/*************************************************************************** * 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. * ***************************************************************************/ #include <glib.h> #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 <recycle.h> #include <olc.h> #include <interp.h> #include <fight.h> #include <tables.h> /* * Give an obj to a char. */ void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch ) { if (obj == NULL) return; obj->next_content = ch->carrying; ch->carrying = obj; obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += 1; ch->carry_weight += get_obj_weight( obj ); } bool check_artifact( CHAR_DATA *ch ) { OBJ_DATA *obj; OBJ_DATA *in_obj; bool found; GSList *tmp = object_list; found = FALSE; while ( tmp != NULL ) { obj = (OBJ_DATA*)tmp->data; if ( !IS_SET(obj->quest, QUEST_ARTIFACT) ) { tmp = g_slist_next(tmp); continue; } if (obj->carried_by != ch) { tmp = g_slist_next(tmp); continue; } found = TRUE; for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj ) ; tmp = g_slist_next(tmp); } g_slist_free(tmp); return found; } /* * Take an obj from its character. */ void obj_from_char( OBJ_DATA *obj ) { CHAR_DATA *ch; if (obj == NULL) return; if ( ( ch = obj->carried_by ) == NULL ) { bug( "Obj_from_char: null ch.", 0 ); return; } if ( obj->wear_loc != WEAR_NONE ) unequip_char( ch, obj ); if ( ch->carrying == obj ) { ch->carrying = obj->next_content; } else { OBJ_DATA *prev; for ( prev = ch->carrying; prev != NULL; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) bug( "Obj_from_char: obj not in list.", 0 ); } obj->carried_by = NULL; obj->next_content = NULL; ch->carry_number -= 1; ch->carry_weight -= get_obj_weight( obj ); return; } /* * Find a piece of eq on a character. */ OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear ) { OBJ_DATA *obj; 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 ) { CHAR_DATA *chch; AFFECT_DATA *paf; int sn; if ( get_eq_char( ch, iWear ) != NULL ) { bug( "Equip_char: already equipped (%d).", iWear ); return; } if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) { /* * Thanks to Morgenes for the bug fix here! */ act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); do_autosave( ch, "" ); return; } if ((IS_NPC(ch) || (!IS_CLASS(ch, CLASS_DEMON))) && IS_SET(obj->spectype, SITEM_DEMONIC)) { act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); do_autosave( ch, "" ); return; } if ((IS_NPC(ch) || !IS_IMMORTAL(ch)) && IS_SET(obj->quest,QUEST_RELIC) && !IS_SET(obj->spectype,SITEM_DEMONIC) && !IS_SET(obj->spectype,SITEM_HIGHLANDER) && obj->chobj == NULL) { act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); do_autosave( ch, "" ); return; } /* * Mercpoint - commented out to enable wearing more than one artifact. * Damcap is not modified by more than 500 on wearing more than one * artifact due to the fact that the damcap modifier is based on whether * a player is affected by ITEMA_ARTIFACT and as this can only be either * on or off it only affects damcap once :) * Therefore this enables a player to wear all the artifacts they have * aquired (call it a reward for having got them) as because we have * changed the code such that artifacts can no longer be put in bags, * it now follows that a player with more than one artifact who is decapped * will have his corpse looted for all of those artifacts. * Hence he might as well can the benefit for having them. * * It miht be an idea to add a check such that if the player is still * wearing an artifact when they remove one that the ITEMA_ARTIFACT bit * isn't removed. - Merc (4/10/96) * if (IS_SET(obj->quest, QUEST_ARTIFACT) && IS_ITEMAFF(ch, ITEMA_ARTIFACT)) { act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); do_autosave( ch, "" ); return; } */ if ((IS_NPC(ch) || !IS_IMMORTAL( ch )) && IS_SET(obj->spectype, SITEM_DROWWEAPON)) { act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); do_autosave( ch, "" ); return; } if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER)) && IS_SET(obj->spectype, SITEM_HIGHLANDER)) { act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); do_autosave( ch, "" ); return; } if (obj->item_type == ITEM_WWF_CONT) { if (IS_SET(obj->value[0], AFF_BLIND) && !IS_AFFECTED(ch,AFF_BLIND)) SET_BIT(ch->affected_by, AFF_BLIND); if (IS_SET(obj->value[0], AFF_FLYING) && !IS_AFFECTED(ch,AFF_FLYING)) SET_BIT(ch->affected_by, AFF_FLYING); if (IS_SET(obj->value[0], AFF_INVISIBLE) && !IS_AFFECTED(ch,AFF_INVISIBLE)) SET_BIT(ch->affected_by, AFF_INVISIBLE); if (IS_SET(obj->value[0], AFF_PASS_DOOR) && !IS_AFFECTED(ch,AFF_PASS_DOOR)) SET_BIT(ch->affected_by, AFF_PASS_DOOR); if (IS_SET(obj->value[0], AFF_PROTECT) && !IS_AFFECTED(ch,AFF_PROTECT)) SET_BIT(ch->affected_by, AFF_PROTECT); if (IS_SET(obj->value[0], AFF_SANCTUARY) && !IS_AFFECTED(ch,AFF_SANCTUARY)) SET_BIT(ch->affected_by, AFF_SANCTUARY); if (IS_SET(obj->value[0], AFF_SNEAK) && !IS_AFFECTED(ch,AFF_SNEAK)) SET_BIT(ch->affected_by, AFF_SNEAK); if (!IS_IMMFLAW(ch,IMM_FLAW_LIGHTNING)) { if (IS_SET(obj->value[1], ITEMA_SHOCKSHIELD) && !IS_ITEMAFF(ch,ITEMA_SHOCKSHIELD)) SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD); } if (!IS_IMMFLAW(ch,IMM_FLAW_HEAT)) { if (IS_SET(obj->value[1], ITEMA_FIRESHIELD) && !IS_ITEMAFF(ch,ITEMA_FIRESHIELD)) SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD); } if (!IS_IMMFLAW(ch,IMM_FLAW_COLD)) { if (IS_SET(obj->value[1], ITEMA_ICESHIELD) && !IS_ITEMAFF(ch,ITEMA_ICESHIELD)) SET_BIT(ch->itemaffect, ITEMA_ICESHIELD); } if (!IS_IMMFLAW(ch,IMM_FLAW_ACID)) { if (IS_SET(obj->value[1], ITEMA_ACIDSHIELD) && !IS_ITEMAFF(ch,ITEMA_ACIDSHIELD)) SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD); } if (IS_SET(obj->value[1], ITEMA_DBPASS) && !IS_ITEMAFF(ch,ITEMA_DBPASS)) SET_BIT(ch->itemaffect, ITEMA_DBPASS); if (IS_SET(obj->value[1], ITEMA_CHAOSSHIELD) && !IS_ITEMAFF(ch,ITEMA_CHAOSSHIELD)) SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); if (IS_SET(obj->value[1], ITEMA_REGENERATE) && !IS_ITEMAFF(ch,ITEMA_REGENERATE)) SET_BIT(ch->itemaffect, ITEMA_REGENERATE); if (IS_SET(obj->value[1], ITEMA_SPEED) && !IS_ITEMAFF(ch,ITEMA_SPEED)) SET_BIT(ch->itemaffect, ITEMA_SPEED); if (IS_SET(obj->value[1], ITEMA_VORPAL) && !IS_ITEMAFF(ch,ITEMA_VORPAL)) SET_BIT(ch->itemaffect, ITEMA_VORPAL); if (IS_SET(obj->value[1], ITEMA_PEACE) && !IS_ITEMAFF(ch,ITEMA_PEACE)) SET_BIT(ch->itemaffect, ITEMA_PEACE); if (IS_SET(obj->value[1], ITEMA_REFLECT) && !IS_ITEMAFF(ch,ITEMA_REFLECT)) SET_BIT(ch->itemaffect, ITEMA_REFLECT); if (IS_SET(obj->value[1], ITEMA_RESISTANCE) && !IS_ITEMAFF(ch,ITEMA_RESISTANCE)) SET_BIT(ch->itemaffect, ITEMA_RESISTANCE); if (IS_SET(obj->value[1], ITEMA_VISION) && !IS_ITEMAFF(ch,ITEMA_VISION)) SET_BIT(ch->itemaffect, ITEMA_VISION); if (IS_SET(obj->value[1], ITEMA_STALKER) && !IS_ITEMAFF(ch,ITEMA_STALKER)) SET_BIT(ch->itemaffect, ITEMA_STALKER); if (IS_SET(obj->value[1], ITEMA_RAGER) && !IS_ITEMAFF(ch,ITEMA_RAGER)) SET_BIT(ch->itemaffect, ITEMA_RAGER); if (IS_SET(obj->value[1], ITEMA_VANISH) && !IS_ITEMAFF(ch,ITEMA_VANISH)) SET_BIT(ch->itemaffect, ITEMA_VANISH); if (IS_SET(obj->value[1], ITEMA_FORTITUDE) && !IS_ITEMAFF(ch,ITEMA_FORTITUDE)) SET_BIT(ch->itemaffect, ITEMA_FORTITUDE); } if ( iWear == WEAR_SCABBARD_L || iWear == WEAR_SCABBARD_R ) { obj->wear_loc = iWear; return; } if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) ) ch->armor -= apply_ac( obj, iWear ); obj->wear_loc = iWear; for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) affect_modify( ch, paf, TRUE ); for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->bitvector != 1 && obj->value[0] != 5) affect_modify( ch, paf, TRUE ); } if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL ) ++ch->in_room->light; if (!IS_NPC(ch)) { if ( (chch = get_char_world(ch,ch->name->str)) == NULL ) return; if ( chch->desc != ch->desc) return; } if (obj->chpoweron != NULL && str_cmp(obj->chpoweron->str,"(null)") && !IS_SET(obj->spectype, SITEM_TELEPORTER) && !IS_SET(obj->spectype, SITEM_TRANSPORTER) ) { kavitem(obj->chpoweron->str,ch,obj,NULL,TO_CHAR); if (IS_SET(obj->spectype, SITEM_ACTION)) kavitem(obj->chpoweron->str,ch,obj,NULL,TO_ROOM); } if (obj->victpoweron != NULL && str_cmp(obj->victpoweron->str,"(null)") && !IS_SET(obj->spectype, SITEM_ACTION) && !IS_SET(obj->spectype, SITEM_TELEPORTER) && !IS_SET(obj->spectype, SITEM_TRANSPORTER) ) kavitem(obj->victpoweron->str,ch,obj,NULL,TO_ROOM); if ( obj->wear_loc == WEAR_NONE ) return; if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 )) || ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000)) || IS_SET(obj->spectype, SITEM_SILVER) || IS_SET(obj->spectype, SITEM_DEMONIC) || IS_SET(obj->quest, QUEST_ARTIFACT) ) { /* It would be so much easier if weapons had 5 values *sigh*. * Oh well, I'll just have to use v0 for two. KaVir. */ if (obj->item_type == ITEM_ARMOR) sn = obj->value[3]; else sn = obj->value[0] / 1000; if ((sn == 4) && (IS_AFFECTED(ch, AFF_BLIND))) return; else if ((sn == 39) && (IS_AFFECTED(ch, AFF_FLYING))) return; else if ((sn == 46) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return; else if ((sn == 52) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return; else if ((sn == 54) && (IS_AFFECTED(ch, AFF_PROTECT))) return; else if ((sn == 57) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return; else if ((sn == 3 ) && (IS_AFFECTED(ch, AFF_FLYING))) return; else if ((sn == 5 ) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return; else if ((sn == 6 ) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return; else if ((sn == 7 ) && (IS_AFFECTED(ch, AFF_PROTECT))) return; else if ((sn == 8 ) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return; else if ((sn == 9 ) && (IS_AFFECTED(ch, AFF_SNEAK))) return; else if ((sn == 10) && (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))) return; else if ((sn == 11) && (IS_ITEMAFF(ch, ITEMA_FIRESHIELD))) return; else if ((sn == 12) && (IS_ITEMAFF(ch, ITEMA_ICESHIELD))) return; else if ((sn == 13) && (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD))) return; else if ((sn == 14) && (IS_ITEMAFF(ch, ITEMA_DBPASS))) return; else if ((sn == 15) && (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))) return; else if ((sn == 16) && (IS_ITEMAFF(ch, ITEMA_REGENERATE))) return; else if ((sn == 17) && (IS_ITEMAFF(ch, ITEMA_SPEED))) return; else if ((sn == 18) && (IS_ITEMAFF(ch, ITEMA_VORPAL))) return; else if ((sn == 19) && (IS_ITEMAFF(ch, ITEMA_PEACE))) return; else if ((sn == 20) && (IS_ITEMAFF(ch, ITEMA_REFLECT))) return; else if ((sn == 21) && (IS_ITEMAFF(ch, ITEMA_RESISTANCE))) return; else if ((sn == 22) && (IS_ITEMAFF(ch, ITEMA_VISION))) return; else if ((sn == 23) && (IS_ITEMAFF(ch, ITEMA_STALKER))) return; else if ((sn == 24) && (IS_ITEMAFF(ch, ITEMA_VANISH))) return; else if ((sn == 25) && (IS_ITEMAFF(ch, ITEMA_RAGER))) return; else if ((sn == 66) && (IS_ITEMAFF(ch, ITEMA_FORTITUDE))) return; if (sn == 4) { SET_BIT(ch->affected_by, AFF_BLIND); send_to_char( "...You cannot see a thing!\n\r", ch ); act("...$n seems to be blinded!",ch,NULL,NULL,TO_ROOM); } else if (sn == 39 || sn == 3) { SET_BIT(ch->affected_by, AFF_FLYING); send_to_char( "...Your feet rise off the ground.\n\r", ch ); act("...$n's feet rise off the ground.",ch,NULL,NULL,TO_ROOM); } else if (sn == 46 || sn == 5) { SET_BIT(ch->affected_by, AFF_INVISIBLE); send_to_char( "...You fade out of existance.\n\r", ch ); act("...$n fades out of existance.",ch,NULL,NULL,TO_ROOM); } else if (sn == 52 || sn == 6) { SET_BIT(ch->affected_by, AFF_PASS_DOOR); send_to_char( "...You turn translucent.\n\r", ch ); act("...$n turns translucent.",ch,NULL,NULL,TO_ROOM); } else if (sn == 54 || sn == 7) { SET_BIT(ch->affected_by, AFF_PROTECT); send_to_char( "...You are surrounded by a divine aura.\n\r", ch ); act("...$n is surrounded by a divine aura.",ch,NULL,NULL,TO_ROOM); } else if (sn == 57 || sn == 8) { SET_BIT(ch->affected_by, AFF_SANCTUARY); send_to_char( "...You are surrounded by a white aura.\n\r", ch ); act("...$n is surrounded by a white aura.",ch,NULL,NULL,TO_ROOM); } else if (sn == 9) { SET_BIT(ch->affected_by, AFF_SNEAK); send_to_char( "...Your footsteps stop making any sound.\n\r", ch ); act("...$n's footsteps stop making any sound.",ch,NULL,NULL,TO_ROOM); } else if (sn == 10) { SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD); send_to_char( "...You are surrounded by a crackling shield of lightning.\n\r", ch ); act("...$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM); } else if (sn == 11) { SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD); send_to_char( "...You are surrounded by a burning shield of flames.