/**************************************************************************r
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "recycle.h"
#include "tables.h"
/*
* Local functions.
*/
void affect_modify args ((CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd));
/* friend stuff -- for NPC's mostly */
bool is_friend (CHAR_DATA * ch, CHAR_DATA * victim)
{
if (is_same_group (ch, victim))
return TRUE;
if (!IS_NPC (ch))
return FALSE;
if (!IS_NPC (victim)) {
if (IS_SET (ch->off_flags, ASSIST_PLAYERS))
return TRUE;
else
return FALSE;
}
if (IS_AFFECTED (ch, AFF_CHARM))
return FALSE;
if (IS_SET (ch->off_flags, ASSIST_ALL))
return TRUE;
if (ch->group && ch->group == victim->group)
return TRUE;
if (IS_SET (ch->off_flags, ASSIST_VNUM)
&& ch->pIndexData == victim->pIndexData)
return TRUE;
if (IS_SET (ch->off_flags, ASSIST_RACE) && ch->race == victim->race)
return TRUE;
if (IS_SET (ch->off_flags, ASSIST_ALIGN)
&& !IS_SET (ch->act, ACT_NOALIGN)
&& !IS_SET (victim->act, ACT_NOALIGN)
&& ((IS_GOOD (ch) && IS_GOOD (victim))
|| (IS_EVIL (ch) && IS_EVIL (victim)) || (IS_NEUTRAL (ch)
&&
IS_NEUTRAL (victim))))
return TRUE;
return FALSE;
}
/* returns number of people on an object */
int count_users (OBJ_DATA * obj)
{
CHAR_DATA *fch;
int count = 0;
if (obj->in_room == NULL)
return 0;
for (fch = obj->in_room->people; fch != NULL; fch = fch->next_in_room)
if (fch->on == obj)
count++;
return count;
}
/* returns material number */
int material_lookup (const char *name)
{
return 0;
}
int weapon_lookup (const char *name)
{
int type;
for (type = 0; weapon_table[type].name != NULL; type++) {
if (LOWER (name[0]) == LOWER (weapon_table[type].name[0])
&& !str_prefix (name, weapon_table[type].name))
return type;
}
return -1;
}
int weapon_type (const char *name)
{
int type;
for (type = 0; weapon_table[type].name != NULL; type++) {
if (LOWER (name[0]) == LOWER (weapon_table[type].name[0])
&& !str_prefix (name, weapon_table[type].name))
return weapon_table[type].type;
}
return WEAPON_EXOTIC;
}
char *item_name (int item_type)
{
int type;
for (type = 0; item_table[type].name != NULL; type++)
if (item_type == item_table[type].type)
return item_table[type].name;
return "none";
}
char *weapon_name (int weapon_type)
{
int type;
for (type = 0; weapon_table[type].name != NULL; type++)
if (weapon_type == weapon_table[type].type)
return weapon_table[type].name;
return "exotic";
}
int attack_lookup (const char *name)
{
int att;
for (att = 0; attack_table[att].name != NULL; att++) {
if (LOWER (name[0]) == LOWER (attack_table[att].name[0])
&& !str_prefix (name, attack_table[att].name))
return att;
}
return 0;
}
/* returns a flag for wiznet */
long wiznet_lookup (const char *name)
{
int flag;
for (flag = 0; wiznet_table[flag].name != NULL; flag++) {
if (LOWER (name[0]) == LOWER (wiznet_table[flag].name[0])
&& !str_prefix (name, wiznet_table[flag].name))
return flag;
}
return -1;
}
/* returns class number */
int class_lookup (const char *name)
{
int class;
for (class = 0; class < MAX_CLASS; class++) {
if (LOWER (name[0]) == LOWER (class_table[class].name[0])
&& !str_prefix (name, class_table[class].name))
return class;
}
return -1;
}
/* for immunity, vulnerabiltiy, and resistant
the 'globals' (magic and weapons) may be overriden
three other cases -- wood, silver, and iron -- are checked in fight.c */
int check_immune (CHAR_DATA * ch, int dam_type)
{
int immune, def;
int bit;
immune = -1;
def = IS_NORMAL;
if (dam_type == DAM_NONE)
return immune;
if (dam_type <= 3) {
if (IS_SET (ch->imm_flags, IMM_WEAPON))
def = IS_IMMUNE;
else if (IS_SET (ch->res_flags, RES_WEAPON))
def = IS_RESISTANT;
else if (IS_SET (ch->vuln_flags, VULN_WEAPON))
def = IS_VULNERABLE;
}
else { /* magical attack */
if (IS_SET (ch->imm_flags, IMM_MAGIC))
def = IS_IMMUNE;
else if (IS_SET (ch->res_flags, RES_MAGIC))
def = IS_RESISTANT;
else if (IS_SET (ch->vuln_flags, VULN_MAGIC))
def = IS_VULNERABLE;
}
/* set bits to check -- VULN etc. must ALL be the same or this will fail */
switch (dam_type) {
case (DAM_BASH):
bit = IMM_BASH;
break;
case (DAM_PIERCE):
bit = IMM_PIERCE;
break;
case (DAM_SLASH):
bit = IMM_SLASH;
break;
case (DAM_FIRE):
bit = IMM_FIRE;
break;
case (DAM_COLD):
bit = IMM_COLD;
break;
case (DAM_LIGHTNING):
bit = IMM_LIGHTNING;
break;
case (DAM_ACID):
bit = IMM_ACID;
break;
case (DAM_POISON):
bit = IMM_POISON;
break;
case (DAM_NEGATIVE):
bit = IMM_NEGATIVE;
break;
case (DAM_HOLY):
bit = IMM_HOLY;
break;
case (DAM_ENERGY):
bit = IMM_ENERGY;
break;
case (DAM_MENTAL):
bit = IMM_MENTAL;
break;
case (DAM_DISEASE):
bit = IMM_DISEASE;
break;
case (DAM_DROWNING):
bit = IMM_DROWNING;
break;
case (DAM_LIGHT):
bit = IMM_LIGHT;
break;
case (DAM_CHARM):
bit = IMM_CHARM;
break;
case (DAM_SOUND):
bit = IMM_SOUND;
break;
default:
return def;
}
if (IS_SET (ch->imm_flags, bit))
immune = IS_IMMUNE;
else if (IS_SET (ch->res_flags, bit) && immune != IS_IMMUNE)
immune = IS_RESISTANT;
else if (IS_SET (ch->vuln_flags, bit)) {
if (immune == IS_IMMUNE)
immune = IS_RESISTANT;
else if (immune == IS_RESISTANT)
immune = IS_NORMAL;
else
immune = IS_VULNERABLE;
}
if (immune == -1)
return def;
else
return immune;
}
bool is_clan (CHAR_DATA * ch)
{
return ch->clan;
}
bool is_same_clan (CHAR_DATA * ch, CHAR_DATA * victim)
{
if (clan_table[ch->clan].independent)
return FALSE;
else
return (ch->clan == victim->clan);
}
/* checks mob format */
bool is_old_mob (CHAR_DATA * ch)
{
if (ch->pIndexData == NULL)
return FALSE;
else if (ch->pIndexData->new_format)
return FALSE;
return TRUE;
}
/* for returning skill information */
int get_skill (CHAR_DATA * ch, int sn)
{
int skill;
if (sn == -1) { /* shorthand for level based skills */
skill = ch->level * 5 / 2;
}
else if (sn < -1 || sn > MAX_SKILL) {
bug ("Bad sn %d in get_skill.", sn);
skill = 0;
}
else if (!IS_NPC (ch)) {
if (ch->level < skill_table[sn].skill_level[ch->class])
skill = 0;
else
skill = ch->pcdata->learned[sn];
}
else { /* mobiles */
if (skill_table[sn].spell_fun != spell_null)
skill = 40 + 2 * ch->level;
else if (sn == gsn_sneak || sn == gsn_hide)
skill = ch->level * 2 + 20;
else if ((sn == gsn_dodge && IS_SET (ch->off_flags, OFF_DODGE))
|| (sn == gsn_parry && IS_SET (ch->off_flags, OFF_PARRY)))
skill = ch->level * 2;
else if (sn == gsn_shield_block)
skill = 10 + 2 * ch->level;
else if (sn == gsn_second_attack
&& (IS_SET (ch->act, ACT_WARRIOR)
|| IS_SET (ch->act, ACT_THIEF))) skill =
10 + 3 * ch->level;
else if (sn == gsn_third_attack && IS_SET (ch->act, ACT_WARRIOR))
skill = 4 * ch->level - 40;
else if (sn == gsn_hand_to_hand)
skill = 40 + 2 * ch->level;
else if (sn == gsn_trip && IS_SET (ch->off_flags, OFF_TRIP))
skill = 10 + 3 * ch->level;
else if (sn == gsn_bash && IS_SET (ch->off_flags, OFF_BASH))
skill = 10 + 3 * ch->level;
else if (sn == gsn_disarm && (IS_SET (ch->off_flags, OFF_DISARM)
|| IS_SET (ch->act, ACT_WARRIOR)
|| IS_SET (ch->act, ACT_THIEF)))
skill = 20 + 3 * ch->level;
else if (sn == gsn_berserk && IS_SET (ch->off_flags, OFF_BERSERK))
skill = 3 * ch->level;
else if (sn == gsn_kick)
skill = 10 + 3 * ch->level;
else if (sn == gsn_backstab && IS_SET (ch->act, ACT_THIEF))
skill = 20 + 2 * ch->level;
else if (sn == gsn_rescue)
skill = 40 + ch->level;
else if (sn == gsn_recall)
skill = 40 + ch->level;
else if (sn == gsn_sword
|| sn == gsn_dagger
|| sn == gsn_spear
|| sn == gsn_mace
|| sn == gsn_axe
|| sn == gsn_flail || sn == gsn_whip || sn == gsn_polearm)
skill = 40 + 5 * ch->level / 2;
else
skill = 0;
}
if (ch->daze > 0) {
if (skill_table[sn].spell_fun != spell_null)
skill /= 2;
else
skill = 2 * skill / 3;
}
if (!IS_NPC (ch) && ch->pcdata->condition[COND_DRUNK] > 10)
skill = 9 * skill / 10;
return URANGE (0, skill, 100);
}
/* for returning weapon information */
int get_weapon_sn (CHAR_DATA * ch)
{
OBJ_DATA *wield;
int sn;
wield = get_eq_char (ch, WEAR_WIELD);
if (wield == NULL || wield->item_type != ITEM_WEAPON)
sn = gsn_hand_to_hand;
else
switch (wield->value[0]) {
default:
sn = -1;
break;
case (WEAPON_SWORD):
sn = gsn_sword;
break;
case (WEAPON_DAGGER):
sn = gsn_dagger;
break;
case (WEAPON_SPEAR):
sn = gsn_spear;
break;
case (WEAPON_MACE):
sn = gsn_mace;
break;
case (WEAPON_AXE):
sn = gsn_axe;
break;
case (WEAPON_FLAIL):
sn = gsn_flail;
break;
case (WEAPON_WHIP):
sn = gsn_whip;
break;
case (WEAPON_POLEARM):
sn = gsn_polearm;
break;
}
return sn;
}
int get_weapon_skill (CHAR_DATA * ch, int sn)
{
int skill;
/* -1 is exotic */
