/***************************************************************************
* 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 <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;
}
/*
* Retrieve character's current strength.
*/
int get_curr_str( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max );
}
/*
* Retrieve character's current intelligence.
*/
int get_curr_int( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max );
}
/*
* Retrieve character's current wisdom.
*/
int get_curr_wis( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max );
}
/*
* Retrieve character's current dexterity.
*/
int get_curr_dex( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max );
}
/*
* Retrieve character's current constitution.
*/
int get_curr_con( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
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 + 10;
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_w( CHAR_DATA *ch )
{
if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
return 1000000;
if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
return 0;
return str_app[get_curr_str(ch)].carry;
}
/*
* See if a string is one of the names of an object.
*/
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;
}
/*
* Gives the number of the string. KaVir.
*/
int loc_name( const char *str, char *namelist )
{
int pos = 0;
char name[MAX_INPUT_LENGTH];
for ( ; ; )
{
namelist = one_argument( namelist, name );
if ( name[0] == '\0' )
return -1;
if ( !str_cmp( str, name ) )
return pos;
pos++;
}
}
/*
* Apply or remove an affect to a character.
*/
void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
{
OBJ_DATA *wield;
int mod;
mod = paf->modifier;
if ( fAdd )
{
SET_BIT( ch->affected_by, paf->bitvector );
}
else
{
REMOVE_BIT( ch->affected_by, paf->bitvector );
mod = 0 - mod;
}
if ( IS_NPC(ch) )
{
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;
case APPLY_GENERATION: ch->vampgen += mod; break;
case APPLY_BLOOD_MAX: ch->blood[BLOOD_POOL] += mod; break;
case APPLY_BLOOD_POT: ch->blood[BLOOD_POTENCY] += mod; break;
}
return;
}
if ( IS_HIGHLANDER(ch) ) return;
switch ( paf->location )
{
default:
bug( "Affect_modify: unknown location %d.", paf->location );
return;
case APPLY_NONE: break;
case APPLY_STR: ch->pcdata->mod_str += mod; break;
case APPLY_DEX: ch->pcdata->mod_dex += mod; break;
case APPLY_INT: ch->pcdata->mod_int += mod; break;
case APPLY_WIS: ch->pcdata->mod_wis += mod; break;
case APPLY_CON: ch->pcdata->mod_con += mod; break;
case APPLY_SEX: 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_GENERATION: ch->vampgen += mod; break;
case APPLY_ANIMALISM:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_ANIMALISM] += mod; break;
case APPLY_AUSPEX:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_AUSPEX] += mod; break;
case APPLY_CELERITY:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_CELERITY] += mod; break;
case APPLY_CHIMERSTRY:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_CHIMERSTRY] += mod; break;
case APPLY_DAIMOINON:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_DAIMOINON] += mod; break;
case APPLY_DOMINATE:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_DOMINATE] += mod; break;
case APPLY_FORTITUDE:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_FORTITUDE] += mod; break;
case APPLY_MELPOMINEE:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_MELPOMINEE] += mod; break;
case APPLY_NECROMANCY:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_NECROMANCY] += mod; break;
case APPLY_OBEAH:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_OBEAH] += mod; break;
case APPLY_OBFUSCATE:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_OBFUSCATE] += mod; break;
case APPLY_OBTENEBRATION:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_OBTENEBRATION] += mod; break;
case APPLY_POTENCE:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_POTENCE] += mod; break;
case APPLY_PRESENCE:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_PRESENCE] += mod; break;
case APPLY_PROTEAN:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_PROTEAN] += mod; break;
case APPLY_QUIETUS:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_QUIETUS] += mod; break;
case APPLY_SERPENTIS:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_SERPENTIS] += mod; break;
case APPLY_THANATOSIS:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_THANATOSIS] += mod; break;
case APPLY_THAUMATURGY:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_THAUMATURGY] += mod; break;
case APPLY_VICISSITUDE:
if (!IS_NPC(ch)) ch->pcdata->powers_mod[DISC_VICISSITUDE] += mod; break;
case APPLY_SET_ANIMALISM:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_ANIMALISM] < mod)
ch->pcdata->powers_set[DISC_ANIMALISM] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_AUSPEX:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_AUSPEX] < mod)
ch->pcdata->powers_set[DISC_AUSPEX] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_CELERITY:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_CELERITY] < mod)
