/***************************************************************************
* 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 improvements copyright (C) 1994, 1995, 1996 by Richard *
* Woolcock. This mud is NOT to be copied in whole or in part, or to be *
* run without the permission of Richard Woolcock. Nobody else has *
* permission to authorise the use of this code. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
void do_setstance( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char buf[MAX_STRING_LENGTH];
char arg_buf[MAX_STRING_LENGTH];
int p_l = 0, p_g = 0, p_s = 0;
int mincost = 250, maxcost = 500;
int selected = 0, cost = 0, supers = 0;
int lesser = 0, greater = 0, supreme = 0;
int max_lesser = 0, max_greater = 0, max_supreme = 0;
strcpy( arg_buf, argument );
argument = &arg_buf[0];
smash_tilde( argument );
argument = one_argument( argument, arg1 );
strcpy( arg2, argument );
if ( IS_NPC(ch) )
return;
if (ch->stance[6] < 200 || ch->stance[7] < 200 || ch->stance[8] < 200 ||
ch->stance[9] < 200 || ch->stance[10] < 200)
{
send_to_char("To set your own stance, you must be Grand Master in all traditional stances.\n\r",ch);
return;
}
if ((ch->stance[11] > 0 && ch->stance[11] < 200) ||
(ch->stance[12] > 0 && ch->stance[12] < 200) ||
(ch->stance[13] > 0 && ch->stance[13] < 200) ||
(ch->stance[14] > 0 && ch->stance[14] < 200) ||
(ch->stance[15] > 0 && ch->stance[15] < 200) )
{
send_to_char("You must master your current superstance before working on another!\n\r",ch);
return;
}
if (ch->stance[11] > 0 ) {selected++; mincost = 250; maxcost = 500;}
if (ch->stance[12] > 0 ) {selected++; mincost = 500; maxcost = 750;}
if (ch->stance[13] > 0 ) {selected++; mincost = 750; maxcost = 1000;}
if (ch->stance[14] > 0 ) {selected++; mincost = 1000; maxcost = 1500;}
if (ch->stance[15] > 0 ) selected++;
if (selected >= 5)
{
send_to_char("You have already mastered your five different stances!\n\r",ch);
return;
}
switch (selected)
{
default:
case QS_11: max_lesser = 2; max_greater = 0; max_supreme = 0; break;
case QS_12: max_lesser = 2; max_greater = 1; max_supreme = 0; break;
case QS_13: max_lesser = 3; max_greater = 2; max_supreme = 1; break;
case QS_14: max_lesser = 4; max_greater = 2; max_supreme = 1; break;
case QS_15: max_lesser = 5; max_greater = 3; max_supreme = 2; break;
}
if (IS_SET(ch->pcdata->qstats[selected], QS_HIT_LESSER)) lesser++;
if (IS_SET(ch->pcdata->qstats[selected], QS_DAM_LESSER)) lesser++;
if (IS_SET(ch->pcdata->qstats[selected], QS_ARM_LESSER)) lesser++;
if (IS_SET(ch->pcdata->qstats[selected], QS_POW_LESSER)) lesser++;
if (IS_SET(ch->pcdata->qstats[selected], QS_RES_LESSER)) lesser++;
if (IS_SET(ch->pcdata->qstats[selected], QS_HIT_GREATER)) greater++;
if (IS_SET(ch->pcdata->qstats[selected], QS_DAM_GREATER)) greater++;
if (IS_SET(ch->pcdata->qstats[selected], QS_ARM_GREATER)) greater++;
if (IS_SET(ch->pcdata->qstats[selected], QS_POW_GREATER)) greater++;
if (IS_SET(ch->pcdata->qstats[selected], QS_RES_GREATER)) greater++;
if (IS_SET(ch->pcdata->qstats[selected], QS_HIT_SUPREME)) supreme++;
if (IS_SET(ch->pcdata->qstats[selected], QS_DAM_SUPREME)) supreme++;
if (IS_SET(ch->pcdata->qstats[selected], QS_ARM_SUPREME)) supreme++;
if (IS_SET(ch->pcdata->qstats[selected], QS_POW_SUPREME)) supreme++;
if (IS_SET(ch->pcdata->qstats[selected], QS_RES_SUPREME)) supreme++;
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_PARRY)) supers++;
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_DODGE)) supers++;
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_SPEED)) supers++;
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_BYPASS)) supers++;
cost = ( ( (lesser * 50) + (greater * 100) + (supreme * 200) +
( (supers + supers) * 100 ) ) ) * 10000;
mincost *= 10000;
maxcost *= 10000;
if (arg1[0] != '\0' && !str_cmp(arg1,"done"))
{
int stance = selected + 11;
if (cost < mincost || cost > maxcost)
{
sprintf(buf,"Sorry, you must spend between %d and %d exp on your stance.\n\r", mincost, maxcost);
send_to_char(buf,ch);
sprintf(buf,"You currently have %d exp allocated to this stance.\n\r", cost);
send_to_char(buf,ch);
return;
}
if (ch->exp < cost)
{
sprintf(buf,"Sorry, you don't have the required %d exp to buy that stance.\n\r", cost);
send_to_char(buf,ch);
return;
}
if (stance < 11 || stance > 15)
{
send_to_char("Bug, please inform KaVir.\n\r",ch);
return;
}
if (strlen(ch->pcdata->stancework) < 2)
{
send_to_char("First you must name your stance.\n\r",ch);
return;
}
if (ch->pcdata->stancemove[selected] < 1)
{
send_to_char("First you must specify a type of move for your stance.\n\r",ch);
return;
}
if (strlen(ch->pcdata->stancelist) < 2)
{
free_string(ch->pcdata->stancelist);
ch->pcdata->stancelist = str_dup( ch->pcdata->stancework );