\n\r", ch ); act("...$n is surrounded by a burning shield of flames.",ch,NULL,NULL,TO_ROOM); } else if (sn == 12) { SET_BIT(ch->itemaffect, ITEMA_ICESHIELD); send_to_char( "...You are surrounded by a shimmering shield of ice.\n\r", ch ); act("...$n is surrounded by a shimmering shield of ice.",ch,NULL,NULL,TO_ROOM); } else if (sn == 13) { SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD); send_to_char( "...You are surrounded by a bubbling shield of acid.\n\r", ch ); act("...$n is surrounded by a bubbling shield of acid.",ch,NULL,NULL,TO_ROOM); } else if (sn == 14) { SET_BIT(ch->itemaffect, ITEMA_DBPASS); send_to_char( "...You are now safe from the DarkBlade clan guardians.\n\r", ch ); } else if (sn == 15) { SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); send_to_char( "...You are surrounded by a swirling shield of chaos.\n\r", ch ); act("...$n is surrounded by a swirling shield of chaos.",ch,NULL,NULL,TO_ROOM); } else if (sn == 16) SET_BIT(ch->itemaffect, ITEMA_REGENERATE); else if (sn == 17) { SET_BIT(ch->itemaffect, ITEMA_SPEED); send_to_char( "...You start moving faster than the eye can follow.\n\r", ch ); act("...$n starts moving faster than the eye can follow.",ch,NULL,NULL,TO_ROOM); } else if (sn == 18) SET_BIT(ch->itemaffect, ITEMA_VORPAL); else if (sn == 19) SET_BIT(ch->itemaffect, ITEMA_PEACE); else if (sn == 20) { SET_BIT(ch->itemaffect, ITEMA_REFLECT); send_to_char( "...You are surrounded by flickering shield of darkness.\n\r", ch ); act("...$n is surrounded by a flickering shield of darkness.",ch,NULL,NULL,TO_ROOM); } else if (sn == 21) SET_BIT(ch->itemaffect, ITEMA_RESISTANCE); else if (sn == 22) { SET_BIT(ch->itemaffect, ITEMA_VISION); send_to_char( "...Your eyes begin to glow bright white.\n\r", ch ); act("...$n's eyes begin to glow bright white.",ch,NULL,NULL,TO_ROOM); } else if (sn == 23) SET_BIT(ch->itemaffect, ITEMA_STALKER); else if (sn == 24) { SET_BIT(ch->itemaffect, ITEMA_VANISH); send_to_char( "...You blend into the shadows.\n\r", ch ); act("...$n gradually fades into the shadows.",ch,NULL,NULL,TO_ROOM); } else if (sn == 25 && !IS_NPC(ch)) { SET_BIT(ch->itemaffect, ITEMA_RAGER); if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] < 100) { ch->pcdata->stats[UNI_RAGE] = 300; do_werewolf(ch,""); //update_damcap(ch,ch); } else if (IS_CLASS(ch, CLASS_WEREWOLF)) ch->pcdata->stats[UNI_RAGE] = 300; else if (IS_CLASS(ch, CLASS_VAMPIRE)) ch->pcdata->stats[UNI_RAGE] = 25; } else if (sn == 66) { SET_BIT(ch->itemaffect, ITEMA_FORTITUDE); send_to_char( "...You twitch suddenly.\n\r", ch ) ; act("...$n twitches suddenly.",ch,NULL,NULL,TO_ROOM); } if (IS_SET(obj->quest, QUEST_ARTIFACT)) SET_BIT(ch->itemaffect, ITEMA_ARTIFACT); if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_WIELD) SET_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER); if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_HOLD) SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER); } return; } /* * Unequip a char with an obj. */ void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj ) { CHAR_DATA *chch; AFFECT_DATA *paf; int sn; int oldpos = obj->wear_loc; if ( obj->wear_loc == WEAR_NONE ) { bug( "Unequip_char: already unequipped.", 0 ); return; } if ( obj->wear_loc == WEAR_SCABBARD_L || obj->wear_loc == WEAR_SCABBARD_R ) {obj->wear_loc = -1;return;} if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) ) ch->armor += apply_ac(obj, obj->wear_loc); obj->wear_loc = -1; for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next ) affect_modify( ch, paf, FALSE ); for ( paf = obj->affected; paf != NULL; paf = paf->next ) { if ( paf->bitvector != 1 && obj->value[0] != 5) affect_modify( ch, paf, FALSE ); } if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL && ch->in_room->light > 0 ) --ch->in_room->light; if ( (chch = get_char_world(ch,ch->name->str)) == NULL ) return; if ( chch->desc != ch->desc) return; if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return; if (obj->chpoweroff != NULL && str_cmp(obj->chpoweroff->str,"(null)") && !IS_SET(obj->spectype, SITEM_TELEPORTER) && !IS_SET(obj->spectype, SITEM_TRANSPORTER) ) { kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_CHAR); if (IS_SET(obj->spectype, SITEM_ACTION)) kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_ROOM); } if (obj->victpoweroff != NULL && str_cmp(obj->victpoweroff->str,"(null)") && !IS_SET(obj->spectype, SITEM_ACTION) && !IS_SET(obj->spectype, SITEM_TELEPORTER) && !IS_SET(obj->spectype, SITEM_TRANSPORTER) ) kavitem(obj->victpoweroff->str,ch,obj,NULL,TO_ROOM); if (obj->item_type == ITEM_WWF_CONT) { if (IS_SET(obj->value[0], AFF_BLIND) && IS_AFFECTED(ch,AFF_BLIND)) REMOVE_BIT(ch->affected_by, AFF_BLIND); if (IS_SET(obj->value[0], AFF_FLYING) && IS_AFFECTED(ch,AFF_FLYING)) REMOVE_BIT(ch->affected_by, AFF_FLYING); if (IS_SET(obj->value[0], AFF_INVISIBLE) && IS_AFFECTED(ch,AFF_INVISIBLE)) REMOVE_BIT(ch->affected_by, AFF_INVISIBLE); if (IS_SET(obj->value[0], AFF_PASS_DOOR) && IS_AFFECTED(ch,AFF_PASS_DOOR)) REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR); if (IS_SET(obj->value[0], AFF_PROTECT) && IS_AFFECTED(ch,AFF_PROTECT)) REMOVE_BIT(ch->affected_by, AFF_PROTECT); if (IS_SET(obj->value[0], AFF_SANCTUARY) && IS_AFFECTED(ch,AFF_SANCTUARY)) REMOVE_BIT(ch->affected_by, AFF_SANCTUARY); if (IS_SET(obj->value[0], AFF_SNEAK) && IS_AFFECTED(ch,AFF_SNEAK)) REMOVE_BIT(ch->affected_by, AFF_SNEAK); if (IS_SET(obj->value[1], ITEMA_SHOCKSHIELD) && !IS_ITEMAFF(ch,ITEMA_SHOCKSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD); if (IS_SET(obj->value[1], ITEMA_FIRESHIELD) && !IS_ITEMAFF(ch,ITEMA_FIRESHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD); if (IS_SET(obj->value[1], ITEMA_ICESHIELD) && !IS_ITEMAFF(ch,ITEMA_ICESHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD); if (IS_SET(obj->value[1], ITEMA_ACIDSHIELD) && !IS_ITEMAFF(ch,ITEMA_ACIDSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD); if (IS_SET(obj->value[1], ITEMA_DBPASS) && !IS_ITEMAFF(ch,ITEMA_DBPASS)) REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS); if (IS_SET(obj->value[1], ITEMA_CHAOSSHIELD) && !IS_ITEMAFF(ch,ITEMA_CHAOSSHIELD)) REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); if (IS_SET(obj->value[1], ITEMA_REGENERATE) && !IS_ITEMAFF(ch,ITEMA_REGENERATE)) REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE); if (IS_SET(obj->value[1], ITEMA_SPEED) && !IS_ITEMAFF(ch,ITEMA_SPEED)) REMOVE_BIT(ch->itemaffect, ITEMA_SPEED); if (IS_SET(obj->value[1], ITEMA_VORPAL) && !IS_ITEMAFF(ch,ITEMA_VORPAL)) REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL); if (IS_SET(obj->value[1], ITEMA_PEACE) && !IS_ITEMAFF(ch,ITEMA_PEACE)) REMOVE_BIT(ch->itemaffect, ITEMA_PEACE); if (IS_SET(obj->value[1], ITEMA_REFLECT) && !IS_ITEMAFF(ch,ITEMA_REFLECT)) REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT); if (IS_SET(obj->value[1], ITEMA_RESISTANCE) && !IS_ITEMAFF(ch,ITEMA_RESISTANCE)) REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE); if (IS_SET(obj->value[1], ITEMA_VISION) && !IS_ITEMAFF(ch,ITEMA_VISION)) REMOVE_BIT(ch->itemaffect, ITEMA_VISION); if (IS_SET(obj->value[1], ITEMA_STALKER) && !IS_ITEMAFF(ch,ITEMA_STALKER)) REMOVE_BIT(ch->itemaffect, ITEMA_STALKER); if (IS_SET(obj->value[1], ITEMA_RAGER) && !IS_ITEMAFF(ch,ITEMA_RAGER)) REMOVE_BIT(ch->itemaffect, ITEMA_RAGER); if (IS_SET(obj->value[1], ITEMA_VANISH) && !IS_ITEMAFF(ch,ITEMA_VANISH)) REMOVE_BIT(ch->itemaffect, ITEMA_VANISH); if (IS_SET(obj->value[1], ITEMA_FORTITUDE) && !IS_ITEMAFF(ch,ITEMA_FORTITUDE)) REMOVE_BIT(ch->itemaffect, ITEMA_FORTITUDE); } if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 )) || ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000)) || IS_SET(obj->spectype, SITEM_SILVER) || IS_SET(obj->spectype, SITEM_DEMONIC) || IS_SET(obj->quest, QUEST_ARTIFACT) ) { if (obj->item_type == ITEM_ARMOR) sn = obj->value[3]; else sn = obj->value[0] / 1000; if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4) && !is_affected(ch, 4)) { REMOVE_BIT(ch->affected_by, AFF_BLIND); send_to_char( "...You can see again.\n\r", ch ); act("...$n seems to be able to see again.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3) && !is_affected(ch, 39)) { REMOVE_BIT(ch->affected_by, AFF_FLYING); send_to_char( "...You slowly float to the ground.\n\r", ch ); act("...$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5) && !is_affected(ch, 46)) { REMOVE_BIT(ch->affected_by, AFF_INVISIBLE); send_to_char( "...You fade into existance.