ch->pcdata->powers_set[DISC_CELERITY] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_CHIMERSTRY:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_CHIMERSTRY] < mod)
ch->pcdata->powers_set[DISC_CHIMERSTRY] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_DAIMOINON:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_DAIMOINON] < mod)
ch->pcdata->powers_set[DISC_DAIMOINON] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_DOMINATE:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_DOMINATE] < mod)
ch->pcdata->powers_set[DISC_DOMINATE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_FORTITUDE:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_FORTITUDE] < mod)
ch->pcdata->powers_set[DISC_FORTITUDE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_MELPOMINEE:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_MELPOMINEE] < mod)
ch->pcdata->powers_set[DISC_MELPOMINEE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_NECROMANCY:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_NECROMANCY] < mod)
ch->pcdata->powers_set[DISC_NECROMANCY] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_OBEAH:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_OBEAH] < mod)
ch->pcdata->powers_set[DISC_OBEAH] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_OBFUSCATE:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_OBFUSCATE] < mod)
ch->pcdata->powers_set[DISC_OBFUSCATE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_OBTENEBRATION:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_OBTENEBRATION] < mod)
ch->pcdata->powers_set[DISC_OBTENEBRATION] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_POTENCE:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_POTENCE] < mod)
ch->pcdata->powers_set[DISC_POTENCE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_PRESENCE:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_PRESENCE] < mod)
ch->pcdata->powers_set[DISC_PRESENCE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_PROTEAN:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_PROTEAN] < mod)
ch->pcdata->powers_set[DISC_PROTEAN] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_QUIETUS:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_QUIETUS] < mod)
ch->pcdata->powers_set[DISC_QUIETUS] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_SERPENTIS:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_SERPENTIS] < mod)
ch->pcdata->powers_set[DISC_SERPENTIS] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_THANATOSIS:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_THANATOSIS] < mod)
ch->pcdata->powers_set[DISC_THANATOSIS] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_THAUMATURGY:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_THAUMATURGY] < mod)
ch->pcdata->powers_set[DISC_THAUMATURGY] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_SET_VICISSITUDE:
if (!IS_NPC(ch) && ch->pcdata->powers_set[DISC_VICISSITUDE] < mod)
ch->pcdata->powers_set[DISC_VICISSITUDE] = mod;
ch->pcdata->powers_set_wear++;
break;
case APPLY_BLOOD_MAX: ch->blood[BLOOD_POOL] += mod; break;
case APPLY_BLOOD_POT: ch->blood[BLOOD_POTENCY] += mod; 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 )
{
static int depth;
if ( depth == 0 )
{
depth++;
act( "You drop $p.", ch, wield, NULL, TO_CHAR );
act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
obj_from_char( wield );
obj_to_room( wield, ch->in_room );
depth--;
}
}
return;
}
/*
* Give an affect to a char.
*/
void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_new;
if ( affect_free == NULL )
{
paf_new = alloc_perm( sizeof(*paf_new) );
}
else
{
paf_new = affect_free;
affect_free = affect_free->next;
}
*paf_new = *paf;
paf_new->next = ch->affected;
ch->affected = paf_new;
affect_modify( ch, paf_new, TRUE );
return;
}
/*
* Remove an affect from a char.
*/
void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf )
{
if ( ch->affected == NULL )
{
bug( "Affect_remove: no affect.", 0 );
return;
}
affect_modify( ch, paf, FALSE );
if ( paf == ch->affected )
{
ch->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = ch->affected; prev != NULL; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( prev == NULL )
{
bug( "Affect_remove: cannot find paf.", 0 );
return;
}
}
paf->next = affect_free;
affect_free = paf->next;
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->type == sn )
affect_remove( ch, paf );
}
return;
}
/*
* Return true if a char is affected by a spell.
*/
bool is_affected( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
for ( paf = ch->affected; paf != NULL; paf = paf->next )
{
if ( paf->type == sn )
return TRUE;
}
return FALSE;
}
/*
* Add or enhance an affect.
*/
void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next )
{
if ( paf_old->type == paf->type )
{
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove( ch, paf_old );
break;
}
}
affect_to_char( ch, paf );
return;
}
/*
* Move a char out of a room.