}
else
{
if (is_name(ch->pcdata->stancework, "viper crane crab mongoose bull"))
{
send_to_char("There is already a basic stance of that name.\n\r",ch);
return;
}
if (is_name(ch->pcdata->stancework, "mantis dragon tiger monkey swallow"))
{
send_to_char("There is already an advanced stance of that name.\n\r",ch);
return;
}
if (is_name(ch->pcdata->stancework, ch->pcdata->stancelist))
{
send_to_char("You cannot have two stances with the same name.\n\r",ch);
return;
}
strcpy(buf,ch->pcdata->stancelist);
strcat(buf," ");
strcat(buf,ch->pcdata->stancework);
free_string(ch->pcdata->stancelist);
ch->pcdata->stancelist = str_dup( buf );
}
ch->exp -= cost;
free_string(ch->pcdata->stancework);
ch->pcdata->stancework = str_dup( "" );
ch->stance[stance] = 1;
SET_BIT(ch->pcdata->qstats[selected], QS_DONE);
send_to_char("Congratulations, you now have a new stance!\n\r",ch);
return;
}
if (arg1[0] != '\0' && !str_cmp(arg1,"clear"))
{
ch->pcdata->qstats[selected] = 0;
send_to_char("Stance options cleared.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char(" -= Super Stances =-\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char("[HIT] Improves your chance to hit and parry.\n\r",ch);
send_to_char("[DAM] Improves the amount of damage you inflict.\n\r",ch);
send_to_char("[ARM] Reduces your chance of being hit.\n\r",ch);
send_to_char("[POW] Increases your maximum damage (damage cap).\n\r",ch);
send_to_char("[RES] Reduces the maximum damage of those hitting you.\n\r\n\r",ch);
switch (selected)
{
default: case 0:
send_to_char("You may have two of the above powers, costing 500000 exp each.\n\r",ch);
break;
case 1:
send_to_char("You may have two of the above powers, costing 500000 exp each.\n\r",ch);
send_to_char("One of the above powers may be a GREATER power, costing 1000000 exp instead.\n\r",ch);
break;
case 2:
send_to_char("You may have three of the above powers, costing 500000 exp each.\n\r",ch);
send_to_char("Two of the above powers may be a GREATER power, costing 1000000 exp instead.\n\r",ch);
break;
case 3:
send_to_char("You may have four of the above powers, costing 500000 exp each.\n\r",ch);
send_to_char("Two of the above powers may be a GREATER power, costing 1000000 exp instead.\n\r",ch);
send_to_char("One of the above powers may be a SUPREME power, costing 2000000 exp instead.\n\r",ch);
break;
case 4:
send_to_char("You may have five of the above powers, costing 500000 exp each.\n\r",ch);
send_to_char("Three of the above powers may be a GREATER power, costing 1000000 exp instead.\n\r",ch);
send_to_char("Two of the above powers may be a SUPREME power, costing 2000000 exp instead.\n\r",ch);
break;
}
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char("The following abilities cost 2000000, 4000000, 6000000, etc - each:\n\r",ch);
send_to_char("[PARRY] Improved parry ability. [DODGE] Improved dodge ability.\n\r",ch);
send_to_char("[SPEED] Improved combat speed. [BYPASS] Bypass above two powers.\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char("Currently selected options: ",ch);
if (ch->pcdata->qstats[selected] == 0)
send_to_char("None. ",ch);
if (IS_SET(ch->pcdata->qstats[selected], QS_HIT_LESSER))
send_to_char("HIT. ",ch);
else if (IS_SET(ch->pcdata->qstats[selected], QS_HIT_GREATER))
send_to_char("HIT (Greater). ",ch);
else if (IS_SET(ch->pcdata->qstats[selected], QS_HIT_SUPREME))
send_to_char("HIT (Supreme). ",ch);
if (IS_SET(ch->pcdata->qstats[selected], QS_DAM_LESSER))
send_to_char("DAM. ",ch);
else if (IS_SET(ch->pcdata->qstats[selected], QS_DAM_GREATER))
send_to_char("DAM (Greater). ",ch);
else if (IS_SET(ch->pcdata->qstats[selected], QS_DAM_SUPREME))
send_to_char("DAM (Supreme). ",ch);
if (IS_SET(ch->pcdata->qstats[selected], QS_ARM_LESSER))
send_to_char("ARM. ",ch);
else if (IS_SET(ch->pcdata->qstats[selected], QS_ARM_GREATER))
send_to_char("ARM (Greater). ",ch);
else if (IS_SET(ch->pcdata->qstats[selected], QS_ARM_SUPREME))
send_to_char("ARM (Supreme). ",ch);
if (IS_SET(ch->pcdata->qstats[selected], QS_POW_LESSER))
send_to_char("POW. ",ch);
else if (IS_SET(ch->pcdata->qstats[selected], QS_POW_GREATER))
send_to_char("POW (Greater). ",ch);
else if (IS_SET(ch->pcdata->qstats[selected], QS_POW_SUPREME))
send_to_char("POW (Supreme). ",ch);
if (IS_SET(ch->pcdata->qstats[selected], QS_RES_LESSER))
send_to_char("RES. ",ch);
else if (IS_SET(ch->pcdata->qstats[selected], QS_RES_GREATER))
send_to_char("RES (Greater). ",ch);
else if (IS_SET(ch->pcdata->qstats[selected], QS_RES_SUPREME))
send_to_char("RES (Supreme). ",ch);
send_to_char("\n\r",ch);
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_DODGE) ||
IS_SET(ch->pcdata->qstats[selected], QS_SUPER_PARRY) ||
IS_SET(ch->pcdata->qstats[selected], QS_SUPER_SPEED) ||