\n\r", ch ); act("...$n fades into existance.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6) && !is_affected(ch, 52)) { REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR); send_to_char( "...You feel solid again.\n\r", ch ); act("...$n is no longer translucent.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7) && !is_affected(ch, 54)) { REMOVE_BIT(ch->affected_by, AFF_PROTECT); send_to_char( "...The divine aura around you fades.\n\r", ch ); act("...The divine aura around $n fades.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8) && !is_affected(ch, 57)) { REMOVE_BIT(ch->affected_by, AFF_SANCTUARY); send_to_char( "...The white aura around your body fades.\n\r", ch ); act("...The white aura about $n's body fades.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9) && !is_affected(ch, 80)) { REMOVE_BIT(ch->affected_by, AFF_SNEAK); send_to_char( "...You are no longer moving so quietly.\n\r", ch ); act("...$n is no longer moving so quietly.",ch,NULL,NULL,TO_ROOM); } else if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10)) { REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD); send_to_char( "...The crackling shield of lightning around you fades.\n\r", ch ); act("...The crackling shield of lightning around $n fades.",ch,NULL,NULL,TO_ROOM); } else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11)) { REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD); send_to_char( "...The burning shield of fire around you fades.\n\r", ch ); act("...The burning shield of fire around $n fades.",ch,NULL,NULL,TO_ROOM); } else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12)) { REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD); send_to_char( "...The shimmering shield of ice around you fades.\n\r", ch ); act("...The shimmering shield of ice around $n fades.",ch,NULL,NULL,TO_ROOM); } else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13)) { REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD); send_to_char( "...The bubbling shield of acid around you fades.\n\r", ch ); act("...The bubbling shield of acid around $n fades.",ch,NULL,NULL,TO_ROOM); } else if (IS_ITEMAFF(ch, ITEMA_DBPASS) && (sn == 14)) { REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS); send_to_char( "...You are no longer safe from the DarkBlade clan guardians.\n\r", ch ); } else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15)) { REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); send_to_char( "...The swirling shield of chaos around you fades.\n\r", ch ); act("...The swirling shield of chaos around $n fades.",ch,NULL,NULL,TO_ROOM); } else if (sn == 16) REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE); else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17)) { REMOVE_BIT(ch->itemaffect, ITEMA_SPEED); send_to_char( "...Your actions slow down to normal speed.\n\r", ch ); act("...$n stops moving at supernatural speed.",ch,NULL,NULL,TO_ROOM); } else if (sn == 18) REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL); else if (sn == 19) REMOVE_BIT(ch->itemaffect, ITEMA_PEACE); else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20) { REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT); send_to_char( "...The flickering shield of darkness around you fades.\n\r", ch ); act("...The flickering shield of darkness around $n fades.",ch,NULL,NULL,TO_ROOM); } else if (sn == 21) REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE); else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22) { REMOVE_BIT(ch->itemaffect, ITEMA_VISION); send_to_char( "...Your eyes stop glowing bright white.\n\r", ch ); act("...$n's eyes stop glowing bright white.",ch,NULL,NULL,TO_ROOM); } else if (sn == 23) REMOVE_BIT(ch->itemaffect, ITEMA_STALKER); else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24) { REMOVE_BIT(ch->itemaffect, ITEMA_VANISH); send_to_char( "...You emerge from the shadows.\n\r", ch ); act("...$n gradually fades out of the shadows.",ch,NULL,NULL,TO_ROOM); } else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER)) { REMOVE_BIT(ch->itemaffect, ITEMA_RAGER); if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] >= 100) { ch->pcdata->stats[UNI_RAGE] = 0; do_unwerewolf(ch,""); } ch->pcdata->stats[UNI_RAGE] = 0; } else if (IS_ITEMAFF(ch, ITEMA_FORTITUDE) && sn == 66) { REMOVE_BIT(ch->itemaffect, ITEMA_FORTITUDE); send_to_char( "...You twitch suddenly.