/***************************************************************************
* ANATOLIA 2.0 is copyright 1996-1997 Serdar BULUT, Ibrahim CANPUNAR *
* ANATOLIA has been brought to you by ANATOLIA consortium *
* Murat BICER {KIO} mbicer@rorqual.cc.metu.edu.tr *
* Serdar BULUT {Chronos} bulut@rorqual.cc.metu.edu.tr *
* D.Baris ACAR {Powerman} dbacar@rorqual.cc.metu.edu.tr *
* Ibrahim Canpunar {Asena} canpunar@rorqual.cc.metu.edu.tr *
* By using this code, you have agreed to follow the terms of the *
* ANATOLIA license, in the file Anatolia/anatolia.licence *
***************************************************************************/
/**************************************************************************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 *
***************************************************************************/
#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"
/* command procedures needed */
DECLARE_DO_FUN(do_return );
DECLARE_DO_FUN(do_wake );
DECLARE_DO_FUN(do_raffects );
/*
* Local functions.
*/
void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );
int age_to_num args( ( int age) );
void raffect_to_char args( ( ROOM_INDEX_DATA *room, CHAR_DATA *ch) );
void raffect_back_char args( ( ROOM_INDEX_DATA *room, CHAR_DATA *ch) );
bool is_safe_rspell args( ( int level, CHAR_DATA *victim) );
/* 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) && RACE(ch) == RACE(victim) )
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;
}
/*
* Room record:
* For less than 5 people in room create a new record.
* Else use the oldest one.
*/
void room_record(char *name,ROOM_INDEX_DATA *room,sh_int door)
{
ROOM_HISTORY_DATA *rec;
int i;
for (i=0,rec = room->history;i < 5 && rec != NULL;
i++,rec = rec->next);
if (i < 5) {
rec = alloc_perm(sizeof(ROOM_HISTORY_DATA));
rec->next = room->history;
if (rec->next != NULL)
rec->next->prev = rec;
room->history = rec;
rec->name = NULL;
}
else {
rec = room->history->next->next->next->next;
rec->prev->next = NULL;
rec->next = room->history;
rec->next->prev = rec;
room->history = rec;
}
rec->prev = NULL;
if(rec->name) {
free_string(rec->name);
}
rec->name = str_dup(name);
rec->went = door;
}
/* returns number of people on an object */
int count_users(OBJ_DATA *obj)
{
CHAR_DATA *fch;
int count = 0;
if (obj->in_room == NULL)
return 0;
for (fch = obj->in_room->people; fch != NULL; fch = fch->next_in_room)
if (fch->on == obj)
count++;
return count;
}
/* returns material number */
int material_lookup (const char *name)
{
return 0;
}
/* returns race number */
int race_lookup (const char *name)
{
int race;
for ( race = 0; race_table[race].name != NULL; race++)
{
if (LOWER(name[0]) == LOWER(race_table[race].name[0])
&& !str_prefix( name,race_table[race].name))
return race;
}
return 0;
}
int liq_lookup (const char *name)
{
int liq;
for ( liq = 0; liq_table[liq].liq_name != NULL; liq++)
{
if (LOWER(name[0]) == LOWER(liq_table[liq].liq_name[0])
&& !str_prefix(name,liq_table[liq].liq_name))
return liq;
}
return LIQ_WATER;
}
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;
}
bool cabal_ok(CHAR_DATA *ch, sh_int sn)
{
int i;
if (IS_NPC(ch) || skill_table[sn].cabal == CABAL_NONE ||
cabal_table[ch->cabal].obj_ptr == NULL ||
cabal_table[ch->cabal].obj_ptr->in_room == NULL ||
cabal_table[ch->cabal].obj_ptr->in_room->vnum ==
cabal_table[ch->cabal].room_vnum)
return TRUE;
for (i=1;i < MAX_CABAL; i++)
if (cabal_table[ch->cabal].obj_ptr->in_room->vnum ==
cabal_table[i].room_vnum) {
send_to_char("You cannot find the Cabal Power within you.\n\r",ch);
return FALSE;
}
return TRUE;
}
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";
}
/*
* Check the material
*/
bool check_material( OBJ_DATA *obj, char *material )
{
if ( strstr( obj->material, material ) != NULL )
return TRUE;
else
return FALSE;
}
bool is_metal( OBJ_DATA *obj )
{
if ( check_material(obj, "silver") ||
check_material(obj, "gold") ||
check_material(obj, "iron") ||
check_material(obj, "mithril") ||
check_material(obj, "adamantite") ||
check_material(obj, "steel") ||
check_material(obj, "lead") ||
check_material(obj, "bronze") ||
check_material(obj, "copper") ||
check_material(obj, "brass") ||
check_material(obj, "platinium") ||
check_material(obj, "titanium") ||
check_material(obj, "aliminum") )
return TRUE;
return FALSE;
}
bool may_float( OBJ_DATA *obj )
{
if ( check_material( obj, "wood" ) ||
check_material( obj, "ebony" ) ||
check_material( obj, "ice" ) ||
check_material( obj, "oak" ) )
return TRUE;
if ( obj->item_type == ITEM_BOAT )
return TRUE;
return FALSE;
}
bool cant_float( OBJ_DATA *obj )
{
if ( check_material( obj, "steel" ) ||
check_material( obj, "iron" ) ||
check_material( obj, "brass" ) ||
check_material( obj, "silver" ) ||
check_material( obj, "gold" ) ||
check_material( obj, "ivory" ) ||
check_material( obj, "copper" ) ||
check_material( obj, "diamond" ) ||
check_material( obj, "pearl" ) ||
check_material( obj, "gem" ) ||
check_material( obj, "platinium" ) ||
check_material( obj, "ruby" ) ||
check_material( obj, "bronze" ) ||
check_material( obj, "titanium" ) ||
check_material( obj, "mithril" ) ||
check_material( obj, "obsidian" ) ||
check_material( obj, "lead" ) )
return TRUE;
return FALSE;
}
int floating_time( OBJ_DATA *obj )
{
int ftime;
ftime = 0;
switch( obj->item_type )
{
default: break;
case ITEM_KEY : ftime = 1; break;
case ITEM_ARMOR : ftime = 2; break;
case ITEM_TREASURE : ftime = 2; break;
case ITEM_PILL : ftime = 2; break;
case ITEM_POTION : ftime = 3; break;
case ITEM_TRASH : ftime = 3; break;
case ITEM_FOOD : ftime = 4; break;
case ITEM_CONTAINER : ftime = 5; break;
case ITEM_CORPSE_NPC: ftime = 10; break;
case ITEM_CORPSE_PC : ftime = 10; break;
}
ftime = number_fuzzy( ftime ) ;
return ( ftime < 0 ? 0 : ftime);
}
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-1); class++)
{
if (LOWER(name[0]) == LOWER(class_table[class].name[0])
&& !str_prefix( name,class_table[class].name))
return class;
}
return -1;
}
/* for immunity, vulnerabiltiy, and resistant
the 'globals' (magic and weapons) may be overriden
three other cases -- wood, silver, and iron -- are checked in fight.c */
int check_immune(CHAR_DATA *ch, int dam_type)
{
int immune, def;
int bit;
immune = -1;
def = IS_NORMAL;
if (dam_type == DAM_NONE)
return immune;
if (dam_type <= 3)
{
if (IS_SET(ch->imm_flags,IMM_WEAPON))
def = IS_IMMUNE;
else if (IS_SET(ch->res_flags,RES_WEAPON))
def = IS_RESISTANT;
else if (IS_SET(ch->vuln_flags,VULN_WEAPON))
def = IS_VULNERABLE;
}
else /* magical attack */
{
if (IS_SET(ch->imm_flags,IMM_MAGIC))
def = IS_IMMUNE;
else if (IS_SET(ch->res_flags,RES_MAGIC))
def = IS_RESISTANT;
else if (IS_SET(ch->vuln_flags,VULN_MAGIC))
def = IS_VULNERABLE;
}
/* set bits to check -- VULN etc. must ALL be the same or this will fail */
switch (dam_type)
{
case(DAM_BASH): bit = IMM_BASH; break;
case(DAM_PIERCE): bit = IMM_PIERCE; break;
case(DAM_SLASH): bit = IMM_SLASH; break;
case(DAM_FIRE): bit = IMM_FIRE; break;
case(DAM_COLD): bit = IMM_COLD; break;
case(DAM_LIGHTNING): bit = IMM_LIGHTNING; break;
case(DAM_ACID): bit = IMM_ACID; break;
case(DAM_POISON): bit = IMM_POISON; break;
case(DAM_NEGATIVE): bit = IMM_NEGATIVE; break;
case(DAM_HOLY): bit = IMM_HOLY; break;
case(DAM_ENERGY): bit = IMM_ENERGY; break;
case(DAM_MENTAL): bit = IMM_MENTAL; break;
case(DAM_DISEASE): bit = IMM_DISEASE; break;
case(DAM_DROWNING): bit = IMM_DROWNING; break;
case(DAM_LIGHT): bit = IMM_LIGHT; break;
case(DAM_CHARM): bit = IMM_CHARM; break;
case(DAM_SOUND): bit = IMM_SOUND; break;
default: return def;
}
if (IS_SET(ch->imm_flags,bit))
immune = IS_IMMUNE;
else if (IS_SET(ch->res_flags,bit) && immune != IS_IMMUNE)
immune = IS_RESISTANT;
else if (IS_SET(ch->vuln_flags,bit))
{
if (immune == IS_IMMUNE)
