/***************************************************************************
* 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. *
***************************************************************************/
/***************************************************************************
* God Wars Mud copyright (C) 1994, 1995, 1996 by Richard Woolcock *
* *
* Legend of Chrystancia copyright (C) 1999, 2000, 2001 by Matthew Little *
* This mud is NOT to be copied in whole or in part, or to be run without *
* the permission of Matthew Little. Nobody else has permission to *
* authorise the use of this code. *
***************************************************************************/
#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.
*/
/*
* 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) ) / 7200;
}
int get_hours( CHAR_DATA *ch )
{
return ( ch->played + (int) (current_time - ch->logon) ) / 3600;
}
int get_session( CHAR_DATA *ch )
{
return ((int) (current_time - ch->logon) ) / 3600;
}
/*
* Retrieve character's current strength.
*/
int get_curr_str( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 25;
if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) && (ch->pcdata->perm_str + ch->pcdata->mod_str) < 40)
return 40;
if (IS_CLASS(ch, CLASS_DRAGON) ) max = 35;
else if (IS_CLASS(ch, CLASS_HIGHLANDER) ) max = 30;
else if (IS_CLASS(ch, CLASS_MONK) ) max = 25;
else max = 20;
max += ch->pcdata->mod_str;
if (max > 45) max = 45;
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 25;
if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) && (ch->pcdata->perm_int + ch->pcdata->mod_int) < 40)
return 40;
if (IS_CLASS(ch, CLASS_DRAGON) ) max = 35;
else if (IS_CLASS(ch, CLASS_HIGHLANDER) ) max = 30;
else if (IS_CLASS(ch, CLASS_MONK) ) max = 25;
else max = 20;
max += ch->pcdata->mod_int;
if (max > 45) max = 45;
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 25;
if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) && (ch->pcdata->perm_wis + ch->pcdata->mod_wis) < 40)
return 40;
if (IS_CLASS(ch, CLASS_DRAGON) ) max = 35;
else if (IS_CLASS(ch, CLASS_HIGHLANDER) ) max = 30;
else if (IS_CLASS(ch, CLASS_MONK) ) max = 25;
else max = 20;
max += ch->pcdata->mod_wis;
if (max > 45) max = 45;
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 25;
if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) && (ch->pcdata->perm_dex + ch->pcdata->mod_dex) < 40)
return 40;
if (IS_CLASS(ch, CLASS_DRAGON) ) max = 35;
else if (IS_CLASS(ch, CLASS_HIGHLANDER) ) max = 30;
else if (IS_CLASS(ch, CLASS_MONK) ) max = 25;
else max = 20;
max += ch->pcdata->mod_dex;
if (max > 45) max = 45;
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 25;
if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) && (ch->pcdata->perm_con + ch->pcdata->mod_con) < 40)
return 40;
if (IS_CLASS(ch, CLASS_DRAGON) ) max = 35;
else if (IS_CLASS(ch, CLASS_HIGHLANDER) ) max = 30;
else if (IS_CLASS(ch, CLASS_MONK) ) max = 25;
else max = 20;
max += ch->pcdata->mod_con;
if (max > 45) max = 45;
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 ) / 3;
}
/*
* 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_CLASS(ch, CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO))
return 999;
if (ch->lstatus > 10)
return 5000;
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.
*/
bool is_badword ( char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH];
char *list, *string;
/* fix crash on NULL namelist */
if (namelist == NULL || namelist[0] == '\0')
return FALSE;
/* fixed to prevent is_name on "" returning TRUE */
if (str[0] == '\0')
return FALSE;
string = str;
/* we need ALL parts of string to match part of namelist */
for ( ; ; ) /* start parsing string */
{
str = one_argument(str,part);
if (part[0] == '\0' )
return TRUE;
/* check to see if this is part of namelist */
list = namelist;
for ( ; ; ) /* start parsing namelist */
{
list = one_argument(list,name);
if (name[0] == '\0') /* this name was not found */
return FALSE;
if (!str_infix(string,name))
return TRUE; /* full pattern match */
if (!str_infix(part,name))
break;
}
}
}
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;
}
}
/*
* Like is_name, but uses abbreviations.
*/
bool is_abbr( const char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH];
for ( ; ; )
{
namelist = one_argument( namelist, name );
if ( name[0] == '\0' ) /* Ignore empty strings */
return FALSE;
if ( name[1] == '\0' ) /* 1 char strings must be exact match */
{
if ( !str_cmp( str, name ) )
return TRUE;
else
return FALSE;
}
else
if ( !str_prefix( str, name ) ) return TRUE;
}
return FALSE;
}
/*
* 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
{
if (paf->type == 8 || paf->type == 57)
{
if (!WORN_ARTIFACT (ch, ARTI_CLOAK_OF_THE_ARCHMAGI))
{
REMOVE_BIT( ch->affected_by, paf->bitvector );
mod = 0 - mod;
}
}
else
{
REMOVE_BIT( ch->affected_by, paf->bitvector );
mod = 0 - mod;
}
}
if ( IS_NPC(ch) )
{
switch ( paf->location )
{
default: break;
case APPLY_NONE: 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: 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;
case APPLY_POLY: ch->polyaff += mod; break;
}
return;
}
if (ch->class == CLASS_HIGHLANDER)
{
switch ( paf->location )
{
case APPLY_NONE: break;
}
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_SEX: 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;
case APPLY_POLY: ch->polyaff += mod; break;
case APPLY_ANIMALISM: ch->pcdata->powers_mod[VAM_ANIM] += mod;
break;
case APPLY_AUSPEX: ch->pcdata->powers_mod[VAM_AUSP] += mod;
break;
case APPLY_CELERITY: ch->pcdata->powers_mod[VAM_CELE] += mod;
break;
case APPLY_CHIMERSTRY: ch->pcdata->powers_mod[VAM_CHIM] += mod;
break;
case APPLY_DAIMOINON: ch->pcdata->powers_mod[VAM_DAIM] += mod;
break;
case APPLY_DOMINATE: ch->pcdata->powers_mod[VAM_DOMI] += mod;
break;
case APPLY_FORTITUDE: ch->pcdata->powers_mod[VAM_FORT] += mod;
break;
case APPLY_MELPOMINEE: ch->pcdata->powers_mod[VAM_MELP] += mod;
break;
case APPLY_NECROMANCY: ch->pcdata->powers_mod[VAM_NECR] += mod;
break;
case APPLY_OBEAH: ch->pcdata->powers_mod[VAM_OBEA] += mod;
break;
case APPLY_OBFUSCATE: ch->pcdata->powers_mod[VAM_OBFU] += mod;
break;
case APPLY_OBTENEBRATION: ch->pcdata->powers_mod[VAM_OBTE] += mod;
break;
case APPLY_POTENCE: ch->pcdata->powers_mod[VAM_POTE] += mod;
break;
case APPLY_PRESENCE: ch->pcdata->powers_mod[VAM_PRES] += mod;
break;
case APPLY_PROTEAN: ch->pcdata->powers_mod[VAM_PROT] += mod;
break;
case APPLY_QUIETUS: ch->pcdata->powers_mod[VAM_QUIE] += mod;
break;
case APPLY_SERPENTIS: ch->pcdata->powers_mod[VAM_SERP] += mod;
break;
case APPLY_THANATOSIS: ch->pcdata->powers_mod[VAM_THAN] += mod;
break;
case APPLY_THAUMATURGY: ch->pcdata->powers_mod[VAM_THAU] += mod;
break;
case APPLY_VICISSITUDE: ch->pcdata->powers_mod[VAM_VICI] += mod;
break;
case APPLY_SET_ANIMALISM:
if (ch->pcdata->powers_set[VAM_ANIM] < mod)
ch->pcdata->powers_set[VAM_ANIM] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_AUSPEX:
if (ch->pcdata->powers_set[VAM_AUSP] < mod)
ch->pcdata->powers_set[VAM_AUSP] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_CELERITY:
if (ch->pcdata->powers_set[VAM_CELE] < mod)
ch->pcdata->powers_set[VAM_CELE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_CHIMERSTRY:
if (ch->pcdata->powers_set[VAM_CHIM] < mod)
ch->pcdata->powers_set[VAM_CHIM] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_DAIMOINON:
if (ch->pcdata->powers_set[VAM_DAIM] < mod)
ch->pcdata->powers_set[VAM_DAIM] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_DOMINATE:
if (ch->pcdata->powers_set[VAM_DOMI] < mod)
ch->pcdata->powers_set[VAM_DOMI] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_FORTITUDE:
if (ch->pcdata->powers_set[VAM_FORT] < mod)
ch->pcdata->powers_set[VAM_FORT] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_MELPOMINEE:
if (ch->pcdata->powers_set[VAM_MELP] < mod)
ch->pcdata->powers_set[VAM_MELP] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_NECROMANCY:
if (ch->pcdata->powers_set[VAM_NECR] < mod)
ch->pcdata->powers_set[VAM_NECR] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_OBEAH:
if (ch->pcdata->powers_set[VAM_OBEA] < mod)
ch->pcdata->powers_set[VAM_OBEA] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_OBFUSCATE:
if (ch->pcdata->powers_set[VAM_OBFU] < mod)
ch->pcdata->powers_set[VAM_OBFU] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_OBTENEBRATION:
if (ch->pcdata->powers_set[VAM_OBTE] < mod)
ch->pcdata->powers_set[VAM_OBTE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_POTENCE:
if (ch->pcdata->powers_set[VAM_POTE] < mod)
ch->pcdata->powers_set[VAM_POTE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_PRESENCE:
if (ch->pcdata->powers_set[VAM_PRES] < mod)
ch->pcdata->powers_set[VAM_PRES] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_PROTEAN:
if (ch->pcdata->powers_set[VAM_PROT] < mod)
ch->pcdata->powers_set[VAM_PROT] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_QUIETUS:
if (ch->pcdata->powers_set[VAM_QUIE] < mod)
ch->pcdata->powers_set[VAM_QUIE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_SERPENTIS:
if (ch->pcdata->powers_set[VAM_SERP] < mod)
ch->pcdata->powers_set[VAM_SERP] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_THANATOSIS:
if (ch->pcdata->powers_set[VAM_THAN] < mod)
ch->pcdata->powers_set[VAM_THAN] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_THAUMATURGY:
if (ch->pcdata->powers_set[VAM_THAU] < mod)
ch->pcdata->powers_set[VAM_THAU] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_VICISSITUDE:
if (ch->pcdata->powers_set[VAM_VICI] < mod)
ch->pcdata->powers_set[VAM_VICI] = mod;
ch->pcdata->powers_set_wear++;
break;
}
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& wield->item_type == ITEM_WEAPON
&& get_obj_weight(wield) > str_app[get_curr_str(ch)].wield
&& !IS_POLYAFF(ch,POLY_ZULO))
{
static int depth;
if ( depth == 0 )
{
depth++;
if (!IS_SET (wield->quest, QUEST_ARTIFACT))
{
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--;
}
}
if ( ( wield = get_eq_char( ch, WEAR_HOLD ) ) != NULL
&& wield->item_type == ITEM_WEAPON
&& get_obj_weight(wield) > str_app[get_curr_str(ch)].wield
&& !IS_POLYAFF(ch,POLY_ZULO))
{
static int depth;
if ( depth == 0 )
{
depth++;
if (!IS_SET (wield->quest, QUEST_ARTIFACT))
{
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--;
}
}
if ( ( wield = get_eq_char( ch, WEAR_DUAL ) ) != NULL
&& wield->item_type == ITEM_WEAPON
&& get_obj_weight(wield) > str_app[get_curr_str(ch)].wield
&& !IS_POLYAFF(ch,POLY_ZULO))
{
static int depth;
if ( depth == 0 )
{
depth++;
if (!IS_SET (wield->quest, QUEST_ARTIFACT))
{
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 (ch->class == CLASS_HIGHLANDER ) return;
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 )
{
OBJ_DATA *objtemp;
int itemsn;
if ( ch->affected == NULL )
{
bug( "Affect_remove: no affect.", 0 );
return;
}
for ( objtemp = ch->carrying; objtemp != NULL; objtemp = objtemp->next_content )
{
if ( objtemp->wear_loc == WEAR_NONE ) continue;
if ( objtemp->item_type == ITEM_ARMOR )
itemsn = objtemp->value[3];
else
itemsn = objtemp->value[0] / 1000;
if ( itemsn == 0 ) continue;
switch ( paf->type )
{
default:
break;
case 1:
case 45:
if ( itemsn == 1 || itemsn == 45 ) itemsn = paf->type;
break;
case 2:
case 27:
if ( itemsn == 2 || itemsn == 27 ) itemsn = paf->type;
break;
case 3:
case 39:
if ( itemsn == 3 || itemsn == 39 ) itemsn = paf->type;
break;
case 5:
case 46:
if ( itemsn == 5 || itemsn == 46 ) itemsn = paf->type;
break;
case 6:
case 52:
if ( itemsn == 6 || itemsn == 52 ) itemsn = paf->type;
break;
case 7:
case 54:
if ( itemsn == 7 || itemsn == 54 ) itemsn = paf->type;
break;
case 8:
case 57:
if ( itemsn == 8 || itemsn == 57 ) itemsn = paf->type;
break;
}
if ( itemsn == paf->type ) break;
}
if (!((paf->type == 8 || paf->type == 57) &&
WORN_ARTIFACT (ch, ARTI_CLOAK_OF_THE_ARCHMAGI)) &&
!objtemp)
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;
affect_free = paf;
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->type == sn )
affect_remove( ch, paf );
}
return;
}
/*
* Return true if a char is affected by a spell.