if (IS_NPC (ch)) {
if (sn == -1)
skill = 3 * ch->level;
else if (sn == gsn_hand_to_hand)
skill = 40 + 2 * ch->level;
else
skill = 40 + 5 * ch->level / 2;
}
else {
if (sn == -1)
skill = 3 * ch->level;
else
skill = ch->pcdata->learned[sn];
}
return URANGE (0, skill, 100);
}
/* used to de-screw characters */
void reset_char (CHAR_DATA * ch)
{
int loc, mod, stat;
OBJ_DATA *obj;
AFFECT_DATA *af;
int i;
if (IS_NPC (ch))
return;
if (ch->pcdata->perm_hit == 0
|| ch->pcdata->perm_mana == 0
|| ch->pcdata->perm_move == 0 || ch->pcdata->last_level == 0) {
/* do a FULL reset */
for (loc = 0; loc < MAX_WEAR; loc++) {
obj = get_eq_char (ch, loc);
if (obj == NULL)
continue;
if (!obj->enchanted)
for (af = obj->pIndexData->affected; af != NULL;
af = af->next) {
mod = af->modifier;
switch (af->location) {
case APPLY_SEX:
ch->sex -= mod;
if (ch->sex < 0 || ch->sex > 2)
ch->sex = IS_NPC (ch) ? 0 : ch->pcdata->true_sex;
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;
}
}
for (af = obj->affected; af != NULL; af = af->next) {
mod = af->modifier;
switch (af->location) {
case APPLY_SEX:
ch->sex -= mod;
break;
case APPLY_MANA:
ch->max_mana -= mod;
break;
case APPLY_HIT:
ch->max_hit -= mod;
break;
case APPLY_MOVE:
ch->max_move -= mod;
break;
}
}
}
/* now reset the permanent stats */
ch->pcdata->perm_hit = ch->max_hit;
ch->pcdata->perm_mana = ch->max_mana;
ch->pcdata->perm_move = ch->max_move;
ch->pcdata->last_level = ch->played / 3600;
if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2) {
if (ch->sex > 0 && ch->sex < 3)
ch->pcdata->true_sex = ch->sex;
else
ch->pcdata->true_sex = 0;
}
}
/* now restore the character to his/her true condition */
for (stat = 0; stat < MAX_STATS; stat++)
ch->mod_stat[stat] = 0;
if (ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2)
ch->pcdata->true_sex = 0;
ch->sex = ch->pcdata->true_sex;
ch->max_hit = ch->pcdata->perm_hit;
ch->max_mana = ch->pcdata->perm_mana;
ch->max_move = ch->pcdata->perm_move;
for (i = 0; i < 4; i++)
ch->armor[i] = 100;
ch->hitroll = 0;
ch->damroll = 0;
ch->saving_throw = 0;
/* now start adding back the effects */
for (loc = 0; loc < MAX_WEAR; loc++) {
obj = get_eq_char (ch, loc);
if (obj == NULL)
continue;
for (i = 0; i < 4; i++)
ch->armor[i] -= apply_ac (obj, loc, i);
if (!obj->enchanted)
for (af = obj->pIndexData->affected; af != NULL; af = af->next) {
mod = af->modifier;
switch (af->location) {
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
break;
case APPLY_MANA:
ch->max_mana += mod;
break;
case APPLY_HIT:
ch->max_hit += mod;
break;
case APPLY_MOVE:
ch->max_move += mod;
break;
case APPLY_AC:
for (i = 0; i < 4; i++)
ch->armor[i] += mod;
break;
case APPLY_HITROLL:
ch->hitroll += mod;
break;
case APPLY_DAMROLL:
ch->damroll += mod;
break;
case APPLY_SAVES:
ch->saving_throw += mod;
break;
case APPLY_SAVING_ROD:
ch->saving_throw += mod;
break;
case APPLY_SAVING_PETRI:
ch->saving_throw += mod;
break;
case APPLY_SAVING_BREATH:
ch->saving_throw += mod;
break;
case APPLY_SAVING_SPELL:
ch->saving_throw += mod;
break;
}
}
for (af = obj->affected; af != NULL; af = af->next) {
mod = af->modifier;
switch (af->location) {
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
break;
case APPLY_MANA:
ch->max_mana += mod;
break;
case APPLY_HIT:
ch->max_hit += mod;
break;
case APPLY_MOVE:
ch->max_move += mod;
break;
case APPLY_AC:
for (i = 0; i < 4; i++)
ch->armor[i] += mod;
break;
case APPLY_HITROLL:
ch->hitroll += mod;
break;
case APPLY_DAMROLL:
ch->damroll += mod;
break;
case APPLY_SAVES:
ch->saving_throw += mod;
break;
case APPLY_SAVING_ROD:
ch->saving_throw += mod;
break;
case APPLY_SAVING_PETRI:
ch->saving_throw += mod;
break;
case APPLY_SAVING_BREATH:
ch->saving_throw += mod;
break;
case APPLY_SAVING_SPELL:
ch->saving_throw += mod;
break;
}
}
}
/* now add back spell effects */
for (af = ch->affected; af != NULL; af = af->next) {
mod = af->modifier;
switch (af->location) {
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
break;
case APPLY_MANA:
ch->max_mana += mod;
break;
case APPLY_HIT:
ch->max_hit += mod;
break;
case APPLY_MOVE:
ch->max_move += mod;
break;
case APPLY_AC:
for (i = 0; i < 4; i++)
ch->armor[i] += mod;
break;
case APPLY_HITROLL:
ch->hitroll += mod;
break;
case APPLY_DAMROLL:
ch->damroll += mod;
break;
case APPLY_SAVES:
ch->saving_throw += mod;
break;
case APPLY_SAVING_ROD:
ch->saving_throw += mod;
break;
case APPLY_SAVING_PETRI:
ch->saving_throw += mod;
break;
case APPLY_SAVING_BREATH:
ch->saving_throw += mod;
break;
case APPLY_SAVING_SPELL:
ch->saving_throw += mod;
break;
}
}
/* make sure sex is RIGHT!!!! */
if (ch->sex < 0 || ch->sex > 2)
ch->sex = ch->pcdata->true_sex;
}
/*
* Retrieve a character's trusted level for permission checking.
*/
int get_trust (CHAR_DATA * ch)
{
if (ch->desc != NULL && ch->desc->original != NULL)
ch = ch->desc->original;
if (ch->trust)
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)
{
/*
Old way to do age new way is by birthday :)
TAKA
return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 72000; */
/*
This code replaced by TAKA to add mud time to a file for better
tracking :) Also for our own birthday code logic!
*/
int age;
/* base is 17, use 16 then add if had birthdate yet */
/* First year will automatically be 17, since will have had bday */
age = 16 + (time_info.year - ch->startyear);
/* check for a modifier */
age -= ch->pcdata->age_mod;
/* check for birthdate yet this year */
if ( (time_info.month >= ch->startmonth) && (time_info.day >= ch->startday) )
{
age += 1;
}
return age;
/* End TAKA age mods */
}
/* command for retrieving stats */
int get_curr_stat (CHAR_DATA * ch, int stat)
{
int max;
if (IS_NPC (ch) || ch->level > LEVEL_IMMORTAL)
max = 25;
else {
max = pc_race_table[ch->race].max_stats[stat] + 4;
if (class_table[ch->class].attr_prime == stat)
max += 2;
if (ch->race == race_lookup ("human"))
max += 1;
max = UMIN (max, 25);
}
return URANGE (3, ch->perm_stat[stat] + ch->mod_stat[stat], max);
}
/* command for returning max training score */
int get_max_train (CHAR_DATA * ch, int stat)
{
int max;
if (IS_NPC (ch) || ch->level > LEVEL_IMMORTAL)
return 25;
max = pc_race_table[ch->race].max_stats[stat];
if (class_table[ch->class].attr_prime == stat) {
if (ch->race == race_lookup ("human"))
max += 3;
else
max += 2;
}
return UMIN (max, 25);
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_n (CHAR_DATA * ch)
{
if (!IS_NPC (ch) && ch->level >= LEVEL_IMMORTAL)
return 1000;
if (IS_NPC (ch) && IS_SET (ch->act, ACT_PET))
return 0;
return MAX_WEAR + 2 * get_curr_stat (ch, STAT_DEX) + ch->level;
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_w (CHAR_DATA * ch)
{
if (!IS_NPC (ch) && ch->level >= LEVEL_IMMORTAL)
return 10000000;
if (IS_NPC (ch) && IS_SET (ch->act, ACT_PET))
return 0;
return str_app[get_curr_stat (ch, STAT_STR)].carry * 10 + ch->level * 25;
}
/*
* See if a string is one of the names of an object.
*/
bool is_name (char *str, char *namelist)
{
char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH];
char *list, *string;
/* fix crash on NULL namelist */
if (namelist == NULL || namelist[0] == '\0')
return FALSE;
/* fixed to prevent is_name on "" returning TRUE */
if (str[0] == '\0')
return FALSE;
string = str;
/* we need ALL parts of string to match part of namelist */
for (;;) { /* start parsing string */
str = one_argument (str, part);
if (part[0] == '\0')
return TRUE;
/* check to see if this is part of namelist */
list = namelist;
for (;;) { /* start parsing namelist */
list = one_argument (list, name);
if (name[0] == '\0') /* this name was not found */
return FALSE;
if (!str_prefix (string, name))
return TRUE; /* full pattern match */
if (!str_prefix (part, name))
break;
}
}
}
bool is_exact_name (char *str, char *namelist)
{
char name[MAX_INPUT_LENGTH];
if (namelist == NULL)
return FALSE;
for (;;) {
namelist = one_argument (namelist, name);
if (name[0] == '\0')
return FALSE;
if (!str_cmp (str, name))
return TRUE;
}
}
/* enchanted stuff for eq */
void affect_enchant (OBJ_DATA * obj)
{
/* okay, move all the old flags into new vectors if we have to */
if (!obj->enchanted) {
AFFECT_DATA *paf, *af_new;
obj->enchanted = TRUE;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) {
af_new = new_affect ();
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX (0, paf->type);
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
}
/*
* Apply or remove an affect to a character.