*/
void char_from_room( CHAR_DATA *ch )
{
OBJ_DATA *obj;
if ( ch->in_room == NULL )
{
bug( "Char_from_room: NULL.", 0 );
return;
}
if ( !IS_NPC(ch) )
--ch->in_room->area->nplayer;
if (!IS_NPC(ch) && IS_VAMPIRE(ch) && IS_MORE(ch, MORE_HAND_FLAME)
&& ch->in_room->light > 0 )
--ch->in_room->light;
else 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_MORE(ch, MORE_DARKNESS))
{
if (ch->in_room != NULL)
{
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
REMOVE_BIT(ch->more, MORE_DARKNESS);
ch->pcdata->darkness = 60;
act("The darkness in the room gradually fades away to nothing.",ch,NULL,NULL,TO_CHAR);
act("The darkness in the room gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM);
}
}
if ( !IS_NPC(ch) && IS_MORE(ch, MORE_SILENCE))
{
if (ch->in_room != NULL)
{
REMOVE_BIT(ch->in_room->added_flags, ROOM2_SILENCE);
REMOVE_BIT(ch->more, MORE_SILENCE);
ch->pcdata->silence = 60;
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_MORE(ch, MORE_REINA))
{
if (ch->in_room != NULL)
{
REMOVE_BIT(ch->in_room->room_flags, ROOM_SAFE);
REMOVE_BIT(ch->more, MORE_REINA);
ch->pcdata->reina = 60;
send_to_char("The peaceful harmony in the air gradually fades away to nothing.\n\r",ch);
act("The peaceful harmony in the air gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM);
}
}
else if ( !IS_NPC(ch) && IS_MORE(ch, MORE_NEUTRAL))
{
if (ch->in_room != NULL)
{
REMOVE_BIT(ch->in_room->room_flags, ROOM_SAFE);
REMOVE_BIT(ch->more, MORE_NEUTRAL);
ch->pcdata->obeah = 30;
send_to_char("The peaceful harmony in the air gradually fades away to nothing.\n\r",ch);
act("The peaceful harmony in the air gradually fades away to nothing.",ch,NULL,NULL,TO_ROOM);
}
}
if (IS_AFFECTED(ch, AFF_HIDE))
{
REMOVE_BIT(ch->affected_by, AFF_HIDE);
send_to_char("You step from the shadows.\n\r",ch);
/*
act("$n steps from the shadows.",ch,NULL,NULL,TO_ROOM);
*/
}
if ( ch == ch->in_room->people )
{
ch->in_room->people = ch->next_in_room;
}
else
{
CHAR_DATA *prev;
for ( prev = ch->in_room->people; prev; prev = prev->next_in_room )
{
if ( prev->next_in_room == ch )
{
prev->next_in_room = ch->next_in_room;
break;
}
}
if ( prev == NULL )
bug( "Char_from_room: ch not found.", 0 );
}
ch->in_room = NULL;
ch->next_in_room = NULL;
return;
}
/*
* Move a char into a room.
*/
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
OBJ_DATA *obj;
if ( pRoomIndex == NULL )
{
bug( "Char_to_room: NULL.", 0 );
return;
}
ch->in_room = pRoomIndex;
ch->next_in_room = pRoomIndex->people;
pRoomIndex->people = ch;
if ( !IS_NPC(ch) )
++ch->in_room->area->nplayer;
if (!IS_NPC(ch) && IS_VAMPIRE(ch) && IS_MORE(ch, MORE_HAND_FLAME))
++ch->in_room->light;
else 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)
{
if (IS_VAMPIRE(ch)) ch->loc_hp[6] = 0;
else ch->in_room->blood += 1;
}
if ( !IS_NPC(ch) && IS_MORE(ch, MORE_DARKNESS))
{
SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
ch->pcdata->darkness = 60;
act("The room is filled with darkness.",ch,NULL,NULL,TO_CHAR);
act("The room is filled with darkness.",ch,NULL,NULL,TO_ROOM);
}
if ( !IS_NPC(ch) && IS_MORE(ch, MORE_SILENCE))
{
SET_BIT(ch->in_room->added_flags, ROOM2_SILENCE);
ch->pcdata->silence = 60;
act("The room is filled with silence.",ch,NULL,NULL,TO_CHAR);
act("The room is filled with silence.",ch,NULL,NULL,TO_ROOM);
}
if ( !IS_NPC(ch) && IS_MORE(ch, MORE_REINA))
{
SET_BIT(ch->in_room->room_flags, ROOM_SAFE);
ch->pcdata->reina = 60;
act("The air is filled with a peaceful harmony.",ch,NULL,NULL,TO_CHAR);
act("The air is filled with a peaceful harmony.",ch,NULL,NULL,TO_ROOM);
}
else if ( !IS_NPC(ch) && IS_MORE(ch, MORE_NEUTRAL))
{
SET_BIT(ch->in_room->room_flags, ROOM_SAFE);
ch->pcdata->obeah = 30;
act("The air is filled with a peaceful harmony.",ch,NULL,NULL,TO_CHAR);
act("The air is filled with a peaceful harmony.",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;
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 ( obj->wear_loc != WEAR_NONE )
unequip_char( ch, obj );
if ( ch->carrying == obj )
{
ch->carrying = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = ch->carrying; prev != NULL; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
bug( "Obj_from_char: obj not in list.", 0 );
}
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= 1;
ch->carry_weight -= get_obj_weight( obj );
return;
}
/*
* Find the ac value of an obj, including position effect.