*/
bool is_affected( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
if (ch->class == CLASS_HIGHLANDER)
return FALSE;
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) && !IS_IMMORTAL(ch) )
--ch->in_room->area->nplayer;
else if ( !IS_NPC(ch) )
--ch->in_room->area->nimmortal;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room->light > 0 )
--ch->in_room->light;
else if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room->light > 0 )
--ch->in_room->light;
if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS))
{
if (ch->in_room != NULL)
{
if (IS_CLASS(ch, CLASS_DROW) )
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
if (IS_CLASS(ch, CLASS_FAE) && IS_KITH (ch, KITH_SLUAGH))
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
if (IS_CLASS(ch, CLASS_WEREWOLF) )
REMOVE_BIT(ch->in_room->room_flags, ROOM_DARK);
if (WORN_ARTIFACT (ch, ARTI_HEART_OF_DARKNESS))
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
}
}
if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_SILENCE))
{
if (ch->in_room != NULL)
{
REMOVE_BIT(ch->in_room->added_flags, ROOM2_SILENCE);
REMOVE_BIT(ch->newbits, NEW_SILENCE);
act("The room is no longer silent.",ch,NULL,NULL,TO_CHAR);
act("The room is no longer silent.",ch,NULL,NULL,TO_ROOM);
}
}
if ( !IS_NPC(ch) && IS_AFFECTED(ch, AFF_STEELSHIELD))
{
if (ch->in_room != NULL)
REMOVE_BIT( ch->affected_by, AFF_STEELSHIELD );
send_to_char("Your majesty fades away.\n\r", ch);
}
if ( !IS_NPC(ch) && IS_AFFECTED(ch, AFF_SAFE))
{
if (ch->in_room != NULL)
REMOVE_BIT( ch->affected_by, AFF_SAFE );
send_to_char("You feel Gaia's protection fade away.\n\r", ch);
}
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->safe_timer = 0;
return;
}
/*
* Move a char into a room.
*/
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
OBJ_DATA *obj;
// MEMBER_DATA *m;
/*
if ( pRoomIndex == NULL )
{
bug( "Char_to_room: NULL.", 0 );
return;
}
*/
if ( !pRoomIndex )
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "Char_to_room: %s -> NULL room! Putting char in limbo (%d)", ch->name, ROOM_VNUM_LIMBO );
bug( buf, 0 );
pRoomIndex = get_room_index( ROOM_VNUM_LIMBO );
}
ch->in_room = pRoomIndex;
ch->next_in_room = pRoomIndex->people;
pRoomIndex->people = ch;
if ( !IS_NPC(ch) && !IS_IMMORTAL(ch) )
++ch->in_room->area->nplayer;
else
++ch->in_room->area->nimmortal;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0 )
++ch->in_room->light;
else if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0 )
++ch->in_room->light;
if (ch->loc_hp[6] > 0 && ch->in_room->blood < 1000) ch->in_room->blood += 1;
if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS))
{
if (IS_CLASS(ch, CLASS_DROW) )
SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
if (IS_CLASS(ch, CLASS_FAE) && IS_KITH (ch, KITH_SLUAGH))
SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
if (IS_CLASS(ch, CLASS_WEREWOLF) )
SET_BIT(ch->in_room->room_flags, ROOM_DARK);
if (WORN_ARTIFACT (ch, ARTI_HEART_OF_DARKNESS))
SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
}
if (ch->in_room->vnum == 3054 || IS_SET(ch->in_room->area->aflags, AFLAG_HQ) ||
ch->in_room->vnum == ROOM_VNUM_PLANAR_G || ch->in_room->vnum == ROOM_VNUM_PLANAR_R ||
ch->in_room->vnum == ROOM_VNUM_PLANAR_B || ch->in_room->vnum == ROOM_VNUM_CRYSTAL_G ||
ch->in_room->vnum == ROOM_VNUM_CRYSTAL_R || ch->in_room->vnum == ROOM_VNUM_CRYSTAL_B ||
ch->in_room->vnum == ROOM_VNUM_ALOSER || ch->in_room->vnum == ROOM_VNUM_AWINNER)
{
ch->safe_timer += 90;
}
/*
// Only people with planar rings can be in planar rooms. - Krynn
if ((ch->in_room->vnum >= ROOM_VNUM_PLANAR_G && ch->in_room->vnum <= ROOM_VNUM_PLANAR_R) ||
ch->in_room->vnum == ROOM_VNUM_CRYSTAL_G || ch->in_room->vnum == ROOM_VNUM_CRYSTAL_B ||
ch->in_room->vnum == ROOM_VNUM_CRYSTAL_R)
)
{
bool is_okay = FALSE;
for (obj = ch->carrying; obj != NULL; obj = obj->next)
{
if IS_IMMORTAL(ch) is_okay = TRUE;
if (IS_SET(obj->quest,QUEST_ARTIFACT))
{
if (obj->pIndexData->vnum == ch->in_room->vnum)
is_okay = TRUE;
}
}
if (!is_okay)
{
act("You are thrown from the room with great force!",ch,NULL,NULL,TO_CHAR);
act("$n is thrown from the room with great force!",ch,NULL,NULL,TO_ROOM);
char_from_room(ch);
ch->position = POS_STUNNED;
char_to_room(ch,get_room_index(3001));
act("$n appears on the floor with a flash of rainbow-coloured light.",ch,NULL,NULL,TO_ROOM);
}
}
*/ return;
}
/*
* Give an obj to a char.
*/
void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch )
{
if (obj == NULL) return;
if (ch->desc != NULL && IS_SET (obj->extra_flags, ITEM_IMMONLY) && !IS_IMMORTAL (ch))
{
ch->form = 44;
stop_fighting (ch, TRUE);
mmake_corpse (ch);
death_message_obj(ch, obj);
extract_char (ch, FALSE, FALSE);
while (ch->affected)
affect_remove (ch, ch->affected);
if (IS_AFFECTED (ch, AFF_POLYMORPH)
&& IS_AFFECTED (ch, AFF_ETHEREAL))
ch->affected_by = AFF_POLYMORPH + AFF_ETHEREAL;
else if (IS_AFFECTED (ch, AFF_POLYMORPH))
ch->affected_by = AFF_POLYMORPH;
else if (IS_AFFECTED (ch, AFF_ETHEREAL))
ch->affected_by = AFF_ETHEREAL;
else
ch->affected_by = 0;
REMOVE_BIT (ch->immune, IMM_STAKE);
REMOVE_BIT (ch->extra, TIED_UP);
REMOVE_BIT (ch->extra, GAGGED);
REMOVE_BIT (ch->extra, BLINDFOLDED);
REMOVE_BIT (ch->extra, EXTRA_PREGNANT);
REMOVE_BIT (ch->extra, EXTRA_LABOUR);
REMOVE_BIT (ch->newbits, NEW_CALM);
if (!IS_NPC(ch)) ch->pcdata->stats[DEMON_POWER] = 0;
ch->disquiet_counter = 0;
ch->itemaffect = 0;
ch->loc_hp[0] = 0;
ch->loc_hp[1] = 0;
ch->loc_hp[2] = 0;
ch->loc_hp[3] = 0;
ch->loc_hp[4] = 0;
ch->loc_hp[5] = 0;
ch->loc_hp[6] = 0;
ch->armor = 100;
ch->position = POS_RESTING;
ch->hit = UMAX (1, ch->hit);
ch->mana = UMAX (1, ch->mana);
ch->move = UMAX (1, ch->move);
ch->hitroll = 0;
ch->damroll = 0;
ch->saving_throw = 0;
ch->carry_weight = 0;
ch->carry_number = 0;
ch->specxtype = 0;
do_call (ch, "all");
save_char_obj (ch);
obj_to_room(obj,get_room_index(3001));
return;
}
obj->next_content = ch->carrying;
ch->carrying = obj;
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += 1;
ch->carry_weight += get_obj_weight( obj );
}
/*
* Take an obj from its character.