immune = IS_RESISTANT;
else if (immune == IS_RESISTANT)
immune = IS_NORMAL;
else
immune = IS_VULNERABLE;
}
if (!IS_NPC(ch) && get_curr_stat(ch, STAT_CHA) < 18
&& dam_type == DAM_CHARM)
immune = IS_VULNERABLE;
if (immune == -1)
return def;
else
return immune;
}
/* checks mob format */
bool is_old_mob(CHAR_DATA *ch)
{
if (ch->pIndexData == NULL)
return FALSE;
else if (ch->pIndexData->new_format)
return FALSE;
return TRUE;
}
/* for returning skill information */
int get_skill(CHAR_DATA *ch, int sn)
{
int skill;
if (sn == -1) /* shorthand for level based skills */
{
skill = ch->level * 5 / 2;
}
else if (sn < -1 || sn > MAX_SKILL)
{
bug("Bad sn %d in get_skill.",sn);
skill = 0;
}
else if (!IS_NPC(ch))
{
if (ch->level < skill_table[sn].skill_level[ch->class])
skill = 0;
else
skill = ch->pcdata->learned[sn];
}
else /* mobiles */
{
if (skill_table[sn].spell_fun != spell_null)
skill = 40 + 2 * ch->level;
else if (sn == gsn_sneak || sn == gsn_hide)
skill = ch->level * 2 + 20;
else if ((sn == gsn_dodge && IS_SET(ch->off_flags,OFF_DODGE))
|| (sn == gsn_parry && IS_SET(ch->off_flags,OFF_PARRY)))
skill = ch->level * 2;
else if (sn == gsn_shield_block)
skill = 10 + 2 * ch->level;
else if (sn == gsn_second_attack
&& (IS_SET(ch->act,ACT_WARRIOR) || IS_SET(ch->act,ACT_THIEF)))
skill = 10 + 3 * ch->level;
else if (sn == gsn_third_attack && IS_SET(ch->act,ACT_WARRIOR))
skill = 4 * ch->level - 40;
else if (sn == gsn_fourth_attack && IS_SET(ch->act,ACT_WARRIOR))
skill = 4 * ch->level - 60;
else if (sn == gsn_hand_to_hand)
skill = 40 + 2 * ch->level;
else if (sn == gsn_trip && IS_SET(ch->off_flags,OFF_TRIP))
skill = 10 + 3 * ch->level;
else if (sn == gsn_bash && IS_SET(ch->off_flags,OFF_BASH))
skill = 10 + 3 * ch->level;
else if (sn == gsn_disarm
&& (IS_SET(ch->off_flags,OFF_DISARM)
|| IS_SET(ch->act,ACT_WARRIOR)
|| IS_SET(ch->act,ACT_THIEF)))
skill = 20 + 3 * ch->level;
else if (sn == gsn_berserk && IS_SET(ch->off_flags,OFF_BERSERK))
skill = 3 * ch->level;
else if (sn == gsn_kick)
skill = 10 + 3 * ch->level;
else if (sn == gsn_backstab && IS_SET(ch->act,ACT_THIEF))
skill = 20 + 2 * ch->level;
else if (sn == gsn_rescue)
skill = 40 + ch->level;
else if (sn == gsn_recall)
skill = 40 + ch->level;
else if (sn == gsn_sword
|| sn == gsn_dagger
|| sn == gsn_spear
|| sn == gsn_mace
|| sn == gsn_axe
|| sn == gsn_flail
|| sn == gsn_whip
|| sn == gsn_polearm
|| sn == gsn_bow)
skill = 40 + 5 * ch->level / 2;
else
skill = 0;
}
if (ch->daze > 0)
{
if (skill_table[sn].spell_fun != spell_null)
skill /= 2;
else
skill = 2 * skill / 3;
}
if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 )
skill = 9 * skill / 10;
return URANGE(0,skill,100);
}
/* for returning weapon information */
int get_weapon_sn(CHAR_DATA *ch)
{
OBJ_DATA *wield;
int sn;
wield = get_eq_char( ch, WEAR_WIELD );
if (wield == NULL || wield->item_type != ITEM_WEAPON)
sn = gsn_hand_to_hand;
else switch (wield->value[0])
{
default : sn = -1; break;
case(WEAPON_SWORD): sn = gsn_sword; break;
case(WEAPON_DAGGER): sn = gsn_dagger; break;
case(WEAPON_SPEAR): sn = gsn_spear; break;
case(WEAPON_MACE): sn = gsn_mace; break;
case(WEAPON_AXE): sn = gsn_axe; break;
case(WEAPON_FLAIL): sn = gsn_flail; break;
case(WEAPON_WHIP): sn = gsn_whip; break;
case(WEAPON_POLEARM): sn = gsn_polearm; break;
case(WEAPON_BOW): sn = gsn_bow; break;
}
return sn;
}
int get_weapon_skill(CHAR_DATA *ch, int sn)
{
int skill;
/* -1 is exotic */
if (IS_NPC(ch))
{
if (sn == -1)
skill = 3 * ch->level;
else if (sn == gsn_hand_to_hand)
skill = 40 + 2 * ch->level;
else
skill = 40 + 5 * ch->level / 2;
}
else
{
if (sn == -1)
skill = 3 * ch->level;
else
skill = ch->pcdata->learned[sn];
}
return URANGE(0,skill,100);
}
/* used to de-screw characters */
void reset_char(CHAR_DATA *ch)
{
int loc,mod,stat;
OBJ_DATA *obj;
AFFECT_DATA *af;
int i;
if (IS_NPC(ch))
return;
if (ch->pcdata->perm_hit == 0
|| ch->pcdata->perm_mana == 0
|| ch->pcdata->perm_move == 0
|| ch->pcdata->last_level == 0)
{
/* do a FULL reset */
for (loc = 0; loc < MAX_WEAR; loc++)
{
obj = get_eq_char(ch,loc);
if (obj == NULL)
continue;
if (!obj->enchanted)
for ( af = obj->pIndexData->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch(af->location)
{
case APPLY_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_MANA: ch->max_mana -= mod; break;
case APPLY_HIT: ch->max_hit -= mod; break;
case APPLY_MOVE: ch->max_move -= mod; break;
}
}
}
/* now reset the permanent stats */
ch->pcdata->perm_hit = ch->max_hit;
ch->pcdata->perm_mana = ch->max_mana;
ch->pcdata->perm_move = ch->max_move;
ch->pcdata->last_level = ch->played/3600;
if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2)
if (ch->sex > 0 && ch->sex < 3)
ch->pcdata->true_sex = ch->sex;
else
ch->pcdata->true_sex = 0;
}
/* now restore the character to his/her true condition */
for (stat = 0; stat < MAX_STATS; stat++)
ch->mod_stat[stat] = 0;
if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2)
ch->pcdata->true_sex = 0;
ch->sex = ch->pcdata->true_sex;
ch->max_hit = ch->pcdata->perm_hit;
ch->max_mana = ch->pcdata->perm_mana;
ch->max_move = ch->pcdata->perm_move;
for (i = 0; i < 4; i++)
ch->armor[i] = 100;
ch->hitroll = 0;
ch->damroll = 0;
ch->saving_throw = 0;
/* now start adding back the effects */
for (loc = 0; loc < MAX_WEAR; loc++)
{
obj = get_eq_char(ch,loc);
if (obj == NULL)
continue;
for (i = 0; i < 4; i++)
ch->armor[i] -= apply_ac( obj, loc, i );
if (!obj->enchanted)
for ( af = obj->pIndexData->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch(af->location)
{
case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break;
case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break;
case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break;
case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break;
case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break;
case APPLY_CHA: ch->mod_stat[STAT_CHA] += 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_AGE: ch->played += age_to_num( 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_SIZE: ch->size += mod; break;
case APPLY_SAVES: ch->saving_throw += mod; break;
case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
}
}
for ( af = obj->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch(af->location)
{
case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break;
case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break;
case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break;
case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break;
case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break;
case APPLY_CHA: ch->mod_stat[STAT_CHA] += 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_AGE: ch->played += age_to_num( 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_SIZE: ch->size += mod; break;
case APPLY_SAVES: ch->saving_throw += mod; break;
case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
}
}
}
/* now add back spell effects */
for (af = ch->affected; af != NULL; af = af->next)
{
mod = af->modifier;
switch(af->location)
{
case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break;
case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break;
case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break;
case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break;
case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break;
case APPLY_CHA: ch->mod_stat[STAT_CHA] += 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_SIZE: ch->size += mod; break;
case APPLY_SAVES: ch->saving_throw += mod; break;
case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
}
}
/* make sure sex is RIGHT! */
if (ch->sex < 0 || ch->sex > 2)
ch->sex = ch->pcdata->true_sex;
}
/*
* Retrieve a character's trusted level for permission checking.