*/
int apply_ac( OBJ_DATA *obj, int iWear )
{
if ( obj->item_type != ITEM_ARMOR )
return 0;
switch ( iWear )
{
case WEAR_BODY: return 3 * obj->value[0];
case WEAR_HEAD: return 2 * obj->value[0];
case WEAR_LEGS: return 2 * obj->value[0];
case WEAR_FEET: return obj->value[0];
case WEAR_HANDS: return obj->value[0];
case WEAR_ARMS: return obj->value[0];
case WEAR_SHIELD: return obj->value[0];
case WEAR_FINGER_L: return obj->value[0];
case WEAR_FINGER_R: return obj->value[0];
case WEAR_NECK_1: return obj->value[0];
case WEAR_NECK_2: return obj->value[0];
case WEAR_ABOUT: return 2 * obj->value[0];
case WEAR_WAIST: return obj->value[0];
case WEAR_WRIST_L: return obj->value[0];
case WEAR_WRIST_R: return obj->value[0];
case WEAR_HOLD: return obj->value[0];
case WEAR_FACE: return obj->value[0];
case WEAR_SCABBARD_L:return 0;
case WEAR_SCABBARD_R:return 0;
case WEAR_STAKE: return 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!
*/
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_DEMON(ch)) && 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_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_HIGHLANDER(ch)) && 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 (iWear == WEAR_SCABBARD_L || iWear == WEAR_SCABBARD_R ||
iWear == WEAR_STAKE) {obj->wear_loc = iWear;return;}
if ( IS_NPC(ch) || !IS_HIGHLANDER(ch) ) ch->armor -= apply_ac( obj, iWear );
obj->wear_loc = iWear;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, TRUE );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, TRUE );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL )
++ch->in_room->light;
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 (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)")
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
{
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(str_dup(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(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
if ( obj->wear_loc == WEAR_NONE )
return;
if ( IS_SET(obj->quest, QUEST_BLOODAGONY) )
{
if ( obj->item_type == ITEM_WEAPON )
{
if ( obj->wear_loc == WEAR_WIELD )
SET_BIT(ch->itemaffect, ITEMA_RIGHT_AGG);
else if ( obj->wear_loc == WEAR_HOLD )
SET_BIT(ch->itemaffect, ITEMA_LEFT_AGG);
}
}
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 == 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_SHADES))) return;
if (sn == 4)
{
SET_BIT(ch->affected_by, AFF_BLIND);
send_to_char( "You cannot see a thing!\n\r", ch );
act("$n seems to be blinded!",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 27 || sn == 2)
{
SET_BIT(ch->affected_by, AFF_DETECT_INVIS);
send_to_char( "Your eyes tingle.\n\r", ch );
act("$n's eyes flicker with light.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 39 || sn == 3)
{
SET_BIT(ch->affected_by, AFF_FLYING);
send_to_char( "Your feet rise off the ground.\n\r", ch );
act("$n's feet rise off the ground.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 45 || sn == 1)
{
SET_BIT(ch->affected_by, AFF_INFRARED);
send_to_char( "Your eyes glow red.\n\r", ch );
act("$n's eyes glow red.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 46 || sn == 5)
{
SET_BIT(ch->affected_by, AFF_INVISIBLE);
send_to_char( "You fade out of existance.\n\r", ch );
act("$n fades out of existance.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 52 || sn == 6)
{
SET_BIT(ch->affected_by, AFF_PASS_DOOR);
send_to_char( "You turn translucent.\n\r", ch );
act("$n turns translucent.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 54 || sn == 7)
{
SET_BIT(ch->affected_by, AFF_PROTECT);
send_to_char( "You are surrounded by a divine aura.\n\r", ch );
act("$n is surrounded by a divine aura.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 57 || sn == 8)
{
SET_BIT(ch->affected_by, AFF_SANCTUARY);
send_to_char( "You are surrounded by a white aura.\n\r", ch );
act("$n is surrounded by a white aura.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 9)
{
SET_BIT(ch->affected_by, AFF_SNEAK);
send_to_char( "Your footsteps stop making any sound.\n\r", ch );
act("$n's footsteps stop making any sound.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 10)
{
SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "You are surrounded by a crackling shield of lightning.\n\r", ch );
act("$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 11)
{
SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
send_to_char( "You are surrounded by a burning shield of flames.\n\r", ch );
act("$n is surrounded by a burning shield of flames.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 12)
{
SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
send_to_char( "You are surrounded by a shimmering shield of ice.\n\r", ch );
act("$n is surrounded by a shimmering shield of ice.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 13)
{
SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
send_to_char( "You are surrounded by a bubbling shield of acid.\n\r", ch );
act("$n is surrounded by a bubbling shield of acid.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 14)
