#include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "merc.h" #include "magic.h" #include <stdlib.h> #include "recycle.h" #include "tables.h" #include "interp.h" #include "clans/new_clans.h" #include "clans/new_clans_comm.h" #include "clans/new_clans_io.h" #include "clans/new_clans_util.h" #include "obj_trig.h" #include "olc.h" DECLARE_DO_FUN (do_return); extern bool ch_is_quitting; extern bool paddling; void falcon_alert args ((CHAR_DATA * ch)); int flag_value args ((const struct flag_type * flag_table, char *argument)); inline bool IS_CLASS args((CHAR_DATA * ch, short class)); inline bool is_affected args((CHAR_DATA * ch, int sn)); short level_for_skill_2 (CHAR_DATA * ch, short sn); void save_player_corpse args((OBJ_DATA* corpse)); bool cardgame_surrender args((CHAR_DATA *ch, bool premature)); void check_gravity_room_obj args((CHAR_DATA *people,OBJ_DATA *obj)); void switched_return args((CHAR_DATA *ch, ROOM_INDEX_DATA *location)); void friend_poof args((CHAR_DATA *ch)); int hands_used args((CHAR_DATA *ch)); int hands_required args((CHAR_DATA *ch, OBJ_DATA *obj)); bool equip_char_slot_new args((CHAR_DATA * ch, OBJ_DATA * obj, long slot)); /* * Local functions. */ void affect_modify args ((CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd)); inline char *one_argument (char *argument, char *arg_first) { char cEnd; while (isspace (*argument)) argument++; cEnd = ' '; if (*argument == '\'' || *argument == '"') cEnd = *argument++; while (*argument != '\0') { if (*argument == cEnd) { argument++; break; } *arg_first = LOWER (*argument); arg_first++; argument++; } *arg_first = '\0'; while (isspace (*argument)) argument++; return argument; } inline char *one_argument_nl (char *argument, char *arg_first) { char cEnd; while (isspace (*argument)) argument++; cEnd = ' '; if (*argument == '\'' || *argument == '"') cEnd = *argument++; while (*argument != '\0') { if (*argument == cEnd) { argument++; break; } *arg_first = *argument; arg_first++; argument++; } *arg_first = '\0'; while (isspace (*argument)) argument++; return argument; } /* 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_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 race number */ int race_lookup (const char *name) { int race; for (race = 0; race_table[race].name != NULL; race++) { if (LOWER (name[0]) == LOWER (race_table[race].name[0]) && !str_prefix (name, race_table[race].name)) return race; } return 0; } int orace_lookup (const char *name) { int race; for (race = 1; race_table[race].name != NULL; race++) { if (LOWER (name[0]) == LOWER (race_table[race].name[0]) && !str_prefix (name, race_table[race].name)) return race; } return 0; } int liq_lookup (const char *name) { int liq; for (liq = 0; liq_table[liq].liq_name != NULL; liq++) { if (LOWER (name[0]) == LOWER (liq_table[liq].liq_name[0]) && !str_prefix (name, liq_table[liq].liq_name)) return liq; } return -1; } 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; } int item_lookup (const char *name) { int type; for (type = 0; item_table[type].name != NULL; type++) { if (LOWER (name[0]) == LOWER (item_table[type].name[0]) && !str_prefix (name, item_table[type].name)) return item_table[type].type; } return -1; } char *item_name (int item_type) { int type; for (type = 0; item_table[type].name != NULL; type++) if (item_type == item_table[type].type) return item_table[type].name; return "none"; } char *weapon_name (int weapon_type) { int type; for (type = 0; weapon_table[type].name != NULL; type++) if (weapon_type == weapon_table[type].type) return weapon_table[type].name; return "exotic"; } 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; } int hand_lookup (const char *name) { int hand; for (hand = 0; hand < 3; hand++) { if (!str_cmp (name, "left")) return (HAND_LEFT); if (!str_cmp (name, "right")) return (HAND_RIGHT); if (!str_cmp (name, "ambidextrous")) return (HAND_AMBIDEXTROUS); } 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 == DAM_UNIQUE) return 0; 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 if (dam_type != DAM_VAMPIRIC) /* 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; } int get_char_weight (CHAR_DATA * ch) { int weight; switch (ch->size) { case SIZE_TINY: weight = 500; break; case SIZE_SMALL: weight = 800; break; default: case SIZE_MEDIUM: weight = 1400; break; case SIZE_LARGE: weight = 1750; break; case SIZE_HUGE: weight = 2500; break; case SIZE_GIANT: weight = 4000; break; } weight += get_carry_weight (ch); return (weight); } /* for returning skill information */ int get_skill (CHAR_DATA * ch, int sn) { int skill=0; // char buf[30]; if (ch->stunned) return 0; 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 < level_for_skill (ch, sn)) skill = 0; else if (sn == gsn_swim) { if ((get_carry_weight (ch) / 10) > (can_carry_w (ch) / 10)) skill = 0; else if (ch->race == PC_RACE_CANTHI || ch->race == PC_RACE_NIDAE) skill = 100; else if (ch->race == PC_RACE_DWARF) skill = 0; else skill = ch->pcdata->learned[sn]; } else skill = ch->pcdata->learned[sn]; skill += ch->pcdata->mod_learned[sn]; if (sn == gsn_dual_wield && skill > 0 && ch->race == PC_RACE_NERIX) skill = 100; if (sn == gsn_steal && ch->class == PC_CLASS_CHAOS_JESTER) skill = 50; } else /* mobiles */ { //Iblis - if mob is an obj trigger mob, they have 100% in ALL skills if (ch->pIndexData->vnum == MOB_VNUM_FAKIE) return 100; if (IS_SET(ch->act2,ACT_ALL_SKILLS)) { if (!(sn == gsn_dodge || sn == gsn_flicker || sn == gsn_parry || sn == gsn_conceal || sn == gsn_prevent_escape || sn == gsn_awareness || sn == gsn_hear_the_wind || sn == gsn_dirty_tactics || sn == gsn_counter || sn == gsn_feed_death)) return 100; } //Iblis - if mob is a CJ created mob, they only have the hardcoded skills below if (IS_SET(ch->act2,ACT_PUPPET)) { if (ch->pIndexData->vnum == MOB_VNUM_FROG) { if (sn == skill_lookup("ice beam")) return 100; else return 0; } if (ch->pIndexData->vnum == MOB_VNUM_WARPED_CAT) { if (sn == gsn_dodge) return 100; else if (sn == gsn_avoid_traps) return 100; else return 0; } if (ch->pIndexData->vnum == MOB_VNUM_WARPED_OWL) { if (sn == gsn_swoop) return 100; else return 0; } } //Iblis - if mob is a necromancer familiar, they only have the hardcoded skills below //at 100 (if they are high enough level), otherwise they have the skill at 0% if (IS_SET(ch->act2,ACT_FAMILIAR)) { if (ch->pIndexData->vnum == MOB_VNUM_FAM_ZOMBIE) { if (sn == gsn_kick && ch->level >= 10) return 100; else if (sn == gsn_mace) return 100; else if (sn == gsn_flail) return 100; else if (sn == gsn_berserk && ch->level >= 30) return 100; else if (sn == gsn_parry && ch->level >= 39) return 100; else if (sn == gsn_uppercut && ch->level >= 40) return 100; else if (sn == gsn_fast_healing && ch->level >= 50) return 100; else if (sn == gsn_second_attack && ch->level >= 50) return 100; else if (sn == gsn_enhanced_damage && ch->level >= 62) return 100; else if (sn == gsn_circle && ch->level >= 55) return 100; else if (sn == gsn_plague && ch->level >= 60) return 100; else if (sn == gsn_fear && ch->level >= 80) return 100; else return 0; } if (ch->pIndexData->vnum == MOB_VNUM_FAM_SKELETON) { if (sn == gsn_throwing && ch->level >= 30) return 100; else if (sn == gsn_sword || sn == gsn_axe) return 100; else if (sn == gsn_shield_block && ch->level >= 35) return 100; else if (sn == gsn_berserk && ch->level >= 40) return 100; else if (sn == gsn_rescue && ch->level >= 50) return 100; else if (sn == gsn_second_attack && ch->level >= 50) return 100; else if (sn == gsn_enhanced_damage && ch->level >= 62) return 100; else if (sn == gsn_hellbreath && ch->level >= 80) return 100; else return 0; } if (ch->pIndexData->vnum == MOB_VNUM_FAM_BANSHEE) { if (sn == gsn_hand_to_hand) return 100; else if (sn == gsn_fisticuffery && ch->level >= 30) return 100; else if (sn == gsn_second_attack && ch->level >= 50) return 100; else if (sn == gsn_enhanced_damage && ch->level >= 62) return 100; else if (sn == gsn_dual_wield && ch->level >= 80) return 100; else if (sn == gsn_kai && ch->level >= 40) return 100; else if (sn == skill_lookup("Ballad of the Cantankerous Woodsman") && ch->level >= 28) return 100; else if (sn == skill_lookup("Falkentynes Fury") && ch->level >= 13) return 100; else return 0; } if (ch->pIndexData->vnum == MOB_VNUM_IMAGINARY_FRIEND) { if (sn == gsn_sword && ch->level >= 10) return 100; else if (sn == gsn_flail && ch->level >= 25) return 100; else if (sn == gsn_enhanced_damage && ch->level >= 30) return 100; else if (sn == gsn_dagger && ch->level >= 45) return 100; else if (sn == gsn_redirect && ch->level >= 50) return 100; else if (sn == gsn_dirty_tactics && ch->level >= 75) return 100; else if (sn == gsn_pick_lock && ch->level >= 90) return 100; else return 0; } return 0; } 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_counter && IS_SET (ch->off_flags, OFF_COUNTER)) 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_sword || sn == gsn_dagger || sn == gsn_staff || sn == gsn_dice || sn == gsn_mace || sn == gsn_axe || sn == gsn_flail || sn == gsn_polearm) skill = 40 + 5 * ch->level / 2; //Iblis - hardcoded skill %'s for mobs set ACT_MONK else if (sn == gsn_critical_strike && IS_SET (ch->act2, ACT_MONK)) skill = 40 + ch->level; else if (sn == gsn_counter && IS_SET (ch->act2, ACT_MONK)) skill = 40 + ch->level; else if (sn == gsn_dive && IS_SET (ch->act2, ACT_MONK)) skill = 40 + ch->level; else if (sn == gsn_prevent_escape && IS_SET (ch->act2, ACT_MONK)) skill = 40 + ch->level; else if (sn == gsn_hear_the_wind && IS_SET (ch->act2, ACT_MONK)) skill = 40 + ch->level; else if (sn == gsn_strike && IS_SET (ch->act2, ACT_MONK)) skill = 40 + ch->level; else if (sn == gsn_awareness && IS_SET (ch->act2, ACT_MONK)) skill = 40 + ch->level; else if (sn == gsn_dirty_tactics && (IS_SET (ch->act2, ACT_MONK) || IS_SET (ch->act2, ACT_THIEF))) skill = 40 + ch->level; else if (sn == gsn_whirlwind && IS_SET (ch->act2, ACT_MONK)) skill = 40 + ch->level; else if (sn == gsn_fists_of_fury && IS_SET (ch->act2, ACT_MONK)) skill = 40 + ch->level; //Iblis - hardcoded skill %'s for mobs set ACT_MAGE else if (IS_SET (ch->act, ACT_MAGE) && (sn == skill_lookup("dispel magic") || sn == skill_lookup("blindness") || sn == skill_lookup("weaken") || sn == skill_lookup("curse") || sn == skill_lookup("colour spray") || sn == skill_lookup("magic missle") || sn == skill_lookup("acid blast") || sn == skill_lookup("energy drain") || sn == skill_lookup("heat metal") || sn == skill_lookup("web") || sn == skill_lookup("firestorm") || sn == skill_lookup("fireball"))) skill = 40 + ch->level; else if (IS_SET (ch->act2, ACT_NECROMANCER) && (sn >= skill_lookup("death palm")) && (sn <= skill_lookup("unsummon"))) skill = 40 + ch->level; else if (IS_SET (ch->act2, ACT_MAGE_SKILLS) && (sn == gsn_staves || sn == gsn_brew || sn == gsn_scrolls || sn == gsn_wands || sn == gsn_scribe)) skill = 40 + ch->level; else if (sn == gsn_charge && IS_SET (ch->off_flags,OFF_CHARGE)) skill = 40 + ch->level; else if (sn == gsn_sweep && IS_SET (ch->off_flags,OFF_SWEEP)) skill = 40 + ch->level; else if (sn == gsn_stun && IS_SET (ch->off_flags,OFF_STUN)) skill = 40 + ch->level; else if (sn == gsn_kai && IS_SET (ch->off_flags,OFF_KAI)) skill = 40 + ch->level; else if (sn == gsn_hellbreath && IS_SET (ch->off_flags,OFF_HELLBREATH)) skill = 10 + 3 * ch->level; else skill = 0; //Shinowlan 03/26/2002 -- added to support mob scripts. //this way mobs can use all skills as needed. //Shinowlan 06/25/2002 - set back to the standard level of zero, was causing crash bugs (kai) } 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, int wield_type) { OBJ_DATA *wield; int sn; wield = get_eq_char (ch, wield_type); 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_STAFF): sn = gsn_staff; break; case (WEAPON_MACE): sn = gsn_mace; break; case (WEAPON_AXE): sn = gsn_axe; break; case (WEAPON_FLAIL): sn = gsn_flail; break; case (WEAPON_POLEARM): sn = gsn_polearm; break; case (WEAPON_DICE): sn = gsn_dice; 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; /* Using get_skill so familiar work properly else if (sn == gsn_hand_to_hand) skill = 40 + 2 * ch->level; else skill = 40 + 5 * ch->level / 2; */ else skill = get_skill(ch,sn); } 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,k; long wear_flags_left=0; 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++) // { for (k = 0;wear_conversion_table[k].wear_loc != -2;++k) { if (wear_conversion_table[k].wear_flag == ITEM_TAKE || wear_conversion_table[k].wear_flag == ITEM_NO_SAC) continue; if (!IS_SET(wear_flags_left,wear_conversion_table[k].wear_flag)) continue; loc = wear_conversion_table[k].wear_loc; obj = get_eq_char (ch, loc); if (obj == NULL) continue; REMOVE_BIT(wear_flags_left,obj->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; if (!is_affected(ch,gsn_scramble)) { 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; for (i = 1; wear_conversion_table[i].wear_loc != -2;++i) wear_flags_left |= wear_conversion_table[i].wear_flag; /* now start adding back the effects */ // for (loc = 0; loc < MAX_WEAR; loc++) for (k = 0;wear_conversion_table[k].wear_loc != -2;++k) { if (wear_conversion_table[k].wear_flag == ITEM_TAKE || wear_conversion_table[k].wear_flag == ITEM_NO_SAC) continue; if (!IS_SET(wear_flags_left,wear_conversion_table[k].wear_flag)) continue; loc = wear_conversion_table[k].wear_loc; obj = get_eq_char (ch, loc); if (obj == NULL) continue; REMOVE_BIT(wear_flags_left,obj->wear_loc); for (i = 0; i < 4; i++) ch->armor[i] -= apply_ac_new (obj, i); if (!obj->enchanted) for (af = obj->pIndexData->affected; af != NULL; af = af->next) { mod = af->modifier; switch (af->location) { case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_CHA: ch->mod_stat[STAT_CHA] += mod; break; case APPLY_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_CHA: ch->mod_stat[STAT_CHA] += 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_CHA: ch->mod_stat[STAT_CHA] += 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 == NULL) { // bug ("NULL ch in get_trust", 0); return 0; } if (ch->desc != NULL && ch->desc->original != NULL) ch = ch->desc->original; if (ch == NULL) { bug ("NULL ch in get_trust (2)", 0); return 0; } if (ch->trust != 0 && IS_SET (ch->comm, COMM_TRUE_TRUST)) return ch->trust; if (IS_NPC (ch) && ch->level >= LEVEL_HERO) return LEVEL_HERO - 1; else return ch->level; } /* * Retrieve a character's age. */ int get_age (CHAR_DATA * ch) { if (!IS_NPC(ch) && ch->race == PC_RACE_NERIX) { return 1 + ((ch->played + (int) (current_time - ch->logon)) - ch->pcdata->nplayed)/36000; } else return 17 + (ch->played + (int) (current_time - ch->logon)) / 72000; } /* command for retrieving stats */ int get_curr_stat (CHAR_DATA * ch, int stat) { int max; if (IS_NPC (ch) || ch->level > LEVEL_IMMORTAL) max = 25; else { //IBLIS 5/19/03 - Changed so the max is the max trainable, //or 3 + natural stat, whichever is greater if (ch->race == race_lookup ("avatar")) max = 25; 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 = UMAX (max, ch->perm_stat[stat] + 3); 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; if (ch->race == race_lookup ("avatar")) max = 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_name_no_abbrev (char *str, char *namelist) { char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH], arg[MAX_INPUT_LENGTH]; char *list, *string; strcpy (buf, str); one_argument (buf, arg); if (arg[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_cmp (string, name)) return TRUE; /* full pattern match */ if (!str_cmp (part, name)) break; } } } /* enchanted stuff for eq */ void affect_enchant (OBJ_DATA * obj) { /* okay, move all the old flags into new vectors if we have to */ if (!obj->enchanted) { AFFECT_DATA *paf, *af_new; obj->enchanted = TRUE; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) { af_new = new_affect (); af_new->next = obj->affected; obj->affected = af_new; af_new->where = paf->where; af_new->type = UMAX (0, paf->type); af_new->level = paf->level; af_new->duration = paf->duration; af_new->location = paf->location; af_new->modifier = paf->modifier; af_new->bitvector = paf->bitvector; af_new->composition = paf->composition; af_new->comp_name = str_dup (paf->comp_name); } } } /* * 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,sn; mod = paf->modifier; if (fAdd) { switch (paf->where) { case TO_AFFECTS: SET_BIT (ch->affected_by, paf->bitvector); break; case TO_IMMUNE: SET_BIT (ch->imm_flags, paf->bitvector); break; case TO_RESIST: SET_BIT (ch->res_flags, paf->bitvector); break; case TO_VULN: SET_BIT (ch->vuln_flags, paf->bitvector); break; case TO_ACT2: SET_BIT (ch->act2, paf->bitvector); break; //Iblis - below added for skill and equipment affects that modify a character's skill % case TO_SKILL: if (!IS_NPC(ch)) { if (paf->location != 0 && skill_table[paf->location].name != NULL) { ch->pcdata->mod_learned[paf->location] += paf->modifier; } else if (paf->location == 0) { for (sn = 0; sn < MAX_SKILL; sn++) { if (skill_table[sn].name != NULL) { ch->pcdata->mod_learned[sn] += paf->modifier; } } } } return; } } else { switch (paf->where) { case TO_AFFECTS: REMOVE_BIT (ch->affected_by, paf->bitvector); break; case TO_IMMUNE: REMOVE_BIT (ch->imm_flags, paf->bitvector); break; case TO_RESIST: REMOVE_BIT (ch->res_flags, paf->bitvector); break; case TO_VULN: REMOVE_BIT (ch->vuln_flags, paf->bitvector); break; case TO_ACT2: REMOVE_BIT (ch->act2, paf->bitvector); if (!IS_NPC(ch) && paf->bitvector == ACT_WARPED) ch->res_flags = race_table[ch->race].res; break; //Iblis - below added for skill and equipment affects that modify a character's skill % case TO_SKILL: if (!IS_NPC(ch)) { if (paf->location != 0 && skill_table[paf->location].name != NULL) { ch->pcdata->mod_learned[paf->location] -= paf->modifier; } else if (paf->location == 0) { for (sn = 0; sn < MAX_SKILL; sn++) { if (skill_table[sn].name != NULL) { ch->pcdata->mod_learned[sn] -= paf->modifier; } } } } return; } mod = 0 - mod; } switch (paf->location) { default: bug ("Affect_modify: unknown location %d.", paf->location); return; case APPLY_NONE: break; case APPLY_STR: ch->mod_stat[STAT_STR] += mod; break; case APPLY_DEX: ch->mod_stat[STAT_DEX] += mod; break; case APPLY_INT: ch->mod_stat[STAT_INT] += mod; break; case APPLY_WIS: ch->mod_stat[STAT_WIS] += mod; break; case APPLY_CON: ch->mod_stat[STAT_CON] += mod; break; case APPLY_CHA: ch->mod_stat[STAT_CHA] += mod; break; case APPLY_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_R)) != NULL && get_obj_weight (wield) > (str_app[get_curr_stat (ch, STAT_STR)].wield * 10)) { static int depth; if (depth == 0) { depth++; obj_from_char (wield); obj_to_room (wield, ch->in_room); //Iblis - 3/11/04 - Antiduping Code if (ch && !IS_NPC(ch)) save_char_obj (ch); if (!ch_is_quitting) { act ("You drop $p.", ch, wield, NULL, TO_CHAR); act ("$n drops $p.", ch, wield, NULL, TO_ROOM); } depth--; } } if (!IS_NPC (ch) && (wield = get_eq_char (ch, WEAR_WIELD_L)) != NULL && get_obj_weight (wield) > (str_app[get_curr_stat (ch, STAT_STR)].wield * 10)) { static int depth; if (depth == 0) { depth++; obj_from_char (wield); obj_to_room (wield, ch->in_room); if (!ch_is_quitting) { //Iblis - 3/11/04 - Antiduping Code if (ch && !IS_NPC(ch)) save_char_obj (ch); act ("You drop $p.", ch, wield, NULL, TO_CHAR); act ("$n drops $p.", ch, wield, NULL, TO_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 || where == TO_OBJECT2) return; for (paf = ch->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_AFFECTS: SET_BIT (ch->affected_by, vector); break; case TO_IMMUNE: SET_BIT (ch->imm_flags, vector); break; case TO_RESIST: SET_BIT (ch->res_flags, vector); break; case TO_VULN: SET_BIT (ch->vuln_flags, vector); break; case TO_ACT2: SET_BIT (ch->act2,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_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; case TO_ACT2: SET_BIT (ch->act2, vector); break; } return; } if (obj->enchanted) continue; for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) if (paf->where == where && paf->bitvector == vector) { switch (where) { case TO_AFFECTS: SET_BIT (ch->affected_by, vector); break; case TO_IMMUNE: SET_BIT (ch->imm_flags, vector); break; case TO_RESIST: SET_BIT (ch->res_flags, vector); break; case TO_VULN: SET_BIT (ch->vuln_flags, vector); break; case TO_ACT2: SET_BIT (ch->act2, vector); } return; } } } void affect_to_char (CHAR_DATA * ch, AFFECT_DATA * paf) { AFFECT_DATA *paf_new; if (IS_SET (ch->affected_by, paf->bitvector)) return; paf_new = new_affect (); paf_new->where = paf->where; paf_new->type = paf->type; paf_new->level = paf->level; paf_new->duration = paf->duration; paf_new->location = paf->location; paf_new->modifier = paf->modifier; paf_new->bitvector = paf->bitvector; paf_new->permaff = paf->permaff; paf_new->composition = paf->composition; paf_new->comp_name = str_dup (paf->comp_name); /* *paf_new = *paf; */ paf_new->next = ch->affected; ch->affected = paf_new; affect_modify (ch, paf_new, TRUE); return; } /* give an affect to an object */ void affect_to_obj (OBJ_DATA * obj, AFFECT_DATA * paf) { AFFECT_DATA *paf_new; paf_new = new_affect (); paf_new->where = paf->where; paf_new->type = paf->type; paf_new->level = paf->level; paf_new->duration = paf->duration; paf_new->location = paf->location; paf_new->modifier = paf->modifier; paf_new->bitvector = paf->bitvector; paf_new->permaff = paf->permaff; paf_new->composition = paf->composition; paf_new->comp_name = str_dup (paf->comp_name); /* *paf_new = *paf; */ paf_new->next = obj->affected; obj->affected = paf_new; /* apply any affect vectors to the object's extra_flags */ if (paf->bitvector) switch (paf->where) { case TO_OBJECT: SET_BIT (obj->extra_flags[0], paf->bitvector); break; case TO_OBJECT2: SET_BIT (obj->extra_flags[1], 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; } } if (paf->bitvector == AFF_CHARM && ch->race != PC_RACE_SIDHE && ch->leader != NULL && ch->leader->race == PC_RACE_SIDHE) { act ("Repulsed by $n's very presence, you push $m away in disgust.", ch, NULL, ch->leader, TO_VICT); act ("Your mind pulls free of the grasp of $N's magic, and $E pushes you away with a look of utter disgust.", ch, NULL, ch->leader, TO_CHAR); if (ch->master->pet == ch) ch->master->pet = NULL; ch->master = NULL; ch->leader = NULL; } else if (paf->bitvector == AFF_CHARM && ch->race == PC_RACE_SIDHE && ch->leader != NULL && ch->leader->race != PC_RACE_SIDHE) { act ("You regain control of your mind and push $N away in contempt.", ch, NULL, ch->leader, TO_CHAR); act ("$n snaps his head to glare balefully at you a second before he escapes your magical grasp and slinks away.", ch, NULL, ch->leader, TO_VICT); if (ch->master->pet == ch) ch->master->pet = NULL; ch->master = NULL; ch->leader = NULL; } if (paf->type == gsn_contaminate && ch->contaminator) { send_to_char("Someone somewhere has broken free of your contamination.