*/
int get_trust( CHAR_DATA *ch )
{
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;
}
int age_to_num( int age )
{
return age * 72000;
}
/* command for retrieving stats */
int get_curr_stat( CHAR_DATA *ch, int stat )
{
int max;
if (IS_NPC(ch) || ch->level > LEVEL_IMMORTAL)
max = 25;
else
{
max = get_max_train(ch,stat);
max = UMIN(max,25);
}
return URANGE(3,ch->perm_stat[stat] + ch->mod_stat[stat], max);
}
/* command for returning max training score */
int get_max_train( CHAR_DATA *ch, int stat )
{
int max;
if (IS_NPC(ch) || ch->level > LEVEL_IMMORTAL)
return 25;
max = (20 + pc_race_table[ORG_RACE(ch)].stats[stat] + /* ORG_RACE && RACE serdar*/
class_table[ch->class].stats[stat]);
return UMIN(max,25);
}
/*
* command for returning max training score
* for do_train and stat2train in comm.c
*/
int get_max_train2( CHAR_DATA *ch, int stat )
{
int max;
if (IS_NPC(ch) || ch->level > LEVEL_IMMORTAL)
return 25;
max = (20 + pc_race_table[ORG_RACE(ch)].stats[stat] +
class_table[ch->class].stats[stat]);
return UMIN(max,25);
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_n( CHAR_DATA *ch )
{
if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
return 1000;
if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
return 0;
return MAX_WEAR + get_curr_stat(ch,STAT_DEX) - 10 + ch->size;
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_w( CHAR_DATA *ch )
{
if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
return 10000000;
if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
return 0;
return str_app[get_curr_stat(ch,STAT_STR)].carry * 10 + ch->level * 25;
}
/*
* See if a string is one of the names of an object.
*/
bool is_name( 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;
}
}
}
/* enchanted stuff for eq */
void affect_enchant(OBJ_DATA *obj)
{
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted)
{
AFFECT_DATA *paf, *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected;
paf != NULL; paf = paf->next)
{
af_new = new_affect();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX(0,paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
}
/*
* Apply or remove an affect to a character.
*/
void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
{
OBJ_DATA *wield,*obj2;
int mod,i;
mod = paf->modifier;
if ( fAdd )
{
switch (paf->where)
{
case TO_AFFECTS:
SET_BIT(ch->affected_by, paf->bitvector);
break;
case TO_IMMUNE:
SET_BIT(ch->imm_flags,paf->bitvector);
break;
case TO_RESIST:
SET_BIT(ch->res_flags,paf->bitvector);
break;
case TO_ACT_FLAG:
SET_BIT(ch->act,paf->bitvector);
break;
case TO_VULN:
SET_BIT(ch->vuln_flags,paf->bitvector);
break;
case TO_DETECTS:
SET_BIT(ch->detection,paf->bitvector);
break;
case TO_RACE:
RACE(ch) = paf->modifier < MAX_PC_RACE ? paf->modifier : 1;
REMOVE_BIT(ch->affected_by,race_table[ORG_RACE(ch)].det);
SET_BIT(ch->affected_by,race_table[RACE(ch)].det);
REMOVE_BIT(ch->affected_by,race_table[ORG_RACE(ch)].aff);
SET_BIT(ch->affected_by,race_table[RACE(ch)].aff);
REMOVE_BIT(ch->imm_flags,race_table[ORG_RACE(ch)].imm);
SET_BIT(ch->imm_flags,race_table[RACE(ch)].imm);
REMOVE_BIT(ch->res_flags,race_table[ORG_RACE(ch)].res);
SET_BIT(ch->res_flags,race_table[RACE(ch)].res);
REMOVE_BIT(ch->vuln_flags,race_table[ORG_RACE(ch)].vuln);
SET_BIT(ch->vuln_flags,race_table[RACE(ch)].vuln);
ch->form = race_table[RACE(ch)].form;
ch->parts = race_table[RACE(ch)].parts;
break;
}
}
else
{
switch (paf->where)
{
case TO_AFFECTS:
REMOVE_BIT(ch->affected_by, paf->bitvector);
break;
case TO_IMMUNE:
REMOVE_BIT(ch->imm_flags,paf->bitvector);
break;
case TO_RESIST:
REMOVE_BIT(ch->res_flags,paf->bitvector);
break;
case TO_ACT_FLAG:
REMOVE_BIT(ch->act,paf->bitvector);
break;
case TO_VULN:
REMOVE_BIT(ch->vuln_flags,paf->bitvector);
break;
case TO_DETECTS:
REMOVE_BIT(ch->detection,paf->bitvector);
break;
case TO_RACE:
REMOVE_BIT(ch->affected_by,race_table[RACE(ch)].det);
SET_BIT(ch->affected_by,race_table[ORG_RACE(ch)].det);
REMOVE_BIT(ch->affected_by,race_table[RACE(ch)].aff);
SET_BIT(ch->affected_by,race_table[ORG_RACE(ch)].aff);
REMOVE_BIT(ch->imm_flags,race_table[RACE(ch)].imm);
SET_BIT(ch->imm_flags,race_table[ORG_RACE(ch)].imm);
REMOVE_BIT(ch->res_flags,race_table[RACE(ch)].res);
SET_BIT(ch->res_flags,race_table[ORG_RACE(ch)].res);
REMOVE_BIT(ch->vuln_flags,race_table[RACE(ch)].vuln);
SET_BIT(ch->vuln_flags,race_table[ORG_RACE(ch)].vuln);
ch->form = race_table[ORG_RACE(ch)].form;
ch->parts = race_table[ORG_RACE(ch)].parts;
RACE(ch) = ORG_RACE(ch);
break;
}
mod = 0 - mod;
}
switch ( paf->location )
{
default:
bug( "Affect_modify: unknown location %d.", paf->location );
return;
case APPLY_NONE: break;
case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break;
case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break;
case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break;
case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break;
case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break;
case APPLY_CHA: ch->mod_stat[STAT_CHA] += mod; break;
case APPLY_CLASS: break;
case APPLY_LEVEL: break;
case APPLY_AGE: ch->played += age_to_num( 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_SIZE: ch->size += mod; break;
case APPLY_SAVES: ch->saving_throw += mod; break;
case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
case APPLY_SPELL_AFFECT: break;
}
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if ( !IS_NPC(ch) && ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& get_obj_weight(wield) > (str_app[get_curr_stat(ch,STAT_STR)].wield*10))
{
static int depth;
if ( depth == 0 )
{
depth++;
act( "You drop $p.", ch, wield, NULL, TO_CHAR );
act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
obj_from_char( wield );
obj_to_room( wield, ch->in_room );
if ( (obj2 = get_eq_char(ch, WEAR_SECOND_WIELD)) != NULL)
{
act( "You wield his second weapon as your first!", ch, NULL,NULL,TO_CHAR );
act( "$n wields his second weapon as first!", ch, NULL,NULL,TO_ROOM );
unequip_char( ch, obj2);
equip_char( ch, obj2 , WEAR_WIELD);
}
depth--;
}
}
return;
}
/* find an effect in an affect list */
AFFECT_DATA *affect_find(AFFECT_DATA *paf, int sn)
{
AFFECT_DATA *paf_find;
for ( paf_find = paf; paf_find != NULL; paf_find = paf_find->next )
{
if ( paf_find->type == sn )
return paf_find;
}
return NULL;
}
/* fix object affects when removing one */
void affect_check(CHAR_DATA *ch,int where,int vector)
{
AFFECT_DATA *paf;
OBJ_DATA *obj;
if (where == TO_OBJECT || where == TO_WEAPON || vector == 0)
return;
for (paf = ch->affected; paf != NULL; paf = paf->next)
if (paf->where == where && paf->bitvector == vector)
{
switch (where)
{
case TO_AFFECTS:
SET_BIT(ch->affected_by,vector);
break;
case TO_IMMUNE:
SET_BIT(ch->imm_flags,vector);
break;
case TO_RESIST:
SET_BIT(ch->res_flags,vector);
break;
case TO_ACT_FLAG:
SET_BIT(ch->act,paf->bitvector);
break;
case TO_VULN:
SET_BIT(ch->vuln_flags,vector);
break;
case TO_DETECTS:
SET_BIT(ch->detection,vector);
break;
case TO_RACE:
if (RACE(ch) == ORG_RACE(ch))
{
RACE(ch) = paf->modifier<MAX_PC_RACE ? paf->modifier:1;
REMOVE_BIT(ch->affected_by,race_table[ORG_RACE(ch)].det);
SET_BIT(ch->affected_by,race_table[RACE(ch)].det);
REMOVE_BIT(ch->affected_by,race_table[ORG_RACE(ch)].aff);
SET_BIT(ch->affected_by,race_table[RACE(ch)].aff);
REMOVE_BIT(ch->imm_flags,race_table[ORG_RACE(ch)].imm);
SET_BIT(ch->imm_flags,race_table[RACE(ch)].imm);
REMOVE_BIT(ch->res_flags,race_table[ORG_RACE(ch)].res);
SET_BIT(ch->res_flags,race_table[RACE(ch)].res);
REMOVE_BIT(ch->vuln_flags,race_table[ORG_RACE(ch)].vuln);
SET_BIT(ch->vuln_flags,race_table[RACE(ch)].vuln);
ch->form = race_table[RACE(ch)].form;
ch->parts = race_table[RACE(ch)].parts;
}
break;
}
return;
}
for (obj = ch->carrying; obj != NULL; obj = obj->next_content)
{
if (obj->wear_loc == -1)
continue;
for (paf = obj->affected; paf != NULL; paf = paf->next)
