/***************************************************************************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 1993-1995 Russ Taylor * * ROM has been brought to you by the ROM consortium * * Russ Taylor (rtaylor@pacinfo.com) * * Gabrielle Taylor (gtaylor@pacinfo.com) * * Brian Moore (rom@rom.efn.org) * * By using this code, you have agreed to follow the terms of the * * ROM license, in the file Rom24/doc/rom.license * ***************************************************************************/ /*************************************************************************** * ROT 1.4 is copyright 1996-1997 by Russ Walsh * * By using this code, you have agreed to follow the terms of the * * ROT license, in the file doc/rot.license * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "magic.h" #include "recycle.h" #include "tables.h" #include "newclan.h" /* command procedures needed */ DECLARE_DO_FUN(do_return ); bool is_clan(CHAR_DATA *ch); bool is_same_clan(CHAR_DATA *ch, CHAR_DATA *victim); bool is_class_restricted(CHAR_DATA *ch, OBJ_DATA *obj); int focus_level(long total); int focus_str(CHAR_DATA *ch); int focus_int(CHAR_DATA *ch); int focus_wis(CHAR_DATA *ch); int focus_dex(CHAR_DATA *ch); int focus_con(CHAR_DATA *ch); int check_weapon_handling(CHAR_DATA *ch, sh_int sn); char * get_descr_form(CHAR_DATA *ch,CHAR_DATA *looker, bool get_long); void check_focus(CHAR_DATA *ch); int focus_save(CHAR_DATA *ch, int state); /* * Local functions. */ void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ); /* 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; } /* returns pcrace number */ int pc_race_lookup(const char *name) { int race; for (race = 0; pc_race_table[race].name != NULL; race++) { if (LOWER(name[0]) == LOWER(pc_race_table[race].name[0]) && !str_prefix(name, pc_race_table[race].name)) return race; } return 0; } int liq_lookup(const char *name) { int liq; for (liq = 0; liq_table[liq].liq_name != NULL; liq++) { if (LOWER(name[0]) == LOWER(liq_table[liq].liq_name[0]) && !str_prefix( name, liq_table[liq].liq_name)) return liq; } return 0; /* -1 is not part of the liq_table.. CRASH! */ } int weapon_lookup(const char *name) { int type; for (type = 0; weapon_table[type].name != NULL; type++) { if (LOWER(name[0]) == LOWER(weapon_table[type].name[0]) && !str_prefix( name, weapon_table[type].name)) return type; } return -1; } int weapon_type(const char *name) { int type; for (type = 0; weapon_table[type].name != NULL; type++) { if (LOWER(name[0]) == LOWER(weapon_table[type].name[0]) && !str_prefix( name, weapon_table[type].name)) return weapon_table[type].type; } return WEAPON_EXOTIC; } int item_lookup(const char *name) { int type; for (type = 0; item_table[type].name != NULL; type++) { if (LOWER(name[0]) == LOWER(item_table[type].name[0]) && !str_prefix( name, item_table[type].name)) return item_table[type].type; } return -1; } char *item_name(int item_type) { int type; for (type = 0; item_table[type].name != NULL; type++) if (item_type == item_table[type].type) return item_table[type].name; return "none"; } char *weapon_name(int weapon_type) { int type; for (type = 0; weapon_table[type].name != NULL; type++) if (weapon_type == weapon_table[type].type) return weapon_table[type].name; return "exotic"; } int attack_lookup(const char *name) { int att; for (att = 0; attack_table[att].name != NULL; att++) { if (LOWER(name[0]) == LOWER(attack_table[att].name[0]) && !str_prefix( name, attack_table[att].name)) return att; } return 0; } /* returns a flag for wiznet */ long wiznet_lookup(const char *name) { int flag; for (flag = 0; wiznet_table[flag].name != NULL; flag++) { if (LOWER(name[0]) == LOWER(wiznet_table[flag].name[0]) && !str_prefix( name, wiznet_table[flag].name)) return flag; } return -1; } /* returns class number */ int class_lookup(const char *name) { int class; for (class = 0; class < MAX_CLASS; class++) { if (LOWER(name[0]) == LOWER(class_table[class].name[0]) && !str_prefix( name, class_table[class].name)) return class; } return -1; } /* returns damage type */ char *dt_name(int dt_type) { char buf[100]; if (skill_table[dt_type].name != NULL) return skill_table[dt_type].name; sprintf(buf, "dt_type not found: %d", dt_type); wiznet(buf, NULL, NULL, WIZ_DEBUG, 0, 0); return "attack"; } /* 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 (IS_SHIELDED(ch,SHD_PROTECT_AURA)) return IS_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 */ // If you add a damtype here, make sure to change the number in the for loop for mana blast - Fesdor 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_class_obj(OBJ_DATA *obj) { return obj->class; } bool class_can_use(CHAR_DATA *ch, OBJ_DATA *obj) { if (!is_class_obj(obj)) return TRUE; return (ch->class == obj->class); } /* 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; } #define PUCK_DEBUG /* for returning skill information */ int get_skill(CHAR_DATA *ch, int sn) { int skill; #ifdef PUCK_DEBUG char lbuf[256]; #endif if (sn == -1) /* shorthand for level based skills */ { skill = ch->level * 5 / 2; } else if (sn < -1 || sn > MAX_SKILL) { printf_debug("Bad sn %d in get_skill.", sn); skill = 0; #ifdef PUCK_DEBUG if (wears_debug(ch)) { sprintf(lbuf, "---> Bad sn %d in get_skill\n", sn); send_to_char(lbuf, ch); } #endif } else if (!IS_NPC(ch)) { if (!has_skill(ch, sn)) skill = 0; else skill = ch->pcdata->learned[sn]; } else /* mobiles */ { #ifdef PUCK_DEBUG if (wears_debug(ch)) send_to_char("---> get_skill thinks you're a MOB.\r\n", ch); #endif if (skill_table[sn].spell_fun != spell_null) skill = 40 + ch->level; else if (sn == gsn_hide) { if (IS_SET(ch->act,ACT_THIEF)) skill = ch->level + 20; else skill = 0; } else if (sn == gsn_sneak) skill = ch->level + 20; else if ((sn == gsn_dodge && IS_SET(ch->off_flags,OFF_DODGE)) || (sn == gsn_phase && IS_SET(ch->off_flags,OFF_PHASE)) || (sn == gsn_parry && IS_SET(ch->off_flags,OFF_PARRY))) skill = ch->level; else if (sn == gsn_shield_block) skill = 10 + ch->level; else if (sn == gsn_blood_phase) skill = 10 + ch->level; else if (sn == gsn_shield_wall) skill = 10 + ch->level; else if (sn == gsn_gouge && IS_SET(ch->act,ACT_THIEF)) skill = 10 + ch->level; else if (sn == gsn_second_attack && (IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF) || IS_SET(ch->act,ACT_RANGER) || IS_SET(ch->act,ACT_DRUID))) skill = ch->level + 50; else if (sn == gsn_third_attack && IS_SET(ch->act,ACT_WARRIOR)) skill = ch->level + 30; else if (sn == gsn_fourth_attack && IS_SET(ch->act,ACT_WARRIOR)) skill = ch->level; else if (sn == gsn_fifth_attack && IS_SET(ch->act,ACT_WARRIOR)) skill = ch->level - 10; else if (sn == gsn_hand_to_hand) skill = 40 + ch->level; else if (sn == gsn_trip && IS_SET(ch->off_flags,OFF_TRIP)) skill = 10 + 3 * (ch->level / 2); else if (sn == gsn_bash && IS_SET(ch->off_flags,OFF_BASH)) skill = 10 + 3 * (ch->level / 2); else if (sn == gsn_stun && IS_SET(ch->off_flags,OFF_BASH) && IS_SET(ch->act,ACT_WARRIOR)) skill = ch->level / 2; else if (sn == gsn_disarm && (IS_SET(ch->off_flags,OFF_DISARM) || IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF) || IS_SET(ch->act,ACT_VAMPIRE))) skill = 20 + 3 * (ch->level / 2); else if (sn == gsn_berserk && IS_SET(ch->off_flags,OFF_BERSERK)) skill = 3 * (ch->level / 2); else if (sn == gsn_kick) skill = 10 + 3 * (ch->level / 2); else if (sn == gsn_backstab && (IS_SET(ch->act,ACT_THIEF) || IS_SET(ch->act,ACT_RANGER) || IS_SET(ch->act,ACT_VAMPIRE) || IS_SET(ch->off_flags,OFF_BACKSTAB))) skill = 20 + ch->level; else if (sn == gsn_dual_wield && (IS_SET(ch->act,ACT_THIEF) || IS_SET(ch->act,ACT_RANGER) || IS_SET(ch->act,ACT_WARRIOR))) skill = 20 + ch->level; else if (sn == gsn_circle && IS_SET(ch->act,ACT_THIEF)) skill = 10 + ch->level; else if (sn == gsn_rescue) skill = ch->level / 4; else if (sn == gsn_recall) skill = 40 + (ch->level / 2); 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) / 2; else if (sn == gsn_second_attack || sn == gsn_third_attack) skill = ch->level / 2; else if (sn == gsn_fourth_attack || sn == gsn_fifth_attack) skill = ch->level / 3; else skill = 0; } if (ch->daze > 0) { if (skill_table[sn].spell_fun != spell_null) skill /= 2; else skill = 2 * skill / 3; #ifdef PUCK_DEBUG if (wears_debug(ch)) { sprintf(lbuf, "---> daze=%d, adjusted skill=%d\r\n", ch->daze, skill); send_to_char(lbuf, ch); } #endif } if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) skill = 4 * skill / 5; if (skill >= 100 && !IS_NPC(ch)) { skill += check_weapon_handling(ch, sn); return skill; } 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]) { 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; default: sn = -1; 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 = ch->level; else skill = ch->pcdata->learned[sn]; } if (skill >= 100) { skill += check_weapon_handling(ch, sn); return skill; } return URANGE(0,skill,100); } int check_weapon_handling(CHAR_DATA *ch, sh_int sn) { sh_int wsn = -1; sh_int skill; if (IS_NPC(ch)) return 0; if (sn == gsn_sword) wsn = gsn_sword2; else if (sn == gsn_axe) wsn = gsn_axe2; else if (sn == gsn_dagger) wsn = gsn_dagger2; else if (sn == gsn_polearm) wsn = gsn_polearm2; else if (sn == gsn_whip) wsn = gsn_whip2; else if (sn == gsn_spear) wsn = gsn_spear2; else if (sn == gsn_mace) wsn = gsn_mace2; else if (sn == gsn_flail) wsn = gsn_flail2; else if (sn == gsn_dual_wield) wsn = gsn_dual_wield2; if (wsn == -1) return 0; if (has_skill(ch, wsn)) { //skill = ch->pcdata->learned[wsn] / 10 + ch->level / 5; skill = ch->pcdata->learned[wsn] / 10; // Back to 10%! return skill; } return 0; } /* used to de-screw characters */ void reset_char(CHAR_DATA *ch) { int loc, mod, stat, morph; OBJ_DATA *obj; AFFECT_DATA *af; int i; if (IS_NPC(ch)) return; morph = 0; 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; } } } /* remove 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_HEIGHT: ch->size -= mod; break; case APPLY_AC: for (i = 0; i < 4; i++) ch->armor[i] -= mod; break; case APPLY_HITROLL: ch->hitroll -= mod; break; case APPLY_DAMROLL: ch->damroll -= mod; break; case APPLY_SAVES: ch->saving_throw += mod; break; case APPLY_SAVING_ROD: ch->saving_throw -= mod; break; case APPLY_SAVING_PETRI: ch->saving_throw -= mod; break; case APPLY_SAVING_BREATH: ch->saving_throw -= mod; break; case APPLY_SAVING_SPELL: ch->saving_throw -= mod; break; case APPLY_MORPH_FORM: ch->morph_form[0] = 0; break; // -= mod; break; case APPLY_REGEN: ch->regen_rate -= mod; break; case APPLY_MANA_REGEN: ch->mana_regen_rate -= mod; break; case APPLY_AGE: ch->eq_age -= mod; break; } } /* now reset the permanent stats */ check_focus(ch); 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; check_focus(ch); // reset perm_hit/mana/move values! 