\n\r",ch->contaminator); /* ch->contaminator->mana -= 100; ch->contaminator->move -= 100; damage (ch->contaminator,ch->contaminator,100,gsn_contaminate,DAM_UNIQUE,FALSE);*/ ch->contaminator = NULL; } if (paf->type == gsn_dehydration && ch->race == PC_RACE_NIDAE) { ch->perm_stat[STAT_CHA] += 9; ch->perm_stat[STAT_DEX] += 5; } if (paf->type == gsn_transform && !IS_NPC(ch)) { REMOVE_BIT(ch->act2,ACT_TRANSFORMER); free_string(ch->long_descr); ch->long_descr = str_dup(""); free_string(ch->short_descr); ch->short_descr = str_dup(""); } if (paf->type == gsn_spider_vine) { OBJ_DATA* obj; obj = get_eq_char (ch, WEAR_WRIST_L); if (obj != NULL) unequip_char(ch,obj); obj_from_char(obj); extract_obj(obj); obj = get_eq_char (ch, WEAR_WRIST_R); if (obj != NULL) unequip_char(ch,obj); obj_from_char(obj); extract_obj(obj); obj = get_eq_char (ch, WEAR_ARMS); if (obj != NULL) unequip_char(ch,obj); obj_from_char(obj); extract_obj(obj); } if (paf->type == gsn_soul_link) { if (!IS_NPC(ch)) if (ch->pcdata->soul_link) { ch->pcdata->soul_link->pcdata->soul_link = NULL; affect_strip(ch->pcdata->soul_link,gsn_soul_link); ch->pcdata->soul_link = NULL; } } /* if (paf->type == gsn_intoxicate) { if (!IS_NPC(ch)) ch->pcdata->condition[COND_DRUNK] = 0; } */ if (paf->type == gsn_bark_skin) affect_strip (ch, gsn_spider_vine); if (paf->type == gsn_scramble && !IS_NPC(ch)) { OBJ_DATA *obj, *obj_next; long wear_long; int hit_difference = 0, mana_difference = 0, move_difference = 0; ch->max_hit = 1000; ch->max_move = 1000; ch->max_mana = 1000; for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (obj->wear_loc == WEAR_NONE) continue; wear_long = obj->wear_loc; // if (obj->affected) // { unequip_char (ch, obj); hit_difference += (1000-ch->max_hit); mana_difference += (1000-ch->max_mana); move_difference += (1000-ch->max_move); equip_char_slot_new (ch, obj, wear_long); // } } /* ch->max_hit = ch->pcdata->perm_hit; ch->max_move = ch->pcdata->perm_move; ch->max_mana = ch->pcdata->perm_mana;*/ ch->max_hit = ch->pcdata->perm_hit + hit_difference; ch->max_move = ch->pcdata->perm_move + move_difference; ch->max_mana = ch->pcdata->perm_mana + mana_difference; } 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[0], paf->bitvector); break; case TO_OBJECT2: REMOVE_BIT (obj->extra_flags[1], 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. */ inline bool is_affected (CHAR_DATA * ch, int sn) { AFFECT_DATA *paf; if (ch == NULL) return FALSE; //Iblis 10/30/04 - Bad hack, but saves changing of a LOT of code if (sn == gsn_mirror && IS_SET(ch->act2,ACT_ALWAYS_MIRRORED)) return TRUE; for (paf = ch->affected; paf != NULL; paf = paf->next) { if (paf->type == sn && paf->composition == FALSE) return TRUE; } return FALSE; } /* * Strip all affects that modify skills. */ void affect_strip_skills (CHAR_DATA * ch) { AFFECT_DATA *paf; AFFECT_DATA *paf_next; for (paf = ch->affected; paf != NULL; paf = paf_next) { paf_next = paf->next; if (paf->where == TO_SKILL) affect_remove (ch, paf); } return; } /* * 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; CHAR_DATA *fch, *fch_next; //char buf[MAX_STRING_LENGTH]; if (ch->in_room == NULL) { return; } if (!IS_NPC (ch) && ch->pcdata && (ch->pcdata->cg_state != 0 || ch->pcdata->cg_ticks != 0)) { if (ch->pcdata->cg_state > CG_ANTE_ACCEPTED) cardgame_surrender(ch,TRUE); else if (ch->pcdata->cg_state == 0) do_cardduel(ch,"quit"); else do_ante(ch,"quit"); } if (!IS_NPC (ch)) { --ch->in_room->area->nplayer; //do_echo(ch,"num_players--"); } /* if (ch->in_room->area->nplayer < 0) { ch->in_room->area->nplayer = 0; // do_echo(ch,"num_players < 0 so set to 0"); }*/ if ((((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0) || (!IS_NPC(ch) && ch->pcdata->flaming)) && ch->in_room->light > 0) --ch->in_room->light; if (ch == ch->in_room->people) { /* If top of the people list in the room, set top of * list to the next_in_room. Mathew 4/14/99 */ ch->in_room->people = ch->next_in_room; } else { /* Otherwise, remove ch from the people in room list. Mathew 4/14/99 */ 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; } } // sprintf(buf,"char_from_room:ch found. (%s)",ch->name); // bug (buf,0); if (prev == NULL) { // sprintf (buf, "Char_from_room:ch not found. (%s)", ch->name); // bug (buf, 0); } } for (fch = ch->in_room->people; fch != NULL; fch = fch_next) { TRIGGER_DATA *pTrig; fch_next = fch->next_in_room; if (!IS_NPC (fch)) continue; if (!can_see (fch, ch) || !IS_AWAKE (fch)) continue; if (ch == fch) continue; if (HAS_SCRIPT (fch)) for (pTrig = fch->triggers; pTrig != NULL; pTrig = pTrig->next) if (pTrig->trigger_type == TRIG_EXIT && pTrig->current == NULL && !IS_SET (fch->act, ACT_HALT)) { act_trigger (fch, pTrig->name, NULL, NAME (ch), NAME (fch)); pTrig->current = pTrig->script; pTrig->bits = SCRIPT_ADVANCE; } } ch->in_room = NULL; ch->next_in_room = NULL; ch->on = NULL; /* sanity check! */ return; } void add_scent (CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex) { SCENT_DATA *sc; if (IS_SET (ch->act, ACT_NO_SCENT) || ch->level >= LEVEL_IMMORTAL) return; switch (pRoomIndex->sector_type) { case SECT_UNDERWATER: case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: case SECT_WATER_OCEAN: return; } for (sc = pRoomIndex->scents; sc; sc = sc->next_in_room) { if (sc->player == ch) { switch (pRoomIndex->sector_type) { default: sc->scent_level = SCENT_STRONG; break; case SECT_SWAMP: case SECT_HILLS: case SECT_MOUNTAIN: case SECT_SHORE: sc->scent_level = SCENT_NOTICEABLE; break; } return; } } sc = new_scent (); switch (pRoomIndex->sector_type) { default: sc->scent_level = SCENT_STRONG; break; case SECT_SWAMP: case SECT_HILLS: case SECT_MOUNTAIN: case SECT_SHORE: sc->scent_level = SCENT_NOTICEABLE; break; } sc->in_room = pRoomIndex; sc->player = ch; sc->next_in_room = pRoomIndex->scents; pRoomIndex->scents = sc; sc->next = scents; scents = sc; if (get_skill (ch, gsn_conceal) > 0) do_conceal (ch, NULL); } bool is_hunting (CHAR_DATA * hunter, CHAR_DATA * hunted) { MEMORY_DATA *hunts; if (get_position(hunter) <= POS_SLEEPING) return (FALSE); for (hunts = hunter->hunt_memory; hunts; hunts = hunts->next_memory) if (hunts->player == hunted) return (TRUE); return (FALSE); } /* * Move a char into a room. */ void char_to_room (CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex) { OBJ_DATA *obj; CHAR_DATA *fch, *fch_next; bool stop_follow = FALSE; long bigasscounter=0; char buf[MAX_STRING_LENGTH]; if (pRoomIndex == NULL) { ROOM_INDEX_DATA *room; bug ("Char_to_room: NULL.", 0); if ((room = get_room_index (ROOM_VNUM_ALTAR)) != NULL) char_to_room (ch, room); return; } ch->in_room = pRoomIndex; ch->next_in_room = pRoomIndex->people; pRoomIndex->people = ch; add_scent (ch, pRoomIndex); // Adeon 6/30/03 if (IS_SET (pRoomIndex->room_flags2, ROOM_SINKING)) if (!IS_SET (ch->act2, ACT_NOSINK)) ch->sink_timer = pRoomIndex->sink_timer; else ch->sink_timer = -1; else ch->sink_timer = -1; if ((ch->in_room->sector_type == SECT_UNDERWATER || ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_OCEAN || ch->in_room->sector_type == SECT_SWAMP || ch->in_room->sector_type == SECT_WATER_NOSWIM || (IS_OUTSIDE(ch) && (weather_info.sky == SKY_RAINING || weather_info.sky == SKY_LIGHTNING))) && ch->race == PC_RACE_LITAN) { if (!IS_NPC(ch) && ch->pcdata->flaming) { ch->pcdata->flaming = 0; if (!((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL)) ch->in_room->light--; if (is_affected(ch,gsn_fireshield)) affect_strip(ch,gsn_fireshield); send_to_char("The flame surrounding you is fizzles out by the water.\n\r",ch); } } if ((ch->in_room->sector_type == SECT_UNDERWATER || ch->in_room->sector_type == SECT_WATER_SWIM || ch->in_room->sector_type == SECT_WATER_OCEAN) && is_affected (ch, gsn_fireshield)) { send_to_char ("Your shield of fire quickly evaporates into a useless steam.\n\r", ch); act ("$n's shield of fire quickly evaporates into a useless steam.", ch, NULL, NULL, TO_ROOM); affect_strip (ch, gsn_fireshield); } if ((ch->in_room->sector_type != SECT_UNDERWATER && ch->in_room->sector_type != SECT_WATER_SWIM && ch->in_room->sector_type != SECT_WATER_NOSWIM && ch->in_room->sector_type != SECT_WATER_OCEAN) || IS_AFFECTED (ch, AFF_AQUA_BREATHE) || IS_SET(ch->imm_flags,IMM_DROWNING)) ch->drown_damage = 1; if (pRoomIndex->tp_exp > 0 && ch->level <= pRoomIndex->tp_level && !IS_NPC (ch) && !IS_IMMORTAL (ch)) check_travel_point (ch); bigasscounter = 0; for (fch = pRoomIndex->people; fch != NULL; fch = fch_next) { TRIGGER_DATA *pTrig; if (bigasscounter++ > 10000) { sprintf(buf,"Bigasscounter in char_to_room person -> %s bug name -> %s bug room -> %d",ch->name, pRoomIndex->people->name,pRoomIndex->vnum); bug(buf,0); if (IS_NPC(ch)) { bug("ITS AN NPC",0); sprintf(buf,"Vnum = %d",ch->pIndexData->vnum); bug(buf,0); } else { bug("ITS A PC",0); exit(1); } return; } fch_next = fch->next_in_room; if (ch == fch) continue; if (!can_see (fch, ch) || !IS_AWAKE (fch)) continue; if (!IS_NPC (fch)) continue; if (IS_AFFECTED (ch, AFF_SNEAK) && !IS_AFFECTED (fch, AFF_DETECT_HIDDEN)) continue; if (ch->group != 0 && !stop_follow && ch->group == fch->group) { int numgr; if (!is_same_group (ch, fch)) { numgr = number_in_group (ch) - 1; numgr = 100 - (numgr * 40); if (numgr >= number_percent () && fch->master == NULL) { add_follower (fch, ch); group_gr (ch, fch); } } stop_follow = TRUE; } if (HAS_SCRIPT (fch)) for (pTrig = fch->triggers; pTrig != NULL; pTrig = pTrig->next) if (pTrig->trigger_type == TRIG_ENTER && pTrig->current == NULL && !IS_SET (fch->act, ACT_HALT)) { act_trigger (fch, pTrig->name, NULL, NAME (ch), NAME (fch)); pTrig->current = pTrig->script; pTrig->bits = SCRIPT_ADVANCE; } } /* if(IS_NPC(ch)) { if(ch->riders != NULL) { if(ch->in_room != ch->riders->in_room) { ch->riders->mount = NULL; ch->riders->position = POS_STANDING; ch->riders = NULL; } } } */ if (!IS_NPC (ch)) { if (ch->mount != NULL) { if (ch->in_room != ch->mount->in_room) { ch->mount->riders = NULL; ch->mount = NULL; ch->position = POS_STANDING; } } if (ch->in_room->area->empty) { ch->in_room->area->empty = FALSE; ch->in_room->area->age = 0; } ++ch->in_room->area->nplayer; //do_echo(ch,"num_players++"); /*{ char buf[10]; sprintf(buf,"NPLAYER - %d\n\r",ch->in_room->area->nplayer); send_to_char(buf,ch); }*/ //Iblis 10/04/04 - SCAN TO SEE IF IMAGINARY FRIENDS SHOULD POOF if (ch->in_room->area->nplayer > 1 && !IS_IMMORTAL(ch)) { CHAR_DATA *mch; for (mch = char_list;mch != NULL;mch = mch->next) { if (IS_NPC(mch)) continue; if (!mch->in_room) continue; if (mch->class == PC_CLASS_CHAOS_JESTER && mch->in_room->area == ch->in_room->area && mch->pcdata->familiar) { act("$N vanishes into thin air.",mch,NULL,mch->pcdata->familiar,TO_ALL); familiar_poof(mch); } } } } if (((obj = get_eq_char (ch, WEAR_LIGHT)) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0) || (!IS_NPC(ch) && ch->pcdata->flaming)) ++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); //Iblis 6/22/03 - Falcon skill falcon_alert (ch); return; } if (af->level == 1) { //Iblis 6/22/03 - Falcon skill falcon_alert (ch); 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; plague.composition = FALSE; plague.comp_name = str_dup (""); 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) && IS_NPC(vch) && 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); } } } //Iblis 6/22/03 - Falcon skill falcon_alert (ch); //Iblis 1/02/04 - Fixed enters room and char enters room /* trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf);*/ return; } /* * Give an obj to a char. */ void obj_to_char (OBJ_DATA * obj, CHAR_DATA * ch) { if (!IS_NPC (ch) && obj->item_type == ITEM_FOOD && obj->timer == 0 && obj->value[5] != -1) obj->timer = obj->pIndexData->value[2]; 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 (!obj) 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 -= 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_new (OBJ_DATA * obj, int type) { if (obj->item_type != ITEM_ARMOR) return 0; if (IS_SET(obj->wear_flags,ITEM_WEAR_BODY)) return 3 * obj->value[type]; if (IS_SET(obj->wear_flags,ITEM_WEAR_ABOUT) || IS_SET(obj->wear_flags,ITEM_WEAR_HEAD) || IS_SET(obj->wear_flags,ITEM_WEAR_LEGS)) return 2 * obj->value[type]; if (IS_SET(obj->wear_flags,ITEM_WEAR_FEET) || IS_SET(obj->wear_flags,ITEM_WEAR_HANDS) || IS_SET(obj->wear_flags,ITEM_WEAR_ARMS) || IS_SET(obj->wear_flags,ITEM_WEAR_SHIELD) || IS_SET(obj->wear_flags,ITEM_WEAR_NECK) || IS_SET(obj->wear_flags,ITEM_WEAR_ANOTHER_NECK) || IS_SET(obj->wear_flags,ITEM_WEAR_WRIST) || IS_SET(obj->wear_flags,ITEM_WEAR_ANOTHER_WRIST) || IS_SET(obj->wear_flags,ITEM_WEAR_WAIST) || IS_SET(obj->wear_flags,ITEM_HOLD) || IS_SET(obj->wear_flags,ITEM_WEAR_FACE)) return obj->value[type]; return 0; } /* * Find the ac value of an obj, including position effect. */ int apply_ac (OBJ_DATA * obj, int iWear, int type) { if (obj->item_type != ITEM_ARMOR) return 