*/
void affect_modify (CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd)
{
OBJ_DATA *wield;
int mod, i;
mod = paf->modifier;
if (fAdd) {
switch (paf->where) {
case TO_AFFECTS:
SET_BIT (ch->affected_by, paf->bitvector);
break;
case TO_AFFECTS2:
SET_BIT(ch->affected2_by, paf->bitvector);
break;
case TO_IMMUNE:
SET_BIT (ch->imm_flags, paf->bitvector);
break;
case TO_RESIST:
SET_BIT (ch->res_flags, paf->bitvector);
break;
case TO_VULN:
SET_BIT (ch->vuln_flags, paf->bitvector);
break;
}
}
else {
switch (paf->where) {
case TO_AFFECTS:
REMOVE_BIT (ch->affected_by, paf->bitvector);
break;
case TO_AFFECTS2:
SET_BIT(ch->affected2_by, paf->bitvector);
break;
case TO_IMMUNE:
REMOVE_BIT (ch->imm_flags, paf->bitvector);
break;
case TO_RESIST:
REMOVE_BIT (ch->res_flags, paf->bitvector);
break;
case TO_VULN:
REMOVE_BIT (ch->vuln_flags, paf->bitvector);
break;
}
mod = 0 - mod;
}
switch (paf->location) {
default:
bug ("Affect_modify: unknown location %d.", paf->location);
return;
case APPLY_NONE:
break;
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
break;
case APPLY_CLASS:
break;
case APPLY_LEVEL:
break;
case APPLY_AGE:
break;
case APPLY_HEIGHT:
break;
case APPLY_WEIGHT:
break;
case APPLY_MANA:
ch->max_mana += mod;
break;
case APPLY_HIT:
ch->max_hit += mod;
break;
case APPLY_MOVE:
ch->max_move += mod;
break;
case APPLY_GOLD:
break;
case APPLY_EXP:
break;
case APPLY_AC:
for (i = 0; i < 4; i++)
ch->armor[i] += mod;
break;
case APPLY_HITROLL:
ch->hitroll += mod;
break;
case APPLY_DAMROLL:
ch->damroll += mod;
break;
case APPLY_SAVES:
ch->saving_throw += mod;
break;
case APPLY_SAVING_ROD:
ch->saving_throw += mod;
break;
case APPLY_SAVING_PETRI:
ch->saving_throw += mod;
break;
case APPLY_SAVING_BREATH:
ch->saving_throw += mod;
break;
case APPLY_SAVING_SPELL:
ch->saving_throw += mod;
break;
case APPLY_SPELL_AFFECT:
break;
}
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if (!IS_NPC (ch) && (wield = get_eq_char (ch, WEAR_WIELD)) != NULL
&& get_obj_weight (wield) >
(str_app[get_curr_stat (ch, STAT_STR)].wield * 10)) {
static int depth;
if (depth == 0) {
depth++;
act ("You drop $p.", ch, wield, NULL, TO_CHAR);
act ("$n drops $p.", ch, wield, NULL, TO_ROOM);
obj_from_char (wield);
obj_to_room (wield, ch->in_room);
depth--;
}
}
return;
}
/* find an effect in an affect list */
AFFECT_DATA *affect_find (AFFECT_DATA * paf, int sn)
{
AFFECT_DATA *paf_find;
for (paf_find = paf; paf_find != NULL; paf_find = paf_find->next) {
if (paf_find->type == sn)
return paf_find;
}
return NULL;
}
/* fix object affects when removing one */
void affect_check (CHAR_DATA * ch, int where, int vector)
{
AFFECT_DATA *paf;
OBJ_DATA *obj;
if (where == TO_OBJECT || where == TO_WEAPON || vector == 0)
return;
for (paf = ch->affected; paf != NULL; paf = paf->next)
if (paf->where == where && paf->bitvector == vector) {
switch (where) {
case TO_AFFECTS:
SET_BIT (ch->affected_by, vector);
break;
case TO_AFFECTS2:
SET_BIT(ch->affected2_by, vector);
break;
case TO_IMMUNE:
SET_BIT (ch->imm_flags, vector);
break;
case TO_RESIST:
SET_BIT (ch->res_flags, vector);
break;
case TO_VULN:
SET_BIT (ch->vuln_flags, vector);
break;
}
return;
}
for (obj = ch->carrying; obj != NULL; obj = obj->next_content) {
if (obj->wear_loc == -1)
continue;
for (paf = obj->affected; paf != NULL; paf = paf->next)
if (paf->where == where && paf->bitvector == vector) {
switch (where) {
case TO_AFFECTS:
SET_BIT (ch->affected_by, vector);
break;
case TO_AFFECTS2:
SET_BIT(ch->affected2_by, vector);
break;
case TO_IMMUNE:
SET_BIT (ch->imm_flags, vector);
break;
case TO_RESIST:
SET_BIT (ch->res_flags, vector);
break;
case TO_VULN:
SET_BIT (ch->vuln_flags, vector);
}
return;
}
if (obj->enchanted)
continue;
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
if (paf->where == where && paf->bitvector == vector) {
switch (where) {
case TO_AFFECTS:
SET_BIT (ch->affected_by, vector);
break;
case TO_AFFECTS2:
SET_BIT(ch->affected2_by, vector);
break;
case TO_IMMUNE:
SET_BIT (ch->imm_flags, vector);
break;
case TO_RESIST:
SET_BIT (ch->res_flags, vector);
break;
case TO_VULN:
SET_BIT (ch->vuln_flags, vector);
break;
}
return;
}
}
}
/*
* Give an affect to a char.
*/
void affect_to_char (CHAR_DATA * ch, AFFECT_DATA * paf)
{
AFFECT_DATA *paf_new;
paf_new = new_affect ();
*paf_new = *paf;
VALIDATE (paf); /* in case we missed it when we set up paf */
paf_new->next = ch->affected;
ch->affected = paf_new;
affect_modify (ch, paf_new, TRUE);
return;
}
/* give an affect to an object */
void affect_to_obj (OBJ_DATA * obj, AFFECT_DATA * paf)
{
AFFECT_DATA *paf_new;
paf_new = new_affect ();
*paf_new = *paf;
VALIDATE (paf); /* in case we missed it when we set up paf */
paf_new->next = obj->affected;
obj->affected = paf_new;
/* apply any affect vectors to the object's extra_flags */
if (paf->bitvector)
switch (paf->where) {
case TO_OBJECT:
SET_BIT (obj->extra_flags, paf->bitvector);
break;
case TO_WEAPON:
if (obj->item_type == ITEM_WEAPON)
SET_BIT (obj->value[4], paf->bitvector);
break;
}
return;
}
/*
* Remove an affect from a char.
*/
void affect_remove (CHAR_DATA * ch, AFFECT_DATA * paf)
{
int where;
int vector;
if (ch->affected == NULL) {
bug ("Affect_remove: no affect.", 0);
return;
}
affect_modify (ch, paf, FALSE);
where = paf->where;
vector = paf->bitvector;
if (paf == ch->affected) {
ch->affected = paf->next;
}
else {
AFFECT_DATA *prev;
for (prev = ch->affected; prev != NULL; prev = prev->next) {
if (prev->next == paf) {
prev->next = paf->next;
break;
}
}
if (prev == NULL) {
bug ("Affect_remove: cannot find paf.", 0);
return;
}
}
free_affect (paf);
affect_check (ch, where, vector);
return;
}
void affect_remove_obj (OBJ_DATA * obj, AFFECT_DATA * paf)
{
int where, vector;
if (obj->affected == NULL) {
bug ("Affect_remove_object: no affect.", 0);
return;
}
if (obj->carried_by != NULL && obj->wear_loc != -1)
affect_modify (obj->carried_by, paf, FALSE);
where = paf->where;
vector = paf->bitvector;
/* remove flags from the object if needed */
if (paf->bitvector)
switch (paf->where) {
case TO_OBJECT:
REMOVE_BIT (obj->extra_flags, paf->bitvector);
break;
case TO_WEAPON:
if (obj->item_type == ITEM_WEAPON)
REMOVE_BIT (obj->value[4], paf->bitvector);
break;
}
if (paf == obj->affected) {
obj->affected = paf->next;
}
else {
AFFECT_DATA *prev;
for (prev = obj->affected; prev != NULL; prev = prev->next) {
if (prev->next == paf) {
prev->next = paf->next;
break;
}
}
if (prev == NULL) {
bug ("Affect_remove_object: cannot find paf.", 0);
return;
}
}
free_affect (paf);
if (obj->carried_by != NULL && obj->wear_loc != -1)
affect_check (obj->carried_by, where, vector);
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip (CHAR_DATA * ch, int sn)
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for (paf = ch->affected; paf != NULL; paf = paf_next) {
paf_next = paf->next;
if (paf->type == sn)
affect_remove (ch, paf);
}
return;
}
/*
* Return true if a char is affected by a spell.
*/
bool is_affected (CHAR_DATA * ch, int sn)
{
AFFECT_DATA *paf;
for (paf = ch->affected; paf != NULL; paf = paf->next) {
if (paf->type == sn)
return TRUE;
}
return FALSE;
}
/*
* Add or enhance an affect.
*/
void affect_join (CHAR_DATA * ch, AFFECT_DATA * paf)
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for (paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next) {
if (paf_old->type == paf->type) {
paf->level = (paf->level += paf_old->level) / 2;
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove (ch, paf_old);
break;
}
}
affect_to_char (ch, paf);
return;
}
/*
* Move a char out of a room.
*/
void char_from_room (CHAR_DATA * ch)
{
OBJ_DATA *obj;
if (ch->in_room == NULL) {
bug ("Char_from_room: NULL.", 0);
return;
}
if (!IS_NPC (ch))
--ch->in_room->area->nplayer;
if ((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0 && ch->in_room->light > 0)
--ch->in_room->light;
if (ch == ch->in_room->people) {
ch->in_room->people = ch->next_in_room;
}
else {
CHAR_DATA *prev;
for (prev = ch->in_room->people; prev; prev = prev->next_in_room) {
if (prev->next_in_room == ch) {
prev->next_in_room = ch->next_in_room;
break;
}
}
if (prev == NULL)
bug ("Char_from_room: ch not found.", 0);
}
ch->in_room = NULL;
ch->next_in_room = NULL;
ch->on = NULL; /* sanity check! */
return;
}
/*
* Move a char into a room.
*/
void char_to_room (CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex)
{
OBJ_DATA *obj;
if (pRoomIndex == NULL) {
ROOM_INDEX_DATA *room;
bug ("Char_to_room: NULL.", 0);
if ((room = get_room_index (ROOM_VNUM_TEMPLE)) != NULL)
char_to_room (ch, room);
return;
}
ch->in_room = pRoomIndex;
ch->next_in_room = pRoomIndex->people;
pRoomIndex->people = ch;
if (!IS_NPC (ch)) {
if (ch->in_room->area->empty) {
ch->in_room->area->empty = FALSE;
ch->in_room->area->age = 0;
}
++ch->in_room->area->nplayer;
}
if ((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL
&& obj->item_type == ITEM_LIGHT && obj->value[2] != 0)
++ch->in_room->light;
if (IS_AFFECTED (ch, AFF_PLAGUE)) {
AFFECT_DATA *af, plague;
CHAR_DATA *vch;
for (af = ch->affected; af != NULL; af = af->next) {
if (af->type == gsn_plague)
break;
}
if (af == NULL) {
REMOVE_BIT (ch->affected_by, AFF_PLAGUE);
return;
}
if (af->level == 1)
return;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range (1, 2 * plague.level);
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for (vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room) {
if (!saves_spell (plague.level - 2, vch, DAM_DISEASE)
&& !IS_IMMORTAL (vch) &&
!IS_AFFECTED (vch, AFF_PLAGUE) && number_bits (6) == 0) {
send_to_char ("You feel hot and feverish.\n\r", vch);
act ("$n shivers and looks very ill.", vch, NULL, NULL,
TO_ROOM);
affect_join (vch, &plague);
}
}
}
return;
}
/*
* Give an obj to a char.
*/
void obj_to_char (OBJ_DATA * obj, CHAR_DATA * ch)
{
obj->next_content = ch->carrying;
ch->carrying = obj;
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number (obj);
ch->carry_weight += get_obj_weight (obj);
}
/*
* Take an obj from its character.
*/
void obj_from_char (OBJ_DATA * obj)
{
CHAR_DATA *ch;
if ((ch = obj->carried_by) == NULL) {
bug ("Obj_from_char: null ch.", 0);
return;
}
if (obj->wear_loc != WEAR_NONE)
unequip_char (ch, obj);
if (ch->carrying == obj) {
ch->carrying = obj->next_content;
}
else {
OBJ_DATA *prev;
for (prev = ch->carrying; prev != NULL; prev = prev->next_content) {
if (prev->next_content == obj) {
prev->next_content = obj->next_content;
break;
}
}
if (prev == NULL)
bug ("Obj_from_char: obj not in list.", 0);
}
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= get_obj_number (obj);
ch->carry_weight -= get_obj_weight (obj);
return;
}
/*
* Find the ac value of an obj, including position effect.
*/
int apply_ac (OBJ_DATA * obj, int iWear, int type)
{
if (obj->item_type != ITEM_ARMOR)
return 0;
switch (iWear) {
case WEAR_BODY: return 3 * obj->value[type];
case WEAR_HEAD: return 2 * obj->value[type];
case WEAR_LEGS: return 2 * obj->value[type];
case WEAR_FEET: return obj->value[type];
case WEAR_HANDS: return obj->value[type];
case WEAR_ARMS: return obj->value[type];
case WEAR_SHIELD: return obj->value[type];
case WEAR_NECK_1: return obj->value[type];
case WEAR_NECK_2: return obj->value[type];
case WEAR_ABOUT: return 2 * obj->value[type];
case WEAR_WAIST: return obj->value[type];
case WEAR_WRIST_L: return obj->value[type];
case WEAR_WRIST_R: return obj->value[type];
case WEAR_HOLD: return obj->value[type];
case WEAR_TAIL: return obj->value[type];
case WEAR_FINGER_L: return obj->value[type];
case WEAR_FINGER_R: return obj->value[type];
case WEAR_EYES: return obj->value[type];
case WEAR_EARS: return obj->value[type];
case WEAR_ANKLE_L: return obj->value[type];
case WEAR_ANKLE_R: return obj->value[type];
case WEAR_UNDERWEAR: return obj->value[type];
case WEAR_BELLY: return obj->value[type];
case WEAR_KNEES: return obj->value[type];
case WEAR_BACK: return obj->value[type];
case WEAR_SHOULDERS: return obj->value[type];
}
return 0;
}
/*
* Find a piece of eq on a character.