{
SET_BIT(ch->itemaffect, ITEMA_DBPASS);
send_to_char( "You are now safe from the DarkBlade clan guardians.\n\r", ch );
}
else if (sn == 15)
{
SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
send_to_char( "You are surrounded by a swirling shield of chaos.\n\r", ch );
act("$n is surrounded by a swirling shield of chaos.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 16)
SET_BIT(ch->itemaffect, ITEMA_REGENERATE);
else if (sn == 17)
{
SET_BIT(ch->itemaffect, ITEMA_SPEED);
send_to_char( "You start moving faster than the eye can follow.\n\r", ch );
act("$n starts moving faster than the eye can follow.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 18)
SET_BIT(ch->itemaffect, ITEMA_VORPAL);
else if (sn == 19)
SET_BIT(ch->itemaffect, ITEMA_PEACE);
else if (sn == 20)
{
SET_BIT(ch->itemaffect, ITEMA_REFLECT);
send_to_char( "You are surrounded by flickering shield of darkness.\n\r", ch );
act("$n is surrounded by a flickering shield of darkness.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 21)
SET_BIT(ch->itemaffect, ITEMA_RESISTANCE);
else if (sn == 22)
{
SET_BIT(ch->itemaffect, ITEMA_VISION);
send_to_char( "Your eyes begin to glow bright white.\n\r", ch );
act("$n's eyes begin to glow bright white.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 23)
SET_BIT(ch->itemaffect, ITEMA_STALKER);
else if (sn == 24)
{
SET_BIT(ch->itemaffect, ITEMA_VANISH);
send_to_char( "You blend into the shadows.\n\r", ch );
act("$n gradually fades into the shadows.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 25 && !IS_NPC(ch))
{
SET_BIT(ch->itemaffect, ITEMA_RAGER);
if (IS_WEREWOLF(ch) && ch->pcdata->wolf < 100)
{
ch->pcdata->wolf = 300;
do_werewolf(ch,"");
}
else if (IS_WEREWOLF(ch))
ch->pcdata->wolf = 300;
else if (IS_VAMPIRE(ch))
ch->pcdata->wolf = 25;
}
else if (sn == 26)
SET_BIT(ch->itemaffect, ITEMA_SHADES);
if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch) && IS_DEMON(ch))
{
if (ch->pcdata->demonic < 17)
{
ch->pcdata->demonic++;
if (obj->specpower == ARM_PURPLE) ch->pcdata->atm += 3;
if (obj->specpower == ARM_RED ) ch->pcdata->atm += 4;
if (obj->specpower == ARM_BRASS ) ch->pcdata->atm += 5;
}
}
if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
{
if (obj->value[3] == ch->pcdata->disc[0])
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);
}
return;
}
/*
* Unequip a char with an obj.
*/
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
CHAR_DATA *chch;
AFFECT_DATA *paf;
int sn;
int oldpos = obj->wear_loc;
if ( obj->wear_loc == WEAR_NONE )
{
bug( "Unequip_char: already unequipped.", 0 );
return;
}
if (obj->wear_loc == WEAR_SCABBARD_L || obj->wear_loc == WEAR_SCABBARD_R ||
obj->wear_loc == WEAR_STAKE) {obj->wear_loc = -1;return;}
if ( IS_NPC(ch) || !IS_HIGHLANDER(ch) )
ch->armor += apply_ac(obj, obj->wear_loc);
obj->wear_loc = -1;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, FALSE );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, FALSE );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL
&& ch->in_room->light > 0 )
--ch->in_room->light;
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(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(str_dup(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(str_dup(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] * 0.001;
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_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_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "The crackling shield of lightning around you fades.\n\r", ch );
act("The crackling shield of lightning around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11))
{
REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
send_to_char( "The burning shield of fire around you fades.\n\r", ch );
act("The burning shield of fire around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
send_to_char( "The shimmering shield of ice around you fades.\n\r", ch );
act("The shimmering shield of ice around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
send_to_char( "The bubbling shield of acid around you fades.\n\r", ch );
act("The bubbling shield of acid around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_DBPASS) && (sn == 14))
{
REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS);
send_to_char( "You are no longer safe from the DarkBlade clan guardians.\n\r", ch );
}
else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15))
{
REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
send_to_char( "The swirling shield of chaos around you fades.\n\r", ch );
act("The swirling shield of chaos around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 16)
REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
send_to_char( "Your actions slow down to normal speed.\n\r", ch );
act("$n stops moving at supernatural speed.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 18)
REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
else if (sn == 19)
REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20)
{
REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