0; switch (iWear) { case WEAR_BODY: return 3 * obj->value[type]; case WEAR_HEAD: return 2 * obj->value[type]; case WEAR_LEGS: return 2 * obj->value[type]; case WEAR_FEET: return obj->value[type]; case WEAR_HANDS: return obj->value[type]; case WEAR_ARMS: return obj->value[type]; case WEAR_SHIELD: return obj->value[type]; case WEAR_FINGER_L: return 0; case WEAR_FINGER_R: return 0; case WEAR_NECK_1: return obj->value[type]; case WEAR_NECK_2: return obj->value[type]; case WEAR_ABOUT: return 2 * obj->value[type]; case WEAR_WAIST: return obj->value[type]; case WEAR_WRIST_L: return obj->value[type]; case WEAR_WRIST_R: return obj->value[type]; case WEAR_HOLD: return obj->value[type]; } return 0; } /* * Find a piece of eq on a character. */ OBJ_DATA *get_eq_char_new (CHAR_DATA * ch, long iWear) { OBJ_DATA *obj; long bugcounter = 0; if (ch == NULL) return NULL; for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (bugcounter++ > 9999999) { bug ("ERROR ERROR in get_eq_char for CHARNAME then OBJNAME", 0); bug (ch->name, 0); bug (obj->short_descr, 0); bug (obj->name, 0); return NULL; } if (obj->wear_loc == -1) continue; if (IS_SET(obj->wear_loc,iWear)) return obj; } return NULL; } /* * Find a piece of eq on a character. */ OBJ_DATA *get_eq_char (CHAR_DATA * ch, int iWear) { OBJ_DATA *obj; int i=0; long bugcounter = 0, wear_flag=-1; if (ch == NULL) return NULL; for (i=0; wear_conversion_table[i].wear_loc != -2; ++i) { if (wear_conversion_table[i].wear_loc == iWear) { wear_flag = wear_conversion_table[i].wear_flag; break; } } if (wear_flag == -1) return NULL; for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (bugcounter++ > 9999999) { bug ("ERROR ERROR in get_eq_char for CHARNAME then OBJNAME", 0); bug (ch->name, 0); bug (obj->short_descr, 0); bug (obj->name, 0); return NULL; } if (obj->wear_loc == -1) continue; if (IS_SET(obj->wear_loc,wear_flag)) return obj; } return NULL; } // Iblis 1/04/04 - Gets an object from the room with a specific vnum // Created for use in necromancer's draw skill OBJ_DATA *get_obj_vnum_room(ROOM_INDEX_DATA* rid, int vnum) { OBJ_DATA* obj; for (obj = rid->contents;obj != NULL;obj = obj->next_content) { if (obj->pIndexData->vnum == vnum) return obj; } return NULL; } // Iblis 1/04/04 - Gets an object from a char with a specific vnum // Created for use in necromancer's draw skill OBJ_DATA *get_obj_vnum_char(CHAR_DATA* ch, int vnum) { OBJ_DATA* obj; for (obj = ch->carrying;obj != NULL;obj = obj->next_content) { if (obj->pIndexData->vnum == vnum) return obj; } return NULL; } // Iblis 1/07/04 - Gets an object from the room with a specific vnum // Created for use in necromancer's bone craft skill OBJ_DATA *get_obj_vnum_container(OBJ_DATA* rid, int vnum) { OBJ_DATA* obj; for (obj = rid->contains;obj != NULL;obj = obj->next_content) { if (obj->pIndexData->vnum == vnum) return obj; } return NULL; } // // Akamai 4/30/99 -- Support race and class specific objects // Checks to see if a character can actually hold/wear the piece of // equipment. If the char can not hold it, then it is forcibly dropped // int char_can_wear (CHAR_DATA * ch, OBJ_DATA * obj) { long fval = 0; if (!obj) return FALSE; // Immortals can wear anything if (IS_IMMORTAL (ch)) return (TRUE); // NPCs can wear anything too - they're special if (IS_NPC (ch)) return (TRUE); // Validate good/neutral/evil 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))) { return (FALSE); } // Iblis - (11/09/03)Validate Clan if (!IS_SET(obj->clan_flags,flag_value(clan_flags, capitalize(get_clan_name_ch (ch))))) { if (obj->clan_flags != 0) return (FALSE); } if (flag_value(clan_flags, capitalize(get_clan_name_ch (ch))) == -99 && ch->pcdata->loner == FALSE && !IS_SET(obj->clan_flags,CLAN_NONE)) { if (obj->clan_flags != 0) return (FALSE); } if (flag_value(clan_flags, capitalize(get_clan_name_ch (ch))) == -99 && ch->pcdata->loner == TRUE && !IS_SET(obj->clan_flags,CLAN_LONER)) { if (obj->clan_flags != 0) return (FALSE); } // Validate race // if no flags are set then it is valid for all races if (obj->race_flags != 0) { switch (ch->race) { case PC_RACE_HUMAN: if (!IS_SET (obj->race_flags, RACE_HUMAN)) return (FALSE); break; case PC_RACE_ELF: if (!IS_SET (obj->race_flags, RACE_ELF)) return (FALSE); break; case PC_RACE_DWARF: if (!IS_SET (obj->race_flags, RACE_DWARF)) return (FALSE); break; case PC_RACE_CANTHI: if (!IS_SET (obj->race_flags, RACE_CANTHI)) return (FALSE); break; case PC_RACE_VROATH: if (!IS_SET (obj->race_flags, RACE_VROATH)) return (FALSE); break; case PC_RACE_SYVIN: if (!IS_SET (obj->race_flags, RACE_SYVIN)) return (FALSE); break; case PC_RACE_SIDHE: if (!IS_SET (obj->race_flags, RACE_SIDHE)) return (FALSE); break; case PC_RACE_LITAN: if (!IS_SET (obj->race_flags, RACE_LITAN)) return (FALSE); break; case PC_RACE_KALIAN: return (TRUE); break; case PC_RACE_LICH: if (!IS_SET (obj->race_flags, RACE_LICH)) return (FALSE); break; case PC_RACE_NERIX: if (!IS_SET (obj->race_flags, RACE_NERIX)) return (FALSE); case PC_RACE_SWARM: if (!IS_SET (obj->race_flags, RACE_SWARM)) return (FALSE); default: bug ("char_can_wear() - unrecognized PC race %d", ch->race); return (FALSE); break; } } // Validate class // if no flags are set then it is valid for all classes if (obj->class_flags != 0) { // Hero status is a variation of the class flags if (IS_SET (obj->class_flags, CLASS_HERO) && !(ch->pcdata->hero)) { return (FALSE); } // get the flag value from the class_flags table for this class fval = flag_value (class_flags, class_table[ch->class].name); if (fval < 0) { bug ("char_can_wear() - unrecognized class/class flag", 0); return (FALSE); } else { if (!class_flagged_obj (obj, ch)) return (FALSE); } } return (TRUE); } bool char_can_remove_to_wear(CHAR_DATA *ch, OBJ_DATA *obj_to_wear, bool show_messages) { return char_can_remove_to_wear_hand(ch,obj_to_wear,show_messages,0); } //Iblis - new function to deal with multislot eq bool char_can_remove_to_wear_hand(CHAR_DATA *ch, OBJ_DATA *obj_to_wear, bool show_messages, int hand) { long i, hands_needed=0; OBJ_DATA *obj=NULL; for (i = 2; i <= MAX_WEAR_FLAG;i = i<<1) { if (!IS_SET(obj_to_wear->wear_flags,i) && !(obj_to_wear->item_type == ITEM_LIGHT && i == ITEM_WEAR_LIGHT)) continue; if (i == ITEM_NO_SAC || i == ITEM_TWO_HANDS || i == ITEM_TAKE) continue; if ((i == ITEM_WEAR_BODY || i == ITEM_WEAR_LEGS) && is_affected(ch,skill_lookup("swell"))) { if (show_messages) send_to_char("You're too swollen to wear that.\n\r",ch); return FALSE; } if ((obj = get_eq_char_new (ch, i)) == NULL) continue; if (i == ITEM_WIELD) { if (get_skill(ch,gsn_dual_wield) == 0 && hand != HAND_AMBIDEXTROUS) { if (hand != HAND_LEFT) obj = get_eq_char_new (ch,ITEM_WIELD); else obj = get_eq_char_new (ch,ITEM_TWO_HANDS); if (obj == NULL) continue; //handle the noremove with the code below } else { if (hand != HAND_LEFT) { obj = get_eq_char_new (ch,ITEM_WIELD); if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages && get_eq_char_new (ch,ITEM_TWO_HANDS) != NULL) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); obj = get_eq_char_new(ch,ITEM_TWO_HANDS); } } else { obj = get_eq_char_new (ch,ITEM_TWO_HANDS); if (obj == NULL) continue; if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages && get_eq_char_new (ch,ITEM_WIELD) != NULL) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); obj = get_eq_char_new(ch,ITEM_WIELD); } } if (obj == NULL) continue; } } if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { //The following three checks deal with objects that could be in two locations, that do not //take up both of those locations. if (i == ITEM_WEAR_NECK && !IS_SET(obj->wear_flags,ITEM_WEAR_ANOTHER_NECK)) { if (show_messages && get_eq_char_new (ch,ITEM_WEAR_ANOTHER_NECK) != NULL) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); obj = get_eq_char_new (ch,ITEM_WEAR_ANOTHER_NECK); } else if (i == ITEM_WEAR_FINGER && !IS_SET(obj->wear_flags,ITEM_WEAR_ANOTHER_FINGER)) { if (show_messages && get_eq_char_new (ch,ITEM_WEAR_ANOTHER_FINGER) != NULL) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); obj = get_eq_char_new (ch,ITEM_WEAR_ANOTHER_FINGER); } else if (i == ITEM_WEAR_WRIST && !IS_SET(obj->wear_flags, ITEM_WEAR_ANOTHER_WRIST)) { if (show_messages && get_eq_char_new (ch,ITEM_WEAR_ANOTHER_WRIST) != NULL) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); obj = get_eq_char_new (ch, ITEM_WEAR_ANOTHER_WRIST); } if (obj == NULL) continue; if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } } } //Perform the hands check crap if ((hands_needed = hands_required(ch,obj_to_wear)) + hands_used(ch) <= 2 || (!IS_SET(obj_to_wear->wear_flags,ITEM_WIELD) && hands_needed < 2)) return TRUE; hands_needed = hands_required(ch,obj_to_wear) - (2-hands_used(ch)); if (hands_needed > 2) return FALSE; //If this is not a weapon, hands_needed =2 ,and we already know we can remove the slot the item // goes in, so we need to be able to clear one more hand //If this is a weapon, they have a weapon slot free they can legally wear it if (hands_needed && (obj = get_eq_char_new(ch,ITEM_WEAR_SHIELD))) { if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } --hands_needed; } if (hands_needed && (obj = get_eq_char_new(ch,ITEM_HOLD))) { if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } --hands_needed; if (obj->item_type == ITEM_INSTRUMENT && IS_SET (obj->value[0], A) && ch->size < SIZE_LARGE) --hands_needed; } if (hands_needed && (obj = get_eq_char_new(ch,ITEM_WIELD))) { if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } --hands_needed; if (!IS_NPC (ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)) --hands_needed; } if (hands_needed && (obj = get_eq_char_new(ch,ITEM_WIELD))) { if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } --hands_needed; if (!IS_NPC (ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)) --hands_needed; } //if somehow, beyond my understanding, hands_needed != 0, you can't wear it so return false here if (hands_needed > 0) return FALSE; return TRUE; } //Iblis - new function to deal with multislot eq bool all_slots_free(CHAR_DATA *ch, OBJ_DATA *obj_to_wear,int hand) { long i; OBJ_DATA *obj; for (i = 2; i <= MAX_WEAR_FLAG;i = i<<1) { if (!(obj_to_wear->item_type == ITEM_LIGHT && i == ITEM_WEAR_LIGHT)) { if (!IS_SET(obj_to_wear->wear_flags,i)) continue; } if (i == ITEM_NO_SAC || i == ITEM_TWO_HANDS || i == ITEM_TAKE) continue; if ((i == ITEM_WEAR_BODY || i == ITEM_WEAR_LEGS) && is_affected(ch,skill_lookup("swell"))) { return FALSE; } if (i == ITEM_WIELD && get_skill(ch,gsn_dual_wield) > 0) { if (!get_eq_char_new(ch,ITEM_WIELD) || !get_eq_char_new(ch,ITEM_TWO_HANDS)) continue; } if (i == ITEM_WIELD && hand == HAND_LEFT) i = ITEM_TWO_HANDS; if ((obj = get_eq_char_new (ch, i)) != NULL) { if (i == ITEM_WEAR_NECK && !IS_SET(obj->wear_flags,ITEM_WEAR_ANOTHER_NECK)) obj = get_eq_char_new (ch,ITEM_WEAR_ANOTHER_NECK); else if (i == ITEM_WEAR_FINGER && !IS_SET(obj->wear_flags,ITEM_WEAR_ANOTHER_FINGER)) obj = get_eq_char_new (ch,ITEM_WEAR_ANOTHER_FINGER); else if (i == ITEM_WEAR_WRIST && !IS_SET(obj->wear_flags, ITEM_WEAR_ANOTHER_WRIST)) obj = get_eq_char_new (ch, ITEM_WEAR_ANOTHER_WRIST); else if (i == ITEM_WIELD && !IS_NPC(ch) && obj_to_wear->item_type == ITEM_WEAPON && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj_to_wear, WEAPON_TWO_HANDS)) obj = get_eq_char_new (ch, ITEM_TWO_HANDS); if (obj != NULL) return FALSE; } /* if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { //The following three checks deal with objects that could be in two locations, that do not //take up both of those locations. if (i == ITEM_WEAR_NECK && !IS_SET(obj->wear_flags,ITEM_WEAR_ANOTHER_NECK)) obj = get_eq_char_new (ch,ITEM_WEAR_ANOTHER_NECK); else if (i == ITEM_WEAR_FINGER && !IS_SET(obj->wear_flags,ITEM_WEAR_ANOTHER_FINGER)) obj = get_eq_char_new (ch,ITEM_WEAR_ANOTHER_FINGER); else if (i == ITEM_WEAR_WRIST && !IS_SET(obj->wear_flags, ITEM_WEAR_ANOTHER_WRIST)) obj = get_eq_char_new (ch, ITEM_WEAR_ANOTHER_WRIST); if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } }*/ } return TRUE; } /*bool remove_and_equip_char(CHAR_DATA *ch, OBJ_DATA *obj_to_wear, bool show_messages) { remove_and_equip_char_hand(ch,obj_to_wear,show_messages,0); }*/ bool remove_and_equip_char_hand(CHAR_DATA *ch, OBJ_DATA *obj_to_wear, bool show_messages, int hand) { long i=0,newslot=0; OBJ_DATA *obj = NULL; int hands_needed=0; obj_to_wear->wear_loc = 0; for (i = 2; i <= MAX_WEAR_FLAG;i = i<<1) { if ((i == ITEM_WEAR_BODY || i == ITEM_WEAR_LEGS) && is_affected(ch,skill_lookup("swell"))) { if (show_messages) send_to_char("You're too swollen to wear that.