INDEX_DATA *room, ROOM_AFFECT_DATA *paf ) { ROOM_AFFECT_DATA *paf_old; bool found; found = FALSE; for ( paf_old = room->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_room( room, paf_old ); break; } } affect_to_room( room, paf ); return; } /* * Return ascii name of an raffect location. */ char *raffect_loc_name( int location ) { switch ( location ) { case APPLY_ROOM_NONE: return "none"; case APPLY_ROOM_HEAL: return "heal rate"; case APPLY_ROOM_MANA: return "mana rate"; } bug( "Affect_location_name: unknown location %d.", location ); return "(unknown)"; } /* * Return ascii name of an affect bit vector. */ char *raffect_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; // if ( vector & AFF_ROOM_L_SHIELD ) strcat( buf, " lightning_shield"); if ( vector & AFF_ROOM_CURSE ) strcat( buf, " curse" ); if ( vector & AFF_ROOM_POISON ) strcat( buf, " poison" ); if ( vector & AFF_ROOM_PLAGUE ) strcat( buf, " plague" ); if ( vector & AFF_ROOM_SLEEP ) strcat( buf, " sleep" ); if ( vector & AFF_ROOM_SLOW ) strcat( buf, " slow" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } bool is_safe_rspell_nom(int level, CHAR_DATA *victim ) { /* ghosts are safe */ if ( !IS_NPC(victim) && (victim->ghost)) return TRUE; if ( victim->level < 5 && !IS_NPC(victim) ) return TRUE; if ( !IS_NPC(victim) && ((level >= victim->level + 10) || (victim->level >= level + 10))) return TRUE; return FALSE; } bool is_safe_rspell(int level, CHAR_DATA *victim) { if (is_safe_rspell_nom(level,victim)) { act("The gods protect $n.",victim,NULL,NULL,TO_CHAR); act("The gods protect $n from the spell of room.",victim,NULL,NULL,TO_ROOM); return TRUE; } else return FALSE; } void raffect_to_char( ROOM_INDEX_DATA *room, CHAR_DATA *ch) {/* AFFECT_DATA *paf; if ( IS_ROOM_AFFECTED( room, AFF_ROOM_L_SHIELD) ) { int sn; CHAR_DATA *vch; if ( (sn = skill_lookup("lightning shield")) == -1 ) { bug("Bad sn for lightning shield",0); return; } for (vch=room->people;vch;vch=vch->next_in_room) { if (is_room_owner(vch,room)) break; } if ( !vch ) { bug("Owner of lightning shield left the room.",0); free_string(room->owner); room->owner = str_dup(""); affect_strip_room( room,sn); } else { send_to_char("The protective shield of room blocks you.\n\r",ch); act("$N has entered the room.",vch,NULL,ch,TO_CHAR); do_wake(vch,""); if ( (paf = affect_find(room->affected,sn)) == NULL ) { bug("Bad paf for lightning shield",0); return; } if (!is_safe_rspell(paf->level,ch)) { damage( vch,ch,dice(paf->level,4)+12,sn,DAM_LIGHTNING, TRUE); free_string(room->owner); room->owner = str_dup(""); affect_remove_room( room , paf); } } if ( IS_ROOM_AFFECTED( room, AFF_ROOM_SLOW) || IS_ROOM_AFFECTED( room, AFF_ROOM_SLEEP) ) send_to_chars("There is some mist flowing in the air.\n\r",ch,POS_SLEEPING); return; */} void raffect_back_char( ROOM_INDEX_DATA *room, CHAR_DATA *ch) {/* if ( IS_ROOM_AFFECTED( room, AFF_ROOM_L_SHIELD) ) { int sn; if ( (sn = skill_lookup("lightning shield")) == -1 ) { bug("Bad sn for lightning shield",0); return; } if (is_room_owner(ch,room)) { free_string(room->owner); room->owner = str_dup(""); affect_strip_room( room,sn); } } return; */} /* * Return ascii name of an affect bit vector. */ char *flag_room_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & ROOM_DARK ) strcat( buf, " dark" ); if ( vector & ROOM_NO_MOB ) strcat( buf, " nomob" ); if ( vector & ROOM_INDOORS ) strcat( buf, " indoors" ); if ( vector & ROOM_PRIVATE ) strcat( buf, " private" ); if ( vector & ROOM_SAFE ) strcat( buf, " safe" ); if ( vector & ROOM_SOLITARY ) strcat( buf, " solitary" ); if ( vector & ROOM_PET_SHOP ) strcat( buf, " petshop" ); if ( vector & ROOM_NO_RECALL ) strcat( buf, " norecall" ); if ( vector & ROOM_IMP_ONLY ) strcat( buf, " imp_only" ); if ( vector & ROOM_GODS_ONLY ) strcat( buf, " god_only" ); if ( vector & ROOM_HEROES_ONLY ) strcat( buf, " heroes" ); if ( vector & ROOM_NEWBIES_ONLY ) strcat( buf, " newbies" ); if ( vector & ROOM_LAW ) strcat( buf, " law" ); if ( vector & ROOM_NOWHERE ) strcat( buf, " nowhere" ); if ( vector & ROOM_NO_MAGIC ) strcat( buf, " nomagic" ); if ( vector & ROOM_NO_SUMMON ) strcat( buf, " nosummon" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char *mprog_type_name( int mprog_flags ) { static char buf[512]; buf[0] = '\0'; if (mprog_flags & TRIG_ACT ) strcat(buf, " act "); if (mprog_flags & TRIG_SPEECH ) strcat(buf, " speech "); if (mprog_flags & TRIG_RANDOM ) strcat(buf, " random "); if (mprog_flags & TRIG_FIGHT ) strcat(buf, " fight "); if (mprog_flags & TRIG_HPCNT ) strcat(buf, " hpcnt "); if (mprog_flags & TRIG_DEATH ) strcat(buf, " death "); if (mprog_flags & TRIG_ENTRY ) strcat(buf, " entry "); if (mprog_flags & TRIG_GREET ) strcat(buf, " greet "); if (mprog_flags & TRIG_GRALL ) strcat(buf, " grall "); if (mprog_flags & TRIG_GIVE ) strcat(buf, " give "); if (mprog_flags & TRIG_BRIBE ) strcat(buf, " bribe "); if (mprog_flags & TRIG_KILL ) strcat(buf, " kill "); if (mprog_flags & TRIG_DELAY ) strcat(buf, " delay "); if (mprog_flags & TRIG_SURR ) strcat(buf, " surr "); if (mprog_flags & TRIG_EXIT ) strcat(buf, " exit "); if (mprog_flags & TRIG_EXALL ) strcat(buf, " exall "); return (buf[0] != '\0' ) ? buf+1 : "none"; } 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, 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; }