IS_SET(ch->pcdata->qstats[selected], QS_SUPER_BYPASS) )
{
send_to_char("Special Abilities: ",ch);
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_DODGE))
send_to_char("DODGE. ",ch);
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_PARRY))
send_to_char("PARRY. ",ch);
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_SPEED))
send_to_char("SPEED. ",ch);
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_BYPASS))
send_to_char("BYPASS. ",ch);
send_to_char("\n\r",ch);
}
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
if (selected == 0)
send_to_char("Syntax: setstance <power>. To undo choice: setstance <power> clear.\n\r",ch);
else
send_to_char("Syntax: setstance <power> <level>. To undo choice: setstance <power> clear.\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
send_to_char("To name your stance, type: setstance name <name>. Also see: setstance move.\n\r",ch);
send_to_char("When you have finished, type: setstance done. To restart type: setstance clear.\n\r",ch);
send_to_char("--------------------------------------------------------------------------------\n\r",ch);
return;
}
if (!str_cmp(arg1,"name"))
{
if (arg2[0] == '\0')
{
send_to_char("What do you wish to name your stance?\n\r",ch);
return;
}
else
{
if (!check_parse_name(arg2))
send_to_char("Stance name must be 3-12 characters long, alphabetic characters only.\n\r",ch);
else
{
free_string(ch->pcdata->stancework);
ch->pcdata->stancework = str_dup(capitalize(arg2));
send_to_char("Name set.\n\r",ch);
}
}
return;
}
if (!str_cmp(arg1,"move"))
{
if (arg2[0] == '\0')
{
send_to_char("Please select a stance movement. You ??? into your stance, where ??? is:\n\r",ch);
send_to_char("Arch, Swing, Squat, Twist, Hunch, Spin, Coil, Lunge, Rotate, Slide,\n\r",ch);
send_to_char("Twirl, Leap, Swoop, Roll, Wriggle.\n\r",ch);
}
else
{
if (!str_cmp(arg2,"arch")) ch->pcdata->stancemove[selected] = 1;
else if (!str_cmp(arg2,"swing")) ch->pcdata->stancemove[selected] = 2;
else if (!str_cmp(arg2,"squat")) ch->pcdata->stancemove[selected] = 3;
else if (!str_cmp(arg2,"twist")) ch->pcdata->stancemove[selected] = 4;
else if (!str_cmp(arg2,"hunch")) ch->pcdata->stancemove[selected] = 5;
else if (!str_cmp(arg2,"spin")) ch->pcdata->stancemove[selected] = 6;
else if (!str_cmp(arg2,"coil")) ch->pcdata->stancemove[selected] = 7;
else if (!str_cmp(arg2,"lunge")) ch->pcdata->stancemove[selected] = 8;
else if (!str_cmp(arg2,"rotate")) ch->pcdata->stancemove[selected] = 9;
else if (!str_cmp(arg2,"slide")) ch->pcdata->stancemove[selected] = 10;
else if (!str_cmp(arg2,"twirl")) ch->pcdata->stancemove[selected] = 11;
else if (!str_cmp(arg2,"leap")) ch->pcdata->stancemove[selected] = 12;
else if (!str_cmp(arg2,"swoop")) ch->pcdata->stancemove[selected] = 13;
else if (!str_cmp(arg2,"roll")) ch->pcdata->stancemove[selected] = 14;
else if (!str_cmp(arg2,"wriggle")) ch->pcdata->stancemove[selected] = 15;
else {do_setstance(ch,"move"); return;}
send_to_char("Move type set.\n\r",ch);
}
return;
}
if (!str_cmp(arg1,"parry"))
{
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_PARRY))
{
send_to_char("PARRY ability removed.\n\r",ch);
REMOVE_BIT(ch->pcdata->qstats[selected], QS_SUPER_PARRY);
}
else
{
send_to_char("PARRY ability set.\n\r",ch);
SET_BIT(ch->pcdata->qstats[selected], QS_SUPER_PARRY);
}
return;
}
if (!str_cmp(arg1,"dodge"))
{
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_DODGE))
{
send_to_char("DODGE ability removed.\n\r",ch);
REMOVE_BIT(ch->pcdata->qstats[selected], QS_SUPER_DODGE);
}
else
{
send_to_char("DODGE ability set.\n\r",ch);
SET_BIT(ch->pcdata->qstats[selected], QS_SUPER_DODGE);
}
return;
}
if (!str_cmp(arg1,"speed"))
{
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_SPEED))
{
send_to_char("SPEED ability removed.\n\r",ch);
REMOVE_BIT(ch->pcdata->qstats[selected], QS_SUPER_SPEED);
}
else
{
send_to_char("SPEED ability set.\n\r",ch);
SET_BIT(ch->pcdata->qstats[selected], QS_SUPER_SPEED);
}
return;
}
if (!str_cmp(arg1,"bypass"))
{
if (IS_SET(ch->pcdata->qstats[selected], QS_SUPER_BYPASS))
{
send_to_char("BYPASS ability removed.\n\r",ch);
REMOVE_BIT(ch->pcdata->qstats[selected], QS_SUPER_BYPASS);
}
else
{
send_to_char("BYPASS ability set.\n\r",ch);
SET_BIT(ch->pcdata->qstats[selected], QS_SUPER_BYPASS);
}
return;
}
if (!str_cmp(arg1,"hit"))
{
p_l = QS_HIT_LESSER;
p_g = QS_HIT_GREATER;
p_s = QS_HIT_SUPREME;
}
else if (!str_cmp(arg1,"dam"))
{
p_l = QS_DAM_LESSER;
p_g = QS_DAM_GREATER;
p_s = QS_DAM_SUPREME;
}
else if (!str_cmp(arg1,"arm"))
{
p_l = QS_ARM_LESSER;
p_g = QS_ARM_GREATER;
p_s = QS_ARM_SUPREME;
}
else if (!str_cmp(arg1,"pow"))
{
p_l = QS_POW_LESSER;
p_g = QS_POW_GREATER;
p_s = QS_POW_SUPREME;
}
else if (!str_cmp(arg1,"res"))
{
p_l = QS_RES_LESSER;