\n\r",ch); return FALSE; } if (!IS_SET(obj_to_wear->wear_flags,i) && !(obj_to_wear->item_type == ITEM_LIGHT && i == ITEM_WEAR_LIGHT)) continue; if (i == ITEM_NO_SAC || i == ITEM_TWO_HANDS || i == ITEM_TAKE) continue; if (i == ITEM_WIELD && hand == HAND_LEFT) i = ITEM_TWO_HANDS; if ((obj = get_eq_char_new (ch, i)) == NULL) { obj_to_wear->wear_loc |= i; if (i == ITEM_WIELD && !IS_NPC(ch) && obj_to_wear->item_type == ITEM_WEAPON && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj_to_wear, WEAPON_TWO_HANDS)) obj_to_wear->wear_loc |= ITEM_TWO_HANDS; if (i == ITEM_TWO_HANDS && !IS_NPC(ch) && obj_to_wear->item_type == ITEM_WEAPON && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj_to_wear, WEAPON_TWO_HANDS)) obj_to_wear->wear_loc |= ITEM_WIELD; continue; } newslot = -1; if (i == ITEM_WEAR_NECK && (get_eq_char_new (ch,ITEM_WEAR_ANOTHER_NECK) == NULL)) { obj_to_wear->wear_loc |= ITEM_WEAR_ANOTHER_NECK; continue; } if (i == ITEM_WEAR_FINGER && (get_eq_char_new (ch,ITEM_WEAR_ANOTHER_FINGER) == NULL)) { obj_to_wear->wear_loc |= ITEM_WEAR_ANOTHER_FINGER; continue; } if (i == ITEM_WEAR_WRIST && (get_eq_char_new (ch,ITEM_WEAR_ANOTHER_WRIST) == NULL)) { obj_to_wear->wear_loc |= ITEM_WEAR_ANOTHER_WRIST; continue; } if ((i == ITEM_WIELD || i == ITEM_TWO_HANDS) && !(!IS_NPC(ch) && obj_to_wear->item_type == ITEM_WEAPON && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj_to_wear, WEAPON_TWO_HANDS))) { if (get_skill(ch,gsn_dual_wield) == 0 && hand != HAND_AMBIDEXTROUS) { // if (hand == HAND_LEFT) // obj = get_eq_char_new (ch,ITEM_WIELD); // else obj = get_eq_char_new (ch,ITEM_TWO_HANDS); //handle the noremove with the code below } else { if (hand != HAND_LEFT) { //The if below deals with putting it in the other hand if this one is full if (get_eq_char_new(ch,ITEM_TWO_HANDS) == NULL && hands_used(ch) <= 1) { obj_to_wear->wear_loc |= ITEM_TWO_HANDS; continue; } /*obj = get_eq_char_new (ch,ITEM_WIELD); if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages && get_eq_char_new (ch,ITEM_TWO_HANDS) != NULL) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); obj = get_eq_char_new(ch,ITEM_TWO_HANDS); }*/ } else { //The if below deals with putting it in the other hand if this one is full if (get_eq_char_new(ch,ITEM_WIELD) == NULL && hands_used(ch) <= 1) { obj_to_wear->wear_loc |= ITEM_WIELD; continue; } /* obj = get_eq_char_new (ch,ITEM_TWO_HANDS); if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages && get_eq_char_new (ch,ITEM_WIELD) != NULL) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); obj = get_eq_char_new(ch,ITEM_WIELD); }*/ } } } if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { //The following three checks deal with objects that could be in two locations, that do not //take up both of those locations. // if (show_messages) // act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); if (i == ITEM_WEAR_NECK && !IS_SET(obj->wear_flags,ITEM_WEAR_ANOTHER_NECK)) newslot = ITEM_WEAR_ANOTHER_NECK; else if (i == ITEM_WEAR_FINGER && !IS_SET(obj->wear_flags,ITEM_WEAR_ANOTHER_FINGER)) newslot = ITEM_WEAR_ANOTHER_FINGER; else if (i == ITEM_WEAR_WRIST && !IS_SET(obj->wear_flags, ITEM_WEAR_ANOTHER_WRIST)) newslot = ITEM_WEAR_ANOTHER_WRIST; //else newslot = -1; if (newslot != -1) obj = get_eq_char_new(ch,newslot); else { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } } unequip_char(ch,obj); if (obj->item_type == ITEM_WEAPON && IS_WEAPON_STAT(obj,WEAPON_HOLY_ACTIVATED)) REMOVE_BIT(obj->value[4],WEAPON_HOLY_ACTIVATED); if (obj->item_type == ITEM_POLE) obj->value[1] = 0; act ("$n stops using $p.", ch, obj, NULL, TO_ROOM); act ("You stop using $p.", ch, obj, NULL, TO_CHAR); if (i == ITEM_WIELD &&!IS_NPC(ch) && obj->item_type == ITEM_WEAPON && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj,WEAPON_TWO_HANDS)) obj_to_wear->wear_loc |= ITEM_TWO_HANDS; if (i == ITEM_TWO_HANDS && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)) obj_to_wear->wear_loc |= ITEM_WIELD; if (newslot == -1) obj_to_wear->wear_loc |= i; else obj_to_wear->wear_loc |= newslot; } if (hands_used(ch) <= 2) return TRUE; hands_needed = hands_used(ch)-2; if (hands_needed && (obj = get_eq_char_new(ch,ITEM_WEAR_SHIELD)) && obj != obj_to_wear) { if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } --hands_needed; } if (hands_needed && (obj = get_eq_char_new(ch,ITEM_HOLD)) && obj != obj_to_wear) { if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } --hands_needed; if (obj->item_type == ITEM_INSTRUMENT && IS_SET (obj->value[0], A) && ch->size < SIZE_LARGE) --hands_needed; } if (hands_needed && (obj = get_eq_char_new(ch,ITEM_WIELD)) && obj != obj_to_wear) { if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } --hands_needed; if (!IS_NPC (ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)) --hands_needed; } if (hands_needed && (obj = get_eq_char_new(ch,ITEM_WIELD)) && obj != obj_to_wear) { if (IS_SET (obj->extra_flags[0], ITEM_NOREMOVE) && !IS_IMMORTAL (ch)) { if (show_messages) act ("You can't remove $p.", ch, obj, NULL, TO_CHAR); return FALSE; } --hands_needed; if (!IS_NPC (ch) && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)) --hands_needed; } //if somehow, beyond my understanding, hands_needed != 0, you can't wear it so return false here if (hands_needed > 0) return FALSE; return TRUE; } // // Equip a char with an obj. // void equip_char (CHAR_DATA * ch, OBJ_DATA * obj, long iWear) { AFFECT_DATA *paf; int i; if (get_eq_char (ch, iWear) != NULL) return; // support alignment/class/race specific equipment if ((!char_can_wear (ch, obj) && (ch->race != PC_RACE_AVATAR)) || ((IS_SET(obj->extra_flags[1],ITEM_NOAVATAR)) && ch->race == PC_RACE_AVATAR) || ((IS_SET(obj->extra_flags[1],ITEM_NOKALIAN)) && ch->race == PC_RACE_KALIAN)) { act ("You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR); act ("$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM); obj_from_char (obj); obj_to_room (obj, ch->in_room); obj->wear_loc = -1; //Iblis - 3/11/04 - Antiduping Code if (ch && !IS_NPC(ch)) save_char_obj (ch); return; } //DEAL WITH AC PROPERLY!! PICK THE for (i = 0; i < 4; i++) ch->armor[i] -= apply_ac (obj, iWear, i); for (i = 0; wear_conversion_table[i].wear_loc != -2; ++i) { if (wear_conversion_table[i].wear_loc == iWear) { obj->wear_loc = wear_conversion_table[i].wear_flag; break; } } // obj->wear_loc = iWear; if (!obj->enchanted) for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) if (paf->location != APPLY_SPELL_AFFECT) { affect_modify (ch, paf, TRUE); } for (paf = obj->affected; paf != NULL; paf = paf->next) if (paf->location == APPLY_SPELL_AFFECT) { paf->permaff = TRUE; switch (paf->bitvector) { case A: send_to_char ("You are blinded!\n\r", ch); act ("$n appears to be blinded.", ch, NULL, NULL, TO_ROOM); break; case B: send_to_char ("You fade out of existence.\n\r", ch); act ("$n fades out of existence.", ch, NULL, NULL, TO_ROOM); break; case C: case D: case E: case G: send_to_char ("Your eyes tingle.\n\r", ch); break; case F: send_to_char ("Your awareness improves.\n\r", ch); break; case H: act ("$n is surrounded by a white aura.", ch, NULL, NULL, TO_ROOM); send_to_char ("You are surrounded by a white aura.\n\r", ch); break; case I: send_to_char ("You are surrounded by a pink outline.\n\r", ch); act ("$n is surrounded by a pink outline.", ch, NULL, NULL, TO_ROOM); break; case J: send_to_char ("Your eyes glow red.\n\r", ch); act ("$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM); break; case K: send_to_char ("You feel unclean.\n\r", ch); break; case M: send_to_char ("You feel very sick.\n\r", ch); act ("$n looks very ill.", ch, NULL, NULL, TO_ROOM); break; case N: send_to_char ("You feel holy and pure.\n\r", ch); break; case O: send_to_char ("You feel aligned with darkness.\n\r", ch); break; case P: send_to_char ("You begin to move silently.\n\r", ch); break; case Q: send_to_char ("You hide in the shadows.\n\r", ch); break; case R: send_to_char ("You feel very sleepy ..... zzzzzz.\n\r", ch); act ("$n goes to sleep.", ch, NULL, NULL, TO_ROOM); ch->position = POS_SLEEPING; break; case T: send_to_char ("Your feet rise off the ground.\n\r", ch); act ("$n's feet rise off the ground.", ch, NULL, NULL, TO_ROOM); break; case U: act ("$n turns translucent.", ch, NULL, NULL, TO_ROOM); send_to_char ("You turn translucent.\n\r", ch); break; case V: send_to_char ("You feel yourself moving more quickly.\n\r", ch); act ("$n is moving more quickly.", ch, NULL, NULL, TO_ROOM); break; case X: send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r", ch); act ("$n screams in agony as plague sores erupt from $s skin.", ch, NULL, NULL, TO_ROOM); break; case Y: send_to_char ("You feel your strength slip away.\n\r", ch); act ("$n looks tired and weak.", ch, NULL, NULL, TO_ROOM); break; case bb: send_to_char ("Your lungs take the form of gills.\n\r", ch); act ("$n turns into a fish.", ch, NULL, NULL, TO_ROOM); break; case dd: send_to_char ("You feel yourself slowing d o w n...\n\r", ch); act ("$n starts to move in slow motion.", ch, NULL, NULL, TO_ROOM); break; case ee: send_to_char ("Your lungs take the form of gills.\n\r", ch); act ("$n turns into a fish.", ch, NULL, NULL, TO_ROOM); break; } if (ch->affected != NULL) affect_strip (ch, paf->type); REMOVE_BIT (ch->affected_by, paf->bitvector); 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) && !(!IS_NPC(ch) && ch->pcdata->flaming)) ++ch->in_room->light; trip_triggers(ch, OBJ_TRIG_WEAR, obj, NULL, OT_SPEC_NONE); return; } // // Equip a char with an obj. // bool equip_char_new (CHAR_DATA * ch, OBJ_DATA * obj) { return equip_char_new_hand(ch,obj,0); } bool equip_char_new_hand (CHAR_DATA * ch, OBJ_DATA * obj, int hand) { AFFECT_DATA *paf; int i; // if (get_eq_char_new (ch, iWear) != NULL) // return; // support alignment/class/race specific equipment if ((!char_can_wear (ch, obj) && (ch->race != PC_RACE_AVATAR)) || ((IS_SET(obj->extra_flags[1],ITEM_NOAVATAR)) && ch->race == PC_RACE_AVATAR) || ((IS_SET(obj->extra_flags[1],ITEM_NOKALIAN)) && ch->race == PC_RACE_KALIAN)) { act ("You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR); act ("$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM); obj_from_char (obj); obj_to_room (obj, ch->in_room); obj->wear_loc = -1; //Iblis - 3/11/04 - Antiduping Code if (ch && !IS_NPC(ch)) save_char_obj (ch); return FALSE; } remove_and_equip_char_hand(ch,obj,TRUE,hand); // obj->wear_loc = 0; // obj->wear_loc = iWear; //THIS DOES NOT DEAL PROPERLY WITH RINGS/NECK/WRIST /* obj->wear_loc = obj->wear_flags; if (IS_SET(obj->wear_loc,ITEM_TAKE)) obj->wear_loc -= ITEM_TAKE; if (IS_SET(obj->wear_loc,ITEM_NO_SAC)) obj->wear_loc -= ITEM_NO_SAC; if (IS_SET(obj->wear_loc,ITEM_TWO_HANDS)) obj->wear_loc -= ITEM_TWO_HANDS;*/ //DEAL WITH AC PROPERLY!! PICK THE for (i = 0; i < 4; i++) ch->armor[i] -= apply_ac_new (obj, i); //obj->wear_loc = iWear; if (!obj->enchanted) for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) if (paf->location != APPLY_SPELL_AFFECT) { affect_modify (ch, paf, TRUE); } for (paf = obj->affected; paf != NULL; paf = paf->next) if (paf->location == APPLY_SPELL_AFFECT) { paf->permaff = TRUE; switch (paf->bitvector) { case A: send_to_char ("You are blinded!