send_to_char( "The flickering shield of darkness around you fades.\n\r", ch );
act("The flickering shield of darkness around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 21)
REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22)
{
REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
send_to_char( "Your eyes stop glowing bright white.\n\r", ch );
act("$n's eyes stop glowing bright white.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 23)
REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24)
{
REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
send_to_char( "You emerge from the shadows.\n\r", ch );
act("$n gradually fades out of the shadows.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER))
{
REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
if (IS_WEREWOLF(ch) && ch->pcdata->wolf >= 100)
{
ch->pcdata->wolf = 0;
do_unwerewolf(ch,"");
}
ch->pcdata->wolf = 0;
}
else if (IS_ITEMAFF(ch, ITEMA_SHADES) && (sn == 26))
REMOVE_BIT(ch->itemaffect, ITEMA_SHADES);
if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch)
&& ch->pcdata->demonic > 0 && IS_DEMON(ch))
{
ch->pcdata->demonic--;
if (obj->specpower == ARM_PURPLE) ch->pcdata->atm -= 3;
if (obj->specpower == ARM_RED ) ch->pcdata->atm -= 4;
if (obj->specpower == ARM_BRASS ) ch->pcdata->atm -= 5;
}
if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON)
{
if (obj->value[3] == ch->pcdata->disc[0])
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);
else if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_HOLD)
REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
if ( !IS_ITEMAFF(ch, ITEMA_RIGHT_AGG) && oldpos == WEAR_WIELD )
REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_AGG);
else if ( !IS_ITEMAFF(ch, ITEMA_LEFT_AGG) && oldpos == WEAR_HOLD )
REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_AGG);
}
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;
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 )
{
CHAR_DATA *ch;
CHAR_DATA *wch;
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
ROOM_INDEX_DATA *to_room;
if (obj->item_type == ITEM_WALL && obj->in_room != NULL &&
obj->value[0] >= 0 && obj->value[0] <= 5)
{
EXIT_DATA *pexit;
int direction = obj->value[0];
if ( ( pexit = obj->in_room->exit[direction] ) != NULL )
{
REMOVE_BIT(pexit->exit_info, EX_WALL_WATER);
REMOVE_BIT(pexit->exit_info, EX_WALL_GRANITE);
REMOVE_BIT(pexit->exit_info, EX_WALL_FLAME);
}
}
else if (obj->item_type == ITEM_WARD && obj->in_room != NULL &&
obj->value[0] >= 0 && obj->value[0] <= 5)
{
EXIT_DATA *pexit;
int direction = obj->value[0];
if ( ( pexit = obj->in_room->exit[direction] ) != NULL )
{
REMOVE_BIT(pexit->exit_info, EX_WARD_GHOULS);
REMOVE_BIT(pexit->exit_info, EX_WARD_LUPINES);
REMOVE_BIT(pexit->exit_info, EX_WARD_KINDRED);
REMOVE_BIT(pexit->exit_info, EX_WARD_SPIRITS);
}
}
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 ( IS_SET(obj->quest, QUEST_SONG) )
{
for ( wch = char_list; wch != NULL; wch = wch->next )
{
if (IS_NPC(wch)) continue;
if (wch->pcdata->memorised == NULL) continue;
if (wch->pcdata->memorised == obj)
{
send_to_char("You suddenly forget what you were singing!\n\r",wch);
wch->pcdata->memorised = NULL;
}
}
}
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 );
}
if ( ( ch = obj->sat ) != NULL && ch->sat == obj )
{
obj->sat = NULL;
ch->sat = NULL;
}
if ( ( to_room = obj->to_room ) != NULL && to_room->to_obj == obj )
{
obj->to_room = NULL;
to_room->to_obj = NULL;
}
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;
/* kavirp */
}
}
{
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 );
/* kavirp */
ed->next = extra_descr_free;
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->actcommands != NULL) free_string( obj->actcommands );
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 )
{
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;
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 ( ( obj = ch->sat ) != NULL && obj->sat == ch )
{
obj->sat = NULL;
ch->sat = 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 ( ( wizard = ch->mount ) != NULL )
{
if ( IS_SET(ch->mounted,IS_MOUNT) )
{
send_to_char("You fall to the ground.\n\r",wizard);
act("$n falls to the ground.",wizard,NULL,NULL,TO_ROOM);
wizard->position = POS_RESTING;
}
wizard->mount = NULL;
wizard->mounted = 0;
ch->mount = NULL;
ch->mounted = 0;
}
if ( ( familiar = ch->embrace ) != NULL )
{
ch->embrace = NULL;
ch->embraced = ARE_NONE;
familiar->embrace = NULL;
familiar->embraced = ARE_NONE;
}
if ( !IS_NPC(ch) )
{
if ( ( familiar = ch->pcdata->partner ) != NULL )
ch->pcdata->partner = NULL;
if ( ( familiar = ch->pcdata->propose ) != NULL )
{
ch->pcdata->propose = NULL;
familiar->pcdata->propose = NULL;
}
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);
}
}
}
for ( familiar = char_list; familiar != NULL; familiar = familiar->next)
{
if ( !IS_NPC(familiar) && familiar->pcdata->partner == ch )
familiar->pcdata->partner = NULL;
}
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);
}
}
free_char( ch );
return;
}
/*
* Find a char in the room.