if (paf->where == where && paf->bitvector == vector)
{
switch (where)
{
case TO_AFFECTS:
SET_BIT(ch->affected_by,vector);
break;
case TO_IMMUNE:
SET_BIT(ch->imm_flags,vector);
break;
case TO_ACT_FLAG:
SET_BIT(ch->act,paf->bitvector);
break;
case TO_RESIST:
SET_BIT(ch->res_flags,vector);
break;
case TO_VULN:
SET_BIT(ch->vuln_flags,vector);
break;
case TO_DETECTS:
SET_BIT(ch->detection,vector);
break;
case TO_RACE:
if (RACE(ch) == ORG_RACE(ch))
{
RACE(ch) = paf->modifier<MAX_PC_RACE ? paf->modifier:1;
REMOVE_BIT(ch->affected_by,race_table[ORG_RACE(ch)].det);
SET_BIT(ch->affected_by,race_table[RACE(ch)].det);
REMOVE_BIT(ch->affected_by,race_table[ORG_RACE(ch)].aff);
SET_BIT(ch->affected_by,race_table[RACE(ch)].aff);
REMOVE_BIT(ch->imm_flags,race_table[ORG_RACE(ch)].imm);
SET_BIT(ch->imm_flags,race_table[RACE(ch)].imm);
REMOVE_BIT(ch->res_flags,race_table[ORG_RACE(ch)].res);
SET_BIT(ch->res_flags,race_table[RACE(ch)].res);
REMOVE_BIT(ch->vuln_flags,race_table[ORG_RACE(ch)].vuln);
SET_BIT(ch->vuln_flags,race_table[RACE(ch)].vuln);
ch->form = race_table[RACE(ch)].form;
ch->parts = race_table[RACE(ch)].parts;
}
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_IMMUNE:
SET_BIT(ch->imm_flags,vector);
break;
case TO_ACT_FLAG:
SET_BIT(ch->act,paf->bitvector);
break;
case TO_RESIST:
SET_BIT(ch->res_flags,vector);
break;
case TO_VULN:
SET_BIT(ch->vuln_flags,vector);
break;
case TO_DETECTS:
SET_BIT(ch->detection,vector);
break;
case TO_RACE:
if (RACE(ch) == ORG_RACE(ch))
{
RACE(ch) = paf->modifier<MAX_PC_RACE ? paf->modifier:1;
REMOVE_BIT(ch->affected_by,race_table[ORG_RACE(ch)].det);
SET_BIT(ch->affected_by,race_table[RACE(ch)].det);
REMOVE_BIT(ch->affected_by,race_table[ORG_RACE(ch)].aff);
SET_BIT(ch->affected_by,race_table[RACE(ch)].aff);
REMOVE_BIT(ch->imm_flags,race_table[ORG_RACE(ch)].imm);
SET_BIT(ch->imm_flags,race_table[RACE(ch)].imm);
REMOVE_BIT(ch->res_flags,race_table[ORG_RACE(ch)].res);
SET_BIT(ch->res_flags,race_table[RACE(ch)].res);
REMOVE_BIT(ch->vuln_flags,race_table[ORG_RACE(ch)].vuln);
SET_BIT(ch->vuln_flags,race_table[RACE(ch)].vuln);
ch->form = race_table[RACE(ch)].form;
ch->parts = race_table[RACE(ch)].parts;
}
break;
}
return;
}
}
}
/*
* Give an affect to a char.
*/
void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_new;
paf_new = new_affect();
*paf_new = *paf;
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;
}
/*
* Remove an affect from a char.
*/
void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf )
{
int where;
int vector;
if ( ch->affected == NULL )
{
bug( "Affect_remove: no affect.", 0 );
return;
}
affect_modify( ch, paf, FALSE );
where = paf->where;
vector = paf->bitvector;
if ( paf == ch->affected )
{
ch->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = ch->affected; prev != NULL; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( prev == NULL )
{
bug( "Affect_remove: cannot find paf.", 0 );
return;
}
}
free_affect(paf);
affect_check(ch,where,vector);
return;
}
void affect_remove_obj( OBJ_DATA *obj, AFFECT_DATA *paf)
{
int where, vector;
if ( obj->affected == NULL )
{
bug( "Affect_remove_object: no affect.", 0 );
return;
}
if (obj->carried_by != NULL && obj->wear_loc != -1)
affect_modify( obj->carried_by, paf, FALSE );
where = paf->where;
vector = paf->bitvector;
/* remove flags from the object if needed */
if (paf->bitvector)
switch( paf->where)
{
case TO_OBJECT:
REMOVE_BIT(obj->extra_flags,paf->bitvector);
break;
case TO_WEAPON:
if (obj->item_type == ITEM_WEAPON)
REMOVE_BIT(obj->value[4],paf->bitvector);
break;
}
if ( paf == obj->affected )
{
obj->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = obj->affected; prev != NULL; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( prev == NULL )
{
bug( "Affect_remove_object: cannot find paf.", 0 );
return;
}
}
free_affect(paf);
if (obj->carried_by != NULL && obj->wear_loc != -1)
affect_check(obj->carried_by,where,vector);
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->type == sn )
affect_remove( ch, paf );
}
return;
}
/*
* Return true if a char is affected by a spell.
*/
bool is_affected( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
for ( paf = ch->affected; paf != NULL; paf = paf->next )
{
if ( paf->type == sn )
return TRUE;
}
return FALSE;
}
/*
* Add or enhance an affect.
*/
void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next )
{
if ( paf_old->type == paf->type )
{
paf->level = (paf->level += paf_old->level) / 2;
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove( ch, paf_old );
break;
}
}
affect_to_char( ch, paf );
return;
}
/*
* Move a char out of a room.
*/
void char_from_room( CHAR_DATA *ch )
{
OBJ_DATA *obj;
ROOM_INDEX_DATA *prev_room = ch->in_room;
if ( ch->in_room == NULL )
{
bug( "Char_from_room: NULL.", 0 );
return;
}
if ( !IS_NPC(ch) )
--ch->in_room->area->nplayer;
if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room->light > 0 )
--ch->in_room->light;
if ( ch == ch->in_room->people )
{
ch->in_room->people = ch->next_in_room;
}
else
{
CHAR_DATA *prev;
for ( prev = ch->in_room->people; prev; prev = prev->next_in_room )
{
if ( prev->next_in_room == ch )
{
prev->next_in_room = ch->next_in_room;
break;
}
}
if ( prev == NULL )
bug( "Char_from_room: ch not found.", 0 );
}
ch->in_room = NULL;
ch->next_in_room = NULL;
ch->on = NULL; /* sanity check! */
if (MOUNTED(ch))
{
ch->mount->riding = FALSE;
ch->riding = FALSE;
}
if ( prev_room && prev_room->affected_by )
raffect_back_char( prev_room, ch);
return;
}
/*
* Move a char into a room.
*/
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
OBJ_DATA *obj;
if ( pRoomIndex == NULL )
{
ROOM_INDEX_DATA *room;
bug( "Char_to_room: NULL.", 0 );
if ((room = get_room_index(ROOM_VNUM_TEMPLE)) != NULL)
char_to_room(ch,room);
return;
}
ch->in_room = pRoomIndex;
ch->next_in_room = pRoomIndex->people;
pRoomIndex->people = ch;
if ( !IS_NPC(ch) )
{
if (ch->in_room->area->empty)
{
ch->in_room->area->empty = FALSE;
ch->in_room->area->age = 0;
}
++ch->in_room->area->nplayer;
}
if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0 )
++ch->in_room->light;
while (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);
break;
}
if (af->level == 1)
break;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range(1,2 * plague.level);
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room)
{
if (!saves_spell(plague.level - 2,vch,DAM_DISEASE)
&& !IS_IMMORTAL(vch) &&
!IS_AFFECTED(vch,AFF_PLAGUE) && number_bits(6) == 0)
{
send_to_char("You feel hot and feverish.\n\r",vch);
act("$n shivers and looks very ill.",vch,NULL,NULL,TO_ROOM);
affect_join(vch,&plague);
}
}
break;
}
if ( ch->in_room->affected_by )
{
if (IS_IMMORTAL(ch))
do_raffects(ch,"");
else raffect_to_char( ch->in_room, 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;
if ( ( ch = obj->carried_by ) == NULL )
{
bug( "Obj_from_char: null ch.", 0 );
return;
}
if ( obj->wear_loc != WEAR_NONE )
unequip_char( ch, obj );
if ( ch->carrying == obj )
{
ch->carrying = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = ch->carrying; prev != NULL; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
bug( "Obj_from_char: obj not in list.", 0 );
}
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= get_obj_number( obj );
ch->carry_weight -= get_obj_weight( obj );
return;
}
/*
* Find the ac value of an obj, including position effect.
*/
int apply_ac( OBJ_DATA *obj, int iWear, int type )
{
if ( obj->item_type != ITEM_ARMOR )
return 0;
switch ( iWear )
{
case WEAR_BODY: return 3 * obj->value[type];
case WEAR_HEAD: return 2 * obj->value[type];
case WEAR_LEGS: return 2 * obj->value[type];
case WEAR_FEET: return obj->value[type];
case WEAR_HANDS: return obj->value[type];
case WEAR_ARMS: return obj->value[type];
case WEAR_SHIELD: return obj->value[type];
case WEAR_FINGER_L: return 0;
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];
}
return 0;
}
/*
* Find a piece of eq on a character.