p_g = QS_RES_GREATER;
p_s = QS_RES_SUPREME;
}
else
{
do_setstance(ch,"");
return;
}
if (arg2[0] == '\0' || !str_cmp(arg2,"lesser"))
{
if ( lesser >= max_lesser)
{
if (selected == 0)
send_to_char("You may not have any more powers.\n\r",ch);
else
send_to_char("You may not have any more lesser powers.\n\r",ch);
}
else
{
send_to_char("Ok.\n\r",ch);
REMOVE_BIT(ch->pcdata->qstats[selected], p_g);
REMOVE_BIT(ch->pcdata->qstats[selected], p_s);
SET_BIT(ch->pcdata->qstats[selected], p_l);
}
return;
}
else if (selected > 0 && !str_cmp(arg2,"greater"))
{
if (greater >= max_greater)
send_to_char("You may not have any more greater powers.\n\r",ch);
else
{
send_to_char("Ok.\n\r",ch);
REMOVE_BIT(ch->pcdata->qstats[selected], p_l);
REMOVE_BIT(ch->pcdata->qstats[selected], p_s);
SET_BIT(ch->pcdata->qstats[selected], p_g);
}
return;
}
else if (selected > 2 && !str_cmp(arg2,"supreme"))
{
if (supreme >= max_supreme)
send_to_char("You may not have any more supreme powers.\n\r",ch);
else
{
send_to_char("Ok.\n\r",ch);
REMOVE_BIT(ch->pcdata->qstats[selected], p_l);
REMOVE_BIT(ch->pcdata->qstats[selected], p_g);
SET_BIT(ch->pcdata->qstats[selected], p_s);
}
return;
}
else if (!str_cmp(arg2,"clear"))
{
send_to_char("Cleared.\n\r",ch);
REMOVE_BIT(ch->pcdata->qstats[selected], p_l);
REMOVE_BIT(ch->pcdata->qstats[selected], p_g);
REMOVE_BIT(ch->pcdata->qstats[selected], p_s);
return;
}
do_setstance(ch,"");
return;
}
bool is_undying( CHAR_DATA *ch )
{
if (IS_NPC(ch)) return FALSE;
if (IS_HERO(ch)) return TRUE;
/*
if (IS_VAMPIRE(ch) || IS_WEREWOLF(ch) || IS_DEMON(ch)) return TRUE;
*/
return FALSE;
}
/*
* Start fights.
*/
void set_fighting( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( ch->fighting != NULL )
{
bug( "Set_fighting: already fighting", 0 );
return;
}
if ( ch->next_fight != NULL || ch->prev_fight != NULL )
{
bug( "Set_fighting: new fight code", 0 );
return;
}
if ( IS_AFFECTED(ch, AFF_SLEEP) )
affect_strip( ch, gsn_sleep );
ch->fighting = victim;
ch->position = POS_FIGHTING;
ch->damcap[DAM_CHANGE] = 1;
if ( first_fight == NULL )
first_fight = ch;
if ( last_fight != NULL )
{
last_fight->next_fight = ch;
ch->prev_fight = last_fight;
}
last_fight = ch;
return;
}
/*
* Stop fights.
*/
void stop_fighting( CHAR_DATA *ch, bool fBoth )
{
CHAR_DATA *fch;
CHAR_DATA *fch_next;
for ( fch = first_fight; fch != NULL; fch = fch_next )
{
fch_next = fch->next_fight;
if ( fch == ch || ( fBoth && fch->fighting == ch ) )
{
fch->fighting = NULL;
fch->position = POS_STANDING;
if ( fch->prev_fight != NULL && fch->next_fight != NULL )
{
fch->prev_fight->next_fight = fch->next_fight;
fch->next_fight->prev_fight = fch->prev_fight;
}
else if ( fch->prev_fight != NULL )
{
fch->prev_fight->next_fight = NULL;
last_fight = fch->prev_fight;
}
else if ( fch->next_fight != NULL )
{
fch->next_fight->prev_fight = NULL;
first_fight = fch->next_fight;
}
else
{
first_fight = NULL;
last_fight = NULL;
}
fch->prev_fight = NULL;
fch->next_fight = NULL;
update_pos( fch );
}
}
return;
}
bool regenerate_part( OBJ_DATA *obj )
{
CHAR_DATA *ch;
CHAR_DATA *victim;
int teeth = 0;
if ( obj->in_obj != NULL ) return FALSE;
if ( strlen( obj->questmaker ) < 2 ) return FALSE;
if ( obj->in_room != NULL && ( victim = obj->in_room->people ) != NULL )
{
if ( ( ch = get_char_room( victim, obj->questmaker ) ) == NULL )
return FALSE;
}
else if ( ( victim = obj->carried_by ) != NULL && victim->in_room != NULL )
{
if ( ( ch = get_char_room( victim, obj->questmaker ) ) == NULL )
return FALSE;
}
else return FALSE;
if ( ( victim = obj->carried_by ) != NULL && victim != ch &&
victim->in_room != NULL )
{
act("$p leaps out of your hands.",victim,obj,NULL,TO_CHAR);
act("$p leaps out of $n's hands.",victim,obj,NULL,TO_ROOM);
obj_from_char( obj );
obj_to_room( obj, victim->in_room );
return FALSE;
}
/*
if ( obj->in_room != NULL && ch->in_room == obj->in_room )
{
act("$p leaps into your hands.",ch,obj,NULL,TO_CHAR);
act("$p leaps into $n's hands.",ch,obj,NULL,TO_ROOM);
obj_from_room( obj );
obj_to_char( obj, ch );
return FALSE;
}
*/
if ( obj->in_room != NULL && ( victim = obj->in_room->people ) != NULL &&
ch->in_room != obj->in_room && number_range(1,3) != 1)
{
if ( number_range(1,4) == 1 )
{
act( "$p twitches on the floor.", victim, obj, NULL, TO_CHAR );
act( "$p twitches on the floor.", victim, obj, NULL, TO_ROOM );
}
return FALSE;
}
if (IS_HEAD(ch,LOST_TOOTH_1 )) teeth += 1;
if (IS_HEAD(ch,LOST_TOOTH_2 )) teeth += 2;
if (IS_HEAD(ch,LOST_TOOTH_4 )) teeth += 4;
if (IS_HEAD(ch,LOST_TOOTH_8 )) teeth += 8;
if (IS_HEAD(ch,LOST_TOOTH_16 )) teeth += 16;
if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_ARM)
{
if (!IS_ARM_L(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_ARM))
return FALSE;
if (IS_ARM_L(ch,LOST_ARM))
{
