/*************************************************************************** * 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. * ***************************************************************************/ #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" AFFECT_DATA * affect_free; /* * Local functions. */ void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) ); /* * Retrieve a character's trusted level for permission checking. */ int get_trust( CHAR_DATA *ch ) { if ( ch->desc != NULL && ch->desc->original != NULL ) ch = ch->desc->original; if ( ch->trust != 0 ) return ch->trust; if ( IS_NPC(ch) && ch->level >= LEVEL_HERO ) return LEVEL_HERO - 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) ) / 14400; /* 12240 assumes 30 second hours, 24 hours a day, 20 day - Kahn */ } /* * Retrieve character's current strength. */ int get_curr_str( CHAR_DATA *ch ) { int max; if ( IS_NPC(ch) ) return 13; if ( class_table[ch->class].attr_prime == APPLY_STR ) max = 25; else max = 22; return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max ); } /* * Retrieve character's current intelligence. */ int get_curr_int( CHAR_DATA *ch ) { int max; if ( IS_NPC(ch) ) return 13; if ( class_table[ch->class].attr_prime == APPLY_INT ) max = 25; else max = 22; return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max ); } /* * Retrieve character's current wisdom. */ int get_curr_wis( CHAR_DATA *ch ) { int max; if ( IS_NPC(ch) ) return 13; if ( class_table[ch->class].attr_prime == APPLY_WIS ) max = 25; else max = 22; return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max ); } /* * Retrieve character's current dexterity. */ int get_curr_dex( CHAR_DATA *ch ) { int max; if ( IS_NPC(ch) ) return 13; if ( class_table[ch->class].attr_prime == APPLY_DEX ) max = 25; else max = 22; return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max ); } /* * Retrieve character's current constitution. */ int get_curr_con( CHAR_DATA *ch ) { int max; if ( IS_NPC(ch) ) return 13; if ( class_table[ch->class].attr_prime == APPLY_CON ) max = 25; else max = 22; return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max ); } /* * 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_dex( ch ) / 2; } /* * Retrieve a character's carry capacity. */ int can_carry_w( CHAR_DATA *ch ) { if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) return 1000000; if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) ) return 0; return str_app[get_curr_str(ch)].carry; } /* * See if a string is one of the names of an object. */ /* * New is_name sent in by Alander. */ 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; } } /* * Apply or remove an affect to a character. */ void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) { OBJ_DATA *wield; int mod; mod = paf->modifier; if ( fAdd ) { SET_BIT( ch->affected_by, paf->bitvector ); } else { REMOVE_BIT( ch->affected_by, paf->bitvector ); mod = 0 - mod; } if ( IS_NPC(ch) ) return; switch ( paf->location ) { default: bug( "Affect_modify: unknown location %d.", paf->location ); return; case APPLY_NONE: break; case APPLY_STR: ch->pcdata->mod_str += mod; break; case APPLY_DEX: ch->pcdata->mod_dex += mod; break; case APPLY_INT: ch->pcdata->mod_int += mod; break; case APPLY_WIS: ch->pcdata->mod_wis += mod; break; case APPLY_CON: ch->pcdata->mod_con += mod; break; case APPLY_SEX: ch->sex += mod; break; case APPLY_CLASS: break; case APPLY_LEVEL: break; case APPLY_AGE: break; case APPLY_HEIGHT: break; case APPLY_WEIGHT: break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_GOLD: break; case APPLY_EXP: break; case APPLY_AC: ch->armor += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVING_PARA: 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; } /* * Check for weapon wielding. * Guard against recursion (for weapons with affects). */ if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL && get_obj_weight(wield) > str_app[get_curr_str(ch)].wield ) { static int depth; if ( depth == 0 ) { depth++; act( "You drop $p.", ch, wield, NULL, TO_CHAR ); act( "$n drops $p.", ch, wield, NULL, TO_ROOM ); obj_from_char( wield ); obj_to_room( wield, ch->in_room ); depth--; } } return; } /* * Give an affect to a char. */ void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf ) { AFFECT_DATA *paf_new; if ( affect_free == NULL ) { paf_new = alloc_perm( sizeof(*paf_new) ); } else { paf_new = affect_free; affect_free = affect_free->next; } *paf_new = *paf; paf_new->next = ch->affected; ch->affected = paf_new; affect_modify( ch, paf_new, TRUE ); return; } /* * Remove an affect from a char. */ void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf ) { if ( ch->affected == NULL ) { bug( "Affect_remove: no affect.", 0 ); return; } affect_modify( ch, paf, FALSE ); if ( paf == ch->affected ) { ch->affected = paf->next; } else { AFFECT_DATA *prev; for ( prev = ch->affected; prev != NULL; prev = prev->next ) { if ( prev->next == paf ) { prev->next = paf->next; break; } } if ( prev == NULL ) { bug( "Affect_remove: cannot find paf.", 0 ); return; } } paf->next = affect_free; affect_free = paf->next; return; } /* * Strip all affects of a given sn. */ void affect_strip( CHAR_DATA *ch, int sn ) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; for ( paf = ch->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->type == sn ) affect_remove( ch, paf ); } return; } /* * Return true if a char is affected by a spell. */ bool is_affected( CHAR_DATA *ch, int sn ) { AFFECT_DATA *paf; for ( paf = ch->affected; paf != NULL; paf = paf->next ) { if ( paf->type == sn ) return TRUE; } return FALSE; } /* * Add or enhance an affect. */ void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf ) { AFFECT_DATA *paf_old; bool found; found = FALSE; for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next ) { if ( paf_old->type == paf->type ) { paf->duration += paf_old->duration; paf->modifier += paf_old->modifier; affect_remove( ch, paf_old ); break; } } affect_to_char( ch, paf ); return; } /* * Move a char out of a room. */ void char_from_room( CHAR_DATA *ch ) { OBJ_DATA *obj; if ( ch->in_room == NULL ) { bug( "Char_from_room: NULL.", 0 ); return; } if ( !IS_NPC(ch) ) --ch->in_room->area->nplayer; if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room->light > 0 ) --ch->in_room->light; if ( ch == ch->in_room->people ) { ch->in_room->people = ch->next_in_room; } else { CHAR_DATA *prev; for ( prev = ch->in_room->people; prev; prev = prev->next_in_room ) { if ( prev->next_in_room == ch ) { prev->next_in_room = ch->next_in_room; break; } } if ( prev == NULL ) bug( "Char_from_room: ch not found.", 0 ); } ch->in_room = NULL; ch->next_in_room = NULL; return; } /* * Move a char into a room. */ void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex ) { OBJ_DATA *obj; if ( pRoomIndex == NULL ) { bug( "Char_to_room: NULL.", 0 ); return; } ch->in_room = pRoomIndex; ch->next_in_room = pRoomIndex->people; pRoomIndex->people = ch; 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; return; } /* * Give an obj to a char. */ void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch ) { obj->next_content = ch->carrying; ch->carrying = obj; obj->carried_by = ch; obj->in_room = NULL; obj->in_obj = NULL; ch->carry_number += get_obj_number( obj ); ch->carry_weight += get_obj_weight( obj ); } /* * Take an obj from its character. */ void obj_from_char( OBJ_DATA *obj ) { CHAR_DATA *ch; if ( ( ch = obj->carried_by ) == NULL ) { bug( "Obj_from_char: null ch.", 0 ); return; } if ( obj->wear_loc != WEAR_NONE ) unequip_char( ch, obj ); if ( ch->carrying == obj ) { ch->carrying = obj->next_content; } else { OBJ_DATA *prev; for ( prev = ch->carrying; prev != NULL; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) bug( "Obj_from_char: obj not in list.", 0 ); } obj->carried_by = NULL; obj->next_content = NULL; ch->carry_number -= get_obj_number( obj ); ch->carry_weight -= get_obj_weight( obj ); return; } /* * Find the ac value of an obj, including position effect. */ int apply_ac( OBJ_DATA *obj, int iWear ) { if ( obj->item_type != ITEM_ARMOR ) return 0; switch ( iWear ) { case WEAR_BODY: return 3 * obj->value[0]; case WEAR_HEAD: return 2 * obj->value[0]; case WEAR_LEGS: return 2 * obj->value[0]; case WEAR_FEET: return obj->value[0]; case WEAR_HANDS: return obj->value[0]; case WEAR_ARMS: return obj->value[0]; case WEAR_SHIELD: return obj->value[0]; case WEAR_FINGER_L: return obj->value[0]; case WEAR_FINGER_R: return obj->value[0]; case WEAR_NECK_1: return obj->value[0]; case WEAR_NECK_2: return obj->value[0]; case WEAR_ABOUT: return 2 * obj->value[0]; case WEAR_WAIST: return obj->value[0]; case WEAR_WRIST_L: return obj->value[0]; case WEAR_WRIST_R: return obj->value[0]; case WEAR_HOLD: return obj->value[0]; } return 0; } /* * 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 ) { AFFECT_DATA *paf; if ( get_eq_char( ch, iWear ) != NULL ) { bug( "Equip_char: already equipped (%d).", iWear ); return; } if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) { /* * Thanks to Morgenes for the bug fix here! */ act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); return; } 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 ) affect_modify( ch, paf, TRUE ); if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL ) ++ch->in_room->light; return; } /* * Unequip a char with an obj. */ void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj ) { AFFECT_DATA *paf; if ( obj->wear_loc == WEAR_NONE ) { bug( "Unequip_char: already unequipped.", 0 ); return; } 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 ) 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; 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 ( ( 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 ) { obj->next_content = pRoomIndex->contents; pRoomIndex->contents = obj; obj->in_room = pRoomIndex; obj->carried_by = NULL; obj->in_obj = NULL; return; } /* * Move an object into an object. */ void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to ) { obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; 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 ); } } return; } /* * Move an object out of an object. */ void obj_from_obj( OBJ_DATA *obj ) { OBJ_DATA *obj_from; if ( ( obj_from = obj->in_obj ) == NULL ) { bug( "Obj_from_obj: null obj_from.", 0 ); return; } if ( obj == obj_from->contains ) { obj_from->contains = obj->next_content; } else { OBJ_DATA *prev; for ( prev = obj_from->contains; prev; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) { bug( "Obj_from_obj: obj not found.", 0 ); return; } } obj->next_content = NULL; obj->in_obj = NULL; for ( ; obj_from != NULL; obj_from = obj_from->in_obj ) { if ( obj_from->carried_by != NULL ) { obj_from->carried_by->carry_number -= get_obj_number( obj ); obj_from->carried_by->carry_weight -= get_obj_weight( obj ); } } 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->contains ); } if ( object_list == obj ) { object_list = obj->next; } else { OBJ_DATA *prev; for ( prev = object_list; prev != NULL; prev = prev->next ) { if ( prev->next == obj ) { prev->next = obj->next; break; } } if ( prev == NULL ) { bug( "Extract_obj: obj %d not found.", obj->pIndexData->vnum ); return; } } { AFFECT_DATA *paf; AFFECT_DATA *paf_next; for ( paf = obj->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; paf->next = affect_free; affect_free = paf; } } { EXTRA_DESCR_DATA *ed; EXTRA_DESCR_DATA *ed_next; for ( ed = obj->extra_descr; ed != NULL; ed = ed_next ) { ed_next = ed->next; free_string( ed->description ); free_string( ed->keyword ); extra_descr_free = ed; } } free_string( obj->name ); free_string( obj->description ); free_string( obj->short_descr ); --obj->pIndexData->count; obj->next = obj_free; obj_free = 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 ) { bug( "Extract_char: NULL.", 0 ); return; } if ( fPull ) die_follower( ch ); stop_fighting( ch, TRUE ); for ( obj = ch->carrying; obj != NULL; obj = obj_next ) { obj_next = obj->next_content; extract_obj( obj ); } char_from_room( ch ); if ( !fPull ) { char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) ); return; } if ( IS_NPC(ch) ) --ch->pIndexData->count; if ( ch->desc != NULL && ch->desc->original != NULL ) do_return( ch, "" ); for ( wch = char_list; wch != NULL; wch = wch->next ) { if ( wch->reply == ch ) wch->reply = NULL; } if ( ch == char_list ) { char_list = ch->next; } else { CHAR_DATA *prev; for ( prev = char_list; prev != NULL; prev = prev->next ) { if ( prev->next == ch ) { prev->next = ch->next; break; } } if ( prev == NULL ) { bug( "Extract_char: char not found.", 0 ); return; } } if ( ch->desc ) ch->desc->character = NULL; free_char( ch ); 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; number = number_argument( argument, arg ); count = 0; if ( !str_cmp( arg, "self" ) ) return ch; for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room ) { if ( !can_see( ch, rch ) || !is_name( arg, rch->name ) ) continue; if ( ++count == number ) return rch; } return NULL; } /* * Find a char in the world. */ CHAR_DATA *get_char_world( CHAR_DATA *ch, 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 ( !can_see( ch, wch ) || !is_name( arg, wch->name ) ) continue; if ( ++count == number ) return wch; } return NULL; } /* * Find some object with a given index data. * Used by area-reset 'P' command. */ OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex ) { OBJ_DATA *obj; for ( obj = object_list; obj != NULL; obj = obj->next ) { if ( obj->pIndexData == pObjIndex ) return obj; } return NULL; } /* * Find an obj in a list. */ OBJ_DATA *get_obj_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument( argument, arg ); count = 0; for ( obj = list; obj != NULL; obj = obj->next_content ) { if ( can_see_obj( ch, obj ) && is_name( arg, obj->name ) ) { if ( ++count == number ) return obj; } } return NULL; } /* * Find an obj in player's inventory. */ OBJ_DATA *get_obj_carry( CHAR_DATA *ch, 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; } /* * 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, amount ); free_string( obj->short_descr ); obj->short_descr = str_dup( buf ); obj->value[0] = amount; } 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; number = 0; if ( obj->item_type == ITEM_CONTAINER ) for ( obj = obj->contains; obj != NULL; obj = obj->next_content ) number += get_obj_number( obj ); else number = 1; return number; } /* * 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; } /* * True if room is dark. */ bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex ) { if ( pRoomIndex->light > 0 ) return FALSE; if ( IS_SET(pRoomIndex->room_flags, ROOM_DARK) ) return TRUE; if ( pRoomIndex->sector_type == SECT_INSIDE || pRoomIndex->sector_type == SECT_CITY ) return FALSE; if ( weather_info.sunlight == SUN_SET || weather_info.sunlight == SUN_DARK ) return TRUE; return FALSE; } /* * True if room is private. */ bool room_is_private( ROOM_INDEX_DATA *pRoomIndex ) { CHAR_DATA *rch; int count; count = 0; for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room ) count++; if ( IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && count >= 2 ) return TRUE; if ( IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) && count >= 1 ) return TRUE; return FALSE; } /* * True if char can see victim. */ bool can_see( CHAR_DATA *ch, CHAR_DATA *victim ) { if ( ch == victim ) return TRUE; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS) && get_trust( ch ) < get_trust( victim ) ) return FALSE; if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) ) return TRUE; if ( IS_AFFECTED(ch, AFF_BLIND) ) return FALSE; if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) ) return FALSE; if ( IS_AFFECTED(victim, AFF_INVISIBLE) && !IS_AFFECTED(ch, AFF_DETECT_INVIS) ) return FALSE; if ( IS_AFFECTED(victim, AFF_HIDE) && !IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL && ( IS_NPC(ch) ? !IS_NPC(victim) : IS_NPC(victim) ) ) return FALSE; return TRUE; } /* * True if char can see obj. */ bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj ) { if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) ) return TRUE; if ( obj->item_type == ITEM_POTION ) return TRUE; if ( IS_AFFECTED( ch, AFF_BLIND ) ) return FALSE; if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 ) return TRUE; if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) ) return FALSE; if ( IS_SET(obj->extra_flags, ITEM_INVIS) && !IS_AFFECTED(ch, AFF_DETECT_INVIS) ) 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_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"; } bug( "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_SAVING_PARA: return "save vs paralysis"; 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"; } bug( "Affect_location_name: unknown location %d.", location ); return "(unknown)"; } /* * Return ascii name of an affect bit vector. */ char *affect_bit_name( int vector ) { static char buf[512]; buf[0] = '\0'; if ( vector & AFF_BLIND ) strcat( buf, " blind" ); if ( vector & AFF_INVISIBLE ) strcat( buf, " invisible" ); if ( vector & AFF_DETECT_EVIL ) strcat( buf, " detect_evil" ); if ( vector & AFF_DETECT_INVIS ) strcat( buf, " detect_invis" ); if ( vector & AFF_DETECT_MAGIC ) strcat( buf, " detect_magic" ); if ( vector & AFF_DETECT_HIDDEN ) strcat( buf, " detect_hidden" ); if ( vector & AFF_HOLD ) strcat( buf, " hold" ); if ( vector & AFF_SANCTUARY ) strcat( buf, " sanctuary" ); if ( vector & AFF_FAERIE_FIRE ) strcat( buf, " faerie_fire" ); if ( vector & AFF_INFRARED ) strcat( buf, " infrared" ); if ( vector & AFF_CURSE ) strcat( buf, " curse" ); if ( vector & AFF_FLAMING ) strcat( buf, " flaming" ); if ( vector & AFF_POISON ) strcat( buf, " poison" ); if ( vector & AFF_PROTECT ) strcat( buf, " protect" ); if ( vector & AFF_PARALYSIS ) strcat( buf, " paralysis" ); 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" ); 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" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; }