*/
OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear )
{
OBJ_DATA *obj;
if (ch == NULL)
return NULL;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc == iWear )
return obj;
}
return NULL;
}
/*
* Equip a char with an obj.
*/
void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear )
{
AFFECT_DATA *paf;
int i;
if ( get_eq_char( ch, iWear ) != NULL )
{
bug( "Equip_char: already equipped (%d).", iWear );
return;
}
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
/*
* Thanks to Morgenes for the bug fix here!
*/
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
return;
}
for (i = 0; i < 4; i++)
ch->armor[i] -= apply_ac( obj, iWear,i );
obj->wear_loc = iWear;
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
if ( paf->location != APPLY_SPELL_AFFECT )
affect_modify( ch, paf, TRUE );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
if ( paf->location == APPLY_SPELL_AFFECT )
affect_to_char ( ch, paf );
else
affect_modify( ch, paf, TRUE );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL )
++ch->in_room->light;
if (IS_SET(obj->progtypes,OPROG_WEAR))
(obj->pIndexData->oprogs->wear_prog) (obj,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 )
{
bug( "Unequip_char: already unequipped.", 0 );
return;
}
for (i = 0; i < 4; i++)
ch->armor[i] += apply_ac( obj, obj->wear_loc,i );
obj->wear_loc = -1;
if (!obj->enchanted)
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
if ( paf->location == APPLY_SPELL_AFFECT )
{
for ( lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next )
{
lpaf_next = lpaf->next;
if ((lpaf->type == paf->type) &&
(lpaf->level == paf->level) &&
(lpaf->location == APPLY_SPELL_AFFECT))
{
affect_remove( ch, lpaf );
lpaf_next = NULL;
}
}
}
else
{
affect_modify( ch, paf, FALSE );
affect_check(ch,paf->where,paf->bitvector);
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
if ( paf->location == APPLY_SPELL_AFFECT )
{
bug ( "Norm-Apply: %d", 0 );
for ( lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next )
{
lpaf_next = lpaf->next;
if ((lpaf->type == paf->type) &&
(lpaf->level == paf->level) &&
(lpaf->location == APPLY_SPELL_AFFECT))
{
bug ( "location = %d", lpaf->location );
bug ( "type = %d", lpaf->type );
affect_remove( ch, lpaf );
lpaf_next = NULL;
}
}
}
else
{
affect_modify( ch, paf, FALSE );
affect_check(ch,paf->where,paf->bitvector);
}
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL
&& ch->in_room->light > 0 )
--ch->in_room->light;
if (IS_SET(obj->progtypes,OPROG_REMOVE))
(obj->pIndexData->oprogs->remove_prog) (obj,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 )
{
bug( "obj_from_room: NULL.", 0 );
return;
}
for (ch = in_room->people; ch != NULL; ch = ch->next_in_room)
if (ch->on == obj)
ch->on = NULL;
if ( obj == in_room->contents )
{
in_room->contents = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = in_room->contents; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug( "Obj_from_room: obj not found.", 0 );
return;
}
}
obj->in_room = NULL;
obj->next_content = NULL;
return;
}
/*
* Move an obj into a room.
*/
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
{
obj->next_content = pRoomIndex->contents;
pRoomIndex->contents = obj;
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
if ( IS_WATER(pRoomIndex) )
if ( may_float( obj ) )
obj->water_float = -1;
else
obj->water_float = floating_time( obj );
return;
}
/*
* Move an object into an object.
*/
void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to )
{
obj->next_content = obj_to->contains;
obj_to->contains = obj;
obj->in_obj = obj_to;
obj->in_room = NULL;
obj->carried_by = NULL;
if (obj_to->pIndexData->vnum == OBJ_VNUM_PIT)
obj->cost = 0;
for ( ; obj_to != NULL; obj_to = obj_to->in_obj )
{
if ( obj_to->carried_by != NULL )
{
/* obj_to->carried_by->carry_number += get_obj_number( obj ); */
obj_to->carried_by->carry_weight += get_obj_weight( obj )
* WEIGHT_MULT(obj_to) / 100;
}
}
return;
}
/*
* Move an object out of an object.
*/
void obj_from_obj( OBJ_DATA *obj )
{
OBJ_DATA *obj_from;
if ( ( obj_from = obj->in_obj ) == NULL )
{
bug( "Obj_from_obj: null obj_from.", 0 );
return;
}
if ( obj == obj_from->contains )
{
obj_from->contains = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = obj_from->contains; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug( "Obj_from_obj: obj not found.", 0 );
return;
}
}
obj->next_content = NULL;
obj->in_obj = NULL;
for ( ; obj_from != NULL; obj_from = obj_from->in_obj )
{
if ( obj_from->carried_by != NULL )
{
/* obj_from->carried_by->carry_number -= get_obj_number( obj ); */
obj_from->carried_by->carry_weight -= get_obj_weight( obj )
* WEIGHT_MULT(obj_from) / 100;
}
}
return;
}
/*
* Extract an object consider limit
*/
void extract_obj( OBJ_DATA *obj )
{
extract_obj_1(obj,TRUE);
}
/*
* Extract an object consider limit
*/
void extract_obj_nocount( OBJ_DATA *obj )
{
extract_obj_1(obj,FALSE);
}
/*
* Extract an obj from the world.
*/
void extract_obj_1( OBJ_DATA *obj, bool count )
{
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
int i;
char buf[MAX_STRING_LENGTH];
if (obj->extracted) /* if the object has already been extracted once */
{
sprintf(buf, "Warning! Extraction of %s, vnum %d.", obj->name,
obj->pIndexData->vnum);
bug(buf, 0);
return; /* if it's already been extracted, something bad is going on */
}
else
obj->extracted = TRUE; /* if it hasn't been extracted yet, now
* it's being extracted. */
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 (i=1;i < MAX_CABAL;i++)
if (obj->pIndexData->vnum == cabal_table[i].obj_vnum) {
obj->pIndexData->count--;
cabal_table[i].obj_ptr = NULL;
}
for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
{
obj_next = obj_content->next_content;
extract_obj_1( obj_content, count );
}
if (obj->pIndexData->vnum == OBJ_VNUM_MAGIC_JAR )
{
CHAR_DATA *wch;
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if (IS_NPC(wch)) continue;
if (is_name(obj->name,wch->name) )
{
REMOVE_BIT(wch->act,PLR_NO_EXP);
send_to_char("Now you catch your spirit.\n\r",wch);
break;
}
}
}
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;
}
}
if (count)
--obj->pIndexData->count;
free_obj(obj);
return;
}
void extract_char( CHAR_DATA *ch, bool fPull )
{
extract_char_org( ch, fPull, TRUE );
return;
}
void extract_char_nocount( CHAR_DATA *ch, bool fPull )
{
extract_char_org( ch, fPull, FALSE );
return;
}
/*
* Extract a char from the world.
*/
void extract_char_org( CHAR_DATA *ch, bool fPull, bool Count )
{
CHAR_DATA *wch;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
OBJ_DATA *wield;
int i;
char buf[MAX_STRING_LENGTH];
if (fPull) /* only for total extractions should it check */
{
if (ch->extracted) /* if the char has already been extracted once */
{
sprintf(buf, "Warning! Extraction of %s.", ch->name);
bug(buf, 0);
return; /* if it's already been extracted, something bad is going on */
}
else
ch->extracted = TRUE; /* if it hasn't been extracted yet, now
* it's being extracted. */
}
if ( ch->in_room == NULL )
{
bug( "Extract_char: NULL.", 0 );
return;
}
nuke_pets(ch);
ch->pet = NULL; /* just in case */
if ( fPull )
die_follower( ch );
stop_fighting( ch, TRUE );
if ((wield = get_eq_char(ch, WEAR_WIELD)) != NULL)
unequip_char(ch, wield);
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
if ( Count )
extract_obj( obj );
else
extract_obj_nocount( obj );
}
char_from_room( ch );
if ( !fPull )
{
if (IS_GOOD(ch))
i = 0;
if (IS_EVIL(ch))
i = 2;
else
i = 1;
char_to_room(ch, get_room_index(hometown_table[ch->hometown].altar[i]));
return;
}
if ( IS_NPC(ch) )
--ch->pIndexData->count;
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 == char_list )
{
char_list = ch->next;
}
else
{
CHAR_DATA *prev;
for ( prev = char_list; prev != NULL; prev = prev->next )
{
if ( prev->next == ch )
{
prev->next = ch->next;
break;
}
}
if ( prev == NULL )
{
bug( "Extract_char: char not found.", 0 );
return;
}
}
if ( ch->desc != NULL )
ch->desc->character = NULL;
free_char( ch );
return;
}
/*
* Find a char in the room.
*/
CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *rch;
int number;
int count;
int ugly;
number = number_argument( argument, arg );
count = 0;
ugly = 0;
if ( !str_cmp( arg, "self" ) )
return ch;
if ( !str_cmp( arg, "ugly" ) )
ugly = 1;
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( !can_see( ch, rch ) )
continue;
if ( ugly && (count + 1) == number && IS_VAMPIRE(rch) )
return rch;
if ( (is_affected(rch,gsn_doppelganger)
&& !IS_SET(ch->act,PLR_HOLYLIGHT))?