*/
OBJ_DATA *get_eq_char (CHAR_DATA * ch, int iWear)
{
OBJ_DATA *obj;
if (ch == NULL)
return NULL;
for (obj = ch->carrying; obj != NULL; obj = obj->next_content) {
if (obj->wear_loc == iWear)
return obj;
}
return NULL;
}
/*
* Equip a char with an obj.
*/
void equip_char (CHAR_DATA * ch, OBJ_DATA * obj, int iWear)
{
AFFECT_DATA *paf;
int i;
if (get_eq_char (ch, iWear) != NULL) {
bug ("Equip_char: already equipped (%d).", iWear);
return;
}
if ((IS_OBJ_STAT (obj, ITEM_ANTI_EVIL) && IS_EVIL (ch))
|| (IS_OBJ_STAT (obj, ITEM_ANTI_GOOD) && IS_GOOD (ch))
|| (IS_OBJ_STAT (obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL (ch))) {
/*
* Thanks to Morgenes for the bug fix here!
*/
act ("You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act ("$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char (obj);
obj_to_room (obj, ch->in_room);
return;
}
for (i = 0; i < 4; i++)
ch->armor[i] -= apply_ac (obj, iWear, i);
obj->wear_loc = iWear;
if (!obj->enchanted)
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next)
if (paf->location != APPLY_SPELL_AFFECT)
affect_modify (ch, paf, TRUE);
for (paf = obj->affected; paf != NULL; paf = paf->next)
if (paf->location == APPLY_SPELL_AFFECT)
affect_to_char (ch, paf);
else
affect_modify (ch, paf, TRUE);
if (obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0 && ch->in_room != NULL) ++ch->in_room->light;
return;
}
/*
* Unequip a char with an obj.
*/
void unequip_char (CHAR_DATA * ch, OBJ_DATA * obj)
{
AFFECT_DATA *paf = NULL;
AFFECT_DATA *lpaf = NULL;
AFFECT_DATA *lpaf_next = NULL;
int i;
char buf[MAX_STRING_LENGTH];
if (obj->wear_loc == WEAR_NONE) {
bug ("Unequip_char: already unequipped.", 0);
return;
}
for (i = 0; i < 4; i++)
ch->armor[i] += apply_ac (obj, obj->wear_loc, i);
obj->wear_loc = -1;
if (!obj->enchanted) {
for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) {
if (paf->location == APPLY_SPELL_AFFECT) {
for (lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next) {
lpaf_next = lpaf->next;
if ((lpaf->type == paf->type) &&
(lpaf->level == paf->level) &&
(lpaf->location == APPLY_SPELL_AFFECT)) {
affect_remove (ch, lpaf);
lpaf_next = NULL;
}
}
}
else {
affect_modify (ch, paf, FALSE);
affect_check (ch, paf->where, paf->bitvector);
}
}
}
for (paf = obj->affected; paf != NULL; paf = paf->next)
if (paf->location == APPLY_SPELL_AFFECT) {
sprintf(buf, "Norm-Apply: %s %s %d", obj->name, ch->name,
paf->location);
bug (buf, 0);
for (lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next) {
lpaf_next = lpaf->next;
if ((lpaf->type == paf->type) &&
(lpaf->level == paf->level) &&
(lpaf->location == APPLY_SPELL_AFFECT)) {
bug ("location = %d", lpaf->location);
bug ("type = %d", lpaf->type);
affect_remove (ch, lpaf);
lpaf_next = NULL;
}
}
}
else {
affect_modify (ch, paf, FALSE);
affect_check (ch, paf->where, paf->bitvector);
}
if (obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL
&& ch->in_room->light > 0) --ch->in_room->light;
return;
}
/*
* Count occurrences of an obj in a list.
*/
int count_obj_list (OBJ_INDEX_DATA * pObjIndex, OBJ_DATA * list)
{
OBJ_DATA *obj;
int nMatch;
nMatch = 0;
for (obj = list; obj != NULL; obj = obj->next_content) {
if (obj->pIndexData == pObjIndex)
nMatch++;
}
return nMatch;
}
/*
* Move an obj out of a room.
*/
void obj_from_room (OBJ_DATA * obj)
{
ROOM_INDEX_DATA *in_room;
CHAR_DATA *ch;
if ((in_room = obj->in_room) == NULL) {
bug ("obj_from_room: NULL.", 0);
return;
}
for (ch = in_room->people; ch != NULL; ch = ch->next_in_room)
if (ch->on == obj)
ch->on = NULL;
if (obj == in_room->contents) {
in_room->contents = obj->next_content;
}
else {
OBJ_DATA *prev;
for (prev = in_room->contents; prev; prev = prev->next_content) {
if (prev->next_content == obj) {
prev->next_content = obj->next_content;
break;
}
}
if (prev == NULL) {
bug ("Obj_from_room: obj not found.", 0);
return;
}
}
obj->in_room = NULL;
obj->next_content = NULL;
return;
}
/*
* Move an obj into a room.
*/
void obj_to_room (OBJ_DATA * obj, ROOM_INDEX_DATA * pRoomIndex)
{
obj->next_content = pRoomIndex->contents;
pRoomIndex->contents = obj;
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
return;
}
/*
* Move an object into an object.
*/
void obj_to_obj (OBJ_DATA * obj, OBJ_DATA * obj_to)
{
obj->next_content = obj_to->contains;
obj_to->contains = obj;
obj->in_obj = obj_to;
obj->in_room = NULL;
obj->carried_by = NULL;
if (obj_to->pIndexData->vnum == OBJ_VNUM_PIT)
obj->cost = 0;
for (; obj_to != NULL; obj_to = obj_to->in_obj) {
if (obj_to->carried_by != NULL) {
obj_to->carried_by->carry_number += get_obj_number (obj);
obj_to->carried_by->carry_weight += get_obj_weight (obj)
* WEIGHT_MULT (obj_to) / 100;
}
}
return;
}
/*
* Move an object out of an object.
*/
void obj_from_obj (OBJ_DATA * obj)
{
OBJ_DATA *obj_from;
if ((obj_from = obj->in_obj) == NULL) {
bug ("Obj_from_obj: null obj_from.", 0);
return;
}
if (obj == obj_from->contains) {
obj_from->contains = obj->next_content;
}
else {
OBJ_DATA *prev;
for (prev = obj_from->contains; prev; prev = prev->next_content) {
if (prev->next_content == obj) {
prev->next_content = obj->next_content;
break;
}
}
if (prev == NULL) {
bug ("Obj_from_obj: obj not found.", 0);
return;
}
}
obj->next_content = NULL;
obj->in_obj = NULL;
for (; obj_from != NULL; obj_from = obj_from->in_obj) {
if (obj_from->carried_by != NULL) {
obj_from->carried_by->carry_number -= get_obj_number (obj);
obj_from->carried_by->carry_weight -= get_obj_weight (obj)
* WEIGHT_MULT (obj_from) / 100;
}
}
return;
}
/*
* Extract an obj from the world.
*/
void extract_obj (OBJ_DATA * obj)
{
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
if (obj->in_room != NULL)
obj_from_room (obj);
else if (obj->carried_by != NULL)
obj_from_char (obj);
else if (obj->in_obj != NULL)
obj_from_obj (obj);
for (obj_content = obj->contains; obj_content; obj_content = obj_next) {
obj_next = obj_content->next_content;
extract_obj (obj_content);
}
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;
}
}
--obj->pIndexData->count;
free_obj (obj);
return;
}
/*
* Extract a char from the world.
*/
void extract_char (CHAR_DATA * ch, bool fPull)
{
CHAR_DATA *wch;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
/* doesn't seem to be necessary
if ( ch->in_room == NULL )
{
bug( "Extract_char: NULL.", 0 );
return;
}
*/
nuke_pets (ch);
ch->pet = NULL; /* just in case */
if (fPull)
die_follower (ch);
stop_fighting (ch, TRUE);
for (obj = ch->carrying; obj != NULL; obj = obj_next) {
obj_next = obj->next_content;
extract_obj (obj);
}
if (ch->in_room != NULL)
char_from_room (ch);
/* Death room is set in the clan tabe now */
if (!fPull) {
char_to_room (ch, get_room_index (clan_table[ch->clan].hall));
return;
}
if (IS_NPC (ch))
--ch->pIndexData->count;
if (ch->desc != NULL && ch->desc->original != NULL) {
do_function (ch, &do_return, "");
ch->desc = NULL;
}
for (wch = char_list; wch != NULL; wch = wch->next) {
if (wch->reply == ch)
wch->reply = NULL;
if (ch->mprog_target == wch)
wch->mprog_target = NULL;
}
if (ch == char_list) {
char_list = ch->next;
}
else {
CHAR_DATA *prev;
for (prev = char_list; prev != NULL; prev = prev->next) {
if (prev->next == ch) {
prev->next = ch->next;
break;
}
}
if (prev == NULL) {
bug ("Extract_char: char not found.", 0);
return;
}
}
if (ch->desc != NULL)
ch->desc->character = NULL;
free_char (ch);
return;
}
/*
* Find a char in the room.
*/
CHAR_DATA *get_char_room (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *rch;
int number;
int count;
number = number_argument (argument, arg);
count = 0;
if (!str_cmp (arg, "self"))
return ch;
for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) {
if (!can_see (ch, rch) || !is_name (arg, rch->name))
continue;
if (++count == number)
return rch;
}
return NULL;
}
/*
* Find a char in the world.
*/
CHAR_DATA *get_char_world (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if ((wch = get_char_room (ch, argument)) != NULL)
return wch;
number = number_argument (argument, arg);
count = 0;
for (wch = char_list; wch != NULL; wch = wch->next) {
if (wch->in_room == NULL || !can_see (ch, wch)
|| !is_name (arg, wch->name))
continue;
if (++count == number)
return wch;
}
return NULL;
}
/*
* Find some object with a given index data.
* Used by area-reset 'P' command.
*/
OBJ_DATA *get_obj_type (OBJ_INDEX_DATA * pObjIndex)
{
OBJ_DATA *obj;
for (obj = object_list; obj != NULL; obj = obj->next) {
if (obj->pIndexData == pObjIndex)
return obj;
}
return NULL;
}
/*
* Find an obj in a list.
*/
OBJ_DATA *get_obj_list (CHAR_DATA * ch, char *argument, OBJ_DATA * list)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument (argument, arg);
count = 0;
for (obj = list; obj != NULL; obj = obj->next_content) {
if (can_see_obj (ch, obj) && is_name (arg, obj->name)) {
if (++count == number)
return obj;
}
}
return NULL;
}
/*
* Find an obj in player's inventory.
*/
OBJ_DATA *get_obj_carry (CHAR_DATA * ch, char *argument, CHAR_DATA * viewer)
{
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 (viewer, obj))
&& is_name (arg, obj->name)) {
if (++count == number)
return obj;
}
}
return NULL;
}
/*
* Find an obj in player's equipment.
*/
OBJ_DATA *get_obj_wear (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument (argument, arg);
count = 0;
for (obj = ch->carrying; obj != NULL; obj = obj->next_content) {
if (obj->wear_loc != WEAR_NONE && can_see_obj (ch, obj)
&& is_name (arg, obj->name)) {
if (++count == number)
return obj;
}
}
return NULL;
}
/*
* Find an obj in the room or in inventory.
*/
OBJ_DATA *get_obj_here (CHAR_DATA * ch, char *argument)
{
OBJ_DATA *obj;
obj = get_obj_list (ch, argument, ch->in_room->contents);
if (obj != NULL)
return obj;
if ((obj = get_obj_carry (ch, argument, ch)) != NULL)
return obj;
if ((obj = get_obj_wear (ch, argument)) != NULL)
return obj;
return NULL;
}
/*
* Find an obj in the world.