\n\r", ch); act ("$n appears to be blinded.", ch, NULL, NULL, TO_ROOM); break; case B: send_to_char ("You fade out of existence.\n\r", ch); act ("$n fades out of existence.", ch, NULL, NULL, TO_ROOM); break; case C: case D: case E: case G: send_to_char ("Your eyes tingle.\n\r", ch); break; case F: send_to_char ("Your awareness improves.\n\r", ch); break; case H: act ("$n is surrounded by a white aura.", ch, NULL, NULL, TO_ROOM); send_to_char ("You are surrounded by a white aura.\n\r", ch); break; case I: send_to_char ("You are surrounded by a pink outline.\n\r", ch); act ("$n is surrounded by a pink outline.", ch, NULL, NULL, TO_ROOM); break; case J: send_to_char ("Your eyes glow red.\n\r", ch); act ("$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM); break; case K: send_to_char ("You feel unclean.\n\r", ch); break; case M: send_to_char ("You feel very sick.\n\r", ch); act ("$n looks very ill.", ch, NULL, NULL, TO_ROOM); break; case N: send_to_char ("You feel holy and pure.\n\r", ch); break; case O: send_to_char ("You feel aligned with darkness.\n\r", ch); break; case P: send_to_char ("You begin to move silently.\n\r", ch); break; case Q: send_to_char ("You hide in the shadows.\n\r", ch); break; case R: send_to_char ("You feel very sleepy ..... zzzzzz.\n\r", ch); act ("$n goes to sleep.", ch, NULL, NULL, TO_ROOM); ch->position = POS_SLEEPING; break; case T: send_to_char ("Your feet rise off the ground.\n\r", ch); act ("$n's feet rise off the ground.", ch, NULL, NULL, TO_ROOM); break; case U: act ("$n turns translucent.", ch, NULL, NULL, TO_ROOM); send_to_char ("You turn translucent.\n\r", ch); break; case V: send_to_char ("You feel yourself moving more quickly.\n\r", ch); act ("$n is moving more quickly.", ch, NULL, NULL, TO_ROOM); break; case X: send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r", ch); act ("$n screams in agony as plague sores erupt from $s skin.", ch, NULL, NULL, TO_ROOM); break; case Y: send_to_char ("You feel your strength slip away.\n\r", ch); act ("$n looks tired and weak.", ch, NULL, NULL, TO_ROOM); break; case bb: send_to_char ("Your lungs take the form of gills.\n\r", ch); act ("$n turns into a fish.", ch, NULL, NULL, TO_ROOM); break; case dd: send_to_char ("You feel yourself slowing d o w n...\n\r", ch); act ("$n starts to move in slow motion.", ch, NULL, NULL, TO_ROOM); break; case ee: send_to_char ("Your lungs take the form of gills.\n\r", ch); act ("$n turns into a fish.", ch, NULL, NULL, TO_ROOM); break; } if (ch->affected != NULL) affect_strip (ch, paf->type); REMOVE_BIT (ch->affected_by, paf->bitvector); 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) && !(!IS_NPC(ch) && ch->pcdata->flaming)) ++ch->in_room->light; trip_triggers(ch, OBJ_TRIG_WEAR, obj, NULL, OT_SPEC_NONE); return TRUE; } bool equip_char_slot_new (CHAR_DATA * ch, OBJ_DATA * obj, long slot) { AFFECT_DATA *paf; int i; if (slot == WEAR_NONE) return FALSE; // if (get_eq_char_new (ch, iWear) != NULL) // return; // support alignment/class/race specific equipment if ((!char_can_wear (ch, obj) && (ch->race != PC_RACE_AVATAR)) || ((IS_SET(obj->extra_flags[1],ITEM_NOAVATAR)) && ch->race == PC_RACE_AVATAR) || ((IS_SET(obj->extra_flags[1],ITEM_NOKALIAN)) && ch->race == PC_RACE_KALIAN)) { act ("You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR); act ("$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM); obj_from_char (obj); obj_to_room (obj, ch->in_room); obj->wear_loc = -1; //Iblis - 3/11/04 - Antiduping Code if (ch && !IS_NPC(ch)) save_char_obj (ch); return FALSE; } // remove_and_equip_char_hand(ch,obj,TRUE,hand); obj->wear_loc = slot; // obj->wear_loc = 0; // obj->wear_loc = iWear; //THIS DOES NOT DEAL PROPERLY WITH RINGS/NECK/WRIST /* obj->wear_loc = obj->wear_flags; if (IS_SET(obj->wear_loc,ITEM_TAKE)) obj->wear_loc -= ITEM_TAKE; if (IS_SET(obj->wear_loc,ITEM_NO_SAC)) obj->wear_loc -= ITEM_NO_SAC; if (IS_SET(obj->wear_loc,ITEM_TWO_HANDS)) obj->wear_loc -= ITEM_TWO_HANDS;*/ //DEAL WITH AC PROPERLY!! PICK THE for (i = 0; i < 4; i++) ch->armor[i] -= apply_ac_new (obj, i); //obj->wear_loc = iWear; if (!obj->enchanted) for (paf = obj->pIndexData->affected; paf != NULL; paf = paf->next) if (paf->location != APPLY_SPELL_AFFECT) { affect_modify (ch, paf, TRUE); } for (paf = obj->affected; paf != NULL; paf = paf->next) if (paf->location == APPLY_SPELL_AFFECT) { paf->permaff = TRUE; switch (paf->bitvector) { case A: send_to_char ("You are blinded!\n\r", ch); act ("$n appears to be blinded.", ch, NULL, NULL, TO_ROOM); break; case B: send_to_char ("You fade out of existence.\n\r", ch); act ("$n fades out of existence.", ch, NULL, NULL, TO_ROOM); break; case C: case D: case E: case G: send_to_char ("Your eyes tingle.\n\r", ch); break; case F: send_to_char ("Your awareness improves.\n\r", ch); break; case H: act ("$n is surrounded by a white aura.", ch, NULL, NULL, TO_ROOM); send_to_char ("You are surrounded by a white aura.\n\r", ch); break; case I: send_to_char ("You are surrounded by a pink outline.\n\r", ch); act ("$n is surrounded by a pink outline.", ch, NULL, NULL, TO_ROOM); break; case J: send_to_char ("Your eyes glow red.\n\r", ch); act ("$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM); break; case K: send_to_char ("You feel unclean.\n\r", ch); break; case M: send_to_char ("You feel very sick.\n\r", ch); act ("$n looks very ill.", ch, NULL, NULL, TO_ROOM); break; case N: send_to_char ("You feel holy and pure.\n\r", ch); break; case O: send_to_char ("You feel aligned with darkness.\n\r", ch); break; case P: send_to_char ("You begin to move silently.\n\r", ch); break; case Q: send_to_char ("You hide in the shadows.\n\r", ch); break; case R: send_to_char ("You feel very sleepy ..... zzzzzz.\n\r", ch); act ("$n goes to sleep.", ch, NULL, NULL, TO_ROOM); ch->position = POS_SLEEPING; break; case T: send_to_char ("Your feet rise off the ground.\n\r", ch); act ("$n's feet rise off the ground.", ch, NULL, NULL, TO_ROOM); break; case U: act ("$n turns translucent.", ch, NULL, NULL, TO_ROOM); send_to_char ("You turn translucent.\n\r", ch); break; case V: send_to_char ("You feel yourself moving more quickly.\n\r", ch); act ("$n is moving more quickly.", ch, NULL, NULL, TO_ROOM); break; case X: send_to_char ("You scream in agony as plague sores erupt from your skin.\n\r", ch); act ("$n screams in agony as plague sores erupt from $s skin.", ch, NULL, NULL, TO_ROOM); break; case Y: send_to_char ("You feel your strength slip away.\n\r", ch); act ("$n looks tired and weak.", ch, NULL, NULL, TO_ROOM); break; case bb: send_to_char ("Your lungs take the form of gills.\n\r", ch); act ("$n turns into a fish.", ch, NULL, NULL, TO_ROOM); break; case dd: send_to_char ("You feel yourself slowing d o w n...\n\r", ch); act ("$n starts to move in slow motion.", ch, NULL, NULL, TO_ROOM); break; case ee: send_to_char ("Your lungs take the form of gills.\n\r", ch); act ("$n turns into a fish.", ch, NULL, NULL, TO_ROOM); break; } if (ch->affected != NULL) affect_strip (ch, paf->type); REMOVE_BIT (ch->affected_by, paf->bitvector); 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) && !(!IS_NPC(ch) && ch->pcdata->flaming)) ++ch->in_room->light; //this is getting worn silently to fix something, so don't do obj triggers //trip_triggers(ch, OBJ_TRIG_WEAR, obj, NULL, OT_SPEC_NONE); return TRUE; } /* * Unequip a char with an obj. */ void unequip_char (CHAR_DATA * ch, OBJ_DATA * obj) { AFFECT_DATA *paf = NULL; AFFECT_DATA *lpaf = NULL; AFFECT_DATA *lpaf_next = NULL; int i; if (!obj || obj->wear_loc == WEAR_NONE) return; for (i = 0; i < 4; i++) ch->armor[i] += apply_ac_new (obj, 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 || !paf) { send_to_char("BUG! please see an imm.\n\r",ch); return; } if ((lpaf->type == paf->type) && (lpaf->level == paf->level) && (lpaf->location == APPLY_SPELL_AFFECT)) { affect_remove (ch, lpaf); //affect_strip (ch,lpaf->type); lpaf_next = NULL; } } } else { affect_modify (ch, paf, FALSE); affect_check (ch, paf->where, paf->bitvector); } } } // if (obj->enchanted) // { for (paf = obj->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)) { if (paf->type > 0 && skill_table[paf->type].msg_off) send_to_char (skill_table[paf->type].msg_off, ch); send_to_char ("\n\r", ch); affect_remove (ch, lpaf); //affect_strip (ch,lpaf->type); 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) { paf->permaff = TRUE; switch (paf->bitvector) { case A: send_to_char ("You are no longer blinded!\n\r", ch); act ("$n is no longer blinded.", ch, NULL, NULL, TO_ROOM); break; case B: send_to_char ("You fade into existence.\n\r", ch); act ("$n fades into existance.", ch, NULL, NULL, TO_ROOM); break; case C: case D: case E: case G: send_to_char ("You no longer see invisible objects.\n\r", ch); break; case F: send_to_char ("You feel less aware of your surroundings.\n\r", ch); break; case H: act ("The white aura around $n's body vanishes.", ch, NULL, NULL, TO_ROOM); send_to_char ("The white aura around your body vanishes..\n\r", ch); break; case I: send_to_char ("Your outline fades.\n\r", ch); act ("$n's outline fades.", ch, NULL, NULL, TO_ROOM); break; case J: send_to_char ("You no longer see in the dark.\n\r", ch); //act ("$n's eyes glow red.\n\r", ch, NULL, NULL, TO_ROOM); break; case K: send_to_char ("The curse wears off..\n\r", ch); break; case M: send_to_char ("You feel less sick.\n\r", ch); act ("$n visage lightens considerably, and begins to look much better.", ch, NULL, NULL, TO_ROOM); break; case N: //send_to_char ("You feel holy and pure.\n\r", ch); break; case O: //send_to_char ("You feel aligned with darkness.\n\r", ch); break; case P: //send_to_char ("You begin to move silently.\n\r", ch); break; case Q: //send_to_char ("You hide in the shadows.\n\r", ch); break; case R: //send_to_char ("You feel very sleepy ..... zzzzzz.\n\r", ch); //act ("$n goes to sleep.", ch, NULL, NULL, TO_ROOM); ch->position = POS_SLEEPING; break; case T: send_to_char ("You fall to the ground.\n\r", ch); act ("$n falls to the ground!", ch, NULL, NULL, TO_ROOM); break; case U: //act ("$n turns translucent.", ch, NULL, NULL, TO_ROOM); //send_to_char ("You turn translucent.\n\r", ch); break; case V: send_to_char ("You are no longer moving so quickly.\n\r", ch); act ("$n is no longer moving so quickly.", ch, NULL, NULL, TO_ROOM); break; case X: //send_to_char //("You scream in agony as plague sores erupt from your skin.\n\r", ch); //act ("$n screams in agony as plague sores erupt from $s skin.", // ch, NULL, NULL, TO_ROOM); break; case Y: send_to_char ("You feel your strength return.\n\r", ch); act ("$n looks stronger.", ch, NULL, NULL, TO_ROOM); break; case bb: //send_to_char ("Your lungs take the form of gills.\n\r", ch); //act ("$n turns into a fish.", ch, NULL, NULL, TO_ROOM); break; case dd: send_to_char ("You are no longer moving so slowly.\n\r", ch); act ("$n is no longer moving so slowly.", ch, NULL, NULL, TO_ROOM); break; case ee: send_to_char ("Your lungs revert back to normal form.\n\r", ch); //act ("$n turns into a fish.", ch, NULL, NULL, TO_ROOM); break; } if (ch->affected != NULL) affect_strip (ch, paf->type); REMOVE_BIT (ch->affected_by, paf->bitvector); // 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) && !(!IS_NPC(ch) && ch->pcdata->flaming)) && ch->in_room->light > 0) --ch->in_room->light; trip_triggers(ch, OBJ_TRIG_REMOVE, obj, NULL, OT_SPEC_NONE); 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; OBJ_DATA* prev, *prev_next; if ((in_room = obj->in_room) == NULL) { char bugbuf[MAX_STRING_LENGTH]; sprintf (bugbuf, "obj_from_room error: name(%s), short(%s).", obj->name, obj->short_descr); bug (bugbuf, 0); return; } if (!