!is_name(arg,rch->doppel->name):!is_name(arg,rch->name) )
continue;
if ( ++count == number )
return rch;
}
return NULL;
}
/*
* Find a char in the room.
* Chronos uses in act_move.c
*/
CHAR_DATA *get_char_room2( CHAR_DATA *ch, ROOM_INDEX_DATA *room, char *argument )
{
CHAR_DATA *rch;
if (room == NULL) return NULL;
for ( rch = room->people; rch != NULL; rch = rch->next_in_room )
{
if ( !can_see( ch, rch ) )
continue;
if ( (is_affected(rch,gsn_doppelganger)
&& !IS_SET(ch->act,PLR_HOLYLIGHT))?
!is_name(argument,rch->doppel->name):!is_name(argument,rch->name) )
continue;
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 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;
}
/* deduct cost from a character */
void deduct_cost(CHAR_DATA *ch, int cost)
{
int silver = 0, gold = 0;
silver = UMIN(ch->silver,cost);
if (silver < cost)
{
gold = ((cost - silver + 99) / 100);
silver = cost - 100 * gold;
}
ch->gold -= gold;
ch->silver -= silver;
if (ch->gold < 0)
{
bug("deduct costs: gold %d < 0",ch->gold);
ch->gold = 0;
}
if (ch->silver < 0)
{
bug("deduct costs: silver %d < 0",ch->silver);
ch->silver = 0;
}
}
/*
* Create a 'money' obj.
*/
OBJ_DATA *create_money( int gold, int silver )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if ( gold < 0 || silver < 0 || (gold == 0 && silver == 0) )
{
bug( "Create_money: zero or negative money.",UMIN(gold,silver));
gold = UMAX(1,gold);
silver = UMAX(1,silver);
}
if (gold == 0 && silver == 1)
{
obj = create_object( get_obj_index( OBJ_VNUM_SILVER_ONE ), 0 );
}
else if (gold == 1 && silver == 0)
{
obj = create_object( get_obj_index( OBJ_VNUM_GOLD_ONE), 0 );
}
else if (silver == 0)
{
obj = create_object( get_obj_index( OBJ_VNUM_GOLD_SOME ), 0 );
sprintf( buf, obj->short_descr, gold );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
obj->value[1] = gold;
obj->cost = gold;
obj->weight = gold/5;
}
else if (gold == 0)
{
obj = create_object( get_obj_index( OBJ_VNUM_SILVER_SOME ), 0 );
sprintf( buf, obj->short_descr, silver );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
obj->value[0] = silver;
obj->cost = silver;
obj->weight = silver/20;
}
else
{
obj = create_object( get_obj_index( OBJ_VNUM_COINS ), 0 );
sprintf( buf, obj->short_descr, silver, gold );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
obj->value[0] = silver;
obj->value[1] = gold;
obj->cost = 100 * gold + silver;
obj->weight = gold / 5 + silver / 20;
}
return obj;
}
/*
* Return # of objects which an object counts as.
* Thanks to Tony Chamberlain for the correct recursive code here.
*/
int get_obj_number( OBJ_DATA *obj )
{
int number;
/*
if (obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_MONEY
|| obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY)
number = 0;
*/
if ( obj->item_type == ITEM_MONEY )
number = 0;
else
number = 1;
/*
for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
number += get_obj_number( obj );
*/
return number;
}
int get_obj_realnumber( OBJ_DATA *obj )
{
int 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( CHAR_DATA *ch )
{
ROOM_INDEX_DATA * pRoomIndex = ch->in_room;
if ( IS_VAMPIRE (ch) )
{
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 room_dark( ROOM_INDEX_DATA *pRoomIndex )
{
if ( pRoomIndex->light > 0 )
return FALSE;
if ( IS_SET(pRoomIndex->room_flags, ROOM_DARK) )
return TRUE;
if ( pRoomIndex->sector_type == SECT_INSIDE
|| pRoomIndex->sector_type == SECT_CITY )
return FALSE;
if ( weather_info.sunlight == SUN_SET
|| weather_info.sunlight == SUN_DARK )
return TRUE;
return FALSE;
}
bool is_room_owner(CHAR_DATA *ch, ROOM_INDEX_DATA *room)
{
if (room->owner == NULL || room->owner[0] == '\0')
return FALSE;
return is_name(ch->name,room->owner);
}
/*
* True if room is private.
*/
bool room_is_private( ROOM_INDEX_DATA *pRoomIndex )
{
CHAR_DATA *rch;
int count;
/*
if (pRoomIndex->owner != NULL && pRoomIndex->owner[0] != '\0')
return TRUE;
*/
count = 0;
for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room )
count++;
if ( IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && count >= 2 )
return TRUE;
if ( IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) && count >= 1 )
return TRUE;
if ( IS_SET(pRoomIndex->room_flags, ROOM_IMP_ONLY) )
return TRUE;
return FALSE;
}
/* visibility on a room -- for entering and exits */
bool can_see_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
if (IS_SET(pRoomIndex->room_flags, ROOM_IMP_ONLY)
&& get_trust(ch) < MAX_LEVEL)
return FALSE;
if (IS_SET(pRoomIndex->room_flags, ROOM_GODS_ONLY)
&& !IS_IMMORTAL(ch))
return FALSE;
if (IS_SET(pRoomIndex->room_flags, ROOM_HEROES_ONLY)
&& !IS_IMMORTAL(ch))
return FALSE;
if (IS_SET(pRoomIndex->room_flags,ROOM_NEWBIES_ONLY)
&& ch->level > 5 && !IS_IMMORTAL(ch))
return FALSE;
return TRUE;
}
/*
* True if char can see victim.
*/
bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
{
/* RT changed so that WIZ_INVIS has levels */
if ( ch == victim )
return TRUE;
if ( ch == NULL || victim == NULL )
dump_to_scr( ">>>>>>>> CAN_ SEE ERROR <<<<<<<<<<<\n\r" );
if ( get_trust(ch) < victim->invis_level)
return FALSE;
if (get_trust(ch) < victim->incog_level && ch->in_room != victim->in_room)
return FALSE;
if ( (!IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT))
|| (IS_NPC(ch) && IS_IMMORTAL(ch)))
return TRUE;
if ( IS_AFFECTED(ch, AFF_BLIND) )
return FALSE;
if ( ch->in_room == NULL )
return FALSE;
if ( room_is_dark( ch ) && !IS_AFFECTED(ch, AFF_INFRARED) )
return FALSE;
if ( IS_AFFECTED(victim, AFF_INVISIBLE)
&& !CAN_DETECT(ch, DETECT_INVIS) )
return FALSE;
if ( IS_AFFECTED(victim, AFF_IMP_INVIS)
&& !CAN_DETECT(ch, DETECT_IMP_INVIS) )
return FALSE;
/* sneaking
if ( IS_AFFECTED(victim, AFF_SNEAK)
&& !CAN_DETECT(ch,DETECT_HIDDEN)
&& victim->fighting == NULL)
{
int chance;
chance = get_skill(victim,gsn_sneak);
chance += get_curr_stat(ch,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_CAMOUFLAGE) &&
!CAN_DETECT(ch,ACUTE_VISION))
return FALSE;
if ( IS_AFFECTED(victim, AFF_HIDE)
&& !CAN_DETECT(ch, DETECT_HIDDEN)
&& victim->fighting == NULL)
return FALSE;
if ( IS_AFFECTED(victim, AFF_FADE)
&& !CAN_DETECT(ch, DETECT_FADE)
&& victim->fighting == NULL)
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 ( IS_SET(obj->extra_flags,ITEM_VIS_DEATH))
return FALSE;
if ( IS_AFFECTED( ch, AFF_BLIND ) && obj->item_type != ITEM_POTION)
return FALSE;
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
return TRUE;
if ( IS_SET(obj->extra_flags, ITEM_INVIS)
&& !CAN_DETECT(ch, DETECT_INVIS) )
return FALSE;
if ( IS_OBJ_STAT(obj,ITEM_GLOW))
return TRUE;
if ( room_is_dark( ch ) && !IS_AFFECTED(ch, AFF_INFRARED) )
return FALSE;
if ( obj->item_type == ITEM_TATTOO )
return TRUE;
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_TATTOO: return "tattoo";
case ITEM_ARROW: return "arrow";
}
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_CHA: return "charisma";
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_SIZE: return "size";
case APPLY_SAVES: return "saves";
case APPLY_SAVING_ROD: return "save vs rod";
case APPLY_SAVING_PETRI: return "save vs petrification";
case APPLY_SAVING_BREATH: return "save vs breath";
case APPLY_SAVING_SPELL: return "save vs spell";
case APPLY_SPELL_AFFECT: return "none";
}
bug( "Affect_location_name: unknown location %d.", location );
return "(unknown)";
}
/*
* Return ascii name of an affect bit vector.
