/*
* RAM $Id: handler.c 70 2009-01-11 18:47:35Z quixadhal $
*/
/**************************************************************************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 "strings.h"
#include "random.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 = NULL;
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;
}
int weapon_lookup( const char *name )
{
int type = 0;
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 = 0;
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;
}
const char *item_name( int target_type )
{
int type = 0;
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 = 0;
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 = 0;
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 = 0;
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 = 0;
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 = -1;
int def = IS_NORMAL;
int bit = 0;
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 = 0;
if ( sn == -1 ) /* shorthand for level based
* skills */
{
skill = ch->level * 5 / 2;
}
else if ( sn < -1 || sn > MAX_SKILL )
{
log_error( "Bad skill number %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 == skill_lookup( "sneak" ) || sn == skill_lookup( "hide" ) )
skill = ch->level * 2 + 20;
else if ( ( sn == skill_lookup( "dodge" ) && IS_SET( ch->off_flags, OFF_DODGE ) )
|| ( sn == skill_lookup( "parry" )
&& IS_SET( ch->off_flags, OFF_PARRY ) ) )
skill = ch->level * 2;
else if ( sn == skill_lookup( "shield block" ) )
skill = 10 + 2 * ch->level;
else if ( sn == skill_lookup( "second attack" )
&& ( IS_SET( ch->act, ACT_WARRIOR ) || IS_SET( ch->act, ACT_THIEF ) ) )
skill = 10 + 3 * ch->level;
else if ( sn == skill_lookup( "third attack" ) && IS_SET( ch->act, ACT_WARRIOR ) )
skill = 4 * ch->level - 40;
else if ( sn == skill_lookup( "hand to hand" ) )
skill = 40 + 2 * ch->level;
else if ( sn == skill_lookup( "trip" ) && IS_SET( ch->off_flags, OFF_TRIP ) )
skill = 10 + 3 * ch->level;
else if ( sn == skill_lookup( "bash" ) && IS_SET( ch->off_flags, OFF_BASH ) )
skill = 10 + 3 * ch->level;
else if ( sn == skill_lookup( "disarm" )
&& ( IS_SET( ch->off_flags, OFF_DISARM )
|| IS_SET( ch->act, ACT_WARRIOR )
|| IS_SET( ch->act, ACT_THIEF ) ) )
skill = 20 + 3 * ch->level;
else if ( sn == skill_lookup( "berserk" )
&& IS_SET( ch->off_flags, OFF_BERSERK ) )
skill = 3 * ch->level;
else if ( sn == skill_lookup( "kick" ) )
skill = 10 + 3 * ch->level;
else if ( sn == skill_lookup( "backstab" ) && IS_SET( ch->act, ACT_THIEF ) )
skill = 20 + 2 * ch->level;
else if ( sn == skill_lookup( "rescue" ) )
skill = 40 + ch->level;
else if ( sn == skill_lookup( "recall" ) )
skill = 40 + ch->level;
else if ( sn == skill_lookup( "sword" )
|| sn == skill_lookup( "dagger" )
|| sn == skill_lookup( "spear" )
|| sn == skill_lookup( "mace" )
|| sn == skill_lookup( "axe" )
|| sn == skill_lookup( "flail" )
|| sn == skill_lookup( "whip" ) || sn == skill_lookup( "polearm" ) )
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 );
}
int get_skill_byname( const CHAR_DATA *ch, const char *name )
{
int skill = 0;
int sn = -1;
sn = skill_lookup( name );
skill = get_skill( ch, sn );
return skill;
}
/* for returning weapon information */
int get_weapon_sn( CHAR_DATA *ch )
{
OBJ_DATA *wield = NULL;
int sn = -1;
wield = get_eq_char( ch, WEAR_WIELD );
if ( wield == NULL || wield->item_type != ITEM_WEAPON )
sn = skill_lookup( "hand to hand" );
else
switch ( wield->value[0] )
{
default:
sn = -1;
break;
case ( WEAPON_SWORD ):
sn = skill_lookup( "sword" );
break;
case ( WEAPON_DAGGER ):
sn = skill_lookup( "dagger" );
break;
case ( WEAPON_SPEAR ):
sn = skill_lookup( "spear" );
break;
case ( WEAPON_MACE ):
sn = skill_lookup( "mace" );
break;
case ( WEAPON_AXE ):
sn = skill_lookup( "axe" );
break;
case ( WEAPON_FLAIL ):
sn = skill_lookup( "flail" );
break;
case ( WEAPON_WHIP ):
sn = skill_lookup( "whip" );
break;
case ( WEAPON_POLEARM ):
sn = skill_lookup( "polearm" );
break;
}
return sn;
}
int get_weapon_skill( CHAR_DATA *ch, int sn )
{
int skill = 0;
/*
* -1 is exotic
*/
if ( IS_NPC( ch ) )
{
if ( sn == -1 )
skill = 3 * ch->level;
else if ( sn == skill_lookup( "hand to hand" ) )
skill = 40 + 2 * ch->level;
else
skill = 40 + 5 * ch->level / 2;
}
else
{
if ( sn == -1 )
skill = 3 * ch->level;
else
skill = ch->pcdata->learned[sn];
}
return URANGE( 0, skill, 100 );
}
/* used to de-screw characters */
void reset_char( CHAR_DATA *ch )
{
int loc = 0;
int mod = 0;
int stat_index = 0;
OBJ_DATA *obj = NULL;
AFFECT_DATA *af = NULL;
int i = 0;
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_index = 0; stat_index < MAX_STATS; stat_index++ )
ch->mod_stat[stat_index] = 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_index )
{
int max = 0;
if ( IS_NPC( ch ) || ch->level > LEVEL_IMMORTAL )
max = 25;
else
{
max = pc_race_table[ch->race].max_stats[stat_index] + 4;
if ( class_table[ch->iclass].attr_prime == stat_index )
max += 2;
if ( ch->race == race_lookup( "human" ) )
max += 1;
max = UMIN( max, 25 );
}