*/
OBJ_DATA *get_obj_world (CHAR_DATA * ch, char *argument)
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
if ((obj = get_obj_here (ch, argument)) != NULL)
return obj;
number = number_argument (argument, arg);
count = 0;
for (obj = object_list; obj != NULL; obj = obj->next) {
if (can_see_obj (ch, obj) && is_name (arg, obj->name)) {
if (++count == number)
return obj;
}
}
return NULL;
}
/* deduct cost from a character */
void deduct_cost (CHAR_DATA * ch, int cost)
{
int silver = 0, gold = 0;
silver = UMIN (ch->silver, cost);
if (silver < cost) {
gold = ((cost - silver + 99) / 100);
silver = cost - 100 * gold;
}
ch->gold -= gold;
ch->silver -= silver;
if (ch->gold < 0) {
bug ("deduct costs: gold %d < 0", ch->gold);
ch->gold = 0;
}
if (ch->silver < 0) {
bug ("deduct costs: silver %d < 0", ch->silver);
ch->silver = 0;
}
}
/*
* Create a 'money' obj.
*/
OBJ_DATA *create_money (int gold, int silver)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if (gold < 0 || silver < 0 || (gold == 0 && silver == 0)) {
bug ("Create_money: zero or negative money.", UMIN (gold, silver));
gold = UMAX (1, gold);
silver = UMAX (1, silver);
}
if (gold == 0 && silver == 1) {
obj = create_object (get_obj_index (OBJ_VNUM_SILVER_ONE), 0);
}
else if (gold == 1 && silver == 0) {
obj = create_object (get_obj_index (OBJ_VNUM_GOLD_ONE), 0);
}
else if (silver == 0) {
obj = create_object (get_obj_index (OBJ_VNUM_GOLD_SOME), 0);
sprintf (buf, obj->short_descr, gold);
free_string (obj->short_descr);
obj->short_descr = str_dup (buf);
obj->value[1] = gold;
obj->cost = gold;
obj->weight = gold / 5;
}
else if (gold == 0) {
obj = create_object (get_obj_index (OBJ_VNUM_SILVER_SOME), 0);
sprintf (buf, obj->short_descr, silver);
free_string (obj->short_descr);
obj->short_descr = str_dup (buf);
obj->value[0] = silver;
obj->cost = silver;
obj->weight = silver / 20;
}
else {
obj = create_object (get_obj_index (OBJ_VNUM_COINS), 0);
sprintf (buf, obj->short_descr, silver, gold);
free_string (obj->short_descr);
obj->short_descr = str_dup (buf);
obj->value[0] = silver;
obj->value[1] = gold;
obj->cost = 100 * gold + silver;
obj->weight = gold / 5 + silver / 20;
}
return obj;
}
/*
* Return # of objects which an object counts as.
* Thanks to Tony Chamberlain for the correct recursive code here.
*/
int get_obj_number (OBJ_DATA * obj)
{
int number;
if (obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_MONEY
|| obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY)
number = 0;
else
number = 1;
for (obj = obj->contains; obj != NULL; obj = obj->next_content)
number += get_obj_number (obj);
return number;
}
/*
* Return weight of an object, including weight of contents.
*/
int get_obj_weight (OBJ_DATA * obj)
{
int weight;
OBJ_DATA *tobj;
weight = obj->weight;
for (tobj = obj->contains; tobj != NULL; tobj = tobj->next_content)
weight += get_obj_weight (tobj) * WEIGHT_MULT (obj) / 100;
return weight;
}
int get_true_weight (OBJ_DATA * obj)
{
int weight;
weight = obj->weight;
for (obj = obj->contains; obj != NULL; obj = obj->next_content)
weight += get_obj_weight (obj);
return weight;
}
/*
* True if room is dark.
*/
bool room_is_dark (ROOM_INDEX_DATA * pRoomIndex)
{
if (pRoomIndex->light > 0)
return FALSE;
if (IS_SET (pRoomIndex->room_flags, ROOM_DARK))
return TRUE;
if (pRoomIndex->sector_type == SECT_INSIDE
|| pRoomIndex->sector_type == SECT_CITY) return FALSE;
if (weather_info.sunlight == SUN_SET || weather_info.sunlight == SUN_DARK)
return TRUE;
return FALSE;
}
bool is_room_owner (CHAR_DATA * ch, ROOM_INDEX_DATA * room)
{
if (room->owner == NULL || room->owner[0] == '\0')
return FALSE;
return is_name (ch->name, room->owner);
}
/*
* True if room is private.
*/
bool room_is_private (ROOM_INDEX_DATA * pRoomIndex)
{
CHAR_DATA *rch;
int count;
if (pRoomIndex->owner != NULL && pRoomIndex->owner[0] != '\0')
return TRUE;
count = 0;
for (rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room)
count++;
if (IS_SET (pRoomIndex->room_flags, ROOM_PRIVATE) && count >= 2)
return TRUE;
if (IS_SET (pRoomIndex->room_flags, ROOM_SOLITARY) && count >= 1)
return TRUE;
if (IS_SET (pRoomIndex->room_flags, ROOM_IMP_ONLY))
return TRUE;
return FALSE;
}
/* visibility on a room -- for entering and exits */
bool can_see_room (CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex)
{
if (IS_SET (pRoomIndex->room_flags, ROOM_IMP_ONLY)
&& get_trust (ch) < MAX_LEVEL)
return FALSE;
if (IS_SET (pRoomIndex->room_flags, ROOM_GODS_ONLY)
&& !IS_IMMORTAL (ch))
return FALSE;
if (IS_SET (pRoomIndex->room_flags, ROOM_HEROES_ONLY)
&& !IS_IMMORTAL (ch))
return FALSE;
if (IS_SET (pRoomIndex->room_flags, ROOM_NEWBIES_ONLY)
&& ch->level > 5 && !IS_IMMORTAL (ch))
return FALSE;
if (!IS_IMMORTAL (ch) && pRoomIndex->clan && ch->clan != pRoomIndex->clan)
return FALSE;
return TRUE;
}
/*
* True if char can see victim.
*/
bool can_see (CHAR_DATA * ch, CHAR_DATA * victim)
{
/* RT changed so that WIZ_INVIS has levels */
if (ch == victim)
return TRUE;
if (get_trust (ch) < victim->invis_level)
return FALSE;
if (get_trust (ch) < victim->incog_level
&& ch->in_room != victim->in_room) return FALSE;
if ((!IS_NPC (ch) && IS_SET (ch->act, PLR_HOLYLIGHT))
|| (IS_NPC (ch) && IS_IMMORTAL (ch)))
return TRUE;
if (IS_AFFECTED (ch, AFF_BLIND))
return FALSE;
if (room_is_dark (ch->in_room) && !IS_AFFECTED (ch, AFF_INFRARED))
return FALSE;
if (IS_AFFECTED (victim, AFF_INVISIBLE)
&& !IS_AFFECTED (ch, AFF_DETECT_INVIS))
return FALSE;
/* sneaking */
if (IS_AFFECTED (victim, AFF_SNEAK)
&& !IS_AFFECTED (ch, AFF_DETECT_HIDDEN)
&& victim->fighting == NULL) {
int chance;
chance = get_skill (victim, gsn_sneak);
chance += get_curr_stat (victim, STAT_DEX) * 3 / 2;
chance -= get_curr_stat (ch, STAT_INT) * 2;
chance -= ch->level - victim->level * 3 / 2;
if (number_percent () < chance)
return FALSE;
}
if (IS_AFFECTED (victim, AFF_HIDE)
&& !IS_AFFECTED (ch, AFF_DETECT_HIDDEN)
&& victim->fighting == NULL)
return FALSE;
return TRUE;
}
/*
* True if char can see obj.
*/
bool can_see_obj (CHAR_DATA * ch, OBJ_DATA * obj)
{
if (!IS_NPC (ch) && IS_SET (ch->act, PLR_HOLYLIGHT))
return TRUE;
if (IS_SET (obj->extra_flags, ITEM_VIS_DEATH))
return FALSE;
if (IS_AFFECTED (ch, AFF_BLIND) && obj->item_type != ITEM_POTION)
return FALSE;
if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0)
return TRUE;
if (IS_SET (obj->extra_flags, ITEM_INVIS)
&& !IS_AFFECTED (ch, AFF_DETECT_INVIS))
return FALSE;
if (IS_OBJ_STAT (obj, ITEM_GLOW))
return TRUE;
if (room_is_dark (ch->in_room) && !IS_AFFECTED (ch, AFF_DARK_VISION))
return FALSE;
if(IS_SET(obj->extra_flags,ITEM_HIDDEN))
return FALSE;
return TRUE;
}
/*
* True if char can drop obj.
*/
bool can_drop_obj (CHAR_DATA * ch, OBJ_DATA * obj)
{
if (!IS_SET (obj->extra_flags, ITEM_NODROP))
return TRUE;
if (!IS_NPC (ch) && ch->level >= LEVEL_IMMORTAL)
return TRUE;
return FALSE;
}
/*
* Return ascii name of an affect location.
*/
char *affect_loc_name (int location)
{
switch (location) {
case APPLY_NONE:
return "none";
case APPLY_STR:
return "strength";
case APPLY_DEX:
return "dexterity";
case APPLY_INT:
return "intelligence";
case APPLY_WIS:
return "wisdom";
case APPLY_CON:
return "constitution";
case APPLY_SEX:
return "sex";
case APPLY_CLASS:
return "class";
case APPLY_LEVEL:
return "level";
case APPLY_AGE:
return "age";
case APPLY_MANA:
return "mana";
case APPLY_HIT:
return "hp";
case APPLY_MOVE:
return "moves";
case APPLY_GOLD:
return "gold";
case APPLY_EXP:
return "experience";
case APPLY_AC:
return "armor class";
case APPLY_HITROLL:
return "hit roll";
case APPLY_DAMROLL:
return "damage roll";
case APPLY_SAVES:
return "saves";
case APPLY_SAVING_ROD:
return "save vs rod";
case APPLY_SAVING_PETRI:
return "save vs petrification";
case APPLY_SAVING_BREATH:
return "save vs breath";
case APPLY_SAVING_SPELL:
return "save vs spell";
case APPLY_SPELL_AFFECT:
return "none";
}
bug ("Affect_location_name: unknown location %d.", location);
return "(unknown)";
}
/*
* Return ascii name of an affect bit vector.
*/
char *affect_bit_name (int vector)
{
static char buf[512];
buf[0] = '\0';
if (vector & AFF_BLIND)
strcat (buf, " blind");
if (vector & AFF_INVISIBLE)
strcat (buf, " invisible");
if (vector & AFF_DETECT_EVIL)
strcat (buf, " detect_evil");
if (vector & AFF_DETECT_GOOD)
strcat (buf, " detect_good");
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_SANCTUARY)
strcat (buf, " sanctuary");
if (vector & AFF_FAERIE_FIRE)
strcat (buf, " faerie_fire");
if (vector & AFF_INFRARED)
strcat (buf, " infrared");
if (vector & AFF_CURSE)
strcat (buf, " curse");
if (vector & AFF_POISON)
strcat (buf, " poison");
if (vector & AFF_PROTECT_EVIL)
strcat (buf, " prot_evil");
if (vector & AFF_PROTECT_GOOD)
strcat (buf, " prot_good");
if (vector & AFF_SLEEP)
strcat (buf, " sleep");
if (vector & AFF_SNEAK)
strcat (buf, " sneak");
if (vector & AFF_HIDE)
strcat (buf, " hide");
if (vector & AFF_CHARM)
strcat (buf, " charm");
if (vector & AFF_FLYING)
strcat (buf, " flying");
if (vector & AFF_PASS_DOOR)
strcat (buf, " pass_door");
if (vector & AFF_BERSERK)
strcat (buf, " berserk");
if (vector & AFF_CALM)
strcat (buf, " calm");
if (vector & AFF_HASTE)
strcat (buf, " haste");
if (vector & AFF_SLOW)
strcat (buf, " slow");
if (vector & AFF_PLAGUE)
strcat (buf, " plague");
if (vector & AFF_DARK_VISION)
strcat (buf, " dark_vision");
if (vector & AFF_CONFUSE )
strcat( buf, " confusion" );
return (buf[0] != '\0') ? buf + 1 : "none";
}
/*
* Return ascii name of an affect bit vector.