*/
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_IMP_INVIS ) strcat( buf, " imp_invis" );
if ( vector & AFF_FADE ) strcat( buf, " fade" );
if ( vector & AFF_SCREAM ) strcat( buf, " scream" );
if ( vector & AFF_BLOODTHIRST ) strcat( buf, " bloodthirst" );
if ( vector & AFF_STUN ) strcat( buf, " stun" );
if ( vector & AFF_SANCTUARY ) strcat( buf, " sanctuary" );
if ( vector & AFF_FAERIE_FIRE ) strcat( buf, " faerie_fire" );
if ( vector & AFF_INFRARED ) strcat( buf, " infrared" );
if ( vector & AFF_CURSE ) strcat( buf, " curse" );
if ( vector & AFF_POISON ) strcat( buf, " poison" );
if ( vector & AFF_PROTECT_EVIL ) strcat( buf, " prot_evil" );
if ( vector & AFF_PROTECT_GOOD ) strcat( buf, " prot_good" );
if ( vector & AFF_SLEEP ) strcat( buf, " sleep" );
if ( vector & AFF_SNEAK ) strcat( buf, " sneak" );
if ( vector & AFF_HIDE ) strcat( buf, " hide" );
if ( vector & AFF_CHARM ) strcat( buf, " charm" );
if ( vector & AFF_FLYING ) strcat( buf, " flying" );
if ( vector & AFF_PASS_DOOR ) strcat( buf, " pass_door" );
if ( vector & AFF_BERSERK ) strcat( buf, " berserk" );
if ( vector & AFF_CALM ) strcat( buf, " calm" );
if ( vector & AFF_HASTE ) strcat( buf, " haste" );
if ( vector & AFF_SLOW ) strcat( buf, " slow" );
if ( vector & AFF_WEAKEN ) strcat( buf, " weaken" );
if ( vector & AFF_PLAGUE ) strcat( buf, " plague" );
if ( vector & AFF_REGENERATION ) strcat( buf, " regeneration" );
if ( vector & AFF_CAMOUFLAGE ) strcat( buf, " camouflage" );
if ( vector & AFF_SWIM ) strcat( buf, " swim" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
/*
* Return ascii name of an affect bit vector.
*/
char *detect_bit_name( int vector )
{
static char buf[512];
buf[0] = '\0';
if ( vector & DETECT_IMP_INVIS ) strcat( buf, " detect_imp_inv" );
if ( vector & DETECT_EVIL ) strcat( buf, " detect_evil" );
if ( vector & DETECT_GOOD ) strcat( buf, " detect_good" );
if ( vector & DETECT_INVIS ) strcat( buf, " detect_invis" );
if ( vector & DETECT_MAGIC ) strcat( buf, " detect_magic" );
if ( vector & DETECT_HIDDEN ) strcat( buf, " detect_hidden" );
if ( vector & DARK_VISION ) strcat( buf, " dark_vision" );
if ( vector & ACUTE_VISION ) strcat( buf, " acute_vision" );
if ( vector & ADET_FEAR ) strcat( buf, " fear" );
if ( vector & ADET_FORM_TREE ) strcat( buf, " form_tree" );
if ( vector & ADET_FORM_GRASS ) strcat( buf, " form_grass" );
if ( vector & ADET_WEB ) strcat( buf, " web" );
if ( vector & DETECT_LIFE ) strcat( buf, " life" );
if ( vector & DETECT_SNEAK ) strcat( buf, " detect_sneak" );
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_VIS_DEATH ) strcat( buf, " vis_death" );
if ( extra_flags & ITEM_ROT_DEATH ) strcat( buf, " rot_death" );
if ( extra_flags & ITEM_NOLOCATE ) strcat( buf, " no_locate" );
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" );
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_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_HUNTER ) strcat(buf, " hunter");
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_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_CHANGER ) strcat(buf, " changer");
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_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_FREEZE ) strcat(buf, " frozen");
if (act_flags & PLR_COLOR ) strcat(buf, " color_on");
if (act_flags & PLR_WANTED ) strcat(buf, " WANTED");
if (act_flags & PLR_GHOST ) strcat(buf, " GHOST");
if (act_flags & PLR_CANINDUCT ) strcat(buf, " Cabal_LEADER");
if (act_flags & PLR_VAMPIRE ) strcat(buf, " VAMPIRE");
if (act_flags & PLR_QUESTOR ) strcat(buf, " questor");
}
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_NOGOSSIP ) strcat(buf, " no_gossip");
if (comm_flags & COMM_NOQUESTION ) strcat(buf, " no_question");
if (comm_flags & COMM_NOMUSIC ) strcat(buf, " no_music");
if (comm_flags & COMM_NOQUOTE ) strcat(buf, " no_quote");
if (comm_flags & COMM_COMPACT ) strcat(buf, " compact");
if (comm_flags & COMM_BRIEF ) strcat(buf, " brief");
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");
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 & VULN_IRON ) strcat(buf, " iron");
if (imm_flags & VULN_WOOD ) strcat(buf, " wood");
if (imm_flags & VULN_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_TATTOO ) strcat(buf, " tattoo");
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_HOLY ) strcat(buf, " holy");
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_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";
}
int cabal_lookup (const char *argument)
{
int cabal;
for ( cabal = 0; cabal < MAX_CABAL; cabal++)
{
if (LOWER(argument[0]) == LOWER(cabal_table[cabal].short_name[0])
&& !str_prefix( argument,cabal_table[cabal].short_name))
return cabal;
}
return -1;
}
bool isn_dark_safe( CHAR_DATA *ch)
{
CHAR_DATA *rch;
int light_exist;
if (!IS_VAMPIRE(ch)) return 0;
if ( IS_SET(ch->in_room->room_flags, ROOM_DARK) )
return 0;
if ( weather_info.sunlight == SUN_LIGHT
|| weather_info.sunlight == SUN_RISE )
return 2;
light_exist = 0;
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( get_eq_char(rch,WEAR_LIGHT) != NULL)
{
light_exist = 1;
break;
}
}
return light_exist;
}
int ch_skill_nok_nomessage( CHAR_DATA *ch , int skill )
{
if ( !IS_NPC(ch) && CLEVEL_OK(ch,skill) && RACE_OK(ch,skill) &&
CABAL_OK(ch,skill) && ALIGN_OK(ch,skill)) return 0;
return 1;
}
int ch_skill_nok( CHAR_DATA *ch, int skill )
{
if (ch_skill_nok_nomessage(ch,skill))
{
send_to_char("Huh?\n\r",ch);
return 1;
}
return 0;
}
/* room affects by chronos */
void affect_modify_room args( ( ROOM_INDEX_DATA *room, AFFECT_DATA *paf, bool fAdd ) );
/*
* Apply or remove an affect to a room.
*/
void affect_modify_room( ROOM_INDEX_DATA *room, AFFECT_DATA *paf, bool fAdd )
{
int mod;
mod = paf->modifier;
if ( fAdd )
{
switch (paf->where)
{
case TO_ROOM_AFFECTS:
SET_BIT(room->affected_by, paf->bitvector);
break;
case TO_ROOM_FLAGS:
SET_BIT(room->room_flags, paf->bitvector);
break;
case TO_ROOM_CONST:
break;
}
}
else
{
switch (paf->where)
{
case TO_ROOM_AFFECTS:
REMOVE_BIT(room->affected_by, paf->bitvector);
break;
case TO_ROOM_FLAGS:
REMOVE_BIT(room->room_flags, paf->bitvector);
break;
case TO_ROOM_CONST:
break;
}
mod = 0 - mod;
}
switch ( paf->location )
{
default:
bug( "Affect_modify_room: unknown location %d.", paf->location );
return;
case APPLY_ROOM_NONE: break;
case APPLY_ROOM_HEAL: room->heal_rate += mod; break;
case APPLY_ROOM_MANA: room->mana_rate += mod; break;
}
return;
}
/*
* Give an affect to a room.
*/
void affect_to_room( ROOM_INDEX_DATA *room, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_new;
ROOM_INDEX_DATA *pRoomIndex;
if ( ! room->affected )
{
if ( top_affected_room )
{
for ( pRoomIndex = top_affected_room;
pRoomIndex->aff_next != NULL;
pRoomIndex = pRoomIndex->aff_next )
continue;
pRoomIndex->aff_next = room;
}
else top_affected_room = room;
room->aff_next = NULL;
}
paf_new = new_affect();
*paf_new = *paf;
paf_new->next = room->affected;
room->affected = paf_new;
affect_modify_room( room , paf_new, TRUE );
return;
}
void affect_check_room(ROOM_INDEX_DATA *room,int where,int vector)
{
AFFECT_DATA *paf;
if (vector == 0)
return;
for (paf = room->affected; paf != NULL; paf = paf->next)
if (paf->where == where && paf->bitvector == vector)
{
switch (where)
{
case TO_ROOM_AFFECTS:
SET_BIT(room->affected_by,vector);
break;
case TO_ROOM_FLAGS:
SET_BIT(room->room_flags, vector);
break;
case TO_ROOM_CONST:
break;
}
return;
}
}
/*
* Remove an affect from a room.
*/
void affect_remove_room( ROOM_INDEX_DATA *room, AFFECT_DATA *paf )
{
int where;
int vector;
if ( room->affected == NULL )
{
bug( "Affect_remove_room: no affect.", 0 );
return;
}
affect_modify_room( room, paf, FALSE );
where = paf->where;
vector = 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 )
{
bug( "Affect_remove_room: cannot find paf.", 0 );
return;
}
}
if ( !room->affected )
{
ROOM_INDEX_DATA *prev;
if (top_affected_room == room)
{
top_affected_room = room->aff_next;
}
else
{
for(prev = top_affected_room; prev->aff_next; prev = prev->aff_next )
{
if ( prev->aff_next == room )
{
prev->aff_next = room->aff_next;
break;
}
}
if ( prev == NULL )
{
bug( "Affect_remove_room: cannot find room.", 0 );
return;
}
}
room->aff_next = NULL;
}
free_affect(paf);
affect_check_room(room,where,vector);
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip_room( ROOM_INDEX_DATA *room, int sn )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( paf = room->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->type == sn )
affect_remove_room( room, paf );
}
return;
}
/*
* Return true if a room is affected by a spell.