return URANGE( 3, ch->perm_stat[stat_index] + ch->mod_stat[stat_index], max );
}
/* command for returning max training score */
int get_max_train( CHAR_DATA *ch, int stat_index )
{
int max = 0;
if ( IS_NPC( ch ) || ch->level > LEVEL_IMMORTAL )
return 25;
max = pc_race_table[ch->race].max_stats[stat_index];
if ( class_table[ch->iclass].attr_prime == stat_index )
{
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] = "\0\0\0\0\0\0\0";
char part[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
const char *list = NULL;
const char *string = NULL;
/*
* 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] = "\0\0\0\0\0\0\0";
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 = NULL;
AFFECT_DATA *af_new = NULL;
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 = NULL;
int mod = 0;
int i = 0;
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:
log_error( "Unknown affect 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 = 0;
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 = NULL;
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 = NULL;
OBJ_DATA *obj = NULL;
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 = NULL;
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 = NULL;
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 = 0;
int vector = 0;
if ( ch->affected == NULL )
{
log_error( "No affects to remove on %s", NAME( ch ) );
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 )
{
log_error( "Cannot find paf on %s", NAME( ch ) );
return;
}
}
free_affect( paf );
affect_check( ch, where, vector );
return;
}
void affect_remove_obj( OBJ_DATA *obj, AFFECT_DATA *paf )
{
int where = 0;
int vector = 0;
if ( obj->affected == NULL )
{
log_error( "No affects to remove on %s", ONAME( obj ) );
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 )
{
log_error( "Cannot find paf on %s", ONAME( obj ) );
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 = NULL;
AFFECT_DATA *paf_next = NULL;
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 = NULL;
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 = NULL;
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 = NULL;
if ( ch->in_room == NULL )
{
log_error( "%s is in a NULL room", NAME( ch ) );
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 = NULL;
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 )
log_error( "%s not found in room people list?", NAME( ch ) );
}
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 = NULL;
if ( pRoomIndex == NULL )
{
ROOM_INDEX_DATA *room = NULL;
log_error( "%s tried to go to a NULL room", NAME( ch ) );
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 ) )
{
CHAR_DATA *vch = NULL;
AFFECT_DATA *af = NULL;
AFFECT_DATA plague;
int sn = -1;
if ( ( sn = skill_lookup( "plague" ) ) == -1 )
{
log_error( "Can't find the \"%s\" skill in %s?", "plague", __FUNCTION__ );
return;
}
for ( af = ch->affected; af != NULL; af = af->next )
{
if ( af->type == sn )
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 = sn;
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 )
{
ch_printf( vch, "You feel hot and feverish.\r\n" );
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 = NULL;
if ( ( ch = obj->carried_by ) == NULL )
{
log_error( "Object %s not carried by anyone", ONAME( obj ) );
return;
}
if ( obj->wear_loc != WEAR_NONE )
unequip_char( ch, obj );
if ( ch->carrying == obj )
{
ch->carrying = obj->next_content;
}
else
{
OBJ_DATA *prev = NULL;
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 )
log_error( "Object %s not in %s carry list", ONAME( obj ), NAME( ch ) );
}
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 = NULL;
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 = NULL;
int i = 0;
if ( get_eq_char( ch, iWear ) != NULL )
{
log_error( "Object %s is already equipped (%d) by %s", ONAME( obj ), iWear,
NAME( ch ) );
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 $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
if ( IS_OBJ_STAT( obj, ITEM_NODROP ) )
{
obj_to_char( obj, ch );
}
else
{
obj_to_room( obj, ch->in_room );
if ( IS_OBJ_STAT( obj, ITEM_MELT_DROP ) )
{
act( "$p dissolves into smoke.", ch, obj, NULL, TO_ROOM );
act( "$p dissolves into smoke.", ch, obj, NULL, TO_CHAR );
extract_obj( obj );
}
}
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 = 0;
if ( obj->wear_loc == WEAR_NONE )
{
log_error( "Object %s is not equipped by %s.", ONAME( obj ), NAME( ch ) );
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 )
{
log_error( "Norm-Apply: %d", paf->location );
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 ) )
{
log_error( "location = %d", lpaf->location );
log_error( "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 = NULL;
int nMatch = 0;
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 = NULL;
CHAR_DATA *ch = NULL;
if ( ( in_room = obj->in_room ) == NULL )
{
log_error( "Object %s is in a NULL room", ONAME( obj ) );
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 )
{
log_error( "Object %s not found in list", ONAME( obj ) );
