/* * RAM $Id: handler.c 16 2008-10-22 04:42:21Z ram $ */ /**************************************************************************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 * ***************************************************************************/ #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "recycle.h" #include "tables.h" #include "db.h" #include "act.h" #include "interp.h" #include "magic.h" /* 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 -1; } 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_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 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; } const char *item_name( int target_type ) { int type; for ( type = 0; item_table[type].name != NULL; type++ ) if ( target_type == item_table[type].type ) return item_table[type].name; return "none"; } const char *weapon_name( int target_type ) { int type; for ( type = 0; weapon_table[type].name != NULL; type++ ) if ( target_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 */ int 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 iclass; for ( iclass = 0; iclass < MAX_CLASS; iclass++ ) { if ( LOWER( name[0] ) == LOWER( class_table[iclass].name[0] ) && !str_prefix( name, class_table[iclass].name ) ) return iclass; } 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; 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; } bool is_clan( CHAR_DATA *ch ) { return ch->clan; } bool is_same_clan( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( clan_table[ch->clan].independent ) return FALSE; else return ( ch->clan == victim->clan ); } /* 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( const CHAR_DATA *ch, int sn ) { int skill; if ( sn == -1 ) /* shorthand for level based * skills */ { skill = ch->level * 5 / 2; } else if ( sn < -1 || sn > MAX_SKILL ) { bug( "Bad sn %d in get_skill.", sn ); skill = 0; } else if ( !IS_NPC( ch ) ) { if ( ch->level < skill_table[sn].skill_level[ch->iclass] ) 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 == gsn_sneak || sn == gsn_hide ) 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_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_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_sword || sn == gsn_dagger || sn == gsn_spear || sn == gsn_mace || sn == gsn_axe || sn == gsn_flail || sn == gsn_whip || sn == gsn_polearm ) skill = 40 + 5 * ch->level / 2; else skill = 0; } if ( 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 = gsn_hand_to_hand; else switch ( wield->value[0] ) { default: sn = -1; break; case ( WEAPON_SWORD ): sn = gsn_sword; break; case ( WEAPON_DAGGER ): sn = gsn_dagger; break; case ( WEAPON_SPEAR ): sn = gsn_spear; break; case ( WEAPON_MACE ): sn = gsn_mace; break; case ( WEAPON_AXE ): sn = gsn_axe; break; case ( WEAPON_FLAIL ): sn = gsn_flail; break; case ( WEAPON_WHIP ): sn = gsn_whip; break; case ( WEAPON_POLEARM ): sn = gsn_polearm; break; } return sn; } int get_weapon_skill( CHAR_DATA *ch, int sn ) { int skill; /* * -1 is exotic */ if ( IS_NPC( ch ) ) { if ( sn == -1 ) skill = 3 * ch->level; else if ( sn == gsn_hand_to_hand ) skill = 40 + 2 * ch->level; else skill = 40 + 5 * ch->level / 2; } else { if ( sn == -1 ) skill = 3 * ch->level; else skill = ch->pcdata->learned[sn]; } return URANGE( 0, skill, 100 ); } /* used to de-screw characters */ void reset_char( CHAR_DATA *ch ) { int loc, mod, stat; OBJ_DATA *obj; AFFECT_DATA *af; int i; if ( IS_NPC( ch ) ) return; if ( ch->pcdata->perm_hit == 0 || ch->pcdata->perm_mana == 0 || ch->pcdata->perm_move == 0 || ch->pcdata->last_level == 0 ) { /* * do a FULL reset */ for ( loc = 0; loc < MAX_WEAR; loc++ ) { obj = get_eq_char( ch, loc ); if ( obj == NULL ) continue; if ( !obj->enchanted ) for ( af = obj->pIndexData->affected; af != NULL; af = af->next ) { mod = af->modifier; switch ( af->location ) { case APPLY_SEX: ch->sex -= mod; if ( ch->sex < 0 || ch->sex > 2 ) ch->sex = IS_NPC( ch ) ? 