*/
void obj_from_char( OBJ_DATA *obj )
{
CHAR_DATA *ch;
if (obj == NULL) return;
if ( ( ch = obj->carried_by ) == NULL )
{
bug( "Obj_from_char: null ch.", 0 );
return;
}
if (IS_ARTIFACT (obj, ARTI_LIONS_MANE))
{
obj->specpower = FALSE;
if (!IS_NPC(ch))
{
REMOVE_BIT (ch->pcdata->stats[UNI_AFF], VAM_CLAWS);
REMOVE_BIT(ch->more, MORE_LIONSMANE);
}
}
if ( obj->wear_loc != WEAR_NONE )
unequip_char( ch, obj );
if ( ch->carrying == obj )
{
ch->carrying = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = ch->carrying; prev != NULL; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
bug( "Obj_from_char: obj not in list.", 0 );
}
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= 1;
ch->carry_weight -= get_obj_weight( obj );
return;
}
/*
* Take an obj from its character, quietly.
*/
void obj_from_char2( OBJ_DATA *obj )
{
CHAR_DATA *ch;
if (obj == NULL) return;
if ( ( ch = obj->carried_by ) == NULL )
{
bug( "Obj_from_char: null ch.", 0 );
return;
}
if ( obj->wear_loc != WEAR_NONE )
unequip_char2( ch, obj );
if ( ch->carrying == obj )
{
ch->carrying = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = ch->carrying; prev != NULL; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
bug( "Obj_from_char: obj not in list.", 0 );
}
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= 1;
ch->carry_weight -= get_obj_weight( obj );
return;
}
/*
* Find 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_WIELD: return obj->value[0];
case WEAR_HOLD: return obj->value[0];
case WEAR_FACE: return obj->value[0];
case WEAR_SCABBARD_L:return 0;
case WEAR_SCABBARD_R:return 0;
case WEAR_DUAL: 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 )
{
// CHAR_DATA *chch;
AFFECT_DATA *paf;
int sn;
if ( get_eq_char( ch, iWear ) != NULL )
{
bug( "Equip_char: already equipped (%d).", iWear );
return;
}
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
/*
* Thanks to Morgenes for the bug fix here!
*/
if (IS_SET(obj->quest, QUEST_ARTIFACT) )
{
act( "You are zapped by $p and it drops into your inventory.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and it drops into your inventory.", ch, obj, NULL, TO_ROOM );
obj_from_char(obj);
obj_to_char(obj, ch);
}
else
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
}
do_autosave( ch, "" );
return;
}
if ((obj->pIndexData->vnum == 29689 || obj->pIndexData->vnum == 29690) && (IS_NPC(ch) || !IS_CLASS(ch,CLASS_WRAITH)))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
if (IS_SET(obj->spectype, SITEM_DROW) || obj->pIndexData->vnum == 29600 || obj->pIndexData->vnum == 29601)
if (IS_NPC(ch) || !IS_CLASS(ch, CLASS_DROW))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if (obj->pIndexData->vnum == 29700 && (IS_NPC(ch) || !IS_CLASS(ch,CLASS_NINJA)))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_MONK)) && IS_SET(obj->spectype, SITEM_MONK))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_DRAGON)) && IS_SET(obj->spectype, SITEM_DRAGON))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_FAE)) && IS_SET(obj->spectype, SITEM_FAE))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
if ((IS_NPC(ch) || !IS_CLASS(ch,CLASS_DEMON)) && IS_SET(obj->spectype, SITEM_DEMONIC))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_WEREWOLF)) && IS_SET(obj->spectype, SITEM_WOLF))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if ((IS_NPC(ch) || !IS_IMMORTAL(ch)) && IS_SET(obj->quest,QUEST_RELIC)
&& !IS_SET(obj->spectype,SITEM_DEMONIC)
&& !IS_SET(obj->spectype,SITEM_HIGHLANDER)
&& !IS_CLASS(ch,CLASS_WEREWOLF)
&& !IS_CLASS(ch, CLASS_NINJA)
&& obj->chobj == NULL
&& !IS_CLASS(ch, CLASS_DROW)
&& !IS_CLASS(ch, CLASS_MONK)
&& !IS_CLASS(ch, CLASS_FAE)
&& !IS_CLASS(ch, CLASS_WRAITH)
&& !IS_CLASS(ch, CLASS_DRAGON))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT) && get_hours(ch) < 10)
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if (IS_SET(obj->quest, QUEST_ARTIFACT) && IS_ITEMAFF(ch, ITEMA_ARTIFACT))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_DROW)) && IS_SET(obj->spectype, SITEM_DROWWEAPON))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER))
&& IS_SET(obj->spectype, SITEM_HIGHLANDER))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if (ch->specxtype > 0 && obj->specxtype > 0)
{
stc("You're already affected by a piece of special quest equipment.\n\r",ch);
return;
}
if ( iWear == WEAR_SCABBARD_L || iWear == WEAR_SCABBARD_R )
{
obj->wear_loc = iWear;
return;
}
if ( IS_NPC(ch) || ch->class != CLASS_HIGHLANDER || OBJ_ARTIFACT(obj) )
ch->armor -= apply_ac( obj, iWear );
else if ( !IS_NPC(ch) && ch->class == CLASS_HIGHLANDER )
ch->armor -= apply_ac( obj, iWear ) / 2;
obj->wear_loc = iWear;
if (ch->class != CLASS_HIGHLANDER || OBJ_ARTIFACT(obj))
{
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;
if (!IS_NPC (ch) && ch->pcdata->powers_set_wear > 0)
set_disc (ch);
if (!IS_NPC(ch))
{
//if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
//if ( chch->desc != ch->desc) return;
if (ch->in_room == NULL) return;
}
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)")
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
{
kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(obj->chpoweron,ch,obj,NULL,TO_ROOM);
}
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)")
&& !IS_SET(obj->spectype, SITEM_ACTION)
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
if ( obj->wear_loc == WEAR_NONE )
return;
if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 ))
|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
|| IS_SET(obj->spectype, SITEM_SILVER)
|| IS_SET(obj->spectype, SITEM_DEMONIC)
|| IS_SET(obj->quest, QUEST_ARTIFACT) )
{
/* It would be so much easier if weapons had 5 values *sigh*.
* Oh well, I'll just have to use v0 for two. KaVir.
*/
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if ((sn == 4) && (IS_AFFECTED(ch, AFF_BLIND))) return;
else if ((sn == 27) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return;
else if ((sn == 39) && (IS_AFFECTED(ch, AFF_FLYING))) return;
else if ((sn == 45) && (IS_AFFECTED(ch, AFF_INFRARED))) return;
else if ((sn == 46) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return;
else if ((sn == 52) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return;
else if ((sn == 54) && (IS_AFFECTED(ch, AFF_PROTECT))) return;
else if ((sn == 57) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return;
else if ((sn == 2 ) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return;
else if ((sn == 3 ) && (IS_AFFECTED(ch, AFF_FLYING))) return;
else if ((sn == 1 ) && (IS_AFFECTED(ch, AFF_INFRARED))) return;
else if ((sn == 5 ) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return;
else if ((sn == 6 ) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return;
else if ((sn == 7 ) && (IS_AFFECTED(ch, AFF_PROTECT))) return;
else if ((sn == 8 ) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return;
else if ((sn == 9 ) && (IS_AFFECTED(ch, AFF_SNEAK))) return;
else if ((sn == 10) && (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))) return;
else if ((sn == 11) && (IS_ITEMAFF(ch, ITEMA_FIRESHIELD))) return;
else if ((sn == 12) && (IS_ITEMAFF(ch, ITEMA_ICESHIELD))) return;
else if ((sn == 13) && (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD))) return;
else if ((sn == 14) && (IS_ITEMAFF(ch, ITEMA_DBPASS))) return;
else if ((sn == 15) && (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))) return;
else if ((sn == 16) && (IS_ITEMAFF(ch, ITEMA_REGENERATE))) return;
else if ((sn == 16) && (IS_ITEMAFF(ch, ITEMA_RAREREGEN))) return;
else if ((sn == 17) && (IS_ITEMAFF(ch, ITEMA_SPEED))) return;
else if ((sn == 18) && (IS_ITEMAFF(ch, ITEMA_VORPAL))) return;
else if ((sn == 19) && (IS_ITEMAFF(ch, ITEMA_PEACE))) return;
else if ((sn == 20) && (IS_ITEMAFF(ch, ITEMA_REFLECT))) return;
else if ((sn == 21) && (IS_ITEMAFF(ch, ITEMA_RESISTANCE))) return;
else if ((sn == 22) && (IS_ITEMAFF(ch, ITEMA_VISION))) return;
else if ((sn == 23) && (IS_ITEMAFF(ch, ITEMA_STALKER))) return;
else if ((sn == 24) && (IS_ITEMAFF(ch, ITEMA_VANISH))) return;
else if ((sn == 25) && (IS_ITEMAFF(ch, ITEMA_RAGER))) return;
else if ((sn == 26) && (IS_ITEMAFF(ch, ITEMA_RAGER) && IS_ITEMAFF(ch, ITEMA_SOLARSHIELD))) return;
else if ((sn == 28) && (IS_ITEMAFF(ch, ITEMA_SPEED) && IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))) return;
else if ((sn == 60) && (IS_AFFECTED(ch, AFF_DETECT_HIDDEN)))return;
else if ((sn == 61) && (IS_AFFECTED(ch, AFF_TOTALBLIND))) return;
if ( !IS_NPC(ch) && IS_SET( obj->spectype, SITEM_COLOUR_ROOM ) )
SET_BIT( ch->extra2, EXTRA2_COLOUR_ROOM );
if (sn == 4 && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_BLIND);
send_to_char( "You cannot see a thing!\n\r", ch );
act("$n seems to be blinded!",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 61 && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_TOTALBLIND);
send_to_char( "You are covered by darkness!\n\r", ch);
act("A shroud of darkness appears around $n!", ch,NULL,NULL,TO_ROOM);
}
else if ((sn == 27 || sn == 2) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_DETECT_INVIS);
send_to_char( "Your eyes tingle.\n\r", ch );
act("$n's eyes flicker with light.",ch,NULL,NULL,TO_ROOM);
}
else if ((sn == 39 || sn == 3) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_FLYING);
send_to_char( "Your feet rise off the ground.\n\r", ch );
act("$n's feet rise off the ground.",ch,NULL,NULL,TO_ROOM);
}
else if ((sn == 45 || sn == 1) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_INFRARED);
send_to_char( "Your eyes glow red.\n\r", ch );
act("$n's eyes glow red.",ch,NULL,NULL,TO_ROOM);
}
else if ((sn == 46 || sn == 5)&& (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_INVISIBLE);
send_to_char( "You fade out of existance.\n\r", ch );
act("$n fades out of existance.",ch,NULL,NULL,TO_ROOM);
}
else if ((sn == 52 || sn == 6) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_PASS_DOOR);
send_to_char( "You turn translucent.\n\r", ch );
act("$n turns translucent.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 60 && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
send_to_char( "You awarenes improves.\n\r", ch );
act("$n eyes tingle.",ch,NULL,NULL,TO_ROOM);
}
else if ((sn == 54 || sn == 7) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_PROTECT);
send_to_char( "You are surrounded by a divine aura.\n\r", ch );
act("$n is surrounded by a divine aura.",ch,NULL,NULL,TO_ROOM);
}
else if ((sn == 57 || sn == 8) && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_SANCTUARY);
send_to_char( "You are surrounded by a white aura.\n\r", ch );
act("$n is surrounded by a white aura.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 9 && (!IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj)))
{
SET_BIT(ch->affected_by, AFF_SNEAK);
send_to_char( "Your footsteps stop making any sound.\n\r", ch );
act("$n's footsteps stop making any sound.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 10)
{
SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "You are surrounded by a crackling shield of lightning.\n\r", ch );
act("$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 11)
{
SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
send_to_char( "You are surrounded by a burning shield of flames.\n\r", ch );
act("$n is surrounded by a burning shield of flames.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 12)
{
SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
send_to_char( "You are surrounded by a shimmering shield of ice.\n\r", ch );
act("$n is surrounded by a shimmering shield of ice.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 13)
{
SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
send_to_char( "You are surrounded by a bubbling shield of acid.\n\r", ch );
act("$n is surrounded by a bubbling shield of acid.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 14)
{
SET_BIT(ch->itemaffect, ITEMA_DBPASS);
send_to_char( "You are now safe from the DarkBlade clan guardians.\n\r", ch );
}
else if (sn == 15)
{
SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
send_to_char( "You are surrounded by a swirling shield of chaos.\n\r", ch );
act("$n is surrounded by a swirling shield of chaos.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 16)
{
if (obj->item_ver > IV_NORMAL)
SET_BIT(ch->itemaffect, ITEMA_RAREREGEN);
else
SET_BIT(ch->itemaffect, ITEMA_REGENERATE);
}
else if (sn == 17)
{
SET_BIT(ch->itemaffect, ITEMA_SPEED);
send_to_char( "You start moving faster than the eye can follow.\n\r", ch );
act("$n starts moving faster than the eye can follow.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 18)
SET_BIT(ch->itemaffect, ITEMA_VORPAL);
else if (sn == 19){
if(ch->fight_timer > 0){stc("You cannot rewear that item with a fight timer.\n\r", ch);return;}
if(ch->fighting!=NULL){stc("You cannot wear that item while fighting.\n\r",ch);return;}
SET_BIT(ch->itemaffect, ITEMA_PEACE);}
else if (sn == 20)
{
SET_BIT(ch->itemaffect, ITEMA_REFLECT);
send_to_char( "You are surrounded by flickering shield of darkness.\n\r", ch );
act("$n is surrounded by a flickering shield of darkness.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 21)
SET_BIT(ch->itemaffect, ITEMA_RESISTANCE);
else if (sn == 22)
{
SET_BIT(ch->itemaffect, ITEMA_VISION);
send_to_char( "Your eyes begin to glow bright white.\n\r", ch );
act("$n's eyes begin to glow bright white.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 23)
SET_BIT(ch->itemaffect, ITEMA_STALKER);
else if (sn == 24)
{
SET_BIT(ch->itemaffect, ITEMA_VANISH);
send_to_char( "You blend into the shadows.\n\r", ch );
act("$n gradually fades into the shadows.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 25 && !IS_NPC(ch))
{
SET_BIT(ch->itemaffect, ITEMA_RAGER);
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] < 100 && ch->beast_timer < 1)
{
ch->pcdata->stats[UNI_RAGE] = 300;
do_werewolf(ch,"");
}
else if (IS_CLASS(ch, CLASS_WEREWOLF))
ch->pcdata->stats[UNI_RAGE] = 300;
else if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->stats[UNI_RAGE] = 125;
else if (IS_CLASS(ch, CLASS_NINJA))
ch->pcdata->stats[UNI_RAGE] = 200;
}
else if (sn == 26 && !IS_NPC(ch))
{
SET_BIT(ch->itemaffect, ITEMA_SOLARSHIELD);
SET_BIT(ch->itemaffect, ITEMA_RAGER);
send_to_char( "You feel imbued with the all the light of the sun.\n\r", ch );
act("$n is blinding as $e is imbued with all the light of the sun.",ch,NULL,NULL,TO_ROOM);
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] < 100)
{
ch->pcdata->stats[UNI_RAGE] = 300;
do_werewolf(ch,"");
}
else if (IS_CLASS(ch, CLASS_WEREWOLF))
ch->pcdata->stats[UNI_RAGE] = 300;
else if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->stats[UNI_RAGE] = 25;
else if (IS_CLASS(ch, CLASS_NINJA))
ch->pcdata->stats[UNI_RAGE] = 200;
}
else if (sn == 28)
{
if (!IS_ITEMAFF(ch, ITEMA_SPEED))
{
SET_BIT(ch->itemaffect, ITEMA_SPEED);
send_to_char( "You start moving faster than the eye can follow.\n\r", ch );
act("$n starts moving faster than the eye can follow.",ch,NULL,NULL,TO_ROOM);
}
if (!IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))
{
SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "You are surrounded by a crackling shield of lightning.\n\r", ch );
act("$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM);
}
}
if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch))
if (ch->pcdata->stats[DEMON_POWER] < 15) ch->pcdata->stats[DEMON_POWER] += 1;
}
if (obj->specxtype > 0 && ch->specxtype == 0)
{
ch->specxtype = obj->specxtype;
stc("Your body tingles for a moment, and you feel a little different.\n\r",ch);
}
if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
{
if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL])
SET_BIT(ch->itemaffect, ITEMA_HIGHLANDER);
}
if (IS_SET(obj->quest, QUEST_ARTIFACT))
SET_BIT(ch->itemaffect, ITEMA_ARTIFACT);
if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_WIELD)
SET_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_HOLD)
SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_DUAL)
SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
if ( IS_ARTIFACT( obj, ARTI_RING_AURELIUS ) )
{
ch->pcdata->shadow_powers[VAM_PRES] = ch->pcdata->powers[VAM_PRES]; // Assign shadow_power level based on artifact.
ch->pcdata->powers[VAM_PRES] = URANGE( 5, ch->pcdata->powers[VAM_PRES] + 5, 10 );
send_to_char( "You feel more charismatic.\n\r", ch );
}
if ( IS_ARTIFACT( obj, ARTI_HEART_OF_DARKNESS ) )
{
send_to_char( "The Darkness overwhelms you.\n\r",ch );
}
return;
}
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
// CHAR_DATA *chch;
AFFECT_DATA *paf;
int sn;
int oldpos = obj->wear_loc;
int itemsn;
OBJ_DATA *objtemp;
if ( obj->wear_loc == WEAR_NONE )
{
bug( "Unequip_char: already unequipped.", 0 );
return;
}
if ( obj->wear_loc == WEAR_SCABBARD_L ||
obj->wear_loc == WEAR_SCABBARD_R ) {obj->wear_loc = -1;return;}
if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj) )
ch->armor += apply_ac(obj, obj->wear_loc);
else if ( !IS_NPC(ch) && ch->class == CLASS_HIGHLANDER )
ch->armor += apply_ac(obj, obj->wear_loc) / 2;
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;
if (!IS_NPC (ch) && ch->pcdata->powers_set_wear > 0)
set_disc (ch);
//if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
//if ( chch->desc != ch->desc) return;
if (ch->in_room == NULL) return;
if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return;
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)")
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
{
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(obj->chpoweroff,ch,obj,NULL,TO_ROOM);
}
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)")
&& !IS_SET(obj->spectype, SITEM_ACTION)
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if (ch->specxtype > 0 && obj->specxtype > 0)
{
ch->specxtype = 0;
stc("Your body tingles for a moment, and you feel a little different.\n\r",ch);
}
if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 ))
|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
|| IS_SET(obj->spectype, SITEM_SILVER)
|| IS_SET(obj->spectype, SITEM_DEMONIC)
|| IS_SET(obj->quest, QUEST_ARTIFACT) )
{
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
for ( objtemp = ch->carrying; objtemp != NULL; objtemp = objtemp->next_content )
{
if ( obj == objtemp) continue;
if ( objtemp->wear_loc == WEAR_NONE ) continue;
if ( objtemp->item_type == ITEM_ARMOR )
itemsn = objtemp->value[3];
else
itemsn = objtemp->value[0] / 1000;
if ( itemsn == 0 ) continue;
switch ( sn )
{
default:
break;
case 1:
case 45:
if ( itemsn == 1 || itemsn == 45 ) itemsn = sn;
break;
case 2:
case 27:
if ( itemsn == 2 || itemsn == 27 ) itemsn = sn;
break;
case 3:
case 39:
if ( itemsn == 3 || itemsn == 39 ) itemsn = sn;
break;
case 5:
case 46:
if ( itemsn == 5 || itemsn == 46 ) itemsn = sn;
break;
case 6:
case 52:
if ( itemsn == 6 || itemsn == 52 ) itemsn = sn;
break;
case 7:
case 54:
if ( itemsn == 7 || itemsn == 54 ) itemsn = sn;
break;
case 8:
case 57:
if ( itemsn == 8 || itemsn == 57 ) itemsn = sn;
break;
}
if ( itemsn == sn ) break;
}
if (objtemp) return;
if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4)
&& !is_affected(ch, 4))
{
REMOVE_BIT(ch->affected_by, AFF_BLIND);
send_to_char( "You can see again.\n\r", ch );
act("$n seems to be able to see again.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_TOTALBLIND) && (sn == 61)
&& !is_affected(ch, 61))
{
REMOVE_BIT(ch->affected_by, AFF_TOTALBLIND);
send_to_char( "The shroud of darkness surrounding you disappears.\n\r", ch );
act("The shroud of darkness surrounding $n disappears.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && (sn == 27 || sn == 2)
&& !is_affected(ch, 27))
{
REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS);
send_to_char( "Your eyes stop tingling.\n\r", ch );
act("$n's eyes stop flickering with light.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3)
&& !is_affected(ch, 39))
{
REMOVE_BIT(ch->affected_by, AFF_FLYING);
send_to_char( "You slowly float to the ground.\n\r", ch );
act("$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_INFRARED) && (sn == 45 || sn == 1)
&& !is_affected(ch, 45))
{
REMOVE_BIT(ch->affected_by, AFF_INFRARED);
send_to_char( "Your eyes stop glowing red.\n\r", ch );
act("$n's eyes stop glowing red.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5)
&& !is_affected(ch, 46))
{
REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
send_to_char( "You fade into existance.\n\r", ch );
act("$n fades into existance.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6)
&& !is_affected(ch, 52))
{
REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
send_to_char( "You feel solid again.\n\r", ch );
act("$n is no longer translucent.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7)
&& !is_affected(ch, 54))
{
REMOVE_BIT(ch->affected_by, AFF_PROTECT);
send_to_char( "The divine aura around you fades.\n\r", ch );
act("The divine aura around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8)
&& !is_affected(ch, 57))
{
REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
send_to_char( "The white aura around your body fades.\n\r", ch );
act("The white aura about $n's body fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9)
&& !is_affected(ch, 80))
{
REMOVE_BIT(ch->affected_by, AFF_SNEAK);
send_to_char( "You are no longer moving so quietly.\n\r", ch );
act("$n is no longer moving so quietly.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && (sn == 60))
{
REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
send_to_char( "You feel less aware of your surroundings.\n\r",ch );
act("$n eyes tingle.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "The crackling shield of lightning around you fades.\n\r", ch );
act("The crackling shield of lightning around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11))
{
REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
send_to_char( "The burning shield of fire around you fades.\n\r", ch );