*/
char *affect2_bit_name( int vector )
{
static char buf[512];
buf[0] = '\0';
/* your flag declarations here */
/* if (vector & AFF_TEST_FLAG) strcat(buf, " test_flag"); */
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
/*
* Return ascii name of extra flags vector.
*/
char *extra_bit_name (int extra_flags)
{
static char buf[512];
buf[0] = '\0';
if (extra_flags & ITEM_GLOW)
strcat (buf, " glow");
if (extra_flags & ITEM_HUM)
strcat (buf, " hum");
if (extra_flags & ITEM_DARK)
strcat (buf, " dark");
if (extra_flags & ITEM_LOCK)
strcat (buf, " lock");
if (extra_flags & ITEM_EVIL)
strcat (buf, " evil");
if (extra_flags & ITEM_INVIS)
strcat (buf, " invis");
if (extra_flags & ITEM_MAGIC)
strcat (buf, " magic");
if (extra_flags & ITEM_NODROP)
strcat (buf, " nodrop");
if (extra_flags & ITEM_BLESS)
strcat (buf, " bless");
if (extra_flags & ITEM_ANTI_GOOD)
strcat (buf, " anti-good");
if (extra_flags & ITEM_ANTI_EVIL)
strcat (buf, " anti-evil");
if (extra_flags & ITEM_ANTI_NEUTRAL)
strcat (buf, " anti-neutral");
if (extra_flags & ITEM_NOREMOVE)
strcat (buf, " noremove");
if (extra_flags & ITEM_INVENTORY)
strcat (buf, " inventory");
if (extra_flags & ITEM_NOPURGE)
strcat (buf, " nopurge");
if (extra_flags & ITEM_VIS_DEATH)
strcat (buf, " vis_death");
if (extra_flags & ITEM_ROT_DEATH)
strcat (buf, " rot_death");
if (extra_flags & ITEM_NOLOCATE)
strcat (buf, " no_locate");
if (extra_flags & ITEM_SELL_EXTRACT)
strcat (buf, " sell_extract");
if (extra_flags & ITEM_BURN_PROOF)
strcat (buf, " burn_proof");
if (extra_flags & ITEM_NOUNCURSE)
strcat (buf, " no_uncurse");
return (buf[0] != '\0') ? buf + 1 : "none";
}
/* return ascii name of an act vector */
char *act_bit_name (int act_flags)
{
static char buf[512];
buf[0] = '\0';
if (IS_SET (act_flags, ACT_IS_NPC)) {
strcat (buf, " npc");
if (act_flags & ACT_SENTINEL)
strcat (buf, " sentinel");
if (act_flags & ACT_SCAVENGER)
strcat (buf, " scavenger");
if (act_flags & ACT_AGGRESSIVE)
strcat (buf, " aggressive");
if (act_flags & ACT_STAY_AREA)
strcat (buf, " stay_area");
if (act_flags & ACT_WIMPY)
strcat (buf, " wimpy");
if (act_flags & ACT_PET)
strcat (buf, " pet");
if (act_flags & ACT_TRAIN)
strcat (buf, " train");
if (act_flags & ACT_PRACTICE)
strcat (buf, " practice");
if (act_flags & ACT_UNDEAD)
strcat (buf, " undead");
if (act_flags & ACT_CLERIC)
strcat (buf, " cleric");
if (act_flags & ACT_MAGE)
strcat (buf, " mage");
if (act_flags & ACT_THIEF)
strcat (buf, " thief");
if (act_flags & ACT_WARRIOR)
strcat (buf, " warrior");
if (act_flags & ACT_NOALIGN)
strcat (buf, " no_align");
if (act_flags & ACT_NOPURGE)
strcat (buf, " no_purge");
if (act_flags & ACT_IS_HEALER)
strcat (buf, " healer");
if (act_flags & ACT_IS_CHANGER)
strcat (buf, " changer");
if (act_flags & ACT_GAIN)
strcat (buf, " skill_train");
if (act_flags & ACT_UPDATE_ALWAYS)
strcat (buf, " update_always");
if (act_flags & ACT_BANKER)
strcat (buf, " banker");
if (act_flags & ACT_ATM)
strcat (buf, " ATM");
}
else {
strcat (buf, " player");
if (act_flags & PLR_AUTOASSIST)
strcat (buf, " autoassist");
if (act_flags & PLR_AUTOEXIT)
strcat (buf, " autoexit");
if (act_flags & PLR_AUTOLOOT)
strcat (buf, " autoloot");
if (act_flags & PLR_AUTOSAC)
strcat (buf, " autosac");
if (act_flags & PLR_AUTOGOLD)
strcat (buf, " autogold");
if (act_flags & PLR_AUTOSPLIT)
strcat (buf, " autosplit");
if (act_flags & PLR_HOLYLIGHT)
strcat (buf, " holy_light");
if (act_flags & PLR_CANLOOT)
strcat (buf, " loot_corpse");
if (act_flags & PLR_NOSUMMON)
strcat (buf, " no_summon");
if (act_flags & PLR_NOFOLLOW)
strcat (buf, " no_follow");
if (act_flags & PLR_FREEZE)
strcat (buf, " frozen");
if (act_flags & PLR_THIEF)
strcat (buf, " thief");
if (act_flags & PLR_KILLER)
strcat (buf, " killer");
}
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *comm_bit_name (int comm_flags)
{
static char buf[512];
buf[0] = '\0';
if (comm_flags & COMM_QUIET)
strcat (buf, " quiet");
if (comm_flags & COMM_DEAF)
strcat (buf, " deaf");
if (comm_flags & COMM_NOWIZ)
strcat (buf, " no_wiz");
if (comm_flags & COMM_NOAUCTION)
strcat (buf, " no_auction");
if (comm_flags & COMM_NOGOSSIP)
strcat (buf, " no_gossip");
if (comm_flags & COMM_NOQUESTION)
strcat (buf, " no_question");
if (comm_flags & COMM_NOMUSIC)
strcat (buf, " no_music");
if (comm_flags & COMM_NOQUOTE)
strcat (buf, " no_quote");
if (comm_flags & COMM_COMPACT)
strcat (buf, " compact");
if (comm_flags & COMM_BRIEF)
strcat (buf, " brief");
if (comm_flags & COMM_PROMPT)
strcat (buf, " prompt");
if (comm_flags & COMM_COMBINE)
strcat (buf, " combine");
if (comm_flags & COMM_NOEMOTE)
strcat (buf, " no_emote");
if (comm_flags & COMM_NOSHOUT)
strcat (buf, " no_shout");
if (comm_flags & COMM_NOTELL)
strcat (buf, " no_tell");
if (comm_flags & COMM_NOCHANNELS)
strcat (buf, " no_channels");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *imm_bit_name (int imm_flags)
{
static char buf[512];
buf[0] = '\0';
if (imm_flags & IMM_SUMMON)
strcat (buf, " summon");
if (imm_flags & IMM_CHARM)
strcat (buf, " charm");
if (imm_flags & IMM_MAGIC)
strcat (buf, " magic");
if (imm_flags & IMM_WEAPON)
strcat (buf, " weapon");
if (imm_flags & IMM_BASH)
strcat (buf, " blunt");
if (imm_flags & IMM_PIERCE)
strcat (buf, " piercing");
if (imm_flags & IMM_SLASH)
strcat (buf, " slashing");
if (imm_flags & IMM_FIRE)
strcat (buf, " fire");
if (imm_flags & IMM_COLD)
strcat (buf, " cold");
if (imm_flags & IMM_LIGHTNING)
strcat (buf, " lightning");
if (imm_flags & IMM_ACID)
strcat (buf, " acid");
if (imm_flags & IMM_POISON)
strcat (buf, " poison");
if (imm_flags & IMM_NEGATIVE)
strcat (buf, " negative");
if (imm_flags & IMM_HOLY)
strcat (buf, " holy");
if (imm_flags & IMM_ENERGY)
strcat (buf, " energy");
if (imm_flags & IMM_MENTAL)
strcat (buf, " mental");
if (imm_flags & IMM_DISEASE)
strcat (buf, " disease");
if (imm_flags & IMM_DROWNING)
strcat (buf, " drowning");
if (imm_flags & IMM_LIGHT)
strcat (buf, " light");
if (imm_flags & VULN_IRON)
strcat (buf, " iron");
if (imm_flags & VULN_WOOD)
strcat (buf, " wood");
if (imm_flags & VULN_SILVER)
strcat (buf, " silver");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *wear_bit_name (int wear_flags)
{
static char buf[512];
buf[0] = '\0';
if (wear_flags & ITEM_TAKE ) strcat(buf, " take");
if (wear_flags & ITEM_WEAR_FINGER ) strcat(buf, " finger");
if (wear_flags & ITEM_WEAR_NECK ) strcat(buf, " neck");
if (wear_flags & ITEM_WEAR_BODY ) strcat(buf, " torso");
if (wear_flags & ITEM_WEAR_HEAD ) strcat(buf, " head");
if (wear_flags & ITEM_WEAR_LEGS ) strcat(buf, " legs");
if (wear_flags & ITEM_WEAR_FEET ) strcat(buf, " feet");
if (wear_flags & ITEM_WEAR_HANDS ) strcat(buf, " hands");
if (wear_flags & ITEM_WEAR_ARMS ) strcat(buf, " arms");
if (wear_flags & ITEM_WEAR_SHIELD ) strcat(buf, " shield");
if (wear_flags & ITEM_WEAR_ABOUT ) strcat(buf, " body");
if (wear_flags & ITEM_WEAR_WAIST ) strcat(buf, " waist");
if (wear_flags & ITEM_WEAR_WRIST ) strcat(buf, " wrist");
if (wear_flags & ITEM_WIELD ) strcat(buf, " wield");
if (wear_flags & ITEM_HOLD ) strcat(buf, " hold");
if (wear_flags & ITEM_NO_SAC ) strcat(buf, " nosac");
if (wear_flags & ITEM_WEAR_FLOAT ) strcat(buf, " float");
if (wear_flags & ITEM_WEAR_FACE ) strcat(buf, " face");
if (wear_flags & ITEM_WEAR_TAIL ) strcat(buf, " tail");
if (wear_flags & ITEM_WEAR_EYES ) strcat(buf, " eyes");
if (wear_flags & ITEM_WEAR_ANKLE ) strcat(buf, " ankle");
if (wear_flags & ITEM_WEAR_EARS ) strcat(buf, " ears");
if (wear_flags & ITEM_WEAR_UNDERWEAR) strcat(buf, " cup");
if (wear_flags & ITEM_WEAR_BELLY ) strcat(buf, " belly");
if (wear_flags & ITEM_WEAR_KNEES ) strcat(buf, " knees");
if (wear_flags & ITEM_WEAR_BACK ) strcat(buf, " back");
if (wear_flags & ITEM_WEAR_SHOULDERS) strcat(buf, " shoulders");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *form_bit_name (int form_flags)
{
static char buf[512];
buf[0] = '\0';
if (form_flags & FORM_POISON)
strcat (buf, " poison");
else if (form_flags & FORM_EDIBLE)
strcat (buf, " edible");
if (form_flags & FORM_MAGICAL)
strcat (buf, " magical");
if (form_flags & FORM_INSTANT_DECAY)
strcat (buf, " instant_rot");
if (form_flags & FORM_OTHER)
strcat (buf, " other");
if (form_flags & FORM_ANIMAL)
strcat (buf, " animal");
if (form_flags & FORM_SENTIENT)
strcat (buf, " sentient");
if (form_flags & FORM_UNDEAD)
strcat (buf, " undead");
if (form_flags & FORM_CONSTRUCT)
strcat (buf, " construct");
if (form_flags & FORM_MIST)
strcat (buf, " mist");
if (form_flags & FORM_INTANGIBLE)
strcat (buf, " intangible");
if (form_flags & FORM_BIPED)
strcat (buf, " biped");
if (form_flags & FORM_CENTAUR)
strcat (buf, " centaur");
if (form_flags & FORM_INSECT)