if (IS_BLEEDING(ch,BLEEDING_ARM_L)) return FALSE;
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_ARM);
}
else if (IS_ARM_R(ch,LOST_ARM))
{
if (IS_BLEEDING(ch,BLEEDING_ARM_R)) return FALSE;
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_ARM);
}
act("$p shoots towards your shoulder.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's shoulder.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto the stump of your shoulder.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto the stump of $n's shoulder.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_LEG)
{
if (!IS_LEG_L(ch,LOST_LEG) && !IS_LEG_R(ch,LOST_LEG))
return FALSE;
if (IS_LEG_L(ch,LOST_LEG))
{
if (IS_BLEEDING(ch,BLEEDING_LEG_L)) return FALSE;
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_LEG);
}
else if (IS_LEG_R(ch,LOST_LEG))
{
if (IS_BLEEDING(ch,BLEEDING_LEG_R)) return FALSE;
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_LEG);
}
act("$p shoots towards your hip.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's hip.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto the stump of your hip.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto the stump of $n's hip.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SQUIDGY_EYEBALL)
{
if (!IS_HEAD(ch,LOST_EYE_L) && !IS_HEAD(ch,LOST_EYE_R))
return FALSE;
if (IS_HEAD(ch,LOST_EYE_L))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_L);
else if (IS_HEAD(ch,LOST_EYE_R))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EYE_R);
act("$p shoots towards your face.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's face.",ch,obj,NULL,TO_ROOM);
act("$p presses itself into your empty eye socket.",ch,obj,NULL,TO_CHAR);
act("$p presses itself into $n's empty eye socket.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_EAR)
{
if (!IS_HEAD(ch,LOST_EAR_L) && !IS_HEAD(ch,LOST_EAR_R))
return FALSE;
if (IS_HEAD(ch,LOST_EAR_L))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_L);
else if (IS_HEAD(ch,LOST_EAR_R))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_EAR_R);
act("$p shoots towards your head.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's head.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto the side of your head.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto the side of $n's head.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SLICED_NOSE)
{
if (!IS_HEAD(ch,LOST_NOSE))
return FALSE;
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_NOSE);
act("$p shoots towards your face.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's face.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto the front of your face.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto the front of $n's face.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_HAND)
{
if (!IS_ARM_L(ch,LOST_ARM) && IS_ARM_L(ch,LOST_HAND))
{
if (IS_BLEEDING(ch,BLEEDING_HAND_L)) return FALSE;
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_HAND);
}
else if (!IS_ARM_R(ch,LOST_ARM) && IS_ARM_R(ch,LOST_HAND))
{
if (IS_BLEEDING(ch,BLEEDING_HAND_R)) return FALSE;
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_HAND);
}
else
return FALSE;
act("$p shoots towards your wrist.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's wrist.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto the stump of your wrist.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto the stump of $n's wrist.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_FOOT)
{
if (!IS_LEG_L(ch,LOST_LEG) && IS_LEG_L(ch,LOST_FOOT))
{
if (IS_BLEEDING(ch,BLEEDING_LEG_L)) return FALSE;
REMOVE_BIT(ch->loc_hp[LOC_LEG_L],LOST_FOOT);
}
else if (!IS_LEG_R(ch,LOST_LEG) && IS_LEG_R(ch,LOST_FOOT))
{
if (IS_BLEEDING(ch,BLEEDING_LEG_R)) return FALSE;
REMOVE_BIT(ch->loc_hp[LOC_LEG_R],LOST_FOOT);
}
else
return FALSE;
act("$p shoots towards your ankle.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's ankle.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto the stump of your ankle.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto the stump of $n's ankle.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_THUMB)
{
if (!IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND)
&& IS_ARM_L(ch,LOST_THUMB))
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_THUMB);
else if (!IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND)
&& IS_ARM_R(ch,LOST_THUMB))
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_THUMB);
else
return FALSE;
act("$p shoots towards your hand.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's hand.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto your hand.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto $n's hand.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_INDEX)