act("The burning shield of fire around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
send_to_char( "The shimmering shield of ice around you fades.\n\r", ch );
act("The shimmering shield of ice around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
send_to_char( "The bubbling shield of acid around you fades.\n\r", ch );
act("The bubbling shield of acid around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_DBPASS) && (sn == 14))
{
REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS);
send_to_char( "You are no longer safe from the DarkBlade clan guardians.\n\r", ch );
}
else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15))
{
REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
send_to_char( "The swirling shield of chaos around you fades.\n\r", ch );
act("The swirling shield of chaos around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 16)
{
REMOVE_BIT(ch->itemaffect, ITEMA_RAREREGEN);
REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
}
else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
send_to_char( "Your actions slow down to normal speed.\n\r", ch );
act("$n stops moving at supernatural speed.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 18)
REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
else if (sn == 19)
REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20)
{
REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
send_to_char( "The flickering shield of darkness around you fades.\n\r", ch );
act("The flickering shield of darkness around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 21)
REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22)
{
REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
send_to_char( "Your eyes stop glowing bright white.\n\r", ch );
act("$n's eyes stop glowing bright white.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 23)
REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24)
{
REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
send_to_char( "You emerge from the shadows.\n\r", ch );
act("$n gradually fades out of the shadows.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER))
{
REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
}
else if (sn == 26 && !IS_NPC(ch) && (IS_ITEMAFF(ch, ITEMA_RAGER) || IS_ITEMAFF(ch, ITEMA_SOLARSHIELD)))
{
REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
REMOVE_BIT(ch->itemaffect, ITEMA_SOLARSHIELD);
send_to_char( "You fade as the sun slips away from you.\n\r", ch );
act("$n seems to fade as the sun's might slips away from $m.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 28)
{
if (IS_ITEMAFF(ch, ITEMA_SPEED))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
send_to_char( "Your actions slow down to normal speed.\n\r", ch );
act("$n stops moving at supernatural speed.",ch,NULL,NULL,TO_ROOM);
}
if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "The crackling shield of lightning around you fades.\n\r", ch );
act("The crackling shield of lightning around $n fades.",ch,NULL,NULL,TO_ROOM);
}
}
if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch)
&& ch->pcdata->stats[DEMON_POWER] > 0)
ch->pcdata->stats[DEMON_POWER] -= 1;
if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
{
if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL])
REMOVE_BIT(ch->itemaffect, ITEMA_HIGHLANDER);
}
if ( !IS_NPC( ch ) && IS_SET( ch->extra2,EXTRA2_COLOUR_ROOM )
&& IS_SET( obj->spectype, SITEM_COLOUR_ROOM ) )
REMOVE_BIT( ch->extra2, EXTRA2_COLOUR_ROOM );
if (IS_SET(obj->quest, QUEST_ARTIFACT))
REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_WIELD)
REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_HOLD)
REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_DUAL)
REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
if ( IS_ARTIFACT( obj, ARTI_RING_AURELIUS ) )
{
ch->pcdata->powers[VAM_PRES] = ch->pcdata->shadow_powers[VAM_PRES]; // Re-assign discipline level based on artifact.
ch->pcdata->shadow_powers[VAM_PRES] = 0;
if ( IS_SET( ch->extra, EXTRA_AWE) ) REMOVE_BIT( ch->extra, EXTRA_AWE );
if ( IS_AFFECTED (ch, AFF_STEELSHIELD) ) REMOVE_BIT( ch->affected_by, AFF_STEELSHIELD );
send_to_char( "You feel less charismatic.\n\r", ch );
}
if ( IS_ARTIFACT( obj, ARTI_HEART_OF_DARKNESS ) )
{ send_to_char("The power of Darkness leaves you.\n\r",ch ); }
}
return;
}
/*
* Unequip a char with an obj, quietly
*/
void unequip_char2( CHAR_DATA *ch, OBJ_DATA *obj )
{
CHAR_DATA *chch;
AFFECT_DATA *paf;
int sn;
int oldpos = obj->wear_loc;
int itemsn;
OBJ_DATA *objtemp;
if ( obj->wear_loc == WEAR_NONE )
{
bug( "Unequip_char: already unequipped.", 0 );
return;
}
if ( obj->wear_loc == WEAR_SCABBARD_L ||
obj->wear_loc == WEAR_SCABBARD_R ) {obj->wear_loc = -1;return;}
if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) || OBJ_ARTIFACT(obj) )
ch->armor += apply_ac(obj, obj->wear_loc);
else if ( !IS_NPC(ch) && ch->class == CLASS_HIGHLANDER )
ch->armor += apply_ac(obj, obj->wear_loc) / 2;
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;
if (!IS_NPC (ch) && ch->pcdata->powers_set_wear > 0)
set_disc (ch);
if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
if ( chch->desc != ch->desc) return;
if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return;
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)")
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
{
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(obj->chpoweroff,ch,obj,NULL,TO_ROOM);
}
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)")
&& !IS_SET(obj->spectype, SITEM_ACTION)
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 ))
|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
|| IS_SET(obj->spectype, SITEM_SILVER)
|| IS_SET(obj->spectype, SITEM_DEMONIC)
|| IS_SET(obj->quest, QUEST_ARTIFACT) )
{
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
for ( objtemp = ch->carrying; objtemp != NULL; objtemp = objtemp->next_content )
{
if ( obj == objtemp) continue;
if ( objtemp->wear_loc == WEAR_NONE ) continue;
if ( objtemp->item_type == ITEM_ARMOR )
itemsn = objtemp->value[3];
else
itemsn = objtemp->value[0] / 1000;
if ( itemsn == 0 ) continue;
switch ( sn )
{
default:
break;
case 1:
case 45:
if ( itemsn == 1 || itemsn == 45 ) itemsn = sn;
break;
case 2:
case 27:
if ( itemsn == 2 || itemsn == 27 ) itemsn = sn;
break;
case 3:
case 39:
if ( itemsn == 3 || itemsn == 39 ) itemsn = sn;
break;
case 5:
case 46:
if ( itemsn == 5 || itemsn == 46 ) itemsn = sn;
break;
case 6:
case 52:
if ( itemsn == 6 || itemsn == 52 ) itemsn = sn;
break;
case 7:
case 54:
if ( itemsn == 7 || itemsn == 54 ) itemsn = sn;
break;
case 8:
case 57:
if ( itemsn == 8 || itemsn == 57 ) itemsn = sn;
break;
}
if ( itemsn == sn ) break;
}
if (objtemp) return;
if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4)
&& !is_affected(ch, 4))
{
REMOVE_BIT(ch->affected_by, AFF_BLIND);
}
else if (IS_AFFECTED(ch, AFF_TOTALBLIND) && (sn == 61)
&& !is_affected(ch, 61))
{
REMOVE_BIT(ch->affected_by, AFF_TOTALBLIND);
}
else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && (sn == 27 || sn == 2)
&& !is_affected(ch, 27))
{
REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS);
}
else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3)
&& !is_affected(ch, 39))
{
REMOVE_BIT(ch->affected_by, AFF_FLYING);
}
else if (IS_AFFECTED(ch, AFF_INFRARED) && (sn == 45 || sn == 1)
&& !is_affected(ch, 45))
{
REMOVE_BIT(ch->affected_by, AFF_INFRARED);
}
else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5)
&& !is_affected(ch, 46))
{
REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
}
else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6)
&& !is_affected(ch, 52))
{
REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
}
else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7)
&& !is_affected(ch, 54))
{
REMOVE_BIT(ch->affected_by, AFF_PROTECT);
}
else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8)
&& !is_affected(ch, 57))
{
REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
}
else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9)
&& !is_affected(ch, 80))
{
REMOVE_BIT(ch->affected_by, AFF_SNEAK);
}
else if (IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && (sn == 60))
{
REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
}
else if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
}
else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11))
{
REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
}
else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
}
else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
}
else if (IS_ITEMAFF(ch, ITEMA_DBPASS) && (sn == 14))
{
REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS);
}
else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15))
{
REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
}
else if (sn == 16)
{
REMOVE_BIT(ch->itemaffect, ITEMA_RAREREGEN);
REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
}
else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
}
else if (sn == 18)
REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
else if (sn == 19)
REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20)
{
REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
}
else if (sn == 21)
REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22)
{
REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
}
else if (sn == 23)
REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24)
{
REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
}
else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER))
{
REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
ch->pcdata->stats[UNI_RAGE] = 0;
}
else if (sn == 26 && !IS_NPC(ch) && (IS_ITEMAFF(ch, ITEMA_RAGER) || IS_ITEMAFF(ch, ITEMA_SOLARSHIELD)))
{
REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
REMOVE_BIT(ch->itemaffect, ITEMA_SOLARSHIELD);
ch->pcdata->stats[UNI_RAGE] = 0;
}
else if (sn == 28)
{
if (IS_ITEMAFF(ch, ITEMA_SPEED))
REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
}
if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch)
&& ch->pcdata->stats[DEMON_POWER] > 0)
ch->pcdata->stats[DEMON_POWER] -= 1;
if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
{
if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL])
REMOVE_BIT(ch->itemaffect, ITEMA_HIGHLANDER);
}
if (IS_SET(obj->quest, QUEST_ARTIFACT))
REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_WIELD)
REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_HOLD)
REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_DUAL)
REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
if ( IS_ARTIFACT( obj, ARTI_RING_AURELIUS ) )
{
ch->pcdata->powers[VAM_PRES] = ch->pcdata->shadow_powers[VAM_PRES]; // Re-assign discipline level based on artifact.
ch->pcdata->shadow_powers[VAM_PRES] = 0;
if ( IS_SET( ch->extra, EXTRA_AWE) ) REMOVE_BIT( ch->extra, EXTRA_AWE );
if ( IS_AFFECTED (ch, AFF_STEELSHIELD) ) REMOVE_BIT( ch->affected_by, AFF_STEELSHIELD );
}
}
return;
}
/*
* Count occurrences of an obj in a list.