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 = NULL;
if ( ( obj_from = obj->in_obj ) == NULL )
{
log_error( "Object %s has NULL obj_from", ONAME( obj ) );
return;
}
if ( obj == obj_from->contains )
{
obj_from->contains = obj->next_content;
}
else
{
OBJ_DATA *prev = NULL;
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 )
{
log_error( "Object %s not found in list", ONAME( obj ) );
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 = NULL;
OBJ_DATA *obj_next = NULL;
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 )
{
log_error( "Object %s (%d) not found in list", ONAME( obj ),
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 = NULL;
OBJ_DATA *obj = NULL;
OBJ_DATA *obj_next = NULL;
/*
* doesn't seem to be necessary
*/
#if 0
if ( ch->in_room == NULL )
{
log_error( "%s is in a NULL room", NAME( ch ) );
return;
}
#endif
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->mprog_target == wch )
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 )
{
log_error( "%s not found in list", NAME( ch ) );
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] = "\0\0\0\0\0\0\0";
CHAR_DATA *rch = NULL;
int number = 0;
int count = 0;
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] = "\0\0\0\0\0\0\0";
CHAR_DATA *wch = NULL;
int number = 0;
int count = 0;
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 = NULL;
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] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
int number = 0;
int count = 0;
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( const CHAR_DATA *ch, const char *argument,
const CHAR_DATA *viewer )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
int number = 0;
int count = 0;
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( const CHAR_DATA *ch, const char *argument )
{
char arg[MAX_INPUT_LENGTH] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
int number = 0;
int count = 0;
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 = NULL;
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] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
int number = 0;
int count = 0;
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;
int 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 )
{
log_balance( ch, "Negative gold? %d < 0", ch->gold );
ch->gold = 0;
}
if ( ch->silver < 0 )
{
log_balance( ch, "Negative 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] = "\0\0\0\0\0\0\0";
OBJ_DATA *obj = NULL;
if ( gold < 0 || silver < 0 || ( gold == 0 && silver == 0 ) )
{
log_error( "Zero or negative money object! (%d)", 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 = 0;
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 = 0;
OBJ_DATA *tobj = NULL;
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 = 0;
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 = NULL;
int count = 0;
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 )
&& !IS_NEWBIE( ch ) && !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 )
{
if ( !ch || !victim )
return false;
/* 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_INVISIBILITY ) )
return false;
/*
* sneaking
*/
if ( IS_AFFECTED( victim, AFF_SNEAK )
&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN ) && victim->fighting == NULL )
{
int chance = 0;
chance = get_skill( victim, skill_lookup( "sneak" ) );
chance += get_curr_stat( victim, STAT_DEX ) * 3 / 2;
chance -= get_curr_stat( ch, STAT_INT ) * 2;
chance -= ch->level - victim->level * 3 / 2;
if ( number_percent( ) < chance )
return false;
}
if ( IS_AFFECTED( victim, AFF_HIDE )
&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN ) && victim->fighting == NULL )
return false;
return true;
}
/*
* True if char can see obj.
*/
bool can_see_obj( const CHAR_DATA *ch, const OBJ_DATA *obj )
{
if ( !ch || !obj )
return false;
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_INVISIBILITY ) )
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";
}
log_error( "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] = "\0\0\0\0\0\0\0";
*buf = '\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_INVISIBILITY )
strcat( buf, " detect_invisibility" );
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] = "\0\0\0\0\0\0\0";
*buf = '\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] = "\0\0\0\0\0\0\0";
*buf = '\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] = "\0\0\0\0\0\0\0";
*buf = '\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] = "\0\0\0\0\0\0\0";
*buf = '\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] = "\0\0\0\0\0\0\0";
*buf = '\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] = "\0\0\0\0\0\0\0";
*buf = '\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] = "\0\0\0\0\0\0\0";
*buf = '\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] = "\0\0\0\0\0\0\0";
*buf = '\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] = "\0\0\0\0\0\0\0";
*buf = '\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] = "\0\0\0\0\0\0\0";
*buf = '\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 );
}