\n\r", ch ); act("...$n twitches suddendly.",ch,NULL,NULL,TO_ROOM); } if (IS_SET(obj->quest, QUEST_ARTIFACT)) REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT); if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_WIELD) REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER); if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_HOLD) REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER); } 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; if (obj == NULL) return; if ( ( in_room = obj->in_room ) == NULL ) { bug( "obj_from_room: NULL.", 0 ); return; } if ( obj == in_room->contents ) { in_room->contents = obj->next_content; } else { OBJ_DATA *prev; for ( prev = in_room->contents; prev; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) { bug( "Obj_from_room: obj not found.", 0 ); return; } } obj->in_room = NULL; obj->next_content = NULL; return; } /* * Move an obj into a room. */ void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex ) { if (pRoomIndex == NULL) return; if (obj == NULL) 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 out of an object. */ void obj_from_obj( OBJ_DATA *obj ) { OBJ_DATA *obj_from; if (obj == NULL) return; if ( ( obj_from = obj->in_obj ) == NULL ) { bug( "Obj_from_obj: null obj_from.", 0 ); return; } if ( obj == obj_from->contains ) { obj_from->contains = obj->next_content; } else { OBJ_DATA *prev; for ( prev = obj_from->contains; prev; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) { bug( "Obj_from_obj: obj not found.", 0 ); return; } } obj->next_content = NULL; obj->in_obj = NULL; for ( ; obj_from != NULL; obj_from = obj_from->in_obj ) { if ( obj_from->carried_by != NULL && !IS_SET(obj_from->spectype,SITEM_MORPH)) obj_from->carried_by->carry_weight -= get_obj_weight( obj ); } return; } /* * Extract an obj from the world. */ void extract_obj( OBJ_DATA *obj ) { CHAR_DATA *ch; OBJ_DATA *obj_content; OBJ_DATA *obj_next; GSList *tmp = object_list; OBJ_DATA *tmpobj; GString *buffer; buffer = g_string_new(""); if ( obj == NULL ) { bug("Object: %d is null!",obj->pIndexData->vnum); return; } 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 ); if ( ( ch = obj->chobj ) != NULL && !IS_NPC(ch) && ch->pcdata->chobj == obj && IS_HEAD(ch,LOST_HEAD)) { REMOVE_BIT(ch->loc_hp[0],LOST_HEAD); REMOVE_BIT(ch->affected_by,AFF_POLYMORPH); ch->morph = g_string_assign(ch->morph,""); ch->hit = 1; char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); ch->pcdata->chobj = NULL; obj->chobj = NULL; send_to_char("{RYou have been KILLED!!{x\n\r",ch); do_look(ch,"auto"); ch->position = POS_RESTING; } else if ( ( ch = obj->chobj ) != NULL && !IS_NPC(ch) && ch->pcdata->chobj == obj && (IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0)) { if (ch->pcdata->obj_vnum != 0) { send_to_char("You have been destroyed!\n\r",ch); ch->pcdata->chobj = NULL; obj->chobj = NULL; } else { REMOVE_BIT(ch->extra,EXTRA_OSWITCH); REMOVE_BIT(ch->affected_by,AFF_POLYMORPH); ch->morph = g_string_assign(ch->morph,""); char_from_room(ch); char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR)); ch->pcdata->chobj = NULL; obj->chobj = NULL; send_to_char("You return to your body.\n\r",ch); } } else if ( obj->chobj != NULL ) { if (!IS_NPC(obj->chobj)) obj->chobj->pcdata->chobj = NULL; obj->chobj = NULL; bug( "Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum ); } for ( obj_content = obj->contains; obj_content; obj_content = obj_next ) { obj_next = obj_content->next_content; if (obj->contains != NULL) extract_obj( obj->contains ); } if (object_list == NULL) { bug( "obj %d caused the object list to dissapear before extract.", obj->pIndexData->vnum ); } if (IS_SET(mudsetting->mud_setting,MS_DEBUG)){ g_string_sprintf(buffer,"Number of Objects in list before: %d\n\r",g_slist_length(object_list)); bug(buffer->str,0); } object_list = g_slist_remove(object_list,obj); if (IS_SET(mudsetting->mud_setting,MS_DEBUG)){ g_string_sprintf(buffer,"Number of Objects in list after: %d\n\r",g_slist_length(object_list)); bug(buffer->str,0); } --obj->pIndexData->count; free_obj(obj); if (IS_SET(mudsetting->mud_setting,MS_DEBUG)){ g_string_sprintf(buffer,"Number of Objects in list after free: %d\n\r",g_slist_length(object_list)); bug(buffer->str,0); } //Quick check to make sure objects are still sane while( tmp != NULL ){ tmpobj = (OBJ_DATA*)tmp->data; if (tmpobj == NULL) { bug("Invalid object detected!