*/
CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *rch;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
if ( is_abbr( 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_HEAD(rch, LOST_HEAD) ) continue;
else if ( !IS_NPC(rch) && IS_EXTRA(rch, EXTRA_OSWITCH) ) continue;
else if ( !can_see( ch, rch ) || ( !is_abbr( arg, rch->name ) &&
( IS_NPC(rch) || !is_abbr( arg, rch->morph ))))
continue;
if ( ++count == number )
return rch;
}
return NULL;
}
/*
* Find a char in the world.
*/
CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if ( ( wch = get_char_room( ch, argument ) ) != NULL )
return wch;
number = number_argument( argument, arg );
count = 0;
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( !IS_NPC(wch) && IS_HEAD(wch, LOST_HEAD) ) continue;
else if ( !IS_NPC(wch) && IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
else if ( !can_see( ch, wch ) || ( !is_abbr( arg, wch->name ) &&
( IS_NPC(wch) || !is_abbr( arg, wch->morph ))))
continue;
if ( ++count == number )
return wch;
}
return NULL;
}
/*
* 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;
}
/*
* 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;
}
/*
* 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_abbr( 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;
if (is_abbr( 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_abbr( 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;
}
/*
* 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_NPC(victim) && IS_VAMPAFF(victim, VAM_EARTHMELDED)) return FALSE;
if (IS_MORE(victim, MORE_SPIRIT) && !IS_VAMPAFF(ch, VAM_SPIRITEYES) && !IS_IMMORTAL(ch))
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_NPC(victim) && IS_IMMORTAL(victim)
&& IS_SET(victim->act, PLR_WIZINVIS)
&& get_trust( ch ) < get_trust( victim ) )
return FALSE;
if ( IS_VAMPAFF(victim, VAM_OBFUSCATE) && !IS_IMMORTAL(ch) &&
!IS_ITEMAFF(ch, ITEMA_VISION))
{
if (!IS_WEREWOLF(ch) || get_tribe(ch, TRIBE_STARGAZERS) < 1 ||
get_tribe(ch, TRIBE_STARGAZERS) < get_disc(victim, DISC_OBFUSCATE))
{
if (get_disc(ch, DISC_AUSPEX) < get_disc(victim, DISC_OBFUSCATE) ||
get_disc(ch, DISC_AUSPEX) < 1) return FALSE;
}
}
if ( IS_SET(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
{
if (!IS_NPC(ch))
{
if (IS_IMMORTAL(ch) || IS_ITEMAFF(ch, ITEMA_VISION))
return TRUE;
else if (IS_VAMPIRE(ch) && get_disc(ch, DISC_OBTENEBRATION) != 0)
return TRUE;
else if (IS_WEREWOLF(ch) && get_tribe(ch, TRIBE_UKTENA) > 0)
return TRUE;
else if (IS_DEMON(ch) && IS_SET(ch->pcdata->disc[C_POWERS], DEM_SHADOWSIGHT))
return TRUE;
else
return FALSE;
}
else
return FALSE;
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
return TRUE;
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_AFFECTED(ch,AFF_SHADOWPLANE) && IS_AFFECTED(victim,AFF_SHADOWPLANE)
&& !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
return FALSE;
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 ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED)
&& !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_NPC(ch) && IS_EXTRA(ch, EXTRA_CAN_SEE))
{
if (ch->pcdata->familiar == NULL)
REMOVE_BIT(ch->act, EXTRA_CAN_SEE);
else if (obj->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 == obj->in_room)
{
if (can_see(ch->pcdata->familiar, victim)) return TRUE;
else return FALSE;
}
}
}
*/
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 ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
return TRUE;
if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED)
&& !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 "Modifies none by";
case APPLY_STR: return "Modifies strength by";
case APPLY_DEX: return "Modifies dexterity by";
case APPLY_INT: return "Modifies intelligence by";
case APPLY_WIS: return "Modifies wisdom by";
case APPLY_CON: return "Modifies constitution by";
case APPLY_SEX: return "Modifies sex by";
case APPLY_CLASS: return "Modifies class by";
case APPLY_LEVEL: return "Modifies level by";
case APPLY_AGE: return "Modifies age by";
case APPLY_MANA: return "Modifies mana by";
case APPLY_HIT: return "Modifies hit points by";
case APPLY_MOVE: return "Modifies vitality by";
case APPLY_GOLD: return "Modifies gold by";
case APPLY_EXP: return "Modifies experience by";
case APPLY_AC: return "Modifies armor class by";
case APPLY_HITROLL: return "Modifies hit roll by";
case APPLY_DAMROLL: return "Modifies damage roll by";