*/
int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list )
{
OBJ_DATA *obj;
int nMatch;
nMatch = 0;
for ( obj = list; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData == pObjIndex )
nMatch++;
}
return nMatch;
}
/*
* Move an obj out of a room.
*/
void obj_from_room( OBJ_DATA *obj )
{
ROOM_INDEX_DATA *in_room;
if (obj == NULL) return;
if ( ( in_room = obj->in_room ) == NULL )
{
bug( "obj_from_room: NULL.", 0 );
return;
}
if ( obj == in_room->contents )
{
in_room->contents = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = in_room->contents; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug( "Obj_from_room: obj not found.", 0 );
return;
}
}
obj->in_room = NULL;
obj->next_content = NULL;
return;
}
/*
* Move an obj into a room.
*/
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
{
if (obj == NULL) return;
if (pRoomIndex == NULL) return;
obj->next_content = pRoomIndex->contents;
pRoomIndex->contents = obj;
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
return;
}
/*
* Move an object into an object.
*/
void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to )
{
if (obj == NULL) return;
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 && !IS_SET(obj_to->spectype,SITEM_MORPH))
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 == NULL) return;
if ( ( obj_from = obj->in_obj ) == NULL )
{
bug( "Obj_from_obj: null obj_from.", 0 );
return;
}
if ( obj == obj_from->contains )
{
obj_from->contains = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = obj_from->contains; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug( "Obj_from_obj: obj not found.", 0 );
return;
}
}
obj->next_content = NULL;
obj->in_obj = NULL;
for ( ; obj_from != NULL; obj_from = obj_from->in_obj )
{
if ( obj_from->carried_by != NULL && !IS_SET(obj_from->spectype,SITEM_MORPH))
obj_from->carried_by->carry_weight -= get_obj_weight( obj );
}
return;
}
/*
* Extract an obj from the world.
*/
void extract_obj( OBJ_DATA *obj )
{
extern int object_count;
CHAR_DATA *ch;
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
if ( obj == NULL ) return;
if ( obj->in_room != NULL )
obj_from_room( obj );
else if ( obj->carried_by != NULL )
obj_from_char( obj );
else if ( obj->in_obj != NULL )
obj_from_obj( obj );
if ( ( ch = obj->chobj ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->chobj == obj
&& IS_HEAD(ch,LOST_HEAD))
{
REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup("");
ch->hit = 1;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
send_to_char("You have been KILLED!!\n\r",ch);
do_look(ch,"auto");
ch->position = POS_RESTING;
}
else if ( ( ch = obj->chobj ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->chobj == obj
&& (IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0))
{
if (ch->pcdata->obj_vnum != 0)
{
send_to_char("You have been destroyed!\n\r",ch);
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
}
else
{
REMOVE_BIT(ch->extra,EXTRA_OSWITCH);
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup("");
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
send_to_char("You return to your body.\n\r",ch);
}
}
else if ( obj->chobj != NULL )
{
if (!IS_NPC(obj->chobj)) obj->chobj->pcdata->chobj = NULL;
obj->chobj = NULL;
bug( "Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum );
}
for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
{
obj_next = obj_content->next_content;
if (obj->contains != NULL) extract_obj( obj->contains );
}
if ( object_list == 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 );
if (obj->chpoweron != NULL) free_string( obj->chpoweron );
if (obj->chpoweroff != NULL) free_string( obj->chpoweroff );
if (obj->chpoweruse != NULL) free_string( obj->chpoweruse );
if (obj->victpoweron != NULL) free_string( obj->victpoweron );
if (obj->victpoweroff != NULL) free_string( obj->victpoweroff);
if (obj->victpoweruse != NULL) free_string( obj->victpoweruse);
if (obj->questmaker != NULL) free_string( obj->questmaker );
if (obj->questowner != NULL) free_string( obj->questowner );
--obj->pIndexData->count;
object_count--;
obj->next = obj_free;
obj_free = obj;
return;
}
/*
* Extract an obj from the world, quietly.
*/
void extract_obj2( OBJ_DATA *obj )
{
CHAR_DATA *ch;
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
if ( obj == NULL ) return;
if ( obj->in_room != NULL )
obj_from_room( obj );
else if ( obj->carried_by != NULL )
obj_from_char2( obj );
else if ( obj->in_obj != NULL )
obj_from_obj( obj );
if ( ( ch = obj->chobj ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->chobj == obj
&& IS_HEAD(ch,LOST_HEAD))
{
REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup("");
ch->hit = 1;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
send_to_char("You have been KILLED!!\n\r",ch);
do_look(ch,"auto");
ch->position = POS_RESTING;
}
else if ( ( ch = obj->chobj ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->chobj == obj
&& (IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0))
{
if (ch->pcdata->obj_vnum != 0)
{
send_to_char("You have been destroyed!\n\r",ch);
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
}
else
{
REMOVE_BIT(ch->extra,EXTRA_OSWITCH);
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup("");
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
send_to_char("You return to your body.\n\r",ch);
}
}
else if ( obj->chobj != NULL )
{
if (!IS_NPC(obj->chobj)) obj->chobj->pcdata->chobj = NULL;
obj->chobj = NULL;
bug( "Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum );
}
for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
{
obj_next = obj_content->next_content;
if (obj->contains != NULL) extract_obj( obj->contains );
}
if ( object_list == 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 );
if (obj->chpoweron != NULL) free_string( obj->chpoweron );
if (obj->chpoweroff != NULL) free_string( obj->chpoweroff );
if (obj->chpoweruse != NULL) free_string( obj->chpoweruse );
if (obj->victpoweron != NULL) free_string( obj->victpoweron );
if (obj->victpoweroff != NULL) free_string( obj->victpoweroff);
if (obj->victpoweruse != NULL) free_string( obj->victpoweruse);
if (obj->questmaker != NULL) free_string( obj->questmaker );
if (obj->questowner != NULL) free_string( obj->questowner );
--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, bool quiet )
{
CHAR_DATA *wch;
CHAR_DATA *familiar;
CHAR_DATA *wizard;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( ch == NULL ) return;
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;
if ( quiet )
extract_obj2( obj );
else
extract_obj( obj );
}
char_from_room( ch );
if ( IS_NPC(ch) )
--ch->pIndexData->count;
else if ( ch->pcdata->chobj != NULL )
{
ch->pcdata->chobj->chobj = NULL;
ch->pcdata->chobj = NULL;
}
if ( !fPull )
{
char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );
return;
}
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;
if ( (wizard = ch->wizard) != NULL)
{
if (!IS_NPC(wizard)) wizard->pcdata->familiar = NULL;
ch->wizard = NULL;
}
if ( !IS_NPC(ch) )
{
if ((familiar = ch->pcdata->familiar) != NULL)
{
familiar->wizard = NULL;
ch->pcdata->familiar = NULL;
if (IS_NPC(familiar))
{
act("$n slowly fades away to nothing.",familiar,NULL,NULL,TO_ROOM);
extract_char(familiar,TRUE, FALSE);
}
}
if ((familiar = ch->pcdata->evilchat) != NULL)
ch->pcdata->evilchat = NULL;
if ((familiar = ch->pcdata->partner) != NULL)
ch->pcdata->partner = NULL;
if ((familiar = ch->pcdata->propose) != NULL)
ch->pcdata->propose = NULL;
for ( familiar = char_list; familiar != NULL; familiar = familiar->next)
{
if ( !IS_NPC(familiar) && familiar->pcdata->propose != NULL &&
familiar->pcdata->propose == ch )
familiar->pcdata->propose = NULL;
if ( !IS_NPC(familiar) && familiar->pcdata->partner != NULL &&
familiar->pcdata->partner == ch )
familiar->pcdata->partner = NULL;
}
}
else if (IS_NPC(ch) && strlen(ch->lord) > 1)
{
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if (IS_NPC(wch)) continue;
if (str_cmp(wch->name, ch->lord)) continue;
if (wch->pcdata->followers > 0) wch->pcdata->followers--;
if (IS_EXTRA(wch, EXTRA_NO_ACTION))
REMOVE_BIT(wch->extra, EXTRA_NO_ACTION);
}
}
if ( quiet )
free_char( ch, TRUE );
else
free_char( ch, FALSE );
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 ( is_name( arg, "self me myself" ) && (IS_NPC(ch) || ch->pcdata->chobj == NULL))
return ch;
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( !IS_NPC(rch) || !IS_SET (rch->flag2, VAMP_CLONE)) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
else if ( IS_AFFECTED (ch, AFF_SHADOWPLANE) != IS_AFFECTED (rch, AFF_SHADOWPLANE) ) continue;
else if ( !can_see( ch, rch ) || !is_abbr( arg, rch->name ) )
continue;
if ( ++count == number )
return rch;
}
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( IS_NPC(rch) ) continue;
else if ( IS_HEAD(rch, LOST_HEAD) ) continue;
else if ( IS_EXTRA(rch, EXTRA_OSWITCH) ) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
else if ( IS_AFFECTED (ch, AFF_SHADOWPLANE) != IS_AFFECTED (rch, AFF_SHADOWPLANE) ) continue;
else if ( !can_see( ch, rch ) || ( !is_abbr( arg, rch->name ) &&