\n\r",0); tmp = g_slist_remove(tmp,tmpobj); } tmp = g_slist_next(tmp); } g_slist_free(tmp); //After you free the object check the list for NULL. -Spiral g_string_free(buffer,TRUE); if (object_list == NULL) { bug( "obj %d caused the object_list to dissapear after free_obj.", obj->pIndexData->vnum ); } return; } /* * 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; GSList *tmp = object_list; while ( tmp != NULL ) { obj = (OBJ_DATA*)tmp->data; if ( obj->pIndexData == pObjIndex ) return obj; tmp = g_slist_next(tmp); } g_slist_free(tmp); return NULL; } /* * Find an obj in a list. */ OBJ_DATA *get_obj_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = list; obj != NULL; obj = obj->next_content ) { if ( can_see_obj( ch, obj ) && is_name( arg, obj->name->str ) ) { if ( ++count == number ) return obj; } } return NULL; } /* * Find an object within the object you are in. */ OBJ_DATA *get_obj_in_obj( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *obj2; int number; int count; number = number_argument( argument, arg ); count = 0; if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj->in_obj == NULL) return NULL; obj = ch->pcdata->chobj; if (obj->in_obj->item_type != ITEM_CONTAINER && obj->in_obj->item_type != ITEM_CORPSE_NPC && obj->in_obj->item_type != ITEM_CORPSE_PC ) return NULL; for ( obj2 = obj->in_obj->contains; obj2 != NULL; obj2 = obj2->next_content ) { if (obj != obj2 && is_name( arg, obj2->name->str ) ) { if ( ++count == number ) return obj2; } } 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->str ) ) { 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->str ) ) { if ( ++count == number ) return obj; } } return NULL; } void shift_obj_plane(CHAR_DATA *ch) { OBJ_DATA *obj; OBJ_DATA *obj2; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { obj->plane = ch->plane; if (obj->contains != NULL) { for (obj2 = obj->contains; obj2 != NULL; obj2 = obj2->next_content) obj2->plane = ch->plane; } } return; } /* * 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; if ( ( obj = get_obj_in_obj( ch, argument ) ) != NULL ) return obj; return NULL; } /* * Find an obj in the room or in inventory. */ OBJ_DATA *get_obj_room( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; obj = get_obj_list( ch, argument, ch->in_room->contents ); if ( obj != 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; GSList *tmp = object_list; if ( ( obj = get_obj_here( ch, argument ) ) != NULL ) return obj; number = number_argument( argument, arg ); count = 0; while ( tmp != NULL ) { obj = (OBJ_DATA*)tmp->data; if ( can_see_obj( ch, obj ) && is_name( arg, obj->name->str ) ) { if ( ++count == number ) return obj; } tmp = g_slist_next(tmp); } g_slist_free(tmp); return NULL; } /* * Create a 'money' obj. */ OBJ_DATA *create_money( int amount ) { char buf[MAX_STRING_LENGTH]; OBJ_DATA *obj; if ( amount <= 0 ) { bug( "Create_money: zero or negative money %d.", amount ); amount = 1; } if ( amount == 1 ) { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 ); } else { obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 ); sprintf( buf, obj->short_descr->str, amount ); obj->short_descr = g_string_assign(obj->short_descr,buf); obj->value[0] = amount; } return obj; } OBJ_DATA *get_obj_world2( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; int vnum = 0; GSList *tmp = object_list; if (argument[0] == '\0') return NULL; while ( tmp != NULL ) { obj = (OBJ_DATA*)tmp->data; if ( !str_cmp( argument, obj->short_descr->str ) ) { if ((vnum = obj->pIndexData->vnum) == 30037 || vnum == 30041) { tmp = g_slist_next(tmp); continue; } return obj; } tmp = g_slist_next(tmp); } g_slist_free(tmp); return NULL; } /* * Return weight of an object, including weight of contents. */ int get_obj_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; }