case APPLY_SAVING_PARA: return "Modifies save vs paralysis by";
case APPLY_SAVING_ROD: return "Modifies save vs rod by";
case APPLY_SAVING_PETRI: return "Modifies your save vs petrification by";
case APPLY_SAVING_BREATH: return "Modifies your save vs breath by";
case APPLY_SAVING_SPELL: return "Modifies your save vs spell by";
case APPLY_POLY: return "Modifies your polymorph form by";
case APPLY_GENERATION: return "Modifies generation by";
case APPLY_ANIMALISM: return "Modifies Animalism discipline by";
case APPLY_AUSPEX: return "Modifies Auspex discipline by";
case APPLY_CELERITY: return "Modifies Celerity discipline by";
case APPLY_CHIMERSTRY: return "Modifies Chimerstry discipline by";
case APPLY_DAIMOINON: return "Modifies Daimoinon discipline by";
case APPLY_DOMINATE: return "Modifies Dominate discipline by";
case APPLY_FORTITUDE: return "Modifies Fortitude discipline by";
case APPLY_MELPOMINEE: return "Modifies Melpominee discipline by";
case APPLY_NECROMANCY: return "Modifies Necromancy discipline by";
case APPLY_OBEAH: return "Modifies Obeah discipline by";
case APPLY_OBFUSCATE: return "Modifies Obfuscate discipline by";
case APPLY_OBTENEBRATION: return "Modifies Obtenebration discipline by";
case APPLY_POTENCE: return "Modifies Potence discipline by";
case APPLY_PRESENCE: return "Modifies Presence discipline by";
case APPLY_PROTEAN: return "Modifies Protean discipline by";
case APPLY_QUIETUS: return "Modifies Quietus discipline by";
case APPLY_SERPENTIS: return "Modifies Serpentis discipline by";
case APPLY_THANATOSIS: return "Modifies Thanatosis discipline by";
case APPLY_THAUMATURGY: return "Modifies Thaumaturgy discipline by";
case APPLY_VICISSITUDE: return "Modifies Vicissitude discipline by";
case APPLY_BLOOD_MAX: return "Modifies blood pool by";
case APPLY_BLOOD_POT: return "Modifies blood potency by";
case APPLY_SET_ANIMALISM: return "Gives min Animalism discipline of";
case APPLY_SET_AUSPEX: return "Gives min Auspex discipline of";
case APPLY_SET_CELERITY: return "Gives min Celerity discipline of";
case APPLY_SET_CHIMERSTRY: return "Gives min Chimerstry discipline of";
case APPLY_SET_DAIMOINON: return "Gives min Daimoinon discipline of";
case APPLY_SET_DOMINATE: return "Gives min Dominate discipline of";
case APPLY_SET_FORTITUDE: return "Gives min Fortitude discipline of";
case APPLY_SET_MELPOMINEE: return "Gives min Melpominee discipline of";
case APPLY_SET_NECROMANCY: return "Gives min Necromancy discipline of";
case APPLY_SET_OBEAH: return "Gives min Obeah discipline of";
case APPLY_SET_OBFUSCATE: return "Gives min Obfuscate discipline of level";
case APPLY_SET_OBTENEBRATION:return "Gives min Obtenebration discipline of";
case APPLY_SET_POTENCE: return "Gives min Potence discipline of";
case APPLY_SET_PRESENCE: return "Gives min Presence discipline of";
case APPLY_SET_PROTEAN: return "Gives min Protean discipline of";
case APPLY_SET_QUIETUS: return "Gives min Quietus discipline of";
case APPLY_SET_SERPENTIS: return "Gives min Serpentis discipline of";
case APPLY_SET_THANATOSIS: return "Gives min Thanatosis discipline of";
case APPLY_SET_THAUMATURGY: return "Gives min Thaumaturgy discipline of";
case APPLY_SET_VICISSITUDE: return "Gives min Vicissitude discipline of";
}
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, " umbra" );
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, " umbra" );
if ( vector & AFF_WEBBED ) strcat( buf, " web" );
if ( vector & AFF_CONTRACEPTION ) strcat( buf, " contraception" );
if ( vector & AFF_SHADOW ) strcat( buf, " dark_tendrils" );
if ( vector & AFF_ROT ) strcat( buf, " rotting_flesh" );
if ( vector & AFF_FEAR ) strcat( buf, " fear" );
if ( vector & AFF_JAIL ) strcat( buf, " jail" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
CHAR_DATA *get_char( CHAR_DATA *ch )
{
if ( !ch->pcdata )
return ch->desc->original;
else
return ch;
}
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;
}
/*
* Returns number of comparisons in two input parameter strings.
* KaVir.
*/
int str_close( char *a, char *b )
{
int cmp = 0;
while ( *a && *b )
{
if ( LOWER(*a++) == LOWER(*b++) ) cmp++;
}
return cmp;
}
/*
* Turns everything not a letter into a space.
* KaVir.
*/
void mage_format( char *arg )
{
for ( ; *arg != '\0'; arg++ )
{
if ( *arg == '?' || *arg == '!' || *arg == '.' || *arg == ',' )
*arg = ' ';
}
return;
}