!is_abbr( arg, rch->morph )))
continue;
if ( ++count == number )
return rch;
}
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( !IS_NPC(rch) || IS_SET (rch->flag2, VAMP_CLONE)) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
else if ( IS_AFFECTED (ch, AFF_SHADOWPLANE) != IS_AFFECTED (rch, AFF_SHADOWPLANE) ) continue;
else if ( !can_see( ch, rch ) || !is_abbr( arg, rch->name ) )
continue;
if ( ++count == number )
return rch;
}
return NULL;
}
CHAR_DATA *get_char_room_full( 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 ( is_name( arg, "self me myself" ) && (IS_NPC(ch) || ch->pcdata->chobj == NULL))
return ch;
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( !IS_NPC(rch) || !IS_SET (rch->flag2, VAMP_CLONE)) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, rch ) || !is_abbr( arg, rch->name ) )
continue;
if ( ++count == number )
return rch;
}
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( IS_NPC(rch) ) continue;
else if ( IS_HEAD(rch, LOST_HEAD) ) continue;
else if ( IS_EXTRA(rch, EXTRA_OSWITCH) ) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) ))
continue;
if ( ++count == number )
return rch;
}
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( !IS_NPC(rch) || IS_SET (rch->flag2, VAMP_CLONE)) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) ))
continue;
if ( ++count == number )
return rch;
}
return NULL;
}
CHAR_DATA *get_char( CHAR_DATA *ch )
{
if ( !ch->pcdata )
return ch->desc->original;
else
return ch;
}
/*
* Get the char, ignoring abbreviations, vision, distance, etc
*/
CHAR_DATA *get_char_finger( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *wch;
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( !IS_NPC( wch ) && !str_cmp( argument, wch->name ) )
return wch;
}
return NULL;
}
CHAR_DATA *get_char_area( 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 ( !IS_NPC(wch) || !IS_SET (wch->flag2, VAMP_CLONE)) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || !is_name( arg, wch->name ) )
continue;
else if ( wch->in_room == NULL ) continue;
else if ( wch->in_room->area == NULL ) continue;
else if ( wch->in_room->area != ch->in_room->area ) continue;
if ( ++count == number )
return wch;
}
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( IS_NPC(wch) ) continue;
else if ( IS_HEAD(wch, LOST_HEAD) ) continue;
else if ( IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name ) &&
!is_name( arg, wch->morph )))
continue;
else if ( wch->in_room == NULL ) continue;
else if ( wch->in_room->area == NULL ) continue;
else if ( wch->in_room->area != ch->in_room->area ) continue;
if ( ++count == number )
return wch;
}
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( !IS_NPC(wch) || IS_SET (wch->flag2, VAMP_CLONE)) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || !is_name( arg, wch->name ) )
continue;
else if ( wch->in_room == NULL ) continue;
else if ( wch->in_room->area == NULL ) continue;
else if ( wch->in_room->area != ch->in_room->area ) continue;
else if ( !IS_IMMORTAL(ch) && IS_NPC(wch) && wch->pIndexData->vnum == 25 ) continue;
if ( ++count == number )
return wch;
}
return NULL;
}
/*
* Find a char in the world.
*/
CHAR_DATA *get_char_world_full( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if ( ( wch = get_char_room_full( ch, argument ) ) != NULL )
return wch;
number = number_argument( argument, arg );
count = 0;
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if (IS_NPC(wch) ) continue;
if ( IS_HEAD(wch, LOST_HEAD) ) continue;
else if ( IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || !is_name( arg, wch->name ))
continue;
if ( ++count == number )
return wch;
}
return NULL;
}
CHAR_DATA *get_char_world_noabbr( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if ( ( wch = get_char_room_full( ch, argument ) ) != NULL )
return wch;
number = number_argument( argument, arg );
count = 0;
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( !IS_NPC(wch) || !IS_SET (wch->flag2, VAMP_CLONE)) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name )))
continue;
if ( ++count == number )
return wch;
}
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( IS_NPC(wch) ) continue;
else if ( IS_HEAD(wch, LOST_HEAD) ) continue;
else if ( IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name )))
continue;
if ( ++count == number )
return wch;
}
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( !IS_NPC(wch) || IS_SET (wch->flag2, VAMP_CLONE)) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name )))
continue;
else if ( !IS_IMMORTAL(ch) && IS_NPC(wch) && wch->pIndexData->vnum == 25 ) continue;
if ( ++count == number )
return wch;
}
return NULL;
}
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 ( !IS_NPC(wch) || !IS_SET (wch->flag2, VAMP_CLONE)) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || !is_abbr( arg, wch->name ) )
continue;
if ( ++count == number )
return wch;
}
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( IS_NPC(wch) ) continue;
else if ( IS_HEAD(wch, LOST_HEAD) ) continue;
else if ( IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || ( !is_abbr( arg, wch->name ) &&
!is_abbr( arg, wch->morph )))
continue;
if ( ++count == number )
return wch;
}
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( !IS_NPC(wch) || IS_SET (wch->flag2, VAMP_CLONE)) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || !is_abbr( arg, wch->name ) )
continue;
else if ( !IS_IMMORTAL(ch) && IS_NPC(wch) && wch->pIndexData->vnum == 25 ) continue;
if ( ++count == number )
return wch;
}
return NULL;
}
CHAR_DATA *get_char_room_no_npc( 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 ( is_name( arg, "self me myself" ) && (IS_NPC(ch) || ch->pcdata->chobj == NULL))
return ch;
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( IS_NPC( rch ) ) continue;
if ( !IS_NPC(rch) && IS_HEAD(rch, LOST_HEAD) ) continue;
else if ( !IS_NPC(rch) && IS_EXTRA(rch, EXTRA_OSWITCH) ) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(rch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (rch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) &&
( IS_NPC(rch) || !is_name( arg, rch->morph ))))
continue;
if ( ++count == number )
return rch;
}
return NULL;
}
CHAR_DATA *get_char_world_no_npc( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if ( ( wch = get_char_room_no_npc( ch, argument ) ) != NULL )
return wch;
number = number_argument( argument, arg );
count = 0;
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( IS_NPC(wch) ) continue;
if ( !IS_NPC(wch) && IS_HEAD(wch, LOST_HEAD) ) continue;
else if ( !IS_NPC(wch) && IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
else if ( !IS_IMMORTAL(ch) && !IS_IMMORTAL(wch) && IS_SET (ch->flag2, AFF2_INARENA) != IS_SET (wch->flag2, AFF2_INARENA) ) continue;
else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name ) &&
( IS_NPC(wch) || !is_name( arg, wch->morph ))))
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_abbr( arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
OBJ_DATA *get_wall_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list )
{
// char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
// int number;
// number = number_argument( argument, arg );
for ( obj = list; obj != NULL; obj = obj->next_content )
{
if (obj->item_type == ITEM_WALL && !str_cmp(argument, obj->name))
return obj;
}
return NULL;
}
/*
* Find an object within the object you are in.
*/
OBJ_DATA *get_obj_in_obj( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj->in_obj == NULL)
return NULL;
obj = ch->pcdata->chobj;
if (obj->in_obj->item_type != ITEM_CONTAINER && obj->in_obj->item_type != ITEM_CORPSE_NPC &&
obj->in_obj->item_type != ITEM_CORPSE_PC ) return NULL;
for ( obj2 = obj->in_obj->contains; obj2 != NULL; obj2 = obj2->next_content )
{
if (obj != obj2
&& is_abbr( arg, obj2->name ) )
{
if ( ++count == number )
return obj2;
}
}
return NULL;
}
/*
* Find an obj in player's inventory.
*/
OBJ_DATA *get_obj_carry( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj )
&& is_abbr( 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_abbr( 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;
if (is_name( argument, "self me myself" ) && !IS_NPC(ch) &&
ch->pcdata->chobj != NULL)
return ch->pcdata->chobj;
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj != NULL )
return obj;
if ( ( obj = get_obj_carry( ch, argument ) ) != NULL )
return obj;
if ( ( obj = get_obj_wear( ch, argument ) ) != NULL )
return obj;
if ( ( obj = get_obj_in_obj( ch, argument ) ) != NULL )
return obj;
return NULL;
}
/*
* Find an obj in the room or in inventory.
*/
/*
OBJ_DATA *get_obj_room( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj != NULL )
return obj;
return NULL;
}
*/
OBJ_DATA *get_obj_room( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
if (is_name( argument, "self me myself" ) && !IS_NPC(ch) &&
ch->pcdata->chobj != NULL)
return ch->pcdata->chobj;
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj != NULL )
return obj;
return NULL;
}
/*
* Find an obj in the world.