{
if (!IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND)
&& IS_ARM_L(ch,LOST_FINGER_I))
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_I);
else if (!IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND)
&& IS_ARM_R(ch,LOST_FINGER_I))
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_I);
else
return FALSE;
act("$p shoots towards your hand.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's hand.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto your hand.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto $n's hand.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_MIDDLE)
{
if (!IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND)
&& IS_ARM_L(ch,LOST_FINGER_M))
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_M);
else if (!IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND)
&& IS_ARM_R(ch,LOST_FINGER_M))
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_M);
else
return FALSE;
act("$p shoots towards your hand.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's hand.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto your hand.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto $n's hand.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_RING)
{
if (!IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND)
&& IS_ARM_L(ch,LOST_FINGER_R))
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_R);
else if (!IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND)
&& IS_ARM_R(ch,LOST_FINGER_R))
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_R);
else
return FALSE;
act("$p shoots towards your hand.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's hand.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto your hand.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto $n's hand.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (obj->pIndexData->vnum == OBJ_VNUM_SEVERED_LITTLE)
{
if (!IS_ARM_L(ch,LOST_ARM) && !IS_ARM_L(ch,LOST_HAND)
&& IS_ARM_L(ch,LOST_FINGER_L))
REMOVE_BIT(ch->loc_hp[LOC_ARM_L],LOST_FINGER_L);
else if (!IS_ARM_R(ch,LOST_ARM) && !IS_ARM_R(ch,LOST_HAND)
&& IS_ARM_R(ch,LOST_FINGER_L))
REMOVE_BIT(ch->loc_hp[LOC_ARM_R],LOST_FINGER_L);
else
return FALSE;
act("$p shoots towards your hand.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's hand.",ch,obj,NULL,TO_ROOM);
act("$p presses itself onto your hand.",ch,obj,NULL,TO_CHAR);
act("$p presses itself onto $n's hand.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
else if (teeth > 0)
{
if (IS_HEAD(ch,LOST_TOOTH_1 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);
if (IS_HEAD(ch,LOST_TOOTH_2 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);
if (IS_HEAD(ch,LOST_TOOTH_4 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);
if (IS_HEAD(ch,LOST_TOOTH_8 ))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);
if (IS_HEAD(ch,LOST_TOOTH_16))
REMOVE_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);
teeth -= 1;
if (teeth >= 16) {teeth -= 16;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_16);}
if (teeth >= 8 ) {teeth -= 8;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_8);}
if (teeth >= 4 ) {teeth -= 4;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_4);}
if (teeth >= 2 ) {teeth -= 2;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_2);}
if (teeth >= 1 ) {teeth -= 1;
SET_BIT(ch->loc_hp[LOC_HEAD],LOST_TOOTH_1);}
act("$p shoots towards your face.",ch,obj,NULL,TO_CHAR);
act("$p shoots towards $n's face.",ch,obj,NULL,TO_ROOM);
act("$p presses itself into your mouth.",ch,obj,NULL,TO_CHAR);
act("$p presses itself into $n's mouth.",ch,obj,NULL,TO_ROOM);
extract_obj(obj);
return TRUE;
}
return FALSE;
}
/*
* The primary output interface for formatted output.
*/
void act( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type )
{
static char * const he_she [] = { "it", "he", "she" };
static char * const him_her [] = { "it", "him", "her" };
static char * const his_her [] = { "its", "his", "her" };
char buf[MAX_STRING_LENGTH];
char fname[MAX_INPUT_LENGTH];
CHAR_DATA *to;
/* Next 1 line
*/
CHAR_DATA *to_old;
CHAR_DATA *vch = (CHAR_DATA *) arg2;
/* Next 2 lines
*/
CHAR_DATA *familiar = NULL;
CHAR_DATA *wizard = NULL;
OBJ_DATA *obj1 = (OBJ_DATA *) arg1;
OBJ_DATA *obj2 = (OBJ_DATA *) arg2;
const char *str;
const char *i;
char *point;
/* Next 1 line
*/
bool is_fam;
bool is_ok;
/*
* Discard null and zero-length messages.
*/
if ( format == NULL || format[0] == '\0' )
return;
to = ch->in_room->people;
if ( type == TO_VICT )
{
if ( vch == NULL || vch->in_room == NULL)
{
bug( "Act: null vch with TO_VICT.", 0 );
return;
}
to = vch->in_room->people;
}
for ( ; to != NULL; to = to->next_in_room )
{
/* Next 2 lines
*/
is_fam = FALSE;
to_old = to;