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; ch->regen_rate = 0; ch->mana_regen_rate = 0; ch->eq_age = 0; ch->morph_form[0] = 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(ch->level, obj, loc, i); if (!obj->enchanted) for (af = obj->pIndexData->affected; af != NULL; af = af->next) { mod = af->modifier; switch (af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: for (i = 0; i < 4; i++) ch->armor[i] += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVES: ch->saving_throw += mod; break; case APPLY_SAVING_ROD: ch->saving_throw += mod; break; case APPLY_SAVING_PETRI: ch->saving_throw += mod; break; case APPLY_SAVING_BREATH: ch->saving_throw += mod; break; case APPLY_SAVING_SPELL: ch->saving_throw += mod; break; case APPLY_REGEN: ch->regen_rate += mod; break; case APPLY_MANA_REGEN: ch->mana_regen_rate += mod; break; case APPLY_AGE: ch->eq_age += mod; break; case APPLY_MORPH_FORM: /* morph = ch->morph_form[0]; morph += mod; if (morph > MORPH_MAX) mod = MORPH_MAX; if (morph < 0) mod = 0; if (is_affected(ch, gsn_conceal)) mod = MORPH_CONCEAL;*/ ch->morph_form[0] = mod; break; } } for (af = obj->affected; af != NULL; af = af->next) { mod = af->modifier; switch (af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: for (i = 0; i < 4; i++) ch->armor[i] += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVES: ch->saving_throw += mod; break; case APPLY_SAVING_ROD: ch->saving_throw += mod; break; case APPLY_SAVING_PETRI: ch->saving_throw += mod; break; case APPLY_SAVING_BREATH: ch->saving_throw += mod; break; case APPLY_SAVING_SPELL: ch->saving_throw += mod; break; case APPLY_REGEN: ch->regen_rate += mod; break; case APPLY_MANA_REGEN: ch->mana_regen_rate += mod; break; case APPLY_AGE: ch->eq_age += mod; break; case APPLY_MORPH_FORM: /* morph = ch->morph_form[0]; morph += mod; if (morph > MORPH_MAX) mod = MORPH_MAX; if (morph < 0) mod = 0; if (is_affected(ch, gsn_conceal)) mod = MORPH_CONCEAL;*/ ch->morph_form[0] = mod; break; } } } /* now add back spell effects */ for (af = ch->affected; af != NULL; af = af->next) { mod = af->modifier; switch (af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: for (i = 0; i < 4; i++) ch->armor[i] += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVES: ch->saving_throw += mod; break; case APPLY_SAVING_ROD: ch->saving_throw += mod; break; case APPLY_SAVING_PETRI: ch->saving_throw += mod; break; case APPLY_SAVING_BREATH: ch->saving_throw += mod; break; case APPLY_SAVING_SPELL: ch->saving_throw += mod; break; case APPLY_REGEN: ch->regen_rate += mod; break; case APPLY_MANA_REGEN: ch->mana_regen_rate += mod; break; case APPLY_AGE: ch->eq_age += mod; break; case APPLY_MORPH_FORM: /* morph = ch->morph_form[0]; morph += mod; if (morph > MORPH_MAX) mod = MORPH_MAX; if (morph < 0) mod = 0; if (is_affected(ch, gsn_conceal)) mod = MORPH_CONCEAL;*/ ch->morph_form[0] = mod; break; } } // ch->hit = ch->max_hit; // ch->mana = ch->max_mana; // ch->move = ch->max_move; if (ch->pcdata->focus[MAGIC_DEFENSE]) ch->saving_throw -= focus_save(ch,0); //focus_level(ch->pcdata->focus[MAGIC_DEFENSE]); /* make sure sex is RIGHT!!!! */ if (ch->sex < 0 || ch->sex > 2) ch->sex = ch->pcdata->true_sex; ch->dam_type = 17; //punch update_class_bits(ch); } /* * Retrieve a character's trusted level for permission checking. */ int get_trust(CHAR_DATA *ch) { if (ch == NULL) return 0; if (ch->desc != NULL && ch->desc->original != NULL) ch = ch->desc->original; if (ch->trust != 0 /*&& IS_SET(ch->comm,COMM_TRUE_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) + ch->eq_age; } /* command for retrieving stats */ int get_curr_stat(CHAR_DATA *ch, int stat) { int max; int mod = 0; if (IS_NPC(ch)) max = MAX_STAT - 6; if (ch->level > LEVEL_IMMORTAL) max = MAX_STAT - 1; else { max = pc_race_table[ch->race].max_stats[stat] + 4; if (class_table[ch->class].attr_prime == stat /*&& ch->race != race_lookup("human")*/) max += 2; /* Let's take this out for now, Humans are good enough. -Fesdor if ( ch->race == race_lookup("human")) max += 1; */ // Faith for Crusader breeness1 if (ch->class == CLASS_CRUSADER && (stat == 0 || stat == 3)) max += ch->alignment / 300; max = UMIN(max,25); } if (stat == STAT_STR) mod += focus_str(ch); if (stat == STAT_INT) mod += focus_int(ch); if (stat == STAT_WIS) mod += focus_wis(ch); if (stat == STAT_DEX) mod += focus_dex(ch); if (stat == STAT_CON) mod += focus_con(ch); return URANGE(3,ch->perm_stat[stat] + ch->mod_stat[stat] + mod, 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 30; max = pc_race_table[ch->race].max_stats[stat]; if (class_table[ch->class].attr_prime == stat) { if (ch->race == race_lookup("human")) max += 3; else max += 2; } return UMIN(max,30); } /* * 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 + 10; } /* * 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 * 15; } /* * See if a string is one of the names of an object. */ /* bool is_name( const char *str, char *namelist ) { char name[MAX_INPUT_LENGTH]; for ( ; ; ) { namelist = one_argument( namelist, name ); if ( name[0] == '\0' ) return FALSE; if ( !str_cmp( str, name ) ) return TRUE; } } */ bool is_name(char *str, char *namelist) { char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH]; char *list, *string; string = str; /* we need ALL parts of string to match part of namelist */ for (;;) /* start parsing string */ { str = one_argument(str, part); if (part[0] == '\0') return TRUE; /* check to see if this is part of namelist */ list = namelist; for (;;) /* start parsing namelist */ { list = one_argument(list, name); if (name[0] == '\0') /* this name was not found */ return FALSE; if (!str_prefix(string, name)) return TRUE; /* full pattern match */ if (!str_prefix(part, name)) break; } } } bool is_exact_name(char *str, char *namelist) { char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH]; char *list, *string; string = str; /* we need ALL parts of string to match part of namelist */ for (;;) /* start parsing string */ { str = one_argument(str, part); if (part[0] == '\0') return TRUE; /* check to see if this is part of namelist */ list = namelist; for (;;) /* start parsing namelist */ { list = one_argument(list, name); if (name[0] == '\0') /* this name was not found */ return FALSE; if (!str_cmp(string, name)) return TRUE; /* full pattern match */ if (!str_cmp(part, name)) break; } } } /* enchanted stuff for eq */ void affect_enchant(OBJ_DATA *obj) { /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *paf, *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect(); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX(0,paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; } } } void affect_modify(CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd) { OBJ_DATA *wield; int mod, i; // ,morph; Sorn-unused variable mod = paf->modifier; if (fAdd) { switch (paf->where) { case TO_AFFECTS: SET_BIT(ch->affected_by, paf->bitvector); break; case TO_AFFECTS2: SET_BIT(ch->affected2_by, paf->bitvector); break; case TO_IMMUNE: SET_BIT(ch->imm_flags,paf->bitvector); break; case TO_RESIST: SET_BIT(ch->res_flags,paf->bitvector); break; case TO_VULN: SET_BIT(ch->vuln_flags,paf->bitvector); break; case TO_SHIELDS: SET_BIT(ch->shielded_by, paf->bitvector); break; } } else { switch (paf->where) { case TO_AFFECTS: REMOVE_BIT(ch->affected_by, paf->bitvector); break; case TO_AFFECTS2: REMOVE_BIT(ch->affected2_by, paf->bitvector); break; case TO_IMMUNE: REMOVE_BIT(ch->imm_flags,paf->bitvector); break; case TO_RESIST: REMOVE_BIT(ch->res_flags,paf->bitvector); break; case TO_VULN: REMOVE_BIT(ch->vuln_flags,paf->bitvector); break; case TO_SHIELDS: REMOVE_BIT(ch->shielded_by, paf->bitvector); break; } mod = 0 - mod; } switch (paf->location) { default: printf_debug("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: ch->eq_age += mod; break; case APPLY_HEIGHT: break; case APPLY_WEIGHT: break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_GOLD: break; case APPLY_EXP: break; case APPLY_AC: for (i = 0; i < 4; i++) ch->armor[i] += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVES: ch->saving_throw += mod; break; case APPLY_SAVING_ROD: ch->saving_throw += mod; break; case APPLY_SAVING_PETRI: ch->saving_throw += mod; break; case APPLY_SAVING_BREATH: ch->saving_throw += mod; break; case APPLY_SAVING_SPELL: ch->saving_throw += mod; break; case APPLY_SPELL_AFFECT: break; case APPLY_REGEN: ch->regen_rate += mod; break; case APPLY_MORPH_FORM: /* morph = ch->morph_form[0]; morph += mod; if (morph > MORPH_MAX) mod = MORPH_MAX; if (morph < 0) mod = 0; if (is_affected(ch, gsn_conceal)) mod = MORPH_CONCEAL;*/ ch->morph_form[0] = mod; break; case APPLY_MANA_REGEN: ch->mana_regen_rate += mod; break; } /* * Check for weapon wielding. * Guard against recursion (for weapons with affects). */ if (!IS_NPC(ch) && (wield = get_eq_char(ch, WEAR_WIELD )) != NULL && get_obj_weight(wield) > (str_app[get_curr_stat(ch, STAT_STR)].wield * 10)) { static int depth; if (depth == 0) { depth++; act("You drop $p.", ch, wield, NULL, TO_CHAR ); act("$n drops $p.", ch, wield, NULL, TO_ROOM ); obj_from_char(wield); // obj_to_room( wield, ch->in_room ); obj_to_char(wield, ch); depth--; } } reset_char(ch); return; } /* find an effect in an affect list */ AFFECT_DATA *affect_find(AFFECT_DATA *paf, int sn) { AFFECT_DATA *paf_find; for (paf_find = paf; paf_find != NULL; paf_find = paf_find->next) { if (paf_find->type == sn) return paf_find; } return NULL; } /* fix object affects when removing one */ void affect_check(CHAR_DATA *ch, int where, int vector) { AFFECT_DATA *paf; OBJ_DATA *obj; if (where == TO_OBJECT || where == TO_WEAPON || vector == 0) return; for (paf = ch->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_AFFECTS: SET_BIT(ch->affected_by,vector); break; case TO_AFFECTS2: SET_BIT(ch->affected2_by, vector); break; case TO_IMMUNE: SET_BIT(ch->imm_flags,vector); break; case TO_RESIST: SET_BIT(ch->res_flags,vector); break; case TO_VULN: SET_BIT(ch->vuln_flags,vector); break; case TO_SHIELDS: SET_BIT(ch->shielded_by,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_AFFECTS2: SET_BIT(ch->affected2_by, vector); break; case TO_IMMUNE: SET_BIT(ch->imm_flags,vector); break; case TO_RESIST: SET_BIT(ch->res_flags,vector); break; case TO_VULN: SET_BIT(ch->vuln_flags,vector); break; case TO_SHIELDS: SET_BIT(ch->shielded_by,vector); break; } return; } if (obj->enchanted) continue; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_AFFECTS: SET_BIT(ch->affected_by,vector); break; case TO_AFFECTS2: SET_BIT(ch->affected2_by, vector); break; case TO_IMMUNE: SET_BIT(ch->imm_flags,vector); break; case TO_RESIST: SET_BIT(ch->res_flags,vector); break; case TO_VULN: SET_BIT(ch->vuln_flags,vector); break; case TO_SHIELDS: SET_BIT(ch->shielded_by,vector); break; } reset_char(ch); return; } } } /* * Turns a cooldown on. */ /* void cooldown_on(CHAR_DATA *ch, COOLDOWN_DATA *pcd) { COOLDOWN_DATA *pcd_new; pcd_new = new_cooldown(); *pcd_new = *pcd; pcd_new->next = ch->cooldowns; ch->cooldowns = pcd_new; 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; paf_new->next = ch->affected; ch->affected = paf_new; affect_modify(ch, paf_new, TRUE ); return; } /* give an affect to an object */ void affect_to_obj(OBJ_DATA *obj, AFFECT_DATA *paf) { AFFECT_DATA *paf_new; paf_new = new_affect(); *paf_new = *paf; paf_new->next = obj->affected; obj->affected = paf_new; /* apply any affect vectors to the object's extra_flags */ if (paf->bitvector) switch (paf->where) { case TO_OBJECT: SET_BIT(obj->extra_flags,paf->bitvector); break; case TO_WEAPON: if (obj->item_type == ITEM_WEAPON) SET_BIT(obj->value[4],paf->bitvector); break; } return; } /* * Give an affect to a room. */ void affect_to_room(ROOM_INDEX_DATA *room, AFFECT_DATA *paf) { AFFECT_DATA *paf_new; paf_new = new_affect(); *paf_new = *paf; paf_new->next = room->affected; room->affected = paf_new; /* apply any affect vectors to the room's affected_by */ if (paf->bitvector) SET_BIT(room->affected_by, paf->bitvector); return; } /* * Remove an affect from a char. */ void affect_remove(CHAR_DATA *ch, AFFECT_DATA *paf) { int where; int vector; if (ch->affected == NULL) { printf_debug("Affect_remove: no affect."); 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) { printf_debug("Affect_remove: cannot find paf."); return; } } free_affect(paf); affect_check(ch, where, vector); reset_char(ch); return; } /* * Remove a cooldown from a char. */ /* void cooldown_remove(CHAR_DATA *ch, COOLDOWN_DATA *pcd) { if (ch->cooldowns == NULL) { // printf_debug("Cooldown_remove: no cooldowns."); Bug line removed due to log flooding return; } if (pcd == ch->cooldowns) { ch->cooldowns = pcd->next; } else { COOLDOWN_DATA *prev; for (prev = ch->cooldowns; prev != NULL; prev = prev->next) { if (prev->next == pcd) { prev->next = pcd->next; break; } } if (prev == NULL) { printf_debug("Cooldown_remove: cannot find pcd."); return; } } free_cooldown(pcd); reset_char(ch); return; } */ void affect_remove_obj(OBJ_DATA *obj, AFFECT_DATA *paf) { int where, vector; if (obj->affected == NULL) { printf_debug("Affect_remove_object: no affect."); 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) { printf_debug("Affect_remove_object: cannot find paf."); return; } } free_affect(paf); if (obj->carried_by != NULL && obj->wear_loc != -1) affect_check(obj->carried_by, where, vector); return; } void affect_remove_room(ROOM_INDEX_DATA *room, AFFECT_DATA *paf) { int where, vector; if (room->affected == NULL) { printf_debug("Affect_remove_room: no affect."); return; } where = paf->where; vector = paf->bitvector; /* remove flags from the object if needed */ if (paf->bitvector) REMOVE_BIT(room->affected_by, paf->bitvector); if (paf == room->affected) { room->affected = paf->next; } else { AFFECT_DATA *prev; for (prev = room->affected; prev != NULL; prev = prev->next) { if (prev->next == paf) { prev->next = paf->next; break; } } if (prev == NULL) { printf_debug("Affect_remove_room: cannot find paf."); return; } } free_affect(paf); 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); } reset_char(ch); 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; } /* * Return true if a char has a skill on cooldown. */ /* bool on_cooldown(CHAR_DATA *ch, int sn) { COOLDOWN_DATA *pcd; for (pcd = ch->cooldowns; pcd != NULL; pcd = pcd->next) { if (pcd->type == sn) return TRUE; } return FALSE; } */ bool is_obj_affected(OBJ_DATA *obj, int sn) { AFFECT_DATA *paf; for (paf = obj->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) { /* Old way paf->level = (paf->level += paf_old->level) / 2; paf->duration += paf_old->duration; paf->modifier += paf_old->modifier; */ paf->level = UMAX(paf->level, paf_old->level); /* Sunder Check by Dusk 10/10/08 Its so the duration won't increase but modifier will */ //if ( paf->type != gsn_sunder ) //paf->duration += paf_old->duration; if ((paf->bitvector == AFF_POISON) || (paf->bitvector == AFF_PLAGUE)) paf->modifier = UMAX(-20, (paf->modifier + paf_old->modifier)); else paf->modifier += paf_old->modifier; affect_remove(ch, paf_old); break; } } affect_to_char(ch, paf); reset_char(ch); return; } /* * Move a char out of a room. */ void char_from_room(CHAR_DATA *ch) { OBJ_DATA *obj; if (ch->in_room == NULL) { printf_debug("Char_from_room: NULL."); 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) printf_debug("Char_from_room: ch not found."); } 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; printf_debug("Char_to_room: NULL."); if (ch->alignment < 0) { if ((room = get_room_index(ROOM_VNUM_TEMPLEB)) != NULL) char_to_room(ch, room); } else { 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; /* Check for Clan guards */ clan_entry_trigger(ch, TRUE); if (IS_AFFECTED(ch,AFF_PLAGUE)) { AFFECT_DATA *af, plague; CHAR_DATA *vch; for (af = ch->affected; af != NULL; af = af->next) { if (af->type == gsn_plague) break; } if (af == NULL) { REMOVE_BIT(ch->affected_by,AFF_PLAGUE); return; } if (af->level == 1) return; plague.where = TO_AFFECTS; plague.type = gsn_plague; plague.level = af->level - 1; plague.duration = number_range(1, 2 * plague.level); plague.location = APPLY_CON; plague.modifier = number_range(1, 4) * -1; 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); } } } //Insert Clan Entry Triggers Here. //ancient_entry_trigger(ch); reset_char(ch); return; } /* * Give an obj to a char. */ void obj_to_char(OBJ_DATA *obj, CHAR_DATA *ch) { obj->next_content = ch->carrying; ch->carrying = obj; obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += get_obj_number(obj); ch->carry_weight += get_obj_weight(obj); } /* * Take an obj from its character. */ void obj_from_char(OBJ_DATA *obj) { CHAR_DATA *ch; /*int i;*/ if ((ch = obj->carried_by) == NULL) { printf_debug("Obj_from_char: null ch."); 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) printf_debug("Obj_from_char: obj not in list."); } obj->carried_by = NULL; obj->next_content = NULL; ch->carry_number -= get_obj_number(obj); ch->carry_weight -= get_obj_weight(obj); // Lets start keeping track of previous owners /* for(i=0; i < 5; i++ ) { if(obj->prev_owner[i] != NULL) continue; // Only if its not the same as the previous owner if(i > 0 && str_cmp(obj->prev_owner[i-1], ch->name)) obj->prev_owner[i] = str_dup(ch->name); }*/ return; } /* * Find the ac value of an obj, including position effect. */ int apply_ac(int level, OBJ_DATA *obj, int iWear, int type) { if (obj->item_type != ITEM_ARMOR) return 0; if (is_clan_obj(obj)) { switch (type) { case AC_PIERCE: return ((level / 7) + 5); case AC_BASH: return ((level / 7) + 5); case AC_SLASH: return ((level / 7) + 5); case AC_EXOTIC: return (level / 7); } return 0; } switch (iWear) { case WEAR_BODY: return 3 * obj->value[type]; case WEAR_HEAD: return 2 * obj->value[type]; case WEAR_LEGS: return 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] * 5) / 2; // raised to 2.5 case WEAR_FINGER_L: return obj->value[type]; case WEAR_FINGER_R: return obj->value[type]; case WEAR_NECK_1: return obj->value[type]; case WEAR_NECK_2: return obj->value[type]; case WEAR_ABOUT: return 2 * obj->value[type]; case WEAR_WAIST: return obj->value[type]; case WEAR_WRIST_L: return obj->value[type]; case WEAR_WRIST_R: return obj->value[type]; case WEAR_HOLD: return obj->value[type]; case WEAR_FLOAT: return obj->value[type]; case WEAR_FACE: return obj->value[type]; case WEAR_EAR: return obj->value[type]; case WEAR_ANKLE_L: return obj->value[type]; case WEAR_ANKLE_R: return obj->value[type]; case WEAR_CLAN: return obj->value[type]; case WEAR_RELIG: return obj->value[type]; case WEAR_PATCH: return obj->value[type]; case WEAR_BACK: 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; // char buf[MSL]; if (get_eq_char(ch, iWear) != NULL) { printf_debug("Equip_char: already equipped (%d).", iWear); return; } /* * Make the following checks only for mortals. * -walsh */ if (ch->level < LEVEL_IMMORTAL) { if ((IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch)) || (!IS_NPC(ch) && !clan_can_use(ch, obj)) || (!IS_NPC(ch) && !class_can_use(ch, obj)) || !is_class_restricted(ch, obj)) { /* * Thanks to Morgenes for the bug fix here! */ // sprintf(buf,"clan_can_use: %d, class_can_use: %d, class_restrict: %d \n\r",clan_can_use(ch, obj),class_can_use(ch,obj),is_class_restricted(ch,obj)); // send_to_char(buf,ch); act("{RYou are {Yzapped {Rby $p and drop it.