0 : ch->pcdata->true_sex; break; case APPLY_MANA: ch->max_mana -= mod; break; case APPLY_HIT: ch->max_hit -= mod; break; case APPLY_MOVE: ch->max_move -= mod; break; } } for ( af = obj->affected; af != NULL; af = af->next ) { mod = af->modifier; switch ( af->location ) { case APPLY_SEX: ch->sex -= mod; break; case APPLY_MANA: ch->max_mana -= mod; break; case APPLY_HIT: ch->max_hit -= mod; break; case APPLY_MOVE: ch->max_move -= mod; break; } } } /* * now reset the permanent stats */ ch->pcdata->perm_hit = ch->max_hit; ch->pcdata->perm_mana = ch->max_mana; ch->pcdata->perm_move = ch->max_move; ch->pcdata->last_level = ch->played / 3600; if ( ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2 ) { if ( ch->sex > 0 && ch->sex < 3 ) ch->pcdata->true_sex = ch->sex; else ch->pcdata->true_sex = 0; } } /* * now restore the character to his/her true condition */ for ( stat = 0; stat < MAX_STATS; stat++ ) ch->mod_stat[stat] = 0; if ( ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2 ) ch->pcdata->true_sex = 0; ch->sex = ch->pcdata->true_sex; ch->max_hit = ch->pcdata->perm_hit; ch->max_mana = ch->pcdata->perm_mana; ch->max_move = ch->pcdata->perm_move; for ( i = 0; i < 4; i++ ) ch->armor[i] = 100; ch->hitroll = 0; ch->damroll = 0; ch->saving_throw = 0; /* * now start adding back the effects */ for ( loc = 0; loc < MAX_WEAR; loc++ ) { obj = get_eq_char( ch, loc ); if ( obj == NULL ) continue; for ( i = 0; i < 4; i++ ) ch->armor[i] -= apply_ac( obj, loc, i ); if ( !obj->enchanted ) for ( af = obj->pIndexData->affected; af != NULL; af = af->next ) { mod = af->modifier; switch ( af->location ) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: for ( i = 0; i < 4; i++ ) ch->armor[i] += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_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; } } 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; } } } /* * 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; } } /* * 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( const 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( const CHAR_DATA *ch, int stat ) { int max; if ( IS_NPC( ch ) || ch->level > LEVEL_IMMORTAL ) max = 25; else { max = pc_race_table[ch->race].max_stats[stat] + 4; if ( class_table[ch->iclass].attr_prime == stat ) max += 2; if ( ch->race == race_lookup( "human" ) ) max += 1; max = UMIN( max, 25 ); } return URANGE( 3, ch->perm_stat[stat] + ch->mod_stat[stat], max ); } /* command for returning max training score */ int get_max_train( CHAR_DATA *ch, int stat ) { int max; if ( IS_NPC( ch ) || ch->level > LEVEL_IMMORTAL ) return 25; max = pc_race_table[ch->race].max_stats[stat]; if ( class_table[ch->iclass].attr_prime == stat ) { if ( ch->race == race_lookup( "human" ) ) max += 3; else max += 2; } return UMIN( max, 25 ); } /* * Retrieve a character's carry capacity. */ int can_carry_n( CHAR_DATA *ch ) { if ( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL ) return 1000; if ( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) ) return 0; return MAX_WEAR + 2 * get_curr_stat( ch, STAT_DEX ) + ch->level; } /* * Retrieve a character's carry capacity. */ int can_carry_w( CHAR_DATA *ch ) { if ( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL ) return 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( const char *str, const char *namelist ) { char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH]; const 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( const char *str, const 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; } } 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_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_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 ); 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_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; paf_new = new_affect( ); *paf_new = *paf; VALIDATE( paf ); /* 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 ); /* 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_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; if ( ch->in_room == NULL ) { bug( "Char_from_room: NULL.", 0 ); return; } if ( !IS_NPC( ch ) ) --ch->in_room->area->nplayer; if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room->light > 0 ) --ch->in_room->light; if ( ch == ch->in_room->people ) { ch->in_room->people = ch->next_in_room; } else { CHAR_DATA *prev; for ( prev = ch->in_room->people; prev; prev = prev->next_in_room ) { if ( prev->next_in_room == ch ) { prev->next_in_room = ch->next_in_room; break; } } if ( prev == NULL ) bug( "Char_from_room: ch not found.", 0 ); } ch->in_room = NULL; ch->next_in_room = NULL; 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; if ( !IS_NPC( ch ) ) { if ( ch->in_room->area->empty ) { ch->in_room->area->empty = FALSE; ch->in_room->area->age = 0; } ++ch->in_room->area->nplayer; } if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 ) ++ch->in_room->light; if ( IS_AFFECTED( ch, AFF_PLAGUE ) ) { AFFECT_DATA *af; AFFECT_DATA 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.next = NULL; plague.valid = false; 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 ); } } } return; } /* * Give an obj to a char. */ void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch ) { obj->next_content = ch->carrying; ch->carrying = obj; obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += get_obj_number( obj ); ch->carry_weight += get_obj_weight( obj ); } /* * Take an obj from its character. */ void obj_from_char( OBJ_DATA *obj ) { CHAR_DATA *ch; if ( ( ch = obj->carried_by ) == NULL ) { bug( "Obj_from_char: null ch.", 0 ); return; } if ( obj->wear_loc != WEAR_NONE ) unequip_char( ch, obj ); if ( ch->carrying == obj ) { ch->carrying = obj->next_content; } else { OBJ_DATA *prev; for ( prev = ch->carrying; prev != NULL; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) bug( "Obj_from_char: obj not in list.", 0 ); } obj->carried_by = NULL; obj->next_content = NULL; ch->carry_number -= get_obj_number( obj ); ch->carry_weight -= get_obj_weight( obj ); return; } /* * Find the ac value of an obj, including position effect. */ int apply_ac( OBJ_DATA *obj, int iWear, int type ) { if ( obj->item_type != ITEM_ARMOR ) return 0; switch ( iWear ) { case WEAR_BODY: return 3 * obj->value[type]; case WEAR_HEAD: return 2 * obj->value[type]; case WEAR_LEGS: return 2 * obj->value[type]; case WEAR_FEET: return obj->value[type]; case WEAR_HANDS: return obj->value[type]; case WEAR_ARMS: return obj->value[type]; case WEAR_SHIELD: return obj->value[type]; case WEAR_NECK_1: return obj->value[type]; case WEAR_NECK_2: return obj->value[type]; case WEAR_ABOUT: return 2 * obj->value[type]; case WEAR_WAIST: return obj->value[type]; case WEAR_WRIST_L: return obj->value[type]; case WEAR_WRIST_R: return obj->value[type]; case WEAR_HOLD: return obj->value[type]; } return 0; } /* * Find a piece of eq on a character. */ OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear ) { OBJ_DATA *obj; if ( ch == NULL ) return NULL; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->wear_loc == iWear ) return obj; } return NULL; } /* * Equip a char with an obj. */ void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) { AFFECT_DATA *paf; int i; if ( get_eq_char( ch, iWear ) != NULL ) { bug( "Equip_char: already equipped (%d).", iWear ); return; } if ( ( IS_OBJ_STAT( obj, ITEM_ANTI_EVIL ) && IS_EVIL( ch ) ) || ( IS_OBJ_STAT( obj, ITEM_ANTI_GOOD ) && IS_GOOD( ch ) ) || ( IS_OBJ_STAT( obj, ITEM_ANTI_NEUTRAL ) && IS_NEUTRAL( ch ) ) ) { /* * Thanks to Morgenes for the bug fix here! */ act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); return; } for ( i = 0; i < 4; i++ ) ch->armor[i] -= apply_ac( obj, iWear, i ); obj->wear_loc = iWear; if ( !obj->enchanted ) for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) 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_room = NULL; obj->next_content = NULL; return; } /* * Move an obj into a room. */ void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) { obj->next_content = pRoomIndex->contents; pRoomIndex->contents = obj; obj->in_room = pRoomIndex; obj->carried_by = NULL; obj->in_obj = NULL; return; } /* * Move an object into an object. */ void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to ) { obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; if ( obj_to->pIndexData->vnum == OBJ_VNUM_PIT ) obj->cost = 0; for ( ; obj_to != NULL; obj_to = obj_to->in_obj ) { if ( obj_to->carried_by != NULL ) { obj_to->carried_by->carry_number += get_obj_number( obj ); obj_to->carried_by->carry_weight += get_obj_weight( obj ) * 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; } */ nuke_pets( ch ); ch->pet = NULL; /* just in case */ if ( fPull ) die_follower( ch ); stop_fighting( ch, TRUE ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; extract_obj( obj ); } if ( ch->in_room != NULL ) char_from_room( ch ); /* * Death room is set in the clan tabe now */ if ( !fPull ) { char_to_room( ch, get_room_index( clan_table[ch->clan].hall ) ); return; } if ( IS_NPC( ch ) ) --ch->pIndexData->count; 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 ( 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, const char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *rch; int number; int count; number = number_argument( argument, arg ); count = 0; if ( !str_cmp( arg, "self" ) ) return ch; for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room ) { if ( !can_see( ch, rch ) || !is_name( arg, rch->name ) ) continue; if ( ++count == number ) return rch; } return NULL; } /* * Find a char in the world. */ CHAR_DATA *get_char_world( CHAR_DATA *ch, const char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch; int number; int count; 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 ( wch->in_room == NULL || !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, const 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 ) && 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, const 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 ) ) && 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, const 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 ) && 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, const 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, const 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; 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_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_IMMORTAL( ch ) && pRoomIndex->clan && ch->clan != pRoomIndex->clan ) return FALSE; return TRUE; } /* * True if char can see victim. */ bool can_see( const CHAR_DATA *ch, const 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_NPC( ch ) && IS_SET( ch->act, PLR_HOLYLIGHT ) ) || ( IS_NPC( ch ) && IS_IMMORTAL( ch ) ) ) return TRUE; if ( IS_AFFECTED( ch, AFF_BLIND ) ) return FALSE; if ( room_is_dark( ch->in_room ) && !IS_AFFECTED( ch, AFF_INFRARED ) ) return FALSE; if ( IS_AFFECTED( victim, AFF_INVISIBLE ) && !IS_AFFECTED( ch, AFF_DETECT_INVIS ) ) return FALSE; /* * sneaking */ if ( IS_AFFECTED( victim, AFF_SNEAK ) && !IS_AFFECTED( ch, AFF_DETECT_HIDDEN ) && victim->fighting == NULL ) { int chance; chance = get_skill( victim, gsn_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( const CHAR_DATA *ch, const 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_DARK_VISION ) ) 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. */ 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_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" ); if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); } /* * Return ascii name of extra flags vector. */ const char *extra_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & ITEM_GLOW ) strcat( buf, " glow" ); if ( vector & ITEM_HUM ) strcat( buf, " hum" ); if ( vector & ITEM_DARK ) strcat( buf, " dark" ); if ( vector & ITEM_LOCK ) strcat( buf, " lock" ); if ( vector & ITEM_EVIL ) strcat( buf, " evil" ); if ( vector & ITEM_INVIS ) strcat( buf, " invis" ); if ( vector & ITEM_MAGIC ) strcat( buf, " magic" ); if ( vector & ITEM_NODROP ) strcat( buf, " nodrop" ); if ( vector & ITEM_BLESS ) strcat( buf, " bless" ); if ( vector & ITEM_ANTI_GOOD ) strcat( buf, " anti-good" ); if ( vector & ITEM_ANTI_EVIL ) strcat( buf, " anti-evil" ); if ( vector & ITEM_ANTI_NEUTRAL ) strcat( buf, " anti-neutral" ); if ( vector & ITEM_NOREMOVE ) strcat( buf, " noremove" ); if ( vector & ITEM_INVENTORY ) strcat( buf, " inventory" ); if ( vector & ITEM_NOPURGE ) strcat( buf, " nopurge" ); if ( vector & ITEM_VIS_DEATH ) strcat( buf, " vis_death" ); if ( vector & ITEM_ROT_DEATH ) strcat( buf, " rot_death" ); if ( vector & ITEM_NOLOCATE ) strcat( buf, " no_locate" ); if ( vector & ITEM_SELL_EXTRACT ) strcat( buf, " sell_extract" ); if ( vector & ITEM_BURN_PROOF ) strcat( buf, " burn_proof" ); if ( vector & ITEM_NOUNCURSE ) strcat( buf, " no_uncurse" ); if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); } /* return ascii name of an act vector */ const char *act_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( IS_SET( vector, ACT_IS_NPC ) ) { strcat( buf, " npc" ); if ( vector & ACT_SENTINEL ) strcat( buf, " sentinel" ); if ( vector & ACT_SCAVENGER ) strcat( buf, " scavenger" ); if ( vector & ACT_AGGRESSIVE ) strcat( buf, " aggressive" ); if ( vector & ACT_STAY_AREA ) strcat( buf, " stay_area" ); if ( vector & ACT_WIMPY ) strcat( buf, " wimpy" ); if ( vector & ACT_PET ) strcat( buf, " pet" ); if ( vector & ACT_TRAIN ) strcat( buf, " train" ); if ( vector & ACT_PRACTICE ) strcat( buf, " practice" ); if ( vector & ACT_UNDEAD ) strcat( buf, " undead" ); if ( vector & ACT_CLERIC ) strcat( buf, " cleric" ); if ( vector & ACT_MAGE ) strcat( buf, " mage" ); if ( vector & ACT_THIEF ) strcat( buf, " thief" ); if ( vector & ACT_WARRIOR ) strcat( buf, " warrior" ); if ( vector & ACT_NOALIGN ) strcat( buf, " no_align" ); if ( vector & ACT_NOPURGE ) strcat( buf, " no_purge" ); if ( vector & ACT_IS_HEALER ) strcat( buf, " healer" ); if ( vector & ACT_IS_CHANGER ) strcat( buf, " changer" ); if ( vector & ACT_GAIN ) strcat( buf, " skill_train" ); if ( vector & ACT_UPDATE_ALWAYS ) strcat( buf, " update_always" ); } else { strcat( buf, " player" ); if ( vector & PLR_AUTOASSIST ) strcat( buf, " autoassist" ); if ( vector & PLR_AUTOEXIT ) strcat( buf, " autoexit" ); if ( vector & PLR_AUTOLOOT ) strcat( buf, " autoloot" ); if ( vector & PLR_AUTOSAC ) strcat( buf, " autosac" ); if ( vector & PLR_AUTOGOLD ) strcat( buf, " autogold" ); if ( vector & PLR_AUTOSPLIT ) strcat( buf, " autosplit" ); if ( vector & PLR_HOLYLIGHT ) strcat( buf, " holy_light" ); if ( vector & PLR_CANLOOT ) strcat( buf, " loot_corpse" ); if ( vector & PLR_NOSUMMON ) strcat( buf, " no_summon" ); if ( vector & PLR_NOFOLLOW ) strcat( buf, " no_follow" ); if ( vector & PLR_FREEZE ) strcat( buf, " frozen" ); if ( vector & PLR_THIEF ) strcat( buf, " thief" ); if ( vector & PLR_KILLER ) strcat( buf, " killer" ); } if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); } const char *comm_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & COMM_QUIET ) strcat( buf, " quiet" ); if ( vector & COMM_DEAF ) strcat( buf, " deaf" ); if ( vector & COMM_NOWIZ ) strcat( buf, " no_wiz" ); if ( vector & COMM_NOAUCTION ) strcat( buf, " no_auction" ); if ( vector & COMM_NOGOSSIP ) strcat( buf, " no_gossip" ); if ( vector & COMM_NOQUESTION ) strcat( buf, " no_question" ); /* * if ( vector & COMM_NOMUSIC ) strcat(buf, " no_music"); Legacy */ if ( vector & COMM_NOQUOTE ) strcat( buf, " no_quote" ); if ( vector & COMM_COMPACT ) strcat( buf, " compact" ); if ( vector & COMM_BRIEF ) strcat( buf, " brief" ); if ( vector & COMM_PROMPT ) strcat( buf, " prompt" ); if ( vector & COMM_COMBINE ) strcat( buf, " combine" ); if ( vector & COMM_NOEMOTE ) strcat( buf, " no_emote" ); if ( vector & COMM_NOSHOUT ) strcat( buf, " no_shout" ); if ( vector & COMM_NOTELL ) strcat( buf, " no_tell" ); if ( vector & COMM_NOCHANNELS ) strcat( buf, " no_channels" ); if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); } const char *imm_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & IMM_SUMMON ) strcat( buf, " summon" ); if ( vector & IMM_CHARM ) strcat( buf, " charm" ); if ( vector & IMM_MAGIC ) strcat( buf, " magic" ); if ( vector & IMM_WEAPON ) strcat( buf, " weapon" ); if ( vector & IMM_BASH ) strcat( buf, " blunt" ); if ( vector & IMM_PIERCE ) strcat( buf, " piercing" ); if ( vector & IMM_SLASH ) strcat( buf, " slashing" ); if ( vector & IMM_FIRE ) strcat( buf, " fire" ); if ( vector & IMM_COLD ) strcat( buf, " cold" ); if ( vector & IMM_LIGHTNING ) strcat( buf, " lightning" ); if ( vector & IMM_ACID ) strcat( buf, " acid" ); if ( vector & IMM_POISON ) strcat( buf, " poison" ); if ( vector & IMM_NEGATIVE ) strcat( buf, " negative" ); if ( vector & IMM_HOLY ) strcat( buf, " holy" ); if ( vector & IMM_ENERGY ) strcat( buf, " energy" ); if ( vector & IMM_MENTAL ) strcat( buf, " mental" ); if ( vector & IMM_DISEASE ) strcat( buf, " disease" ); if ( vector & IMM_DROWNING ) strcat( buf, " drowning" ); if ( vector & IMM_LIGHT ) strcat( buf, " light" ); if ( vector & VULN_IRON ) strcat( buf, " iron" ); if ( vector & VULN_WOOD ) strcat( buf, " wood" ); if ( vector & VULN_SILVER ) strcat( buf, " silver" ); if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); } const char *wear_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & ITEM_TAKE ) strcat( buf, " take" ); if ( vector & ITEM_WEAR_FINGER ) strcat( buf, " finger" ); if ( vector & ITEM_WEAR_NECK ) strcat( buf, " neck" ); if ( vector & ITEM_WEAR_BODY ) strcat( buf, " torso" ); if ( vector & ITEM_WEAR_HEAD ) strcat( buf, " head" ); if ( vector & ITEM_WEAR_LEGS ) strcat( buf, " legs" ); if ( vector & ITEM_WEAR_FEET ) strcat( buf, " feet" ); if ( vector & ITEM_WEAR_HANDS ) strcat( buf, " hands" ); if ( vector & ITEM_WEAR_ARMS ) strcat( buf, " arms" ); if ( vector & ITEM_WEAR_SHIELD ) strcat( buf, " shield" ); if ( vector & ITEM_WEAR_ABOUT ) strcat( buf, " body" ); if ( vector & ITEM_WEAR_WAIST ) strcat( buf, " waist" ); if ( vector & ITEM_WEAR_WRIST ) strcat( buf, " wrist" ); if ( vector & ITEM_WIELD ) strcat( buf, " wield" ); if ( vector & ITEM_HOLD ) strcat( buf, " hold" ); if ( vector & ITEM_NO_SAC ) strcat( buf, " nosac" ); if ( vector & ITEM_WEAR_FLOAT ) strcat( buf, " float" ); if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); } const char *form_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & FORM_POISON ) strcat( buf, " poison" ); else if ( vector & FORM_EDIBLE ) strcat( buf, " edible" ); if ( vector & FORM_MAGICAL ) strcat( buf, " magical" ); if ( vector & FORM_INSTANT_DECAY ) strcat( buf, " instant_rot" ); if ( vector & FORM_OTHER ) strcat( buf, " other" ); if ( vector & FORM_ANIMAL ) strcat( buf, " animal" ); if ( vector & FORM_SENTIENT ) strcat( buf, " sentient" ); if ( vector & FORM_UNDEAD ) strcat( buf, " undead" ); if ( vector & FORM_CONSTRUCT ) strcat( buf, " construct" ); if ( vector & FORM_MIST ) strcat( buf, " mist" ); if ( vector & FORM_INTANGIBLE ) strcat( buf, " intangible" ); if ( vector & FORM_BIPED ) strcat( buf, " biped" ); if ( vector & FORM_CENTAUR ) strcat( buf, " centaur" ); if ( vector & FORM_INSECT ) strcat( buf, " insect" ); if ( vector & FORM_SPIDER ) strcat( buf, " spider" ); if ( vector & FORM_CRUSTACEAN ) strcat( buf, " crustacean" ); if ( vector & FORM_WORM ) strcat( buf, " worm" ); if ( vector & FORM_BLOB ) strcat( buf, " blob" ); if ( vector & FORM_MAMMAL ) strcat( buf, " mammal" ); if ( vector & FORM_BIRD ) strcat( buf, " bird" ); if ( vector & FORM_REPTILE ) strcat( buf, " reptile" ); if ( vector & FORM_SNAKE ) strcat( buf, " snake" ); if ( vector & FORM_DRAGON ) strcat( buf, " dragon" ); if ( vector & FORM_AMPHIBIAN ) strcat( buf, " amphibian" ); if ( vector & FORM_FISH ) strcat( buf, " fish" ); if ( vector & FORM_COLD_BLOOD ) strcat( buf, " cold_blooded" ); if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); } const char *part_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & PART_HEAD ) strcat( buf, " head" ); if ( vector & PART_ARMS ) strcat( buf, " arms" ); if ( vector & PART_LEGS ) strcat( buf, " legs" ); if ( vector & PART_HEART ) strcat( buf, " heart" ); if ( vector & PART_BRAINS ) strcat( buf, " brains" ); if ( vector & PART_GUTS ) strcat( buf, " guts" ); if ( vector & PART_HANDS ) strcat( buf, " hands" ); if ( vector & PART_FEET ) strcat( buf, " feet" ); if ( vector & PART_FINGERS ) strcat( buf, " fingers" ); if ( vector & PART_EAR ) strcat( buf, " ears" ); if ( vector & PART_EYE ) strcat( buf, " eyes" ); if ( vector & PART_LONG_TONGUE ) strcat( buf, " long_tongue" ); if ( vector & PART_EYESTALKS ) strcat( buf, " eyestalks" ); if ( vector & PART_TENTACLES ) strcat( buf, " tentacles" ); if ( vector & PART_FINS ) strcat( buf, " fins" ); if ( vector & PART_WINGS ) strcat( buf, " wings" ); if ( vector & PART_TAIL ) strcat( buf, " tail" ); if ( vector & PART_CLAWS ) strcat( buf, " claws" ); if ( vector & PART_FANGS ) strcat( buf, " fangs" ); if ( vector & PART_HORNS ) strcat( buf, " horns" ); if ( vector & PART_SCALES ) strcat( buf, " scales" ); if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); } const char *weapon_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & WEAPON_FLAMING ) strcat( buf, " flaming" ); if ( vector & WEAPON_FROST ) strcat( buf, " frost" ); if ( vector & WEAPON_VAMPIRIC ) strcat( buf, " vampiric" ); if ( vector & WEAPON_SHARP ) strcat( buf, " sharp" ); if ( vector & WEAPON_VORPAL ) strcat( buf, " vorpal" ); if ( vector & WEAPON_TWO_HANDS ) strcat( buf, " two-handed" ); if ( vector & WEAPON_SHOCKING ) strcat( buf, " shocking" ); if ( vector & WEAPON_POISON ) strcat( buf, " poison" ); if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); } const char *cont_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & CONT_CLOSEABLE ) strcat( buf, " closable" ); if ( vector & CONT_PICKPROOF ) strcat( buf, " pickproof" ); if ( vector & CONT_CLOSED ) strcat( buf, " closed" ); if ( vector & CONT_LOCKED ) strcat( buf, " locked" ); if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); } const char *off_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & OFF_AREA_ATTACK ) strcat( buf, " area attack" ); if ( vector & OFF_BACKSTAB ) strcat( buf, " backstab" ); if ( vector & OFF_BASH ) strcat( buf, " bash" ); if ( vector & OFF_BERSERK ) strcat( buf, " berserk" ); if ( vector & OFF_DISARM ) strcat( buf, " disarm" ); if ( vector & OFF_DODGE ) strcat( buf, " dodge" ); if ( vector & OFF_FADE ) strcat( buf, " fade" ); if ( vector & OFF_FAST ) strcat( buf, " fast" ); if ( vector & OFF_KICK ) strcat( buf, " kick" ); if ( vector & OFF_KICK_DIRT ) strcat( buf, " kick_dirt" ); if ( vector & OFF_PARRY ) strcat( buf, " parry" ); if ( vector & OFF_RESCUE ) strcat( buf, " rescue" ); if ( vector & OFF_TAIL ) strcat( buf, " tail" ); if ( vector & OFF_TRIP ) strcat( buf, " trip" ); if ( vector & OFF_CRUSH ) strcat( buf, " crush" ); if ( vector & ASSIST_ALL ) strcat( buf, " assist_all" ); if ( vector & ASSIST_ALIGN ) strcat( buf, " assist_align" ); if ( vector & ASSIST_RACE ) strcat( buf, " assist_race" ); if ( vector & ASSIST_PLAYERS ) strcat( buf, " assist_players" ); if ( vector & ASSIST_GUARD ) strcat( buf, " assist_guard" ); if ( vector & ASSIST_VNUM ) strcat( buf, " assist_vnum" ); if ( !*buf ) strcat( buf, " none" ); return ( char * ) ( buf + 1 ); }