if ( type == TO_CHAR && to != ch ) continue;
if ( type == TO_VICT && ( to != vch || to == ch ) ) continue;
if ( type == TO_ROOM && to == ch ) continue;
if ( type == TO_NOTVICT && (to == ch || to == vch) ) continue;
/* Next if statement
*/
if ( to->desc == NULL && IS_NPC(to) && (wizard = to->wizard) != NULL )
{
if (!IS_NPC(wizard) && ((familiar=wizard->pcdata->familiar) != NULL)
&& familiar == to)
{
if (to->in_room == ch->in_room &&
wizard->in_room != to->in_room)
{
to = wizard;
SET_BIT(to->extra, EXTRA_CAN_SEE);
is_fam = TRUE;
}
}
}
if ( to->desc == NULL || !IS_AWAKE(to) )
{
/* Next if statement
*/
if (is_fam)
{
REMOVE_BIT(to->extra, EXTRA_CAN_SEE);
to = to_old;
}
continue;
}
if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
{
is_ok = FALSE;
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
ch->pcdata->chobj->in_room != NULL &&
!IS_NPC(to) && to->pcdata->chobj != NULL &&
to->pcdata->chobj->in_room != NULL &&
ch->in_room == to->in_room)
is_ok = TRUE; else is_ok = FALSE;
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
ch->pcdata->chobj->in_obj != NULL &&
!IS_NPC(to) && to->pcdata->chobj != NULL &&
to->pcdata->chobj->in_obj != NULL &&
ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
is_ok = TRUE; else is_ok = FALSE;
if (!is_ok)
{
/* Next if statement
*/
if (is_fam)
{
REMOVE_BIT(to->extra, EXTRA_CAN_SEE);
to = to_old;
}
continue;
}
}
point = buf;
str = format;
while ( *str != '\0' )
{
if ( *str != '$' )
{
*point++ = *str++;
continue;
}
++str;
if ( arg2 == NULL && *str >= 'A' && *str <= 'Z' )
{
bug( "Act: missing arg2 for code %d.", *str );
i = " <@@@> ";
}
else
{
switch ( *str )
{
default: bug( "Act: bad code %d.", *str );
i = " <@@@> "; break;
/* Thx alex for 't' idea */
case 't': i = (char *) arg1; break;
case 'T': i = (char *) arg2; break;
case 'n': i = PERS( ch, to ); break;
case 'N': i = PERS( vch, to ); break;
case 'e': i = he_she [URANGE(0, ch ->sex, 2)]; break;
case 'E': i = he_she [URANGE(0, vch ->sex, 2)]; break;
case 'm': i = him_her [URANGE(0, ch ->sex, 2)]; break;
case 'M': i = him_her [URANGE(0, vch ->sex, 2)]; break;
case 's': i = his_her [URANGE(0, ch ->sex, 2)]; break;
case 'S': i = his_her [URANGE(0, vch ->sex, 2)]; break;
case 'p':
i = can_see_obj( to, obj1 )
? ( (obj1->chobj != NULL && obj1->chobj == to)
? "you" : obj1->short_descr)
: "something";
break;
case 'P':
i = can_see_obj( to, obj2 )
? ( (obj2->chobj != NULL && obj2->chobj == to)
? "you" : obj2->short_descr)
: "something";
break;
case 'd':
if ( arg2 == NULL || ((char *) arg2)[0] == '\0' )
{
i = "door";
}
else
{
one_argument( (char *) arg2, fname );
i = fname;
}
break;
}
}
++str;
while ( ( *point = *i ) != '\0' )
++point, ++i;
}
*point++ = '\n';
*point++ = '\r';
/* Next if statement
*/
if (is_fam)
{
if (to->in_room != ch->in_room &&
familiar != NULL && familiar->in_room == ch->in_room)
send_to_char("[ ", to);
else
{
REMOVE_BIT(to->extra, EXTRA_CAN_SEE);
to = to_old;
continue;
}
}
buf[0] = UPPER(buf[0]);
write_to_buffer( to->desc, buf, point - buf );
/* Next if statement
*/
if (is_fam)
{
REMOVE_BIT(to->extra, EXTRA_CAN_SEE);
to = to_old;
}
}
return;
}
void act2( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type )
{
static char * const he_she [] = { "it", "he", "she" };
static char * const him_her [] = { "it", "him", "her" };
static char * const his_her [] = { "its", "his", "her" };
char buf[MAX_STRING_LENGTH];
CHAR_DATA *to;
/*
CHAR_DATA *to_old;
*/
CHAR_DATA *vch = (CHAR_DATA *) arg2;
/*
CHAR_DATA *familiar = NULL;
CHAR_DATA *wizard = NULL;
*/
OBJ_DATA *obj1 = (OBJ_DATA *) arg1;
OBJ_DATA *obj2 = (OBJ_DATA *) arg2;
const char *str;
const char *i;
char *point;
/*
bool is_fam;
*/
bool is_ok;
/*
* Discard null and zero-length messages.
*/
if ( format == NULL || format[0] == '\0' )
return;
to = ch->in_room->people;
if ( type == TO_VICT )
{
if ( vch == NULL || vch->in_room == NULL)
{
bug( "Act: null vch with TO_VICT.", 0 );
return;
}
to = vch->in_room->people;
}
for ( ; to != NULL; to = to->next_in_room )
{
/*
is_fam = FALSE;
to_old = to;
*/
if ( type == TO_CHAR && to != ch ) continue;
if ( type == TO_VICT && ( to != vch || to == ch ) ) continue;
if ( type == TO_ROOM && to == ch ) continue;
if ( type == TO_NOTVICT && (to == ch || to == vch) ) continue;
/*
if ( to->desc == NULL && IS_NPC(to) && (wizard = to->wizard) != NULL )
{
if (!IS_NPC(wizard) && ((familiar=wizard->pcdata->familiar) != NULL)
&& familiar == to)
{
if (to->in_room == ch->in_room &&
wizard->in_room != to->in_room)
{
to = wizard;
is_fam = TRUE;
}
}
}
*/
if ( to->desc == NULL || !IS_AWAKE(to) )
{
/*
if (is_fam) to = to_old;
*/
continue;
}
if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
{
is_ok = FALSE;
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
ch->pcdata->chobj->in_room != NULL &&