(obj->item_type == ITEM_RAFT && paddling)) { 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; } } if (obj->pIndexData->vnum == OBJ_VNUM_PENTAGRAM) { for (prev = obj->contains; prev != NULL; prev = prev_next) { prev_next = prev->next_content; obj_from_obj(prev); obj_to_room(prev,obj->in_room); } } 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; //Kind of a pointless check..how else would an object get there? // if (descriptor_list && pRoomIndex->people) // check_gravity_room_obj(pRoomIndex->people,obj); return; } /* * Move an object into an object. */ void obj_to_obj (OBJ_DATA * obj, OBJ_DATA * obj_to) { obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; obj->in_room = NULL; obj->carried_by = NULL; if (obj_to->pIndexData->vnum == OBJ_VNUM_PIT) obj->cost = 0; for (; obj_to != NULL; obj_to = obj_to->in_obj) { if (obj_to->carried_by != NULL) { if ((obj->item_type != ITEM_WEAPON || obj->value[0] != WEAPON_ARROW || obj_to->item_type != ITEM_QUIVER) && (obj->item_type != ITEM_CARD || obj_to->item_type != ITEM_BINDER)) { 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 into an object into a particular position * Useful ONLY for putting cards into binder/decks * Pass a -1 as pos to put a card in the next available position // * It returns TRUE if there are still cards in slots after the card // * just inserted, and FALSE if not. */ bool obj_to_obj_pos (OBJ_DATA * obj, OBJ_DATA * obj_to, int pos) { OBJ_DATA *pobj, *pobj_last=NULL;//, *pobj->next; int counter=1; //boolean rvalue = FALSE; pobj = obj_to->contains; //If the obj_to is empty if (pobj == NULL) { obj->next_content = NULL; obj_to->contains = obj; if (pos == -1) obj->bs_capacity[0] = 1; else obj->bs_capacity[0] = pos; } //If there is only one thing in the obj_to else if (pobj->next_content == NULL || (pos == -1 && pobj->bs_capacity[0] != 1) || (pos != -1 && pobj->bs_capacity[0] >= pos)) { if (pos == pobj->bs_capacity[0]) return FALSE; //If the one thing is in slot 1 if (pobj->bs_capacity[0] == 1 || (pos != -1 && pobj->bs_capacity[0] < pos)) { obj->next_content = pobj->next_content; pobj->next_content = obj; if (pos == -1) obj->bs_capacity[0] = 2; //Its now the second thing in the obj_to else obj->bs_capacity[0] = pos; } //the one thing is NOT in slot 1 else { /* if (pos == -1 || pos < pobj->bs_capacity[0]) {*/ obj_to->contains = obj; obj->next_content = pobj; if (pos == -1) obj->bs_capacity[0] = 1; else obj->bs_capacity[0] = pos; // } } } //Otherwise, recurse through the obj_to and put the obj in the next available slot else { for (pobj = obj_to->contains;pobj != NULL;pobj_last = pobj, pobj = pobj->next_content, ++counter) { if (pos != -1 && pobj->bs_capacity[0] == pos) return FALSE; if ((pos != -1 && pobj->bs_capacity[0] > pos) || (pos == -1 && pobj->bs_capacity[0] != counter)) { obj->next_content = pobj; pobj_last->next_content = obj; // if (obj->next_content != NULL) // rvalue = TRUE; if (pos == -1) obj->bs_capacity[0] = counter; else obj->bs_capacity[0] = pos; break; } } if (pobj == NULL) { obj->next_content = NULL; pobj_last->next_content = obj; if (pos == -1) obj->bs_capacity[0] = counter; else obj->bs_capacity[0] = pos; } } // 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) { if ((obj->item_type != ITEM_WEAPON || obj->value[0] != WEAPON_ARROW || obj_to->item_type != ITEM_QUIVER) && (obj->item_type != ITEM_CARD || obj_to->item_type != ITEM_BINDER)) { 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 TRUE; } /* * 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) { if ((obj->item_type != ITEM_WEAPON || obj->value[0] != WEAPON_ARROW || obj_from->item_type != ITEM_QUIVER) && (obj->item_type != ITEM_CARD || obj_from->item_type != ITEM_BINDER)) { 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; } void extract_scent (SCENT_DATA * sc) { SCENT_DATA *prev; if (sc == scents) { scents = sc->next; } else { for (prev = scents; prev; prev = prev->next) if (prev->next == sc) { prev->next = sc->next; break; } } if (sc == sc->in_room->scents) { sc->in_room->scents = sc->next_in_room; } else { for (prev = sc->in_room->scents; prev; prev = prev->next_in_room) { if (prev->next_in_room == sc) { prev->next_in_room = sc->next_in_room; break; } } } free_scent (sc); } /* * Extract an obj from the world. */ void extract_obj (OBJ_DATA * obj) { OBJ_DATA *obj_content; OBJ_DATA *obj_next; char tcbuf[15]; if (obj == NULL) { bug("extracting null obj",0); return; } if (obj->set_by != NULL) { if (obj == obj->set_by->trap_list) { obj->set_by->trap_list = obj->next_trap; } else { OBJ_DATA *prev; for (prev = obj->set_by->trap_list; prev != NULL; prev = prev->next_trap) { if (prev->next_trap == obj) { prev->next_trap = obj->next_trap; break; } } if (prev == NULL) { bug ("Extract_obj: trap not found.", 0); return; } } } // free up/fix up a portal for removal if (obj->item_type == ITEM_PORTAL && obj->value[3] >= ROOM_VNUM_HAVEN_START && obj->value[3] <= ROOM_VNUM_HAVEN_END) { ROOM_INDEX_DATA *location; CHAR_DATA *vch, *vch_next; OBJ_DATA *dobj, *dobj_next; location = get_room_index (obj->value[3]); if (location != NULL) { for (vch = location->people; vch; vch = vch_next) { vch_next = vch->next_in_room; send_to_char ("Your time in haven has come to an end.\n\r", vch); char_from_room (vch); char_to_room (vch, obj->in_room); do_look (vch, "auto"); act ("$n has arrived.", vch, NULL, NULL, TO_ROOM); trip_triggers(vch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(vch,"room",vch->in_room,NULL); sprintf(tcbuf,"%d",vch->in_room->vnum); trip_triggers_arg(vch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); check_aggression(vch); } for (dobj = location->contents; dobj; dobj = dobj_next) { dobj_next = dobj->next_content; extract_obj (dobj); } free_string (location->owner); location->owner = str_dup (""); } // end if location was null } // end if object was a portal if (obj->pIndexData->vnum == OBJ_VNUM_BEACON) { CHAR_DATA* fch; for (fch = char_list;fch != NULL;fch = fch->next) { if (!IS_NPC(fch) && is_affected(fch,skill_lookup("beacon of the damned"))) { affect_strip(fch,skill_lookup("beacon of the damned")); send_to_char("The green pillar of fire on the horizon fades into nothingness.\n\r",fch); } } } if (obj->pIndexData->vnum == OBJ_VNUM_DARK_SPHERE) { ROOM_INDEX_DATA *rid; rid = get_room_index(obj->value[0]); if (rid != NULL) { // char buf[MAX_STRING_LENGTH]; // sprintf(buf,"%d",obj->value[0]); REMOVE_BIT(rid->room_flags2,ROOM_ALWAYS_DARK); } } if (obj->pIndexData->vnum == OBJ_VNUM_DEFILE) { ROOM_INDEX_DATA* rid; rid = get_room_index(obj->value[0]); if (rid != NULL) rid->sector_type = obj->value[1]; } if (obj->pIndexData->vnum == OBJ_VNUM_WARPED_SPACE) { ROOM_INDEX_DATA *rid; rid = get_room_index(obj->value[0]); if (rid != NULL) { // char buf[MAX_STRING_LENGTH]; // sprintf(buf,"%d",obj->value[0]); REMOVE_BIT(rid->room_flags2,ROOM_WARPED); } } //Iblis 4/12/04 - Made to check purging/saccing etc of items someone is currently carving //NOTE : It doesn't quit after finding it, because say bob starts carving, gives it to jim, //who stats carving, then drops and sacs it. Complete mediation. if (obj->item_type == ITEM_WOODEN_INCONSTRUCTION) { CHAR_DATA *fch; for (fch = char_list;fch != NULL;fch = fch->next) { if (!IS_NPC(fch) && fch->pcdata && fch->pcdata->trade_skill_obj != NULL) { if (fch->pcdata->trade_skill_obj == obj) fch->pcdata->trade_skill_obj = NULL; } } } /* // remove the object from where it was 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); }*/ // remove anything that is in this object free/recycle contents for (obj_content = obj->contains; obj_content; obj_content = obj_next) { obj_next = obj_content->next_content; extract_obj (obj_content); } if (obj->pIndexData->vnum == OBJ_VNUM_CORPSE_PC) save_player_corpse(obj); // remove the object from where it was 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); } // ok, now remove the item from the object_list 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; } } // note that we have one less of these --obj->pIndexData->count; // ahh, free/recycle the memory 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,*list; SCENT_DATA *sc, *sc_next; MEMORY_DATA *memd, *memd_next; ROOM_INDEX_DATA *location; char tcbuf[15]; int count=0; if (ch->in_room == NULL) { if (ch->name != NULL) bug (ch->name, 0); bug ("Extract_char: NULL.", 0); return; } nuke_pets (ch); ch->pet = NULL; /* just in case */ for (list = ch->trap_list;list != NULL;list = list->next_trap) count++; for (;count >0;count--) { if (ch->trap_list != NULL) { obj_from_room(ch->trap_list ); extract_obj(ch->trap_list ); } } if (ch->contaminator) ch->contaminator = NULL; if (IS_SET(ch->act2,ACT_FAMILIAR)) { for (wch = char_list; wch != NULL; wch = wch->next) { if (IS_NPC(wch)) continue; if (wch->pcdata->familiar == ch) { wch->pcdata->familiar = NULL; } } } if (fPull) die_follower (ch); stop_fighting (ch, TRUE); location = ch->in_room; if (location != NULL) { char_from_room (ch); if (!IS_NPC(ch) && ch->pcdata->flaming) ch->pcdata->flaming = 0; char_to_room (ch, get_room_index (ROOM_VNUM_LIMBO)); trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(ch,"room",ch->in_room,NULL); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); // check_aggression(ch); } // if (ch->sword != NULL) // { // log_string("Extracting ch->sword from"); // log_string(ch->name); // extract_obj (ch->sword); // } for (obj = ch->carrying; obj != NULL; obj = obj_next) { obj_next = obj->next_content; if (!(!IS_NPC(ch) && fPull == FALSE && IS_SET(obj->extra_flags[1],ITEM_TATTOO))) extract_obj (obj); } if (location != NULL) { char_from_room (ch); char_to_room (ch, location); trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(ch,"room",ch->in_room,NULL); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); // check_aggression(ch); } if (ch->riders != NULL) { ch->riders->position = POS_STANDING; ch->riders->mount = NULL; } if (ch->mount != NULL) { ch->mount->riders = NULL; ch->mount->mounter = NULL; ch->mount->afkmsg[0] = '\0'; } char_from_room (ch); if (!fPull) { ROOM_INDEX_DATA *rid; //Iblis 4/04/04 - A quick dirty fix to fix any skill related affect problems upon death /* if (!IS_NPC(ch)) { int i=0; for (i = 0; i < MAX_SKILL; i++) { if (skill_table[i].name != NULL) { ch->pcdata->mod_learned[i] = 0; } } } */ // Shinowlan 6/12/98 -- Bug: 7 If a PC dies in jail they reappear // in the altar. They *should* reappear in their jail cell. // This checks to see if a character died in a jail cell, and if so // moves them back to that cell rather than the altar. if ((location->vnum >= ROOM_VNUM_JAIL_START) && (location->vnum <= ROOM_VNUM_JAIL_END)) { char_to_room (ch, location); trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(ch,"room",ch->in_room,NULL); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); // check_aggression(ch); return; } // clannies that have declared their clan hall get // to be resurected in their clan hall if (get_clan_hall_ch (ch) != CLAN_BOGUS) { rid = get_room_index (get_clan_hall_ch (ch)); if (rid != NULL) { char_to_room (ch, rid); trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(ch,"room",ch->in_room,NULL); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); // check_aggression(ch); } else { char_to_room (ch, get_room_index (ROOM_VNUM_ALTAR)); trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(ch,"room",ch->in_room,NULL); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); //check_aggression(ch); } } else { char_to_room (ch, get_room_index (ROOM_VNUM_ALTAR)); trip_triggers(ch, OBJ_TRIG_ENTER_ROOM, NULL, NULL, OT_SPEC_NONE); trap_check(ch,"room",ch->in_room,NULL); sprintf(tcbuf,"%d",ch->in_room->vnum); trip_triggers_arg(ch, OBJ_TRIG_CHAR_TO_ROOM, NULL, NULL, OT_SPEC_NONE,tcbuf); // check_aggression(ch); } return; } if (IS_NPC (ch)) --ch->pIndexData->count; if (IS_SET(ch->act2,ACT_QUESTMOB)) { CHAR_DATA *wch; for (wch = char_list; wch != NULL; wch = wch->next) { if (IS_NPC(wch)) continue; if (wch->pcdata->quest_mob == ch) { wch->pcdata->quest_mob = NULL; send_to_char("Alas, someone ELSE has killed the mob you were hunting for before you could reach it.