{x", ch, obj, NULL, TO_CHAR ); act("{R$n is {Yzapped {Rby $p and drops it.{x", ch, obj, NULL, TO_ROOM ); obj_from_char(obj); //obj_to_room(obj, ch->in_room); obj_to_char(obj, ch); return; } } if (IS_OBJ_STAT(obj,ITEM_QUESTPOINT) && !IS_NPC(ch)) { REMOVE_BIT(obj->extra_flags,ITEM_QUESTPOINT); ch->questpoints += 300; act("{YYou gained 300 {RQuest Point {Yfrom $p!{x", ch, obj, NULL, TO_CHAR); act("{Y$n gained 300 {RQuest Point {Yfrom $p!{x", ch, obj, NULL, TO_ROOM); } for (i = 0; i < 4; i++) ch->armor[i] -= apply_ac(ch->level, 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 && paf->location != APPLY_MORPH_FORM) affect_modify(ch, paf, TRUE ); for (paf = obj->affected; paf != NULL; paf = paf->next) if (paf->location == APPLY_SPELL_AFFECT || paf->location == APPLY_MORPH_FORM) { if (paf->location == APPLY_MORPH_FORM) { // Hack to ensure morph randoms give right gsn. paf->type = gsn_conceal; } 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; reset_char(ch); 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) { printf_debug("Unequip_char: already unequipped."); return; } for (i = 0; i < 4; i++) ch->armor[i] += apply_ac(ch->level, 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 || paf->location == APPLY_MORPH_FORM) { if (paf->location == APPLY_MORPH_FORM) affect_strip(ch, gsn_conceal); // paf->type changed to gsn_conceal. 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 || paf->location == APPLY_MORPH_FORM) { if (paf->location == APPLY_MORPH_FORM) affect_strip(ch, paf->type); printf_debug("Norm-Apply: %d"); 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)) { printf_debug("location = %d", lpaf->location); printf_debug("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; // Anonymous -- Jair's request :) if (ch->hit > ch->max_hit) { ch->hit = ch->max_hit; update_pos(ch); } reset_char(ch); 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) { printf_debug("obj_from_room: NULL."); 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) { printf_debug("Obj_from_room: obj not found."); 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) { if (pRoomIndex == NULL) { printf_debug("OBJ_TO_ROOM: pRoomIndex NULL POINTER"); return; } obj->next_content = pRoomIndex->contents; pRoomIndex->contents = obj; obj->in_room = pRoomIndex; obj->carried_by = NULL; obj->in_obj = NULL; return; } /* * Move an object into an object. */ void obj_to_obj(OBJ_DATA *obj, OBJ_DATA *obj_to) { if (obj == NULL || obj_to == NULL) { printf_debug("obj_to_obj: NULL obj or obj_to"); return; } obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; if (obj_to->pIndexData->item_type == ITEM_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) { printf_debug("Obj_from_obj: null obj_from."); 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) { printf_debug("Obj_from_obj: obj not found."); 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) { printf_debug("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; if (ch->in_room == NULL) { printf_debug("Extract_char: NULL. Attempting fix"); char_to_room(ch, get_room_index(ROOM_VNUM_LIMBO)); /* * return; */ } nuke_pets(ch); ch->pet = NULL; /* just in case */ if (fPull) die_follower(ch); stop_fighting(ch, TRUE ); // remove stuff, except for arena people if (!IN_ARENA(ch)) { for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; extract_obj(obj); } } /* People who die in the arena go to arena morgue */ if ((!fPull) && (IS_SET(ch->in_room->room_flags,ROOM_ARENA))) { char_from_room(ch); char_to_room(ch, get_room_index(ROOM_ARENA_MORGUE)); return; } char_from_room(ch); /* Death room is set in the clan table now */ if (!fPull) { char_to_room(ch, get_clan_deathroom(ch)); return; } if (IS_NPC(ch)) { if (ch->pIndexData->count == 0) { } else { --ch->pIndexData->count; } } else if (ch->locker) { extract_obj(ch->locker); } if (ch->desc != NULL && ch->desc->original != NULL) { do_return(ch, ""); ch->desc = NULL; } for (wch = char_list; wch != NULL; wch = wch->next) { if (wch->reply == ch) wch->reply = NULL; if (ch->mprog_target == wch) 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) { printf_debug("Extract_char: char not found."); return; } } if (ch->desc != NULL) ch->desc->character = NULL; free_char(ch); // update_roster(ch, TRUE); return; } /* * Find a char in the room. */ CHAR_DATA *get_char_room(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *rch; int number; int count; char buf[MIL]; number = number_argument(argument, arg); count = 0; if (ch == NULL || ch->in_room == NULL) return NULL; 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) || get_trust(ch) < rch->ghost_level) continue; if (rch->morph_form[0] != 0) { if (rch->morph_form[0] >= 5 && rch->morph_form[0] <= 9 && !str_cmp( arg, "dragon")) { if (++count == number) return rch; } else if (rch->morph_form[0] == 16 && !str_cmp(arg, "goat")) { if (++count == number) return rch; } else if (rch->morph_form[0] == 17 && !str_cmp(arg, "lion")) { if (++count == number) return rch; } else if (rch->morph_form[0] == 18 && !str_cmp(arg, "dragon")) { if (++count == number) return rch; } else if (rch->morph_form[0] == MORPH_BAT && !str_cmp(arg, "bat")) { if (++count == number) return rch; } else if (rch->morph_form[0] == MORPH_WOLF && !str_cmp(arg, "wolf")) { if (++count == number) return rch; } else if (rch->morph_form[0] == MORPH_BEAR && !str_cmp(arg, "bear")) { if (++count == number) return rch; } else if (rch->morph_form[0] == MORPH_MORPH && !str_prefix(arg, rch->morph)) { if (++count == number) return rch; } else if (!str_prefix(arg, (get_name(rch, NULL, buf)))) { if (++count == number) return rch; } } if ((arg[0] != '\0') && !is_name(arg, get_name(rch, ch, buf))) continue; if (++count == number) return rch; } return NULL; } /* * Find a char in the world. */ CHAR_DATA *get_seen_char_world(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch, *rch; int number; int count; char buf[MIL]; 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 (!str_cmp(arg, "self")) return ch; for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) { if (!can_see(ch, rch) || get_trust(ch) < rch->ghost_level) continue; if (rch->morph_form[0] != 0) { if (rch->morph_form[0] >= 5 && rch->morph_form[0] <= 9 && !str_cmp(arg, "dragon")) { if (++count == number) return rch; } else if (rch->morph_form[0] == 16 && !str_cmp(arg, "goat")) { if (++count == number) return rch; } else if (rch->morph_form[0] == 17 && !str_cmp(arg, "lion")) { if (++count == number) return rch; } else if (rch->morph_form[0] == 18 && !str_cmp(arg, "dragon")) { if (++count == number) return rch; } else if (rch->morph_form[0] == MORPH_BAT && !str_cmp(arg, "bat")) { if (++count == number) return rch; } else if (rch->morph_form[0] == MORPH_WOLF && !str_cmp(arg, "wolf")) { if (++count == number) return rch; } else if (rch->morph_form[0] == MORPH_BEAR && !str_cmp(arg, "bear")) { if (++count == number) return rch; } else if (rch->morph_form[0] == MORPH_MORPH && !str_prefix(arg, rch->morph)) { if (++count == number) return rch; } else if (!str_prefix(arg, (get_name(rch, NULL, buf)))) { if (++count == number) return rch; } } if ((arg[0] != '\0') && !is_name(arg, get_name(rch, ch, buf))) continue; if (++count == number) return rch; } } return NULL; } /* * Find a char in the world. */ CHAR_DATA *get_char_world(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch; int number; int count; if ((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 a char in the world, no level check. */ CHAR_DATA *get_char_mortal(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch; one_argument(argument, arg); for (wch = char_list; wch != NULL; wch = wch->next) { if (!str_cmp(arg, wch->name) && !IS_NPC(wch) && !IS_IMMORTAL(wch)) return wch; } return NULL; } /* * Find a char in the world, Imms too. */ CHAR_DATA *get_char_anyone(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch; one_argument(argument, arg); for (wch = char_list; wch != NULL; wch = wch->next) { if (!str_cmp(arg, wch->name) && !IS_NPC(wch)) return wch; } return NULL; } /* * Find some object with a given index data. * Used by area-reset 'P' command. */ OBJ_DATA *get_obj_type(OBJ_INDEX_DATA *pObjIndex) { OBJ_DATA *obj; for (obj = object_list; obj != NULL; obj = obj->next) { if (obj->pIndexData == pObjIndex) return obj; } return NULL; } /* * Find an obj in a list. */ OBJ_DATA *get_obj_list(CHAR_DATA *ch, char *argument, OBJ_DATA *list) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument(argument, arg); count = 0; for (obj = list; obj != NULL; obj = obj->next_content) { if ((obj->item_type == ITEM_EXIT) && is_name(arg, obj->name)) { if (++count == number) return obj; } if (can_see_obj(ch, obj) && is_name(arg, obj->name)) { if (++count == number) return obj; } } return NULL; } /* * Find an exit obj in a list. (no ch) */ OBJ_DATA *get_obj_exit(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 ((obj->item_type == ITEM_EXIT) && is_name(arg, obj->name)) { if (++count == number) return obj; } } return NULL; } /* * Find an obj in a list. (no ch) */ OBJ_DATA *get_obj_item(char *argument, OBJ_DATA *list) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument(argument, arg); count = 0; for (obj = list; obj != NULL; obj = obj->next_content) { if (is_name(arg, obj->name)) { if (++count == number) return obj; } } return NULL; } /* * Find an obj in player's inventory. */ OBJ_DATA *get_obj_carry(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument(argument, arg); count = 0; for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->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 player's equipment. */ OBJ_DATA *get_obj_wear(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument(argument, arg); count = 0; for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc != WEAR_NONE && can_see_obj(ch, obj) && is_name(arg, obj->name)) { if (++count == number) return obj; } } return NULL; } /* * Find an obj in the room or in inventory. */ OBJ_DATA *get_obj_here(CHAR_DATA *ch, char *argument) { OBJ_DATA *obj; obj = get_obj_list(ch, argument, ch->in_room->contents); if (obj != NULL) return obj; if ((obj = get_obj_carry(ch, argument)) != NULL) return obj; if ((obj = get_obj_wear(ch, argument)) != NULL) return obj; return NULL; } /* * Find an obj in the world. */ OBJ_DATA *get_obj_world(CHAR_DATA *ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; if ((obj = get_obj_here(ch, argument)) != NULL) return obj; number = number_argument(argument, arg); count = 0; 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; } void deduct_cost(CHAR_DATA *ch, int cost, int value) { while (ch->silver >= 100) { ch->gold++; ch->silver -= 100; } while (ch->gold >= 100) { ch->platinum++; ch->gold -= 100; } switch (value) { case VALUE_PLATINUM: ch->platinum -= cost; if (ch->platinum < 0) { printf_debug("deduct costs: platinum %d < 0", ch->platinum); ch->platinum = 0; } break; case VALUE_GOLD: while (ch->gold < cost) { ch->platinum--; ch->gold += 100; } ch->gold -= cost; if (ch->platinum < 0) { printf_debug("deduct costs: platinum %d < 0", ch->platinum); ch->platinum = 0; } if (ch->gold < 0) { printf_debug("deduct costs: gold %d < 0", ch->gold); ch->gold = 0; } break; case VALUE_SILVER: while (ch->silver < cost) { ch->gold--; ch->silver += 100; if (ch->gold < 0) { ch->platinum--; ch->gold += 100; } } ch->silver -= cost; if (ch->platinum < 0) { printf_debug("deduct costs: platinum %d < 0", ch->platinum); ch->platinum = 0; } if (ch->gold < 0) { printf_debug("deduct costs: gold %d < 0", ch->gold); ch->gold = 0; } if (ch->silver < 0) { printf_debug("deduct costs: silver %d < 0", ch->silver); ch->silver = 0; } break; case VALUE_QUEST_POINT: ch->questpoints -= cost; break; default: printf_debug("deduct costs: invalid value."); break; } } void add_cost(CHAR_DATA *ch, int cost, int value) { while (ch->silver >= 100) { ch->gold++; ch->silver -= 100; } while (ch->gold >= 100) { ch->platinum++; ch->gold -= 100; } switch (value) { case VALUE_PLATINUM: ch->platinum += cost; if (ch->platinum > 50000) ch->platinum = 50000; break; case VALUE_GOLD: ch->gold += cost; while (ch->gold >= 100) { ch->platinum++; ch->gold -= 100; } if (ch->platinum > 50000) ch->platinum = 50000; break; case VALUE_SILVER: ch->silver += cost; while (ch->silver >= 100) { ch->gold++; ch->silver -= 100; } while (ch->gold >= 100) { ch->platinum++; ch->gold -= 100; } if (ch->platinum > 50000) ch->platinum = 50000; break; case VALUE_QUEST_POINT: ch->questpoints += cost; break; default: printf_debug("deduct costs: invalid value."); break; } } /* * Create a 'money' obj. */ OBJ_DATA *create_money(int platinum, int gold, int silver) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; if (platinum < 0 || gold < 0 || silver < 0 || (platinum == 0 && gold == 0 && silver == 0)) { printf_debug( "Create_money: zero or negative money.", UMIN(UMIN(platinum,gold),silver)); platinum = UMAX(1,platinum); gold = UMAX(1,gold); silver = UMAX(1,silver); } if (platinum == 0 && gold == 0 && silver == 1) { obj = create_object(get_obj_index(OBJ_VNUM_SILVER_ONE), 0); } else if (platinum == 0 && gold == 1 && silver == 0) { obj = create_object(get_obj_index(OBJ_VNUM_GOLD_ONE), 0); } else if (platinum == 1 && gold == 0 && silver == 0) { obj = create_object(get_obj_index(OBJ_VNUM_PLATINUM_ONE), 0); } else if (gold == 0 && silver == 0) { obj = create_object(get_obj_index(OBJ_VNUM_PLATINUM_SOME), 0); sprintf(buf, obj->short_descr, platinum); free_string(obj->short_descr); obj->short_descr = str_dup(buf); obj->value[2] = platinum; obj->cost = platinum; obj->weight = platinum * 3 / 5; } else if (platinum == 0 && 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 * 2 / 5; } else if (platinum == 0 && 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 / 10; } else { obj = create_object(get_obj_index(OBJ_VNUM_COINS), 0); obj->value[0] = silver; obj->value[1] = gold; obj->value[2] = platinum; obj->cost = (10000 * platinum) + (100 * gold) + silver; obj->weight = (platinum * 3 / 5) + (gold * 2 / 5) + (silver / 10); } 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 || obj->item_type == ITEM_PIT) 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) return FALSE; 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(CHAR_DATA *ch, 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) if (!IS_NPC(rch)) count++; if (IS_SET(pRoomIndex->room_flags, ROOM_LOCKED) && IS_NPC(ch) && !IS_SET(ch->act, ACT_KEY)) return TRUE; 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_LOCKED) && !IS_SET(ch->act, PLR_KEY)) 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_HERO(ch)) return FALSE; if (IS_SET(pRoomIndex->room_flags, ROOM_LOCKED) && !IS_SET(ch->act, PLR_KEY)) return FALSE; if (IS_SET(pRoomIndex->room_flags,ROOM_NEWBIES_ONLY) && ch->level > 20 && !IS_HERO(ch)) return FALSE; // Clan stuff CLAN_DATA *clan; if (!IS_NPC(ch) && (clan = get_clan_by_vnum(pRoomIndex->vnum)) != NULL) { ROSTER_DATA *chRoster; GET_ROSTER(ch, chRoster); // No pkill in nonpkill halls and vice versa. Also, no noob pkers in pk halls if (IS_IMMORTAL(ch)) { if (get_trust(ch) < SUPREME) return FALSE; } else if (is_pkill(ch)) { if (!clan->pkill) return FALSE; else if (chRoster && IS_SET(chRoster->flags, ROST_NEWBIE)) return FALSE; } else if (clan->pkill) return FALSE; } /* if (!IS_IMMORTAL(ch) && pRoomIndex->clan && !ch->clan) return FALSE; */ return TRUE; } /* * True if char can see victim. */ bool can_see(CHAR_DATA *ch, CHAR_DATA *victim) { int chance; if (victim == NULL) { char buf[MSL]; sprintf( buf, "handler.c: function can_see(): ch=%s, room=%s, victim is NULL!!\n\r", ch->name, ch->in_room->name); printf_debug(buf, 0); 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 (get_trust(ch) < victim->ghost_level && ch->in_room == victim->in_room) return FALSE; if ((!IS_NPC(victim) && IS_SET(ch->act, PLR_HOLYLIGHT)) || (IS_NPC(victim) && IS_IMMORTAL(ch)) || (IS_NPC(ch) && ch->pIndexData->see_all_mortals && !IS_NPC(victim) && !IS_IMMORTAL(victim))) 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_same_clan(ch, victim) && !is_indep(ch)) return TRUE; if (IS_SHIELDED(victim, SHD_INVISIBLE) && !IS_AFFECTED(ch, AFF_DETECT_INVIS)) return FALSE; /* sneaking */ if (IS_AFFECTED(victim, AFF_SNEAK) && !IS_AFFECTED(ch,AFF_DETECT_MOTION) && victim->fighting == NULL) { 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) && victim->fighting == NULL) { // chance is chance to stay hidden if (!IS_NPC(victim)) chance = get_skill(victim, gsn_hide); // 100 else chance = 60; chance = UMAX(chance,40); // 40 chance += victim->level * 2; chance -= ch->level * 2; if (chance > 65) // 40 chance = 65; // FINDME - acute vision shit if (is_affected(ch, gsn_acute_vision)) chance -= dice(chance / 3, chance); // 40 - 14 = 26 else chance += 10; /*if(ch->clan == clan_lookup("order")) chance -= dice(1,chance); */ if (number_percent() < chance) return FALSE; } /* Ranger stuff -- Skyntil */ if (is_affected(victim, gsn_forest_blend)) { if (IS_AFFECTED(ch,AFF_DETECT_MOTION)) { if (!IS_NPC(victim)) chance = get_skill(victim, gsn_forest_blend) / 2; else chance = 75; chance = UMAX(chance,40); chance += victim->level * 2; chance -= ch->level * 2; if (chance > 75) chance = 75; if (number_percent() < chance) return FALSE; } else { return FALSE; } } if (is_affected(victim, gsn_shadow_blend)) { if (IS_AFFECTED(ch,AFF_DETECT_MOTION)) { if (!IS_NPC(victim)) chance = get_skill(victim, gsn_shadow_blend) * 1.3; else chance = 80; chance = UMAX(chance,55); chance += victim->level * 2; chance -= ch->level * 2; if (chance > 85) chance = 85; if (number_percent() < chance) return FALSE; } else { return FALSE; } } /* fix this if(is_affected(victim,gsn_shadow_blend)) { if(is_affected(ch,gsn_acute_vision)) { chance = UMAX(chance,55); if (chance > 95) chance = 95; if (number_percent() < chance) return FALSE; } else { chance += 10; } } */ if (is_affected(victim, gsn_earthmeld)) { if (IS_AFFECTED(ch,AFF_DETECT_MOTION)) { if (!IS_NPC(victim)) chance = get_skill(victim, gsn_earthmeld) / 2; else chance = 85; chance = UMAX(chance,40); chance += victim->level * 2; chance -= ch->level * 2; if (chance > 85) chance = 85; if (number_percent() < chance) return FALSE; } return TRUE; } return TRUE; } /* * True if char can see obj. */ bool can_see_obj(CHAR_DATA *ch, OBJ_DATA *obj) { if (obj == NULL) return FALSE; if (obj->item_type == ITEM_EXIT) 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; /* Not anymore! // Can see humming pills now. if (IS_AFFECTED( ch, AFF_BLIND )) { if (obj->item_type != ITEM_POTION && obj->item_type != ITEM_PILL) return FALSE; if (obj->item_type == ITEM_PILL && !IS_SET(obj->extra_flags,ITEM_HUM)) 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 (IS_SET(obj->extra_flags, ITEM_DARK) && !IS_AFFECTED(ch, AFF_INFRARED)) return FALSE; if (room_is_dark(ch->in_room) && !IS_AFFECTED(ch, AFF_INFRARED)) return FALSE; return TRUE; } /* * True if char can drop obj. */ bool can_drop_obj(CHAR_DATA *ch, OBJ_DATA *obj) { if (!IS_SET(obj->extra_flags, ITEM_NODROP)) return TRUE; if (!IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL) return TRUE; return FALSE; } /* * Return ascii name of an item type. */ char *item_type_name(OBJ_DATA *obj) { switch (obj->item_type) { case ITEM_LIGHT: return "light"; case ITEM_SCROLL: return "scroll"; case ITEM_WAND: return "wand"; case ITEM_STAFF: return "staff"; case ITEM_WEAPON: return "weapon"; case ITEM_TREASURE: return "treasure"; case ITEM_ARMOR: return "armor"; case ITEM_CLOTHING: return "clothing"; case ITEM_POTION: return "potion"; case ITEM_FURNITURE: return "furniture"; case ITEM_TRASH: return "trash"; case ITEM_CONTAINER: return "container"; case ITEM_DRINK_CON: return "drink container"; case ITEM_KEY: return "key"; case ITEM_FOOD: return "food"; case ITEM_MONEY: return "money"; case ITEM_BOAT: return "boat"; case ITEM_CORPSE_NPC: return "npc corpse"; case ITEM_CORPSE_PC: return "pc corpse"; case ITEM_FOUNTAIN: return "fountain"; case ITEM_PILL: return "pill"; case ITEM_MAP: return "map"; case ITEM_PORTAL: return "portal"; case ITEM_WARP_STONE: return "warp stone"; case ITEM_GEM: return "gem"; case ITEM_JEWELRY: return "jewelry"; case ITEM_JUKEBOX: return "juke box"; case ITEM_DEMON_STONE: return "demon stone"; case ITEM_EXIT: return "exit"; case ITEM_PIT: return "pit"; case ITEM_SKELETON: return "skeleton"; case ITEM_SLOT_MACHINE: return "slotmachine"; } printf_debug("Item_type_name: unknown type %d.", obj->item_type); return "(unknown)"; } /* * Return ascii name of an affect location. */ 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"; case APPLY_REGEN: return "regeneration"; case APPLY_MORPH_FORM: return "morph"; case APPLY_MANA_REGEN: return "mana regeneration"; } printf_debug("Affect_location_name: unknown location %d.", location); return "(unknown)"; } /* * Return ascii name of an affect bit vector. */ char *affect_bit_name(int vector) { static char buf[512]; buf[0] = '\0'; if (vector & AFF_BLIND) strcat(buf, " blind"); if (vector & AFF_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_MOTION) strcat(buf, " detect_motion"); if (vector & AFF_FARSIGHT) strcat(buf, " farsight"); 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_DEAF) strcat(buf, " deaf"); if (vector & AFF_FEAR) strcat(buf, " fear"); if (vector & AFF_SLEEP) strcat(buf, " sleep"); if (vector & AFF_SNEAK) strcat(buf, " sneak"); if (vector & AFF_HIDE) strcat(buf, " hide"); if (vector & AFF_CHARM) strcat(buf, " charm"); if (vector & AFF_FLYING) strcat(buf, " flying"); if (vector & AFF_PASS_DOOR) strcat(buf, " pass_door"); if (vector & AFF_BERSERK) strcat(buf, " berserk"); if (vector & AFF_CALM) strcat(buf, " calm"); if (vector & AFF_HASTE) strcat(buf, " haste"); if (vector & AFF_SLOW) strcat(buf, " slow"); if (vector & AFF_PLAGUE) strcat(buf, " plague"); if (vector & AFF_DARK_VISION) strcat(buf, " dark_vision"); if (vector & AFF_REGENERATION) strcat(buf, " regeneration"); //if ( vector & AFF_INSOMNIA ) strcat( buf, " insomnia" ); return (buf[0] != '\0') ? buf + 1 : "none"; } /* * Return ascii name of an affect2 bit vector. */ char *affect2_bit_name(int vector) { static char buf[512]; buf[0] = '\0'; return (buf[0] != '\0') ? buf + 1 : "none"; } /* * Return ascii name of a shield bit vector. */ char *shield_bit_name(int vector) { static char buf[512]; buf[0] = '\0'; if (vector & SHD_PROTECT_VOODOO) strcat(buf, " prot_voodoo"); if (vector & SHD_INVISIBLE) strcat(buf, " invisible"); if (vector & SHD_ICE) strcat(buf, " ice"); if (vector & SHD_FIRE) strcat(buf, " fire"); if (vector & SHD_SHOCK) strcat(buf, " shock"); if (vector & SHD_DEATH) strcat(buf, " death"); if (vector & SHD_SANCTUARY) strcat(buf, " sanctuary"); if (vector & SHD_PROTECT_EVIL) strcat(buf, " prot_evil"); if (vector & SHD_PROTECT_GOOD) strcat(buf, " prot_good"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *ability_lich_name(int ability_lich_flags) { static char buf[512]; buf[0] = '\0'; if (ability_lich_flags & ABILITY_LICH_NIGHTSTALKER) strcat(buf, " Nightstalker"); return (buf[0] != '\0') ? buf + 1 : "none"; } /*char *ability_crusader_bit_name( int ability_crusader_flags ) { static char buf[512]; buf[0] = '\0'; if ( ability_crusader_flags & ABILITY_CRUSADER_SUNDER ) strcat( buf, " Sunder" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } */ /* * Return ascii name of extra flags vector. */ char *extra_bit_name(int extra_flags) { static char buf[512]; buf[0] = '\0'; if (extra_flags & ITEM_GLOW) strcat(buf, " glow"); if (extra_flags & ITEM_HUM) strcat(buf, " hum"); if (extra_flags & ITEM_DARK) strcat(buf, " dark"); if (extra_flags & ITEM_LOCK) strcat(buf, " lock"); if (extra_flags & ITEM_EVIL) strcat(buf, " evil"); if (extra_flags & ITEM_INVIS) strcat(buf, " invis"); if (extra_flags & ITEM_MAGIC) strcat(buf, " magic"); if (extra_flags & ITEM_NODROP) strcat(buf, " nodrop"); if (extra_flags & ITEM_BLESS) strcat(buf, " bless"); if (extra_flags & ITEM_ANTI_GOOD) strcat(buf, " anti-good"); if (extra_flags & ITEM_ANTI_EVIL) strcat(buf, " anti-evil"); if (extra_flags & ITEM_ANTI_NEUTRAL) strcat(buf, " anti-neutral"); if (extra_flags & ITEM_NOREMOVE) strcat(buf, " noremove"); if (extra_flags & ITEM_INVENTORY) strcat(buf, " inventory"); if (extra_flags & ITEM_NOPURGE) strcat(buf, " nopurge"); if (extra_flags & ITEM_ROT_DEATH) strcat(buf, " rot_death"); if (extra_flags & ITEM_VIS_DEATH) strcat(buf, " vis_death"); if (extra_flags & ITEM_NOSAC) strcat(buf, " no_sac"); if (extra_flags & ITEM_NONMETAL) strcat(buf, " non_metal"); if (extra_flags & ITEM_NOLOCATE) strcat(buf, " no_locate"); if (extra_flags & ITEM_MELT_DROP) strcat(buf, " melt_drop"); if (extra_flags & ITEM_HAD_TIMER) strcat(buf, " had_timer"); if (extra_flags & ITEM_SELL_EXTRACT) strcat(buf, " sell_extract"); if (extra_flags & ITEM_BURN_PROOF) strcat(buf, " burn_proof"); if (extra_flags & ITEM_NOUNCURSE) strcat(buf, " no_uncurse"); if (extra_flags & ITEM_QUEST) strcat(buf, " quest"); if (extra_flags & ITEM_FORCED) strcat(buf, " forced"); if (extra_flags & ITEM_QUESTPOINT) strcat(buf, " questpoint"); if (extra_flags & ITEM_CLAN) strcat(buf, " clan_item"); if (extra_flags & ITEM_NOENCHANT) strcat(buf, " no_enchant"); return (buf[0] != '\0') ? buf + 1 : "none"; } /* return ascii name of an act vector */ char *act_bit_name(int act_flags) { static char buf[512]; buf[0] = '\0'; if (IS_SET(act_flags,ACT_IS_NPC)) { strcat(buf, " npc"); if (act_flags & ACT_SENTINEL) strcat(buf, " sentinel"); if (act_flags & ACT_SCAVENGER) strcat(buf, " scavenger"); // if (act_flags & ACT_STOCKMAN ) strcat(buf, " stockman"); if (act_flags & ACT_AGGRESSIVE) strcat(buf, " aggressive"); if (act_flags & ACT_STAY_AREA) strcat(buf, " stay_area"); if (act_flags & ACT_WIMPY) strcat(buf, " wimpy"); if (act_flags & ACT_PET) strcat(buf, " pet"); if (act_flags & ACT_TRAIN) strcat(buf, " train"); if (act_flags & ACT_PRACTICE) strcat(buf, " practice"); if (act_flags & ACT_UNDEAD) strcat(buf, " undead"); if (act_flags & ACT_CLERIC) strcat(buf, " cleric"); if (act_flags & ACT_MAGE) strcat(buf, " mage"); if (act_flags & ACT_THIEF) strcat(buf, " thief"); if (act_flags & ACT_WARRIOR) strcat(buf, " warrior"); if (act_flags & ACT_RANGER) strcat(buf, " ranger"); if (act_flags & ACT_DRUID) strcat(buf, " druid"); if (act_flags & ACT_VAMPIRE) strcat(buf, " vampire"); if (act_flags & ACT_NOALIGN) strcat(buf, " no_align"); if (act_flags & ACT_NOPURGE) strcat(buf, " no_purge"); if (act_flags & ACT_IS_HEALER) strcat(buf, " healer"); if (act_flags & ACT_IS_SATAN) strcat(buf, " evil_priest"); if (act_flags & ACT_IS_PRIEST) strcat(buf, " priest"); if (act_flags & ACT_IS_BANKER) strcat(buf, " banker"); if (act_flags & ACT_NO_BODY) strcat(buf, " no_body"); if (act_flags & ACT_NB_DROP) strcat(buf, " nobd_drop"); if (act_flags & ACT_GAIN) strcat(buf, " skill_train"); if (act_flags & ACT_UPDATE_ALWAYS) strcat(buf, " update_always"); } else { strcat(buf, " player"); if (act_flags & PLR_COLOUR) strcat(buf, " colour"); if (act_flags & PLR_AUTOASSIST) strcat(buf, " autoassist"); if (act_flags & PLR_AUTOEXIT) strcat(buf, " autoexit"); if (act_flags & PLR_AUTOLOOT) strcat(buf, " autoloot"); if (act_flags & PLR_AUTOSAC) strcat(buf, " autosac"); if (act_flags & PLR_AUTOGOLD) strcat(buf, " autogold"); if (act_flags & PLR_AUTOSPLIT) strcat(buf, " autosplit"); if (act_flags & PLR_HOLYLIGHT) strcat(buf, " holy_light"); if (act_flags & PLR_CANLOOT) strcat(buf, " loot_corpse"); if (act_flags & PLR_NOSUMMON) strcat(buf, " no_summon"); if (act_flags & PLR_NOFOLLOW) strcat(buf, " no_follow"); if (act_flags & PLR_NOTRAN) strcat(buf, " no_transport"); if (act_flags & PLR_NOGOTO) strcat(buf, " no_goto"); if (act_flags & PLR_NOVIOLATE) strcat(buf, " no_violate"); if (act_flags & PLR_NOCANCEL) strcat(buf, " no_cancel"); if (act_flags & PLR_FREEZE) strcat(buf, " frozen"); if (act_flags & PLR_TWIT) strcat(buf, " twit"); if (act_flags & PLR_NOEVOLVE) strcat(buf, " no_evolve"); } return (buf[0] != '\0') ? buf + 1 : "none"; } char *comm_bit_name(int comm_flags) { static char buf[512]; buf[0] = '\0'; if (comm_flags & COMM_QUIET) strcat(buf, " quiet"); if (comm_flags & COMM_DEAF) strcat(buf, " deaf"); if (comm_flags & COMM_NOWIZ) strcat(buf, " no_wiz"); if (comm_flags & COMM_NOAUCTION) strcat(buf, " no_auction"); if (comm_flags & COMM_NOARENA) strcat(buf, " no_arena"); if (comm_flags & COMM_NOPUBCHAN) strcat(buf, " no_pubchans"); if (comm_flags & COMM_NOCLAN) strcat(buf, " no_clan"); if (comm_flags & COMM_NOQGOSSIP) strcat(buf, " no_qgossip"); if (comm_flags & PLR_NOCGOSSIP) strcat(buf, " no_cgossip"); if (comm_flags & SHD_NOPRAY) strcat(buf, " no_pray"); if (comm_flags & COMM_NOASK) strcat(buf, " no_ask"); if (comm_flags & COMM_NOMUSIC) strcat(buf, " no_music"); if (comm_flags & COMM_NOCHAT) strcat(buf, " no_chat"); if (comm_flags & COMM_COMPACT) strcat(buf, " compact"); if (comm_flags & COMM_BRIEF) strcat(buf, " brief"); if (comm_flags & PLR_SHORT_COMBAT) strcat(buf, " shortcmbt"); if (comm_flags & COMM_LONG) strcat(buf, " long"); if (comm_flags & COMM_STORE) strcat(buf, " autostore"); if (comm_flags & COMM_PROMPT) strcat(buf, " prompt"); if (comm_flags & COMM_COMBINE) strcat(buf, " combine"); if (comm_flags & COMM_NOEMOTE) strcat(buf, " no_emote"); if (comm_flags & COMM_NOSHOUT) strcat(buf, " no_shout"); if (comm_flags & COMM_NOTELL) strcat(buf, " no_tell"); if (comm_flags & COMM_NOCHANNELS) strcat(buf, " no_channels"); if (comm_flags & COMM_NOSOCIAL) strcat(buf, " no_social"); if (comm_flags & COMM_NOQUOTE) strcat(buf, " no_quote"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *imm_bit_name(int imm_flags) { static char buf[512]; buf[0] = '\0'; if (imm_flags & IMM_SUMMON) strcat(buf, " summon"); if (imm_flags & IMM_CHARM) strcat(buf, " charm"); if (imm_flags & IMM_MAGIC) strcat(buf, " magic"); if (imm_flags & IMM_WEAPON) strcat(buf, " weapon"); if (imm_flags & IMM_BASH) strcat(buf, " blunt"); if (imm_flags & IMM_PIERCE) strcat(buf, " piercing"); if (imm_flags & IMM_SLASH) strcat(buf, " slashing"); if (imm_flags & IMM_FIRE) strcat(buf, " fire"); if (imm_flags & IMM_COLD) strcat(buf, " cold"); if (imm_flags & IMM_LIGHTNING) strcat(buf, " lightning"); if (imm_flags & IMM_ACID) strcat(buf, " acid"); if (imm_flags & IMM_POISON) strcat(buf, " poison"); if (imm_flags & IMM_NEGATIVE) strcat(buf, " negative"); if (imm_flags & IMM_HOLY) strcat(buf, " holy"); if (imm_flags & IMM_ENERGY) strcat(buf, " energy"); if (imm_flags & IMM_MENTAL) strcat(buf, " mental"); if (imm_flags & IMM_DISEASE) strcat(buf, " disease"); if (imm_flags & IMM_DROWNING) strcat(buf, " drowning"); if (imm_flags & IMM_LIGHT) strcat(buf, " light"); if (imm_flags & IMM_IRON) strcat(buf, " iron"); if (imm_flags & IMM_WOOD) strcat(buf, " wood"); if (imm_flags & IMM_SILVER) strcat(buf, " silver"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *wear_bit_name(int wear_flags) { static char buf[512]; buf[0] = '\0'; if (wear_flags & ITEM_TAKE) strcat(buf, " take"); if (wear_flags & ITEM_WEAR_FINGER) strcat(buf, " finger"); if (wear_flags & ITEM_WEAR_NECK) strcat(buf, " neck"); if (wear_flags & ITEM_WEAR_BODY) strcat(buf, " torso"); if (wear_flags & ITEM_WEAR_HEAD) strcat(buf, " head"); if (wear_flags & ITEM_WEAR_LEGS) strcat(buf, " legs"); if (wear_flags & ITEM_WEAR_FEET) strcat(buf, " feet"); if (wear_flags & ITEM_WEAR_HANDS) strcat(buf, " hands"); if (wear_flags & ITEM_WEAR_ARMS) strcat(buf, " arms"); if (wear_flags & ITEM_WEAR_SHIELD) strcat(buf, " shield"); if (wear_flags & ITEM_WEAR_ABOUT) strcat(buf, " body"); if (wear_flags & ITEM_WEAR_WAIST) strcat(buf, " waist"); if (wear_flags & ITEM_WEAR_WRIST) strcat(buf, " wrist"); if (wear_flags & ITEM_WIELD) strcat(buf, " wield"); if (wear_flags & ITEM_HOLD) strcat(buf, " hold"); if (wear_flags & ITEM_WEAR_FLOAT) strcat(buf, " float"); if (wear_flags & ITEM_WEAR_FACE) strcat(buf, " face"); if (wear_flags & ITEM_WEAR_EAR) strcat(buf, " ear"); if (wear_flags & ITEM_WEAR_ANKLE) strcat(buf, " ankle"); if (wear_flags & ITEM_WEAR_CLAN) strcat(buf, " c_patch"); if (wear_flags & ITEM_WEAR_RELIG) strcat(buf, " r_patch"); if (wear_flags & ITEM_WEAR_PATCH) strcat(buf, " patch"); if (wear_flags & ITEM_WEAR_BACK) strcat(buf, " back"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *room_bit_name(int room_flags) { static char buf[512]; buf[0] = '\0'; if (room_flags & ROOM_DARK) strcat(buf, " dark"); if (room_flags & ROOM_NO_MOB) strcat(buf, " no_mob"); if (room_flags & ROOM_INDOORS) strcat(buf, " indoors"); if (room_flags & ROOM_PRIVATE) strcat(buf, " private"); if (room_flags & ROOM_SAFE) strcat(buf, " safe"); if (room_flags & ROOM_SOLITARY) strcat(buf, " solitary"); if (room_flags & ROOM_PET_SHOP) strcat(buf, " pet_shop"); if (room_flags & ROOM_NO_RECALL) strcat(buf, " no_recall"); if (room_flags & ROOM_IMP_ONLY) strcat(buf, " imp"); if (room_flags & ROOM_GODS_ONLY) strcat(buf, " gods"); if (room_flags & ROOM_HEROES_ONLY) strcat(buf, " heroes"); if (room_flags & ROOM_NEWBIES_ONLY) strcat(buf, " newbies"); if (room_flags & ROOM_LAW) strcat(buf, " law"); if (room_flags & ROOM_NOWHERE) strcat(buf, " nowhere"); if (room_flags & ROOM_LOCKED) strcat(buf, " locked"); if (room_flags & ROOM_ARENA) strcat(buf, " arena"); if (room_flags & ROOM_NO_MAGIC) strcat(buf, " no_magic"); if (room_flags & ROOM_SHOP) strcat(buf, " shop"); if (room_flags & ROOM_REMORT) strcat(buf, " remort"); if (room_flags & ROOM_ON_FIRE) strcat(buf, " on_fire"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *form_bit_name(int form_flags) { static char buf[512]; buf[0] = '\0'; if (form_flags & FORM_POISON) strcat(buf, " poison"); else if (form_flags & FORM_EDIBLE) strcat(buf, " edible"); if (form_flags & FORM_MAGICAL) strcat(buf, " magical"); if (form_flags & FORM_INSTANT_DECAY) strcat(buf, " instant_rot"); if (form_flags & FORM_OTHER) strcat(buf, " other"); if (form_flags & FORM_ANIMAL) strcat(buf, " animal"); if (form_flags & FORM_SENTIENT) strcat(buf, " sentient"); if (form_flags & FORM_UNDEAD) strcat(buf, " undead"); if (form_flags & FORM_CONSTRUCT) strcat(buf, " construct"); if (form_flags & FORM_MIST) strcat(buf, " mist"); if (form_flags & FORM_INTANGIBLE) strcat(buf, " intangible"); if (form_flags & FORM_BIPED) strcat(buf, " biped"); if (form_flags & FORM_CENTAUR) strcat(buf, " centaur"); if (form_flags & FORM_INSECT) strcat(buf, " insect"); if (form_flags & FORM_SPIDER) strcat(buf, " spider"); if (form_flags & FORM_CRUSTACEAN) strcat(buf, " crustacean"); if (form_flags & FORM_WORM) strcat(buf, " worm"); if (form_flags & FORM_BLOB) strcat(buf, " blob"); if (form_flags & FORM_MAMMAL) strcat(buf, " mammal"); if (form_flags & FORM_BIRD) strcat(buf, " bird"); if (form_flags & FORM_REPTILE) strcat(buf, " reptile"); if (form_flags & FORM_SNAKE) strcat(buf, " snake"); if (form_flags & FORM_DRAGON) strcat(buf, " dragon"); if (form_flags & FORM_AMPHIBIAN) strcat(buf, " amphibian"); if (form_flags & FORM_FISH) strcat(buf, " fish"); if (form_flags & FORM_COLD_BLOOD) strcat(buf, " cold_blooded"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *part_bit_name(int part_flags) { static char buf[512]; buf[0] = '\0'; if (part_flags & PART_HEAD) strcat(buf, " head"); if (part_flags & PART_ARMS) strcat(buf, " arms"); if (part_flags & PART_LEGS) strcat(buf, " legs"); if (part_flags & PART_HEART) strcat(buf, " heart"); if (part_flags & PART_BRAINS) strcat(buf, " brains"); if (part_flags & PART_GUTS) strcat(buf, " guts"); if (part_flags & PART_HANDS) strcat(buf, " hands"); if (part_flags & PART_FEET) strcat(buf, " feet"); if (part_flags & PART_FINGERS) strcat(buf, " fingers"); if (part_flags & PART_EAR) strcat(buf, " ears"); if (part_flags & PART_EYE) strcat(buf, " eyes"); if (part_flags & PART_LONG_TONGUE) strcat(buf, " long_tongue"); if (part_flags & PART_EYESTALKS) strcat(buf, " eyestalks"); if (part_flags & PART_TENTACLES) strcat(buf, " tentacles"); if (part_flags & PART_FINS) strcat(buf, " fins"); if (part_flags & PART_WINGS) strcat(buf, " wings"); if (part_flags & PART_TAIL) strcat(buf, " tail"); if (part_flags & PART_CLAWS) strcat(buf, " claws"); if (part_flags & PART_FANGS) strcat(buf, " fangs"); if (part_flags & PART_HORNS) strcat(buf, " horns"); if (part_flags & PART_SCALES) strcat(buf, " scales"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *weapon_bit_name(int weapon_flags) { static char buf[512]; buf[0] = '\0'; if (weapon_flags & WEAPON_FLAMING) strcat(buf, " flaming"); if (weapon_flags & WEAPON_FROST) strcat(buf, " frost"); if (weapon_flags & WEAPON_VAMPIRIC) strcat(buf, " vampiric"); if (weapon_flags & WEAPON_SHARP) strcat(buf, " sharp"); if (weapon_flags & WEAPON_VORPAL) strcat(buf, " vorpal"); if (weapon_flags & WEAPON_TWO_HANDS) strcat(buf, " two-handed"); if (weapon_flags & WEAPON_SHOCKING) strcat(buf, " shocking"); if (weapon_flags & WEAPON_POISON) strcat(buf, " poison"); if (weapon_flags & WEAPON_OSMOSIS) strcat(buf, " osmosis"); if (weapon_flags & WEAPON_ENERGYDRAIN) strcat(buf, " energydrain"); // if (weapon_flags & WEAPON_MYTHIC ) strcat(buf, " mythic"); // if (weapon_flags & WEAPON_ELEMENTAL ) strcat(buf, " elemental"); breeness return (buf[0] != '\0') ? buf + 1 : "none"; } char *cont_bit_name(int cont_flags) { static char buf[512]; buf[0] = '\0'; if (cont_flags & CONT_CLOSEABLE) strcat(buf, " closable"); if (cont_flags & CONT_PICKPROOF) strcat(buf, " pickproof"); if (cont_flags & CONT_CLOSED) strcat(buf, " closed"); if (cont_flags & CONT_LOCKED) strcat(buf, " locked"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *off_bit_name(int off_flags) { static char buf[512]; buf[0] = '\0'; if (off_flags & OFF_AREA_ATTACK) strcat(buf, " area attack"); if (off_flags & OFF_BACKSTAB) strcat(buf, " backstab"); if (off_flags & OFF_BASH) strcat(buf, " bash"); if (off_flags & OFF_BERSERK) strcat(buf, " berserk"); if (off_flags & OFF_DISARM) strcat(buf, " disarm"); if (off_flags & OFF_DODGE) strcat(buf, " dodge"); if (off_flags & OFF_FADE) strcat(buf, " fade"); if (off_flags & OFF_FAST) strcat(buf, " fast"); if (off_flags & OFF_KICK) strcat(buf, " kick"); if (off_flags & OFF_KICK_DIRT) strcat(buf, " kick_dirt"); if (off_flags & OFF_PARRY) strcat(buf, " parry"); if (off_flags & OFF_PHASE) strcat(buf, " phase"); if (off_flags & OFF_RESCUE) strcat(buf, " rescue"); if (off_flags & OFF_TAIL) strcat(buf, " tail"); if (off_flags & OFF_TRIP) strcat(buf, " trip"); if (off_flags & OFF_CRUSH) strcat(buf, " crush"); if (off_flags & ASSIST_ALL) strcat(buf, " assist_all"); if (off_flags & ASSIST_ALIGN) strcat(buf, " assist_align"); if (off_flags & ASSIST_RACE) strcat(buf, " assist_race"); if (off_flags & ASSIST_PLAYERS) strcat(buf, " assist_players"); if (off_flags & ASSIST_GUARD) strcat(buf, " assist_guard"); if (off_flags & ASSIST_VNUM) strcat(buf, " assist_vnum"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *sector_bit_name(int sect_flags) { static char buf[512]; buf[0] = '\0'; if (sect_flags & SECT_FOREST) strcat(buf, " forest"); if (sect_flags & SECT_INSIDE) strcat(buf, " inside"); if (sect_flags & SECT_CITY) strcat(buf, " city"); if (sect_flags & SECT_FIELD) strcat(buf, " field"); if (sect_flags & SECT_HILLS) strcat(buf, " hills"); if (sect_flags & SECT_MOUNTAIN) strcat(buf, " mountain"); if (sect_flags & SECT_WATER_SWIM) strcat(buf, " water_swim"); if (sect_flags & SECT_AIR) strcat(buf, " air"); if (sect_flags & SECT_UNUSED) strcat(buf, " exotic"); if (sect_flags & SECT_DESERT) strcat(buf, " desert"); if (sect_flags & SECT_WATER_NOSWIM) strcat(buf, " noswim"); return (buf[0] != '\0') ? buf + 1 : "none"; } bool remove_voodoo(CHAR_DATA *ch) { DESCRIPTOR_DATA *d; OBJ_DATA *object; bool found = FALSE; for (d = descriptor_list; d != NULL; d = d->next) { CHAR_DATA *victim; if (d->connected != CON_PLAYING) continue; victim = (d->original != NULL) ? d->original : d->character; if (IS_IMMORTAL(victim) && (victim->level > ch->level)) continue; for (object = victim->carrying; object != NULL; object = object->next_content) { if (object->pIndexData->vnum == OBJ_VNUM_VOODOO) { char arg[MAX_INPUT_LENGTH]; one_argument(object->name, arg); if (!str_cmp(arg, ch->name)) { found = TRUE; object->timer = 1; } } } } if (!found) return FALSE; return TRUE; } int god_lookup(const char *name) { int god; for (god = 0; god_table[god].name != NULL; god++) { if (LOWER(name[0]) == LOWER(god_table[god].name[0]) && !str_prefix( name, god_table[god].name)) return god; } return 0; } #define OBJ_VNUM_DEBUGPATCH 10600 bool wears_debug(CHAR_DATA *ch) { OBJ_DATA *obj; for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if ((obj->pIndexData->vnum == OBJ_VNUM_DEBUGPATCH) && (obj->wear_loc != -1)) return TRUE; } return FALSE; } char *get_pers(CHAR_DATA *ch, CHAR_DATA *looker) { char buf[MAX_STRING_LENGTH / 10]; if (looker != NULL && !IS_NPC(ch)) { if ((is_affected(ch, gsn_conceal) || is_affected(ch, gsn_conceal2) || is_affected(ch, gsn_concealClan1) || is_affected(ch, gsn_concealClan2)) && is_same_clan(ch, looker)) { strcpy(buf, " (Concealed)"); strcat(buf, ch->name); return (buf[0] != '\0') ? buf + 1 : ch->name; } if (IS_NPC(looker) || (IS_IMMORTAL(looker)) || is_same_clan(ch, looker)) return ch->name; } if ((is_affected(ch, gsn_conceal) || is_affected(ch, gsn_conceal2) || is_affected(ch, gsn_concealClan1) || is_affected(ch, gsn_concealClan2) || is_affected(ch, gsn_shadow_dance)) && ch->morph_form[0] != 0) return get_descr_form(ch, looker, FALSE); return ch->name; } char *show_pers(CHAR_DATA *ch, CHAR_DATA *looker) { /* Can See */ if (can_see(looker, ch)) { if (IS_NPC(ch)) return ch->short_descr; else if (IS_IMMORTAL(looker)) return ch->name; else return get_pers(ch, looker); } else /* Can't See */ { if (IS_NPC(ch)) return "someone"; else /* PC */ { if (IS_IMMORTAL(ch)) { if (ch->pcdata->identity[0] == '\0') return "someone"; else return ch->pcdata->identity; } else return "someone"; } } return "someone"; } char *get_name(CHAR_DATA *ch, CHAR_DATA *victim, char buf[]) { //char buf[200]; if (victim != NULL) { if (IS_NPC(victim) || (IS_IMMORTAL(victim)) || is_same_clan(ch, victim)) return ch->name; } strcpy(buf, " "); strcat(buf, ch->name); /*if (is_affected(ch,gsn_conceal)) { strcat(buf," dark assassin"); }*/ if (ch->morph_form[0] == MORPH_RED) strcat(buf, " red dragon"); if (ch->morph_form[0] == MORPH_BLACK) strcat(buf, " black dragon"); if (ch->morph_form[0] == MORPH_GREEN) strcat(buf, " green dragon"); if (ch->morph_form[0] == MORPH_WHITE) strcat(buf, " white dragon"); if (ch->morph_form[0] == MORPH_GOLD) strcat(buf, " gold dragon"); return buf; } /* * Class Restricted Items -- Skyntil 7/30/00 */ bool is_class_restricted(CHAR_DATA *ch, OBJ_DATA *obj) { int restricts; bool canwear = TRUE; restricts = obj->class_restrict_flags; if ((restricts & WIZARD_ONLY) && ch->class != CLASS_WIZARD && ch->class != CLASS_MAGE) canwear = FALSE; if ((restricts & GLADIATOR_ONLY) && ch->class != CLASS_GLADIATOR && ch->class != CLASS_WARRIOR) canwear = FALSE; if ((restricts & PRIEST_ONLY) && ch->class != CLASS_PRIEST && ch->class != CLASS_CLERIC) canwear = FALSE; if ((restricts & MERCENARY_ONLY) && ch->class != CLASS_MERCENARY && ch->class != CLASS_THIEF) canwear = FALSE; if ((restricts & STRIDER_ONLY) && ch->class != CLASS_STRIDER && ch->class != CLASS_RANGER) canwear = FALSE; if ((restricts & SAGE_ONLY) && ch->class != CLASS_SAGE && ch->class != CLASS_DRUID) canwear = FALSE; if ((restricts & LICH_ONLY) && ch->class != CLASS_LICH && ch->class != CLASS_SHADE) canwear = FALSE; if ((restricts & FORSAKEN_ONLY) && ch->class != CLASS_FORSAKEN) canwear = FALSE; if ((restricts & CONJURER_ONLY) && ch->class != CLASS_CONJURER) canwear = FALSE; if ((restricts & ARCHMAGE_ONLY) && ch->class != CLASS_ARCHMAGE) canwear = FALSE; if ((restricts & BARBARIAN_ONLY) && ch->class != CLASS_BARBARIAN) canwear = FALSE; if ((restricts & SWASHBUCKLER_ONLY) && ch->class != CLASS_SWASHBUCKLER) canwear = FALSE; if ((restricts & CRUSADER_ONLY) && ch->class != CLASS_CRUSADER) canwear = FALSE; if ((restricts & VOODAN_ONLY) && ch->class != CLASS_VOODAN) canwear = FALSE; if ((restricts & MONK_ONLY) && ch->class != CLASS_MONK) canwear = FALSE; if ((restricts & SAINT_ONLY) && ch->class != CLASS_SAINT) canwear = FALSE; if ((restricts & ASSASSIN_ONLY) && ch->class != CLASS_ASSASSIN) canwear = FALSE; if ((restricts & NINJA_ONLY) && ch->class != CLASS_NINJA) canwear = FALSE; if ((restricts & BARD_ONLY) && ch->class != CLASS_BARD) canwear = FALSE; if ((restricts & DARKPALADIN_ONLY) && ch->class != CLASS_DARKPALADIN) canwear = FALSE; if ((restricts & HUNTER_ONLY) && ch->class != CLASS_HUNTER) canwear = FALSE; if ((restricts & PALADIN_ONLY) && ch->class != CLASS_PALADIN) canwear = FALSE; if ((restricts & WARLOCK_ONLY) && ch->class != CLASS_WARLOCK) canwear = FALSE; if ((restricts & ALCHEMIST_ONLY) && ch->class != CLASS_ALCHEMIST) canwear = FALSE; if ((restricts & SHAMAN_ONLY) && ch->class != CLASS_SHAMAN) canwear = FALSE; if ((restricts & FADE_ONLY) && ch->class != CLASS_FADE) canwear = FALSE; if ((restricts & NECROMANCER_ONLY) && ch->class != CLASS_NECROMANCER) canwear = FALSE; if ((restricts & BANSHEE_ONLY) && ch->class != CLASS_BANSHEE) canwear = FALSE; /* Now for the clan things */ if (!clan_can_use(ch, obj)) canwear = FALSE; return canwear; } char *res_bit_name(int res_flags) { static char buf[512]; buf[0] = '\0'; if (res_flags & RES_SUMMON) strcat(buf, " summon"); if (res_flags & RES_CHARM) strcat(buf, " charm"); if (res_flags & RES_MAGIC) strcat(buf, " magic"); if (res_flags & RES_WEAPON) strcat(buf, " weapon"); if (res_flags & RES_BASH) strcat(buf, " blunt"); if (res_flags & RES_PIERCE) strcat(buf, " piercing"); if (res_flags & RES_SLASH) strcat(buf, " slashing"); if (res_flags & RES_FIRE) strcat(buf, " fire"); if (res_flags & RES_COLD) strcat(buf, " cold"); if (res_flags & RES_LIGHTNING) strcat(buf, " lightning"); if (res_flags & RES_ACID) strcat(buf, " acid"); if (res_flags & RES_POISON) strcat(buf, " poison"); if (res_flags & RES_NEGATIVE) strcat(buf, " negative"); if (res_flags & RES_HOLY) strcat(buf, " holy"); if (res_flags & RES_ENERGY) strcat(buf, " energy"); if (res_flags & RES_MENTAL) strcat(buf, " mental"); if (res_flags & RES_DISEASE) strcat(buf, " disease"); if (res_flags & RES_DROWNING) strcat(buf, " drowning"); if (res_flags & RES_LIGHT) strcat(buf, " light"); if (res_flags & RES_IRON) strcat(buf, " iron"); if (res_flags & RES_WOOD) strcat(buf, " wood"); if (res_flags & RES_SILVER) strcat(buf, " silver"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *vuln_bit_name(int vuln_flags) { static char buf[512]; buf[0] = '\0'; if (vuln_flags & VULN_SUMMON) strcat(buf, " summon"); if (vuln_flags & VULN_CHARM) strcat(buf, " charm"); if (vuln_flags & VULN_MAGIC) strcat(buf, " magic"); if (vuln_flags & VULN_WEAPON) strcat(buf, " weapon"); if (vuln_flags & VULN_BASH) strcat(buf, " blunt"); if (vuln_flags & VULN_PIERCE) strcat(buf, " piercing"); if (vuln_flags & VULN_SLASH) strcat(buf, " slashing"); if (vuln_flags & VULN_FIRE) strcat(buf, " fire"); if (vuln_flags & VULN_COLD) strcat(buf, " cold"); if (vuln_flags & VULN_LIGHTNING) strcat(buf, " lightning"); if (vuln_flags & VULN_ACID) strcat(buf, " acid"); if (vuln_flags & VULN_POISON) strcat(buf, " poison"); if (vuln_flags & VULN_NEGATIVE) strcat(buf, " negative"); if (vuln_flags & VULN_HOLY) strcat(buf, " holy"); if (vuln_flags & VULN_ENERGY) strcat(buf, " energy"); if (vuln_flags & VULN_MENTAL) strcat(buf, " mental"); if (vuln_flags & VULN_DISEASE) strcat(buf, " disease"); if (vuln_flags & VULN_DROWNING) strcat(buf, " drowning"); if (vuln_flags & VULN_LIGHT) strcat(buf, " light"); if (vuln_flags & VULN_IRON) strcat(buf, " iron"); if (vuln_flags & VULN_WOOD) strcat(buf, " wood"); if (vuln_flags & VULN_SILVER) strcat(buf, " silver"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *size_name(int size) { switch (size) { case SIZE_TINY: return "tiny"; case SIZE_SMALL: return "small"; case SIZE_MEDIUM: return "medium"; case SIZE_LARGE: return "large"; case SIZE_HUGE: return "huge"; case SIZE_GIANT: return "giant"; } return "\0"; } char *room_affect_name(int room_flags) { static char buf[512]; buf[0] = '\0'; if (room_flags & ROOM_AFF_SAFE) strcat(buf, " sanctuary"); if (room_flags & ROOM_AFF_OVERGROWN) strcat(buf, " overgrown"); return (buf[0] != '\0') ? buf + 1 : "none"; } void send_to_world(char *argument) { DESCRIPTOR_DATA *d; if (argument[0] == '\0') { return; } for (d = descriptor_list; d; d = d->next) { if (d->connected == CON_PLAYING) { if (IS_IMMORTAL(d->character)) send_to_char("Send_to_world echo> ", d->character); send_to_char(argument, d->character); send_to_char("\n\r", d->character); } } }