*/
OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
if (is_name( argument, "self me myself" ) && !IS_NPC(ch) &&
ch->pcdata->chobj != NULL)
return ch->pcdata->chobj;
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_abbr( arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
OBJ_DATA *get_obj_world3( 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 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 (IS_SET(world_affects, WORLD_ECLIPSE)) return TRUE;
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++;
*/
for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room )
{
if (!IS_NPC(rch)) 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_SET(victim->tag_flags,TAG_PLAYING)&&IS_SET(ch->tag_flags,TAG_PLAYING))return TRUE;
if ( IS_SUPER_NPC(ch) )
return TRUE;
if (!IS_NPC(victim) && IS_EXTRA(victim, EXTRA_EARTHMELD)) return FALSE;
if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_CAN_SEE))
{
if (ch->pcdata->familiar == NULL)
REMOVE_BIT(ch->act, EXTRA_CAN_SEE);
else if (victim->in_room != NULL && ch->in_room != NULL &&
ch->pcdata->familiar->in_room != NULL)
{
if (ch->in_room != ch->pcdata->familiar->in_room &&
ch->pcdata->familiar->in_room == victim->in_room)
{
if (can_see(ch->pcdata->familiar, victim)) return TRUE;
else return FALSE;
}
}
}
if (IS_IMMORTAL(ch) && get_trust(ch) >= 12 && ch->level >= 12) return TRUE;
if ( !IS_NPC(victim) && IS_IMMORTAL(victim)
&& IS_SET(victim->act, PLR_WIZINVIS)
&& get_trust( ch ) < get_trust( victim ) && ch->level <
victim->pcdata->wizinvis)
return FALSE;
else if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS) && !IS_IMMORTAL(victim)
&& get_trust( ch ) < get_trust( victim ))
return FALSE;
if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_INCOG)
&& get_trust( ch ) < get_trust( victim )
&& ch->in_room != victim->in_room )
return FALSE;
if ( !IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) && WORN_ARTIFACT(ch, ARTI_MAIDENS_BREATH))
return TRUE;
if ( IS_SET(ch->garou1, GAROU_BLISSFUL) && IS_CLASS(ch, CLASS_WEREWOLF) ) return FALSE;
if ( IS_CLASS(ch, CLASS_MAGE) && IS_CLASS(victim, CLASS_NINJA)
&& IS_SET(victim->act, PLR_WIZINVIS) )
return FALSE;
if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) && WORN_ARTIFACT(ch, ARTI_HEART_OF_DARKNESS))
return TRUE;
if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS) && WORN_ARTIFACT(ch, ARTI_MASK_OF_THE_SUN))
return TRUE;
if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
{
if (IS_IMMORTAL( ch ) || IS_CLASS(ch, CLASS_DROW))
return TRUE;
else if (IS_CLASS(ch, CLASS_FAE) && IS_KITH (ch, KITH_SLUAGH))
return TRUE;
else
return FALSE;
}
if (!IS_NPC(victim) && IS_CLASS(victim, CLASS_NINJA) && IS_AFFECTED(victim, AFF_HIDE))
{
if (!IS_IMMORTAL(ch) && !IS_CLASS(ch, CLASS_NINJA) && !IS_ITEMAFF(ch, ITEMA_VISION))
return FALSE;
}
if (!IS_NPC (victim) && IS_CLASS (victim, CLASS_FAE) && IS_SET (victim->kith, KITH_ESHU) && IS_AFFECTED(victim, AFF_HIDE))
{
if (!IS_IMMORTAL(ch) && !(IS_CLASS (ch, CLASS_FAE) && IS_SET (ch->kith, KITH_ESHU)) && !IS_ITEMAFF(ch, ITEMA_VISION))
return FALSE;
}
if ( IS_ITEMAFF(ch, ITEMA_VISION) )
return TRUE;
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) != IS_AFFECTED(victim,AFF_SHADOWPLANE)
&& !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
return FALSE;
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
return TRUE;
if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
return TRUE;
if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
return FALSE;
if ( IS_EXTRA(ch, BLINDFOLDED) )
return FALSE;
if ( IS_AFFECTED(ch, AFF_BLIND) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT))
return FALSE;
if ( IS_AFFECTED(ch, AFF_TOTALBLIND) && !IS_IMMORTAL(ch) )
return FALSE;
else if ( IS_IMMORTAL(ch) )
return TRUE;
if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED)
&& (!IS_NPC( ch) && !IS_VAMPAFF(ch, VAM_NIGHTSIGHT)))
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) )
return FALSE;
if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) )
return TRUE;
if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) )
return TRUE;
if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
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_ITEMAFF(ch, ITEMA_VISION) )
return TRUE;
if (( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
&& obj->carried_by == NULL)
&& !IS_AFFECTED(ch, AFF_SHADOWSIGHT)
&& !IS_AFFECTED(ch, AFF_SHADOWPLANE))
return FALSE;
if (( !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
&& obj->carried_by == NULL)
&& !IS_AFFECTED(ch, AFF_SHADOWSIGHT)
&& IS_AFFECTED(ch, AFF_SHADOWPLANE))
return FALSE;
if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
return TRUE;
if ( obj->item_type == ITEM_POTION )
return TRUE;
if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
return FALSE;
if ( IS_EXTRA(ch, BLINDFOLDED) )
return FALSE;
if ( IS_AFFECTED( ch, AFF_BLIND ) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) )
return FALSE;
if ( IS_AFFECTED( ch, AFF_TOTALBLIND) && !IS_IMMORTAL(ch) )
return FALSE;
else if ( IS_IMMORTAL(ch) )
return TRUE;
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
return TRUE;
if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED)
&& (!IS_NPC( ch ) && !IS_VAMPAFF(ch, VAM_NIGHTSIGHT)))
return FALSE;
if ( IS_SET(obj->extra_flags, ITEM_INVIS)
&& !IS_AFFECTED(ch, AFF_DETECT_INVIS) )
return FALSE;
if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
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 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";
case APPLY_POLY: return "polymorph form";
case APPLY_BLOOD_MAX: return "blood pool";
case APPLY_BLOOD_POT: return "blood potency";
case APPLY_GENERATION: return "generation";
case APPLY_ANIMALISM: return "Animalism discipline";
case APPLY_AUSPEX: return "Auspex discipline";
case APPLY_CELERITY: return "Celerity discipline";
case APPLY_CHIMERSTRY: return "Chimerstry discipline";
case APPLY_DAIMOINON: return "Daimoinon discipline";
case APPLY_DOMINATE: return "Dominate discipline";
case APPLY_FORTITUDE: return "Fortitude discipline";
case APPLY_MELPOMINEE: return "Melpominee discipline";
case APPLY_NECROMANCY: return "Necromancy discipline";
case APPLY_OBEAH: return "Obeah discipline";
case APPLY_OBFUSCATE: return "Obfuscate discipline";
case APPLY_OBTENEBRATION: return "Obtenebration discipline";
case APPLY_POTENCE: return "Potence discipline";
case APPLY_PRESENCE: return "Presence discipline";
case APPLY_PROTEAN: return "Protean discipline";
case APPLY_QUIETUS: return "Quietus discipline";
case APPLY_SERPENTIS: return "Serpentis discipline";
case APPLY_THANATOSIS: return "Thanatosis discipline";
case APPLY_THAUMATURGY: return "Thaumaturgy discipline";
case APPLY_VICISSITUDE: return "Vicissitude discipline";
case APPLY_SET_ANIMALISM: return "min Animalism discipline";
case APPLY_SET_AUSPEX: return "min Auspex discipline";
case APPLY_SET_CELERITY: return "min Celerity discipline";
case APPLY_SET_CHIMERSTRY: return "min Chimerstry discipline";
case APPLY_SET_DAIMOINON: return "min Daimoinon discipline";
case APPLY_SET_DOMINATE: return "min Dominate discipline";
case APPLY_SET_FORTITUDE: return "min Fortitude discipline";
case APPLY_SET_MELPOMINEE: return "min Melpominee discipline";
case APPLY_SET_NECROMANCY: return "min Necromancy discipline";
case APPLY_SET_OBEAH: return "min Obeah discipline";
case APPLY_SET_OBFUSCATE: return "min Obfuscate discipline of level";
case APPLY_SET_OBTENEBRATION: return "min Obtenebration discipline";
case APPLY_SET_POTENCE: return "min Potence discipline";
case APPLY_SET_PRESENCE: return "min Presence discipline";
case APPLY_SET_PROTEAN: return "min Protean discipline";
case APPLY_SET_QUIETUS: return "min Quietus discipline";
case APPLY_SET_SERPENTIS: return "min Serpentis discipline";
case APPLY_SET_THANATOSIS: return "min Thanatosis discipline";
case APPLY_SET_THAUMATURGY: return "min Thaumaturgy discipline";
case APPLY_SET_VICISSITUDE: return "min Vicissitude discipline";
}
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_SHADOWPLANE ) strcat( buf, " shadowplane" );
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_ETHEREAL ) strcat( buf, " ethereal" );
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_POLYMORPH ) strcat( buf, " polymorph" );
if ( vector & AFF_SHADOWSIGHT ) strcat( buf, " shadowsight" );
if ( vector & AFF_WEBBED ) strcat( buf, " web" );
if ( vector & AFF_DARKNESS ) strcat( buf, " darkness" );
if ( vector & AFF_TOTALBLIND ) strcat( buf, " totalblind" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
CHAR_DATA *get_char_world2( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *wch;
if (argument[0] == '\0') return NULL;
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( IS_NPC(wch) && !str_cmp( argument, wch->short_descr ) ) return wch;
}
return NULL;
}
OBJ_DATA *get_obj_world2( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
int vnum = 0;
if (argument[0] == '\0') return NULL;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( !str_cmp( argument, obj->short_descr ) )
{
if ((vnum = obj->pIndexData->vnum) == 30037 || vnum == 30041)
continue;
return obj;
}
}
return NULL;
}
int get_create_obj_world( CHAR_DATA *ch, char *argument )
{
// OBJ_DATA *obj;
OBJ_INDEX_DATA *pObjIndex;
int vnum = 0;
if (argument[0] == '\0') return -1;
for ( pObjIndex=get_obj_index(0); vnum < 99999; pObjIndex=get_obj_index(++vnum) )
{
if ( !pObjIndex ) continue;
if ( !str_cmp( argument, pObjIndex->short_descr ) )
{
vnum = pObjIndex->vnum;
if ( vnum == 30037 || vnum == 30041)
continue;
if ( IS_SET ( pObjIndex->quest, QUEST_ARTIFACT ) ) // don't look at artifacts
continue;
return vnum;
}
}
return -2;
}
int get_create_mob_world( CHAR_DATA *ch, char *argument )
{
MOB_INDEX_DATA *pMobIndex;
int vnum = 0;
if (argument[0] == '\0') return -1;
for ( pMobIndex=get_mob_index(0); vnum < 99999; pMobIndex=get_mob_index(++vnum) )
{
if ( !pMobIndex ) continue;
if ( IS_SET( pMobIndex->act, ACT_SUPER_NPC ) )
continue;
if ( !str_cmp( argument, pMobIndex->short_descr ) )
{
vnum = pMobIndex->vnum;
// if ( vnum == 30037 || vnum == 30041) // Any invalid vnums here?
// continue;
return vnum;
}
}
return -2;
}
ROOM_INDEX_DATA *get_empty_room (void)
{
ROOM_INDEX_DATA *pRoomIndex;
int to_room, to_exit;
for (;;)
{
to_room = number_range (0, top_vnum_room);
pRoomIndex = get_room_index (to_room);
if (pRoomIndex != NULL)
{
if (!IS_SET (pRoomIndex->room_flags, ROOM_PRIVATE)
&& !IS_SET (pRoomIndex->room_flags, ROOM_SOLITARY)
&& !IS_SET (pRoomIndex->room_flags, ROOM_NO_TELEPORT)
&& !IS_SET (pRoomIndex->room_flags, ROOM_GOD)
&& !IS_SET (pRoomIndex->room_flags, ROOM_CCHAMBER)
&& !IS_SET (pRoomIndex->area->aflags, AFLAG_HQ)
&& to_room != 30008 && to_room != 30002)
{
for (to_exit = 0; to_exit < MAX_DIR; to_exit++)
{
if (pRoomIndex->exit[to_exit])
break;
}
if (to_exit)
break;
}
}
}
return pRoomIndex;
}