\n\r",wch); send_to_char("Unfortunately, that means you have failed in your quest.\n\r",wch); wch->pcdata->quest_ticks = -10; break; } } } for (sc = scents; sc; sc = sc_next) { sc_next = sc->next; if (sc->player == ch) extract_scent (sc); } for (memd = memories; memd; memd = memd_next) { memd_next = memd->next; if (memd->player == ch || memd->mob == ch) extract_memory (memd); } if (ch->desc != NULL && ch->desc->original != NULL) { if (IS_SET(ch->desc->original->act2,ACT_SWITCHED)) REMOVE_BIT(ch->desc->original->act2,ACT_SWITCHED); /* switched_return(ch,location); else */ do_return (ch, ""); ch->desc = NULL; } for (wch = char_list; wch != NULL; wch = wch->next) { if (wch->reply == ch) wch->reply = NULL; if (wch->stalking == ch) wch->stalking = NULL; if (wch->last_fought == ch) wch->last_fought = 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; char *check; int number; int count; number = number_argument (argument, arg); count = 0; if (!str_cmp (arg, "self")) return ch; if (ch == NULL) return NULL; for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) { if (is_affected (rch, gsn_mask) && rch->mask != NULL) check = rch->mask; else check = rch->name; if (!can_see (ch, rch) || !is_name (arg, check)) continue; if (++count == number) return rch; } return NULL; } /* * Find a char in the room. */ //Iblis 07/22/03 - Needed mainly for checking if a storekeeper is in ////the room. Sidhe were masking as owner + a few chars and being able ////to list contents. This is NOT good and is now FINALLY fixed. CHAR_DATA *get_char_room_nomask (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *rch; char *check; 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) { check = rch->name; if (!can_see (ch, rch) || !is_name (arg, check)) 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; char *check; 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_affected (wch, gsn_mask) && wch->mask != NULL) check = wch->mask; else check = wch->name; if (wch->in_room == NULL || !can_see (ch, wch) || !is_name (arg, check)) continue; if (++count == number) return wch; } return NULL; } //Iblis - same as above, EXCEPT it ignore those blasted masks CHAR_DATA *get_char_world2 (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_name (arg, wch->name)) continue; if (++count == number) return wch; } return NULL; } /* * Iblis - Find a char in the room only if their name matches EXACTLY */ CHAR_DATA *get_exact_pc_room (CHAR_DATA * ch, char *argument) { CHAR_DATA *rch; if (ch == NULL) return NULL; for (rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room) { if (IS_NPC(rch) || str_cmp (argument, rch->name)) continue; return rch; } return NULL; } /* * Iblis - Find a char in the world only if their name matches EXACTLY */ CHAR_DATA *get_exact_pc_world (CHAR_DATA * ch, char *argument) { CHAR_DATA *wch; if ((wch = get_exact_pc_room (ch, argument)) != NULL) return wch; for (wch = char_list; wch != NULL; wch = wch->next) { if (IS_NPC(wch) || wch->in_room == NULL || str_cmp (argument, wch->name)) continue; return wch; } return NULL; } /* * Find some object with a given index data. * Used by area-reset 'P' command. */ OBJ_DATA *get_obj_type (OBJ_INDEX_DATA * pObjIndex) { OBJ_DATA *obj; for (obj = object_list; obj != NULL; obj = obj->next) { if (obj->pIndexData == pObjIndex) return obj; } return NULL; } /* * Find an obj in a list. */ OBJ_DATA *get_obj_list (CHAR_DATA * ch, char *argument, OBJ_DATA * list) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument (argument, arg); count = 0; for (obj = list; obj != NULL; obj = obj->next_content) { if (can_see_obj (ch, obj) && is_name (arg, obj->name)) { if (++count == number) return obj; } } return NULL; } /* * Find an obj in player's inventory. */ OBJ_DATA *get_obj_carry (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument (argument, arg); count = 0; for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc == WEAR_NONE && (can_see_obj (ch, obj)) && is_name (arg, obj->name)) { if (++count == number) return obj; } } return NULL; } /* * Find an obj in player's equipment. */ OBJ_DATA *get_obj_wear (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; number = number_argument (argument, arg); count = 0; for (obj = ch->carrying; obj != NULL; obj = obj->next_content) { if (obj->wear_loc != WEAR_NONE && can_see_obj (ch, obj) && is_name (arg, obj->name)) { if (++count == number) return obj; } } return NULL; } /* * Find an obj in the room or in inventory. */ OBJ_DATA *get_obj_here (CHAR_DATA * ch, char *argument) { OBJ_DATA *obj; if (!ch || !ch->in_room) return NULL; obj = get_obj_list (ch, argument, ch->in_room->contents); if (obj != NULL) return obj; if ((obj = get_obj_carry (ch, argument)) != NULL) return obj; if ((obj = get_obj_wear (ch, argument)) != NULL) return obj; return NULL; } /* * Find an obj in the world. */ OBJ_DATA *get_obj_world (CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int number; int count; if ((obj = get_obj_here (ch, argument)) != NULL) return obj; number = number_argument (argument, arg); count = 0; for (obj = object_list; obj != NULL; obj = obj->next) { if (can_see_obj (ch, obj) && is_name (arg, obj->name)) { if (++count == number) return obj; } } return NULL; } /* deduct cost from a character */ void deduct_cost (CHAR_DATA * ch, int cost) { int silver = 0, gold = 0; if (IS_IMMORTAL (ch)) return; 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; } } void deduct_bank (CHAR_DATA * ch, int cost) { int silver = 0, gold = 0; if (IS_NPC (ch) && IS_IMMORTAL (ch)) return; silver = UMIN (ch->pcdata->bank_silver, cost); if (silver < cost) { gold = ((cost - silver + 99) / 100); silver = cost - 100 * gold; } ch->pcdata->bank_gold -= gold; ch->pcdata->bank_silver -= silver; if (ch->gold < 0) { bug ("deduct bank costs: gold %d < 0", ch->pcdata->bank_gold); ch->pcdata->bank_gold = 0; } if (ch->silver < 0) { bug ("deduct bank costs: silver %d < 0", ch->pcdata->bank_silver); ch->pcdata->bank_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_PACK || obj->item_type == ITEM_MONEY || obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY || obj->item_type == ITEM_CLAN_DONATION || obj->item_type == ITEM_PLAYER_DONATION || obj->item_type == ITEM_BINDER) number = 0; else number = 1; if (obj->item_type == ITEM_QUIVER) return 1; if (obj->item_type == ITEM_BINDER) return 0; for (obj = obj->contains; obj != NULL; obj = obj->next_content) { if (obj == obj->next_content) break; 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; if (IS_SET(obj->extra_flags[1],ITEM_WINGED)) weight = 0; if (obj->item_type == ITEM_BINDER || obj->item_type == ITEM_QUIVER) return 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; if (IS_SET(obj->extra_flags[1],ITEM_WINGED)) weight = 0; if (obj->item_type == ITEM_BINDER || obj->item_type == ITEM_QUIVER) return 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 (IS_SET (pRoomIndex->room_flags2, ROOM_ALWAYS_DARK)) return TRUE; 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 (pRoomIndex->max_in_room != 0 && count >= pRoomIndex->max_in_room) 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_IMMORTAL (ch) && IS_SET (pRoomIndex->room_flags, ROOM_GODS_ONLY)) return FALSE; if (IS_SET(pRoomIndex->area->area_flags,AREA_IMP_ONLY) && get_trust(ch) < MAX_LEVEL) return FALSE; /* if( !IS_IMMORTAL(ch) && IS_SET(pRoomIndex->room_flags, ROOM_HEROES_ONLY) ) return FALSE; */ if (IS_SET(ch->act2,ACT_PUPPET)) return TRUE; if (!IS_IMMORTAL (ch) && IS_SET (pRoomIndex->room_flags, ROOM_NEWBIES_ONLY) && (ch->level > 8)) return FALSE; if (!IS_IMMORTAL (ch) && (pRoomIndex->clan != CLAN_BOGUS) && (ch->clan != pRoomIndex->clan) && !IS_SET (ch->act, ACT_PET)) return FALSE; return TRUE; } /* * True if char can see victim. */ bool can_see (CHAR_DATA * ch, CHAR_DATA * victim) { if (ch == NULL || victim == NULL) return FALSE; if (ch == victim) return TRUE; if (ch->in_room == NULL || victim->in_room == NULL) return FALSE; 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_SET(victim->in_room->room_flags2,ROOM_ALWAYS_DARK) && !(IS_AFFECTED(ch,AFF_INFRARED) && !IS_SET(victim->act,ACT_UNDEAD))) return FALSE; if (IS_AFFECTED (ch, AFF_BLIND)) return FALSE; if (room_is_dark (ch->in_room) && ch->race != PC_RACE_KALIAN) { if (ch->in_room->sector_type != SECT_INSIDE) { if (!(IS_AFFECTED (ch, AFF_DARK_VISION) || (IS_AFFECTED (ch, AFF_INFRARED) && !IS_SET(victim->act,ACT_UNDEAD)))) return FALSE; } else if (!(IS_AFFECTED (ch, AFF_INFRARED) && !IS_SET(victim->act,ACT_UNDEAD))) return FALSE; } if (IS_AFFECTED (victim, AFF_INVISIBLE) && !IS_AFFECTED (ch, AFF_DETECT_INVIS)) return FALSE; if (IS_SET(victim->act2,ACT_IMAGINARY) && !IS_IMMORTAL(ch) && ch->class != PC_CLASS_CHAOS_JESTER) return FALSE; //Iblis - Sneaking is no longer autohide, after Iverath's insistance on this it was finally done /* 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 (ch, STAT_DEX) * 3 / 2; chance -= get_curr_stat (ch, STAT_INT) * 2; chance += ch->level - victim->level * 3 / 2; if (number_percent () < chance) return FALSE; }*/ // if ((victim->mount && victim->mount->pIndexData && victim->mount->pIndexData->vnum == MOB_VNUM_BEAST) // || (victim->pIndexData && victim->pIndexData->vnum == MOB_VNUM_BEAST)) // return FALSE; if (victim->stalking == ch && !IS_AFFECTED (ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL) { int chance; chance = get_skill (victim, gsn_stalk); chance += get_curr_stat (ch, STAT_DEX) * 3 / 2; chance -= get_curr_stat (ch, STAT_INT) * 2; chance += ch->level - victim->level * 3 / 2; if (number_percent () < chance) return FALSE; } if (IS_AFFECTED (victim, AFF_CAMOUFLAGE)) return FALSE; if (IS_AFFECTED (victim, AFF_HIDE) && !IS_AFFECTED (ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL) return FALSE; if (victim->stalking == ch && !IS_AFFECTED (ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL) return FALSE; if (victim->race == PC_RACE_NIDAE && IS_OUTSIDE(victim) && (weather_info.sky == SKY_RAINING || weather_info.sky == SKY_LIGHTNING) && number_percent() < 20) return FALSE; if (ch->race == PC_RACE_SWARM && IS_SET(victim->act,ACT_UNDEAD)) return FALSE; return TRUE; } bool can_see_hack (CHAR_DATA * ch, CHAR_DATA * victim) { if (ch == victim) return TRUE; if (ch->in_room == NULL || victim->in_room == NULL) return FALSE; 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 (IS_AFFECTED (victim, AFF_INVISIBLE) && !IS_AFFECTED (ch, AFF_DETECT_INVIS)) return FALSE; //Iblis - Sneaking is no longer autohide, after Iverath's insistance on this it was finally done /* 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 (ch, STAT_DEX) * 3 / 2; chance -= get_curr_stat (ch, STAT_INT) * 2; chance += ch->level - victim->level * 3 / 2; if (number_percent () < chance) return FALSE; }*/ // if ((victim->mount && victim->mount->pIndexData && victim->mount->pIndexData->vnum == MOB_VNUM_BEAST) // || (victim->pIndexData && victim->pIndexData->vnum == MOB_VNUM_BEAST)) // return FALSE; if (victim->stalking == ch && !IS_AFFECTED (ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL) { int chance; chance = get_skill (victim, gsn_stalk); chance += get_curr_stat (ch, STAT_DEX) * 3 / 2; chance -= get_curr_stat (ch, STAT_INT) * 2; chance += ch->level - victim->level * 3 / 2; if (number_percent () < chance) return FALSE; } if (IS_AFFECTED (victim, AFF_CAMOUFLAGE)) return FALSE; if (IS_AFFECTED (victim, AFF_HIDE) && !IS_AFFECTED (ch, AFF_DETECT_HIDDEN) && victim->fighting == NULL) return FALSE; if (victim->stalking == ch && !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_IMMORTAL (ch) || (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_FAKIE))&& IS_SET (obj->extra_flags[1],ITEM_WIZI)) return FALSE; if ((IS_IMMORTAL (ch) || ch->class == PC_CLASS_CHAOS_JESTER || (IS_NPC(ch) && ch->pIndexData->pShop)) && IS_SET (obj->extra_flags[1],ITEM_IMAGINARY)) return TRUE; if (!IS_IMMORTAL(ch) && ch->class != PC_CLASS_CHAOS_JESTER && IS_SET (obj->extra_