strcat (buf, " insect");
if (form_flags & FORM_SPIDER)
strcat (buf, " spider");
if (form_flags & FORM_CRUSTACEAN)
strcat (buf, " crustacean");
if (form_flags & FORM_WORM)
strcat (buf, " worm");
if (form_flags & FORM_BLOB)
strcat (buf, " blob");
if (form_flags & FORM_MAMMAL)
strcat (buf, " mammal");
if (form_flags & FORM_BIRD)
strcat (buf, " bird");
if (form_flags & FORM_REPTILE)
strcat (buf, " reptile");
if (form_flags & FORM_SNAKE)
strcat (buf, " snake");
if (form_flags & FORM_DRAGON)
strcat (buf, " dragon");
if (form_flags & FORM_AMPHIBIAN)
strcat (buf, " amphibian");
if (form_flags & FORM_FISH)
strcat (buf, " fish");
if (form_flags & FORM_COLD_BLOOD)
strcat (buf, " cold_blooded");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *part_bit_name (int part_flags)
{
static char buf[512];
buf[0] = '\0';
if (part_flags & PART_HEAD)
strcat (buf, " head");
if (part_flags & PART_ARMS)
strcat (buf, " arms");
if (part_flags & PART_LEGS)
strcat (buf, " legs");
if (part_flags & PART_HEART)
strcat (buf, " heart");
if (part_flags & PART_BRAINS)
strcat (buf, " brains");
if (part_flags & PART_GUTS)
strcat (buf, " guts");
if (part_flags & PART_HANDS)
strcat (buf, " hands");
if (part_flags & PART_FEET)
strcat (buf, " feet");
if (part_flags & PART_FINGERS)
strcat (buf, " fingers");
if (part_flags & PART_EAR)
strcat (buf, " ears");
if (part_flags & PART_EYE)
strcat (buf, " eyes");
if (part_flags & PART_LONG_TONGUE)
strcat (buf, " long_tongue");
if (part_flags & PART_EYESTALKS)
strcat (buf, " eyestalks");
if (part_flags & PART_TENTACLES)
strcat (buf, " tentacles");
if (part_flags & PART_FINS)
strcat (buf, " fins");
if (part_flags & PART_WINGS)
strcat (buf, " wings");
if (part_flags & PART_TAIL)
strcat (buf, " tail");
if (part_flags & PART_CLAWS)
strcat (buf, " claws");
if (part_flags & PART_FANGS)
strcat (buf, " fangs");
if (part_flags & PART_HORNS)
strcat (buf, " horns");
if (part_flags & PART_SCALES)
strcat (buf, " scales");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *weapon_bit_name (int weapon_flags)
{
static char buf[512];
buf[0] = '\0';
if (weapon_flags & WEAPON_FLAMING)
strcat (buf, " flaming");
if (weapon_flags & WEAPON_FROST)
strcat (buf, " frost");
if (weapon_flags & WEAPON_VAMPIRIC)
strcat (buf, " vampiric");
if (weapon_flags & WEAPON_SHARP)
strcat (buf, " sharp");
if (weapon_flags & WEAPON_VORPAL)
strcat (buf, " vorpal");
if (weapon_flags & WEAPON_TWO_HANDS)
strcat (buf, " two-handed");
if (weapon_flags & WEAPON_SHOCKING)
strcat (buf, " shocking");
if (weapon_flags & WEAPON_POISON)
strcat (buf, " poison");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *cont_bit_name (int cont_flags)
{
static char buf[512];
buf[0] = '\0';
if (cont_flags & CONT_CLOSEABLE)
strcat (buf, " closable");
if (cont_flags & CONT_PICKPROOF)
strcat (buf, " pickproof");
if (cont_flags & CONT_CLOSED)
strcat (buf, " closed");
if (cont_flags & CONT_LOCKED)
strcat (buf, " locked");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *off_bit_name (int off_flags)
{
static char buf[512];
buf[0] = '\0';
if (off_flags & OFF_AREA_ATTACK)
strcat (buf, " area attack");
if (off_flags & OFF_BACKSTAB)
strcat (buf, " backstab");
if (off_flags & OFF_BASH)
strcat (buf, " bash");
if (off_flags & OFF_BERSERK)
strcat (buf, " berserk");
if (off_flags & OFF_DISARM)
strcat (buf, " disarm");
if (off_flags & OFF_DODGE)
strcat (buf, " dodge");
if (off_flags & OFF_FADE)
strcat (buf, " fade");
if (off_flags & OFF_FAST)
strcat (buf, " fast");
if (off_flags & OFF_KICK)
strcat (buf, " kick");
if (off_flags & OFF_KICK_DIRT)
strcat (buf, " kick_dirt");
if (off_flags & OFF_PARRY)
strcat (buf, " parry");
if (off_flags & OFF_RESCUE)
strcat (buf, " rescue");
if (off_flags & OFF_TAIL)
strcat (buf, " tail");
if (off_flags & OFF_TRIP)
strcat (buf, " trip");
if (off_flags & OFF_CRUSH)
strcat (buf, " crush");
if (off_flags & ASSIST_ALL)
strcat (buf, " assist_all");
if (off_flags & ASSIST_ALIGN)
strcat (buf, " assist_align");
if (off_flags & ASSIST_RACE)
strcat (buf, " assist_race");
if (off_flags & ASSIST_PLAYERS)
strcat (buf, " assist_players");
if (off_flags & ASSIST_GUARD)
strcat (buf, " assist_guard");
if (off_flags & ASSIST_VNUM)
strcat (buf, " assist_vnum");
return (buf[0] != '\0') ? buf + 1 : "none";
}
/*
* Config Colour stuff
*/
void default_colour (CHAR_DATA * ch)
{
if (IS_NPC (ch))
return;
if (!ch->pcdata)
return;
ch->pcdata->text[1] = (WHITE);
ch->pcdata->auction[1] = (YELLOW);
ch->pcdata->auction_text[1] = (WHITE);
ch->pcdata->gossip[1] = (MAGENTA);
ch->pcdata->gossip_text[1] = (MAGENTA);
ch->pcdata->music[1] = (RED);
ch->pcdata->music_text[1] = (RED);
ch->pcdata->question[1] = (YELLOW);
ch->pcdata->question_text[1] = (WHITE);
ch->pcdata->answer[1] = (YELLOW);
ch->pcdata->answer_text[1] = (WHITE);
ch->pcdata->quote[1] = (GREEN);
ch->pcdata->quote_text[1] = (GREEN);
ch->pcdata->immtalk_text[1] = (CYAN);
ch->pcdata->immtalk_type[1] = (YELLOW);
ch->pcdata->info[1] = (YELLOW);
ch->pcdata->tell[1] = (GREEN);
ch->pcdata->tell_text[1] = (GREEN);
ch->pcdata->say[1] = (GREEN);
ch->pcdata->say_text[1] = (GREEN);
ch->pcdata->reply[1] = (GREEN);
ch->pcdata->reply_text[1] = (GREEN);
ch->pcdata->gtell_text[1] = (GREEN);
ch->pcdata->gtell_type[1] = (RED);
ch->pcdata->wiznet[1] = (GREEN);
ch->pcdata->room_title[1] = (CYAN);
ch->pcdata->room_text[1] = (WHITE);
ch->pcdata->room_exits[1] = (GREEN);
ch->pcdata->room_things[1] = (CYAN);
ch->pcdata->prompt[1] = (CYAN);
ch->pcdata->fight_death[1] = (RED);
ch->pcdata->fight_yhit[1] = (GREEN);
ch->pcdata->fight_ohit[1] = (YELLOW);
ch->pcdata->fight_thit[1] = (RED);
ch->pcdata->fight_skill[1] = (WHITE);
ch->pcdata->text[0] = (NORMAL);
ch->pcdata->auction[0] = (BRIGHT);
ch->pcdata->auction_text[0] = (BRIGHT);
ch->pcdata->gossip[0] = (NORMAL);
ch->pcdata->gossip_text[0] = (BRIGHT);
ch->pcdata->music[0] = (NORMAL);
ch->pcdata->music_text[0] = (BRIGHT);
ch->pcdata->question[0] = (BRIGHT);
ch->pcdata->question_text[0] = (BRIGHT);
ch->pcdata->answer[0] = (BRIGHT);
ch->pcdata->answer_text[0] = (BRIGHT);
ch->pcdata->quote[0] = (NORMAL);
ch->pcdata->quote_text[0] = (BRIGHT);
ch->pcdata->immtalk_text[0] = (NORMAL);
ch->pcdata->immtalk_type[0] = (NORMAL);
ch->pcdata->info[0] = (NORMAL);
ch->pcdata->say[0] = (NORMAL);
ch->pcdata->say_text[0] = (BRIGHT);
ch->pcdata->tell[0] = (NORMAL);
ch->pcdata->tell_text[0] = (BRIGHT);
ch->pcdata->reply[0] = (NORMAL);
ch->pcdata->reply_text[0] = (BRIGHT);
ch->pcdata->gtell_text[0] = (NORMAL);
ch->pcdata->gtell_type[0] = (NORMAL);
ch->pcdata->wiznet[0] = (NORMAL);
ch->pcdata->room_title[0] = (NORMAL);
ch->pcdata->room_text[0] = (NORMAL);
ch->pcdata->room_exits[0] = (NORMAL);
ch->pcdata->room_things[0] = (NORMAL);
ch->pcdata->prompt[0] = (NORMAL);
ch->pcdata->fight_death[0] = (NORMAL);
ch->pcdata->fight_yhit[0] = (NORMAL);
ch->pcdata->fight_ohit[0] = (NORMAL);
ch->pcdata->fight_thit[0] = (NORMAL);
ch->pcdata->fight_skill[0] = (NORMAL);
ch->pcdata->text[2] = 0;
ch->pcdata->auction[2] = 0;
ch->pcdata->auction_text[2] = 0;
ch->pcdata->gossip[2] = 0;
ch->pcdata->gossip_text[2] = 0;
ch->pcdata->music[2] = 0;
ch->pcdata->music_text[2] = 0;
ch->pcdata->question[2] = 0;
ch->pcdata->question_text[2] = 0;
ch->pcdata->answer[2] = 0;
ch->pcdata->answer_text[2] = 0;
ch->pcdata->quote[2] = 0;
ch->pcdata->quote_text[2] = 0;
ch->pcdata->immtalk_text[2] = 0;
ch->pcdata->immtalk_type[2] = 0;
ch->pcdata->info[2] = 1;
ch->pcdata->say[2] = 0;
ch->pcdata->say_text[2] = 0;
ch->pcdata->tell[2] = 0;
ch->pcdata->tell_text[2] = 0;
ch->pcdata->reply[2] = 0;
ch->pcdata->reply_text[2] = 0;
ch->pcdata->gtell_text[2] = 0;
ch->pcdata->gtell_type[2] = 0;
ch->pcdata->wiznet[2] = 0;
ch->pcdata->room_title[2] = 0;
ch->pcdata->room_text[2] = 0;
ch->pcdata->room_exits[2] = 0;
ch->pcdata->room_things[2] = 0;
ch->pcdata->prompt[2] = 0;
ch->pcdata->fight_death[2] = 0;
ch->pcdata->fight_yhit[2] = 0;
ch->pcdata->fight_ohit[2] = 0;
ch->pcdata->fight_thit[2] = 0;
ch->pcdata->fight_skill[2] = 0;
return;
}
void all_colour (CHAR_DATA * ch, char *argument)
{
char buf[100];
char buf2[100];
int colour;
int bright;
if (IS_NPC (ch) || !ch->pcdata)
return;
if (!*argument)
return;
if (!str_prefix (argument, "red")) {
colour = (RED);
bright = NORMAL;
sprintf (buf2, "Red");
}
if (!str_prefix (argument, "hi-red")) {
colour = (RED);
bright = BRIGHT;
sprintf (buf2, "Red");
}
else if (!str_prefix (argument, "green")) {
colour = (GREEN);
bright = NORMAL;
sprintf (buf2, "Green");
}
else if (!str_prefix (argument, "hi-green")) {
colour = (GREEN);
bright = BRIGHT;
sprintf (buf2, "Green");
}
else if (!str_prefix (argument, "yellow")) {
colour = (YELLOW);
bright = NORMAL;
sprintf (buf2, "Yellow");
}
else if (!str_prefix (argument, "hi-yellow")) {
colour = (YELLOW);
bright = BRIGHT;
sprintf (buf2, "Yellow");
}
else if (!str_prefix (argument, "blue")) {
colour = (BLUE);
bright = NORMAL;
sprintf (buf2, "Blue");
}
else if (!str_prefix (argument, "hi-blue")) {
colour = (BLUE);
bright = BRIGHT;
sprintf (buf2, "Blue");
}
else if (!str_prefix (argument, "magenta")) {
colour = (MAGENTA);
bright = NORMAL;
sprintf (buf2, "Magenta");
}
else if (!str_prefix (argument, "hi-magenta")) {
colour = (MAGENTA);
bright = BRIGHT;
sprintf (buf2, "Magenta");
}
else if (!str_prefix (argument, "cyan")) {
colour = (CYAN);
bright = NORMAL;
sprintf (buf2, "Cyan");
}
else if (!str_prefix (argument, "hi-cyan")) {
colour = (CYAN);
bright = BRIGHT;
sprintf (buf2, "Cyan");
}
else if (!str_prefix (argument, "white")) {
colour = (WHITE);
bright = NORMAL;
sprintf (buf2, "White");
}
else if (!str_prefix (argument, "hi-white")) {
colour = (WHITE);
bright = BRIGHT;
sprintf (buf2, "White");
}
else if (!str_prefix (argument, "grey")) {
colour = (BLACK);
bright = BRIGHT;
sprintf (buf2, "White");
}
else {
send_to_char_bw ("Unrecognised colour, unchanged.\n\r", ch);
return;
}
ch->pcdata->text[1] = colour;
ch->pcdata->auction[1] = colour;
ch->pcdata->gossip[1] = colour;
ch->pcdata->music[1] = colour;
ch->pcdata->question[1] = colour;
ch->pcdata->answer[1] = colour;
ch->pcdata->quote[1] = colour;
ch->pcdata->quote_text[1] = colour;
ch->pcdata->immtalk_text[1] = colour;
ch->pcdata->immtalk_type[1] = colour;
ch->pcdata->info[1] = colour;
ch->pcdata->say[1] = colour;
ch->pcdata->say_text[1] = colour;
ch->pcdata->tell[1] = colour;
ch->pcdata->tell_text[1] = colour;
ch->pcdata->reply[1] = colour;
ch->pcdata->reply_text[1] = colour;
ch->pcdata->gtell_text[1] = colour;
ch->pcdata->gtell_type[1] = colour;
ch->pcdata->wiznet[1] = colour;
ch->pcdata->room_title[1] = colour;
ch->pcdata->room_text[1] = colour;
ch->pcdata->room_exits[1] = colour;
ch->pcdata->room_things[1] = colour;
ch->pcdata->prompt[1] = colour;
ch->pcdata->fight_death[1] = colour;
ch->pcdata->fight_yhit[1] = colour;
ch->pcdata->fight_ohit[1] = colour;
ch->pcdata->fight_thit[1] = colour;
ch->pcdata->fight_skill[1] = colour;
ch->pcdata->text[0] = bright;
ch->pcdata->auction[0] = bright;
ch->pcdata->gossip[0] = bright;
ch->pcdata->music[0] = bright;
ch->pcdata->question[0] = bright;
ch->pcdata->answer[0] = bright;
ch->pcdata->quote[0] = bright;
ch->pcdata->quote_text[0] = bright;
ch->pcdata->immtalk_text[0] = bright;
ch->pcdata->immtalk_type[0] = bright;
ch->pcdata->info[0] = bright;
ch->pcdata->say[0] = bright;
ch->pcdata->say_text[0] = bright;
ch->pcdata->tell[0] = bright;
ch->pcdata->tell_text[0] = bright;
ch->pcdata->reply[0] = bright;
ch->pcdata->reply_text[0] = bright;
ch->pcdata->gtell_text[0] = bright;
ch->pcdata->gtell_type[0] = bright;
ch->pcdata->wiznet[0] = bright;
ch->pcdata->room_title[0] = bright;
ch->pcdata->room_text[0] = bright;
ch->pcdata->room_exits[0] = bright;
ch->pcdata->room_things[0] = bright;
ch->pcdata->prompt[0] = bright;
ch->pcdata->fight_death[0] = bright;
ch->pcdata->fight_yhit[0] = bright;
ch->pcdata->fight_ohit[0] = bright;
ch->pcdata->fight_thit[0] = bright;
ch->pcdata->fight_skill[0] = bright;
sprintf (buf, "All Colour settings set to %s.\n\r", buf2);
send_to_char_bw (buf, ch);
return;
}
/*
* Return ascii name of an affect bit 2.
* You will need to maintain this for yourself
* include anything you want returned to stat views
*/
char *affect_bit_name2( OBJ_DATA *obj, CHAR_DATA *ch )
{
static char buf[512];
buf[0] = '\0';
if IS_SETX( obj->pIndexData->newoaff[CLASS_MAGE / 8], (CLASS_MAGE))
strcat( buf, " mage" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_CLERIC / 8], (CLASS_CLERIC))
strcat( buf, " cleric" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_THIEF / 8], (CLASS_THIEF))
strcat( buf, " thief" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_WARRIOR / 8], (CLASS_WARRIOR))
strcat( buf, " warrior" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_RANGER / 8], (CLASS_RANGER))
strcat( buf, " ranger" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_ASSASSIN / 8], (CLASS_ASSASSIN))
strcat( buf, " assassin" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_PALADIN / 8], (CLASS_PALADIN))
strcat( buf, " paladin" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_WITCH / 8], (CLASS_WITCH))
strcat( buf, " witch" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_NECROMANCER / 8], (CLASS_NECROMANCER))
strcat( buf, " necromancer" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_ENCHANTER / 8], (CLASS_ENCHANTER))
strcat( buf, " enchanter" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_BERSERKER / 8], (CLASS_BERSERKER))
strcat( buf, " berserker" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_DEATH_KNIGHT / 8], (CLASS_DEATH_KNIGHT))
strcat( buf, " death knight" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_SOLDIER / 8], (CLASS_SOLDIER))
strcat( buf, " soldier" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_OPOYA / 8], (CLASS_OPOYA))
strcat( buf, " opoya" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_WICASA / 8], (CLASS_WICASA))
strcat( buf, " wicasa" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_DRUID / 8], (CLASS_DRUID))
strcat( buf, " druid" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_TELEPATH / 8], (CLASS_TELEPATH))
strcat( buf, " telepath" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_BARD / 8], (CLASS_BARD))
strcat( buf, " bard" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_SAGE / 8], (CLASS_SAGE))
strcat( buf, " sage" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_SORCERER / 8], (CLASS_SORCERER))
strcat( buf, " sorcerer" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_BISHOP / 8], (CLASS_BISHOP))
strcat( buf, " bishop" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_TEMPLAR / 8], (CLASS_TEMPLAR))
strcat( buf, " templar" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_MONK / 8], (CLASS_MONK))
strcat( buf, " monk" );
if IS_SETX( obj->pIndexData->newoaff[CLASS_PSIONIST /8], (CLASS_PSIONIST))
strcat( buf, " psionist" );
if IS_SETX( obj->pIndexData->newoaff[R_HUMAN / 8], (R_HUMAN))
strcat( buf, " human" );
if IS_SETX( obj->pIndexData->newoaff[R_ELF /8], (R_ELF))
strcat( buf, " elf" );
if IS_SETX( obj->pIndexData->newoaff[R_DRAGONKIN / 8], (R_DRAGONKIN))
strcat( buf, " dragonkin" );
if IS_SETX( obj->pIndexData->newoaff[R_BARBARIAN / 8], (R_BARBARIAN))
strcat( buf, " barbarian" );
if IS_SETX( obj->pIndexData->newoaff[R_DWARF / 8], (R_DWARF))
strcat( buf, " dwarf" );
if IS_SETX( obj->pIndexData->newoaff[R_GOBLIN / 8], (R_GOBLIN))
strcat( buf, " goblin" );
if IS_SETX( obj->pIndexData->newoaff[R_TROLL / 8], (R_TROLL))
strcat( buf, " troll" );
if IS_SETX( obj->pIndexData->newoaff[R_ORC / 8], (R_ORC))
strcat( buf, " orc" );
if IS_SETX( obj->pIndexData->newoaff[R_GIANT / 8], (R_GIANT))
strcat( buf, " giant" );
if IS_SETX( obj->pIndexData->newoaff[R_OYATE / 8], (R_OYATE))
strcat( buf, " oyate" );
if IS_SETX( obj->pIndexData->newoaff[R_ARCHON / 8], (R_ARCHON))
strcat( buf, " archon" );
if IS_SETX( obj->pIndexData->newoaff[R_SYLVAN / 8], (R_SYLVAN))
strcat( buf, " sylvan" );
if IS_SETX( obj->pIndexData->newoaff[R_DAERGAR / 8], (R_DAERGAR))
strcat( buf, " daergar" );
if IS_SETX( obj->pIndexData->newoaff[R_DROW / 8], (R_DROW))
strcat( buf, " drow" );
if IS_SETX( obj->pIndexData->newoaff[R_DRACON / 8], (R_DRACON))
strcat( buf, " dracon" );
if IS_SETX( obj->pIndexData->newoaff[R_GNOME / 8], (R_GNOME))
strcat( buf, " gnome" );
if IS_SETX( obj->pIndexData->newoaff[R_KYRIE / 8], (R_KYRIE))
strcat( buf, " kyrie" );
if IS_SETX( obj->pIndexData->newoaff[R_SAURIAL / 8], (R_SAURIAL))
strcat( buf, " saurial" );
if IS_SETX( obj->pIndexData->newoaff[R_VAMPIRE / 8], (R_VAMPIRE))
strcat( buf, " vampire" );
if IS_SETX( obj->pIndexData->newoaff[R_TIGRIAT / 8], (R_TIGRIAT))
strcat( buf, " tigriat" );
if IS_SETX( obj->pIndexData->newoaff[R_HALFELF / 8], (R_HALFELF))
strcat( buf, " halfelf" );
if IS_SETX( obj->pIndexData->newoaff[R_HALFORC / 8], (R_HALFORC))
strcat( buf, " halforc" );
if IS_SETX( obj->pIndexData->newoaff[R_HALFGIANT / 8], (R_HALFGIANT))
strcat( buf, " halfgiant" );
if IS_SETX( obj->pIndexData->newoaff[R_WEREWOLF / 8], (R_WEREWOLF))
strcat( buf, " werewolf" );
if IS_SETX( obj->pIndexData->newoaff[R_LICH / 8], (R_LICH))
strcat( buf, " lich" );
if IS_SETX( obj->pIndexData->newoaff[R_IMMORTAL / 8], (R_IMMORTAL))
strcat( buf, " immortal" );
if IS_SETX( obj->pIndexData->newoaff[REMORT_ONLY / 8], (REMORT_ONLY))
strcat( buf, " remort" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}