*/
bool is_affected_room( ROOM_INDEX_DATA *room, int sn )
{
AFFECT_DATA *paf;
for ( paf = room->affected; paf != NULL; paf = paf->next )
{
if ( paf->type == sn )
return TRUE;
}
return FALSE;
}
/*
* Add or enhance an affect.
*/
void affect_join_room( ROOM_INDEX_DATA *room, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for ( paf_old = room->affected; paf_old != NULL; paf_old = paf_old->next )
{
if ( paf_old->type == paf->type )
{
paf->level = (paf->level += paf_old->level) / 2;
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove_room( room, paf_old );
break;
}
}
affect_to_room( room, paf );
return;
}
/*
* Return ascii name of an raffect location.
*/
char *raffect_loc_name( int location )
{
switch ( location )
{
case APPLY_ROOM_NONE: return "none";
case APPLY_ROOM_HEAL: return "heal rate";
case APPLY_ROOM_MANA: return "mana rate";
}
bug( "Affect_location_name: unknown location %d.", location );
return "(unknown)";
}
/*
* Return ascii name of an affect bit vector.
*/
char *raffect_bit_name( int vector )
{
static char buf[512];
buf[0] = '\0';
if ( vector & AFF_ROOM_SHOCKING ) strcat( buf, " shocking" );
if ( vector & AFF_ROOM_L_SHIELD ) strcat( buf, " lightning_shield");
if ( vector & AFF_ROOM_THIEF_TRAP) strcat( buf, " thief_trap" );
if ( vector & AFF_ROOM_CURSE ) strcat( buf, " curse" );
if ( vector & AFF_ROOM_POISON ) strcat( buf, " poison" );
if ( vector & AFF_ROOM_PLAGUE ) strcat( buf, " plague" );
if ( vector & AFF_ROOM_SLEEP ) strcat( buf, " sleep" );
if ( vector & AFF_ROOM_SLOW ) strcat( buf, " slow" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
bool is_safe_rspell_nom(int level, CHAR_DATA *victim )
{
/* ghosts are safe */
if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_GHOST))
return TRUE;
/* link dead players who do not have rushing adrenalin are safe */
if (!IS_NPC(victim) && ((victim->last_fight_time == -1) ||
((current_time - victim->last_fight_time) > FIGHT_DELAY_TIME)) &&
victim->desc == NULL)
return TRUE;
if ( victim->level < 5 && !IS_NPC(victim) )
return TRUE;
if ( !IS_NPC(victim) &&
(victim->last_death_time != -1 && current_time - victim->last_death_time < 600))
return TRUE;
if ( !IS_NPC(victim) &&
((level >= victim->level + 5) || (victim->level >= level + 5)))
return TRUE;
return FALSE;
}
bool is_safe_rspell(int level, CHAR_DATA *victim)
{
if (is_safe_rspell_nom(level,victim))
{
act("The gods protect $n.",victim,NULL,NULL,TO_CHAR);
act("The gods protect $n from the spell of room.",victim,NULL,NULL,TO_ROOM);
return TRUE;
}
else return FALSE;
}
void raffect_to_char( ROOM_INDEX_DATA *room, CHAR_DATA *ch)
{
AFFECT_DATA *paf;
if ( IS_ROOM_AFFECTED( room, AFF_ROOM_L_SHIELD) )
{
int sn;
CHAR_DATA *vch;
if ( (sn = skill_lookup("lightning shield")) == -1 )
{ bug("Bad sn for lightning shield",0); return; }
for (vch=room->people;vch;vch=vch->next_in_room)
{
if (is_room_owner(vch,room)) break;
}
if ( !vch )
{
bug("Owner of lightning shield left the room.",0);
free_string(room->owner);
room->owner = str_dup("");
affect_strip_room( room,sn);
}
else
{
send_to_char("The protective shield of room blocks you.\n\r",ch);
act("$N has entered the room.",vch,NULL,ch,TO_CHAR);
do_wake(vch,"");
if ( (paf = affect_find(room->affected,sn)) == NULL )
{ bug("Bad paf for lightning shield",0); return; }
if (!is_safe_rspell(paf->level,ch))
{
damage( vch,ch,dice(paf->level,4)+12,sn,DAM_LIGHTNING, TRUE);
free_string(room->owner);
room->owner = str_dup("");
affect_remove_room( room , paf);
}
}
}
if ( IS_ROOM_AFFECTED( room, AFF_ROOM_SHOCKING) )
{
int sn;
if ( (sn = skill_lookup("shocking trap")) == -1 )
{ bug("Bad sn for shocking shield",0); return; }
send_to_char("The shocking waves of room shocks you.\n\r",ch);
if ( (paf = affect_find(room->affected,sn)) == NULL )
{ bug("Bad paf for shocking shield",0); return; }
if (!is_safe_rspell(paf->level,ch))
{
if ( check_immune(ch, DAM_LIGHTNING) != IS_IMMUNE )
damage( ch,ch,dice(paf->level,4)+12,TYPE_HUNGER,DAM_TRAP_ROOM, TRUE);
affect_remove_room( room , paf);
}
}
if ( IS_ROOM_AFFECTED( room, AFF_ROOM_THIEF_TRAP) )
{
send_to_char("The trap ,set by someone, blocks you.\n\r",ch);
if ( (paf = affect_find(room->affected,gsn_settraps)) == NULL )
{ bug("Bad paf for settraps",0); return; }
if (!is_safe_rspell(paf->level,ch))
{
if ( check_immune(ch, DAM_PIERCE) != IS_IMMUNE )
damage( ch,ch,dice(paf->level,5)+12,TYPE_HUNGER,DAM_TRAP_ROOM, TRUE);
affect_remove_room( room , paf);
}
}
if ( IS_ROOM_AFFECTED( room, AFF_ROOM_SLOW)
|| IS_ROOM_AFFECTED( room, AFF_ROOM_SLEEP) )
send_ch_color("$CThere is some mist flowing in the air.$c\n\r",ch,POS_SLEEPING,CLR_YELLOW);
return;
}
void raffect_back_char( ROOM_INDEX_DATA *room, CHAR_DATA *ch)
{
if ( IS_ROOM_AFFECTED( room, AFF_ROOM_L_SHIELD) )
{
int sn;
if ( (sn = skill_lookup("lightning shield")) == -1 )
{ bug("Bad sn for lightning shield",0); return; }
if (is_room_owner(ch,room))
{
free_string(room->owner);
room->owner = str_dup("");
affect_strip_room( room,sn);
}
}
return;
}
/*
* Return ascii name of an affect bit vector.
*/
char *flag_room_name( int vector )
{
static char buf[512];
buf[0] = '\0';
if ( vector & ROOM_DARK ) strcat( buf, " dark" );
if ( vector & ROOM_NO_MOB ) strcat( buf, " nomob" );
if ( vector & ROOM_INDOORS ) strcat( buf, " indoors" );
if ( vector & ROOM_PRIVATE ) strcat( buf, " private" );
if ( vector & ROOM_SAFE ) strcat( buf, " safe" );
if ( vector & ROOM_SOLITARY ) strcat( buf, " solitary" );
if ( vector & ROOM_PET_SHOP ) strcat( buf, " petshop" );
if ( vector & ROOM_NO_RECALL ) strcat( buf, " norecall" );
if ( vector & ROOM_IMP_ONLY ) strcat( buf, " imp_only" );
if ( vector & ROOM_GODS_ONLY ) strcat( buf, " god_only" );
if ( vector & ROOM_HEROES_ONLY ) strcat( buf, " heroes" );
if ( vector & ROOM_NEWBIES_ONLY ) strcat( buf, " newbies" );
if ( vector & ROOM_LAW ) strcat( buf, " law" );
if ( vector & ROOM_NOWHERE ) strcat( buf, " nowhere" );
if ( vector & ROOM_BANK ) strcat( buf, " bank" );
if ( vector & ROOM_NO_MAGIC ) strcat( buf, " nomagic" );
if ( vector & ROOM_NOSUMMON ) strcat( buf, " nosummon" );
if ( vector & ROOM_REGISTRY ) strcat( buf, " registry" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
int affect_check_obj(CHAR_DATA *ch,int vector)
{
AFFECT_DATA *paf;
OBJ_DATA *obj;
if (vector == 0) return 0;
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->bitvector == vector)
return 1;
}
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
{
if ( paf->bitvector == vector)
return 1;
}
}
return 0;
}
int count_charmed( CHAR_DATA *ch )
{
CHAR_DATA *gch;
int count = 0;
for (gch = char_list; gch != NULL; gch = gch->next)
{
if (IS_AFFECTED(gch,AFF_CHARM) && gch->master == ch)
count++;
}
if (count >= MAX_CHARM(ch) )
{
send_to_char("You are already controlling as many charmed mobs as you can!\n\r",ch);
return count;
}
return 0;
}