!IS_NPC(to) && to->pcdata->chobj != NULL &&
to->pcdata->chobj->in_room != NULL &&
ch->in_room == to->in_room)
is_ok = TRUE; else is_ok = FALSE;
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
ch->pcdata->chobj->in_obj != NULL &&
!IS_NPC(to) && to->pcdata->chobj != NULL &&
to->pcdata->chobj->in_obj != NULL &&
ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
is_ok = TRUE; else is_ok = FALSE;
if (!is_ok)
{
/*
if (is_fam) to = to_old;
*/
continue;
}
}
point = buf;
str = format;
while ( *str != '\0' )
{
if ( *str != '$' )
{
*point++ = *str++;
continue;
}
++str;
if ( arg2 == NULL && *str >= 'A' && *str <= 'Z' )
{
/*
bug( "Act: missing arg2 for code %d.", *str );
*/
i = " <@@@> ";
}
else
{
switch ( *str )
{
default: i = " "; break;
case 'n': if ( ch != NULL ) i = PERS( ch, to );
else i = " ";
break;
case 'N': if ( vch != NULL ) i = PERS( vch, to );
else i = " ";
break;
case 'e': if ( ch != NULL ) i=he_she [URANGE(0, ch ->sex, 2)];
else i = " ";
break;
case 'E': if (vch != NULL ) i=he_she [URANGE(0, vch ->sex,2)];
else i = " ";
break;
case 'm': if ( ch != NULL ) i=him_her [URANGE(0, ch ->sex, 2)];
else i = " ";
break;
case 'M': if (vch != NULL ) i=him_her [URANGE(0, vch ->sex,2)];
else i = " ";
break;
case 's': if ( ch != NULL ) i=his_her [URANGE(0, ch ->sex, 2)];
else i = " ";
break;
case 'S': if (vch != NULL ) i=his_her [URANGE(0, vch ->sex,2)];
else i = " ";
break;
case 'p':
if (obj1 != NULL)
{
i = can_see_obj( to, obj1 )
? ( (obj1->chobj != NULL && obj1->chobj == to)
? "you" : obj1->short_descr)
: "something";
}
else i = " ";
break;
case 'P':
if (obj2 != NULL)
{
i = can_see_obj( to, obj2 )
? ( (obj2->chobj != NULL && obj2->chobj == to)
? "you" : obj2->short_descr)
: "something";
}
else i = " ";
break;
}
}
++str;
while ( ( *point = *i ) != '\0' )
++point, ++i;
}
*point++ = '\n';
*point++ = '\r';
/*
if (is_fam)
{
if (to->in_room != ch->in_room && familiar != NULL &&
familiar->in_room == ch->in_room)
send_to_char("[ ", to);
else
{
to = to_old;
continue;
}
}
*/
buf[0] = UPPER(buf[0]);
write_to_buffer( to->desc, buf, point - buf );
/*
if (is_fam) to = to_old;
*/
}
return;
}
void kavitem( const char *format, CHAR_DATA *ch, const void *arg1, const void *arg2, int type )
{
static char * const he_she [] = { "it", "he", "she" };
static char * const him_her [] = { "it", "him", "her" };
static char * const his_her [] = { "its", "his", "her" };
char buf[MAX_STRING_LENGTH];
char kav[MAX_INPUT_LENGTH];
CHAR_DATA *to;
CHAR_DATA *vch = (CHAR_DATA *) arg2;
OBJ_DATA *obj1 = (OBJ_DATA *) arg1;
const char *str;
const char *i;
char *point;
bool is_ok;
/*
* Discard null and zero-length messages.
*/
if ( format == NULL || format[0] == '\0' )
return;
to = ch->in_room->people;
if ( type == TO_VICT )
{
if ( vch == NULL )
{
bug( "Act: null vch with TO_VICT.", 0 );
return;
}
to = vch->in_room->people;
}
for ( ; to != NULL; to = to->next_in_room )
{
if ( to->desc == NULL || !IS_AWAKE(to) )
continue;
if (ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
{
is_ok = FALSE;
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
ch->pcdata->chobj->in_room != NULL &&
!IS_NPC(to) && to->pcdata->chobj != NULL &&
to->pcdata->chobj->in_room != NULL &&
ch->in_room == to->in_room)
is_ok = TRUE; else is_ok = FALSE;
if (!IS_NPC(ch) && ch->pcdata->chobj != NULL &&
ch->pcdata->chobj->in_obj != NULL &&
!IS_NPC(to) && to->pcdata->chobj != NULL &&
to->pcdata->chobj->in_obj != NULL &&
ch->pcdata->chobj->in_obj == to->pcdata->chobj->in_obj)
is_ok = TRUE; else is_ok = FALSE;
if (!is_ok) continue;
}
if ( type == TO_CHAR && to != ch )
continue;
if ( type == TO_VICT && ( to != vch || to == ch ) )
continue;
if ( type == TO_ROOM && to == ch )
continue;
if ( type == TO_NOTVICT && (to == ch || to == vch) )
continue;
point = buf;
str = format;
while ( *str != '\0' )
{
if ( *str != '$' )
{
*point++ = *str++;
continue;
}
++str;
if ( arg2 == NULL && *str >= 'A' && *str <= 'Z' )
i = "";
else
{
switch ( *str )
{
default: i = ""; break;
case 'n': i = PERS( ch, to ); break;
case 'e': i = he_she [URANGE(0, ch ->sex, 2)]; break;
case 'm': i = him_her [URANGE(0, ch ->sex, 2)]; break;
case 's': i = his_her [URANGE(0, ch ->sex, 2)]; break;
case 'p':
i = can_see_obj( to, obj1 )
? ( (obj1->chobj != NULL && obj1->chobj == to)
? "you" : obj1->short_descr)
: "something";
break;
case 'o':
if (obj1 != NULL) sprintf(kav,"%s's",obj1->short_descr);
i = can_see_obj( to, obj1 )
? ( (obj1->chobj != NULL && obj1->chobj == to)
? "your" : kav)
: "something's";
break;
}
}
++str;
while ( ( *point = *i ) != '\0' )
++point, ++i;
}
*point++ = '\n';
*point++ = '\r';
buf[0] = UPPER(buf[0]);
if (to->desc && (to->desc->connected == CON_PLAYING))
write_to_buffer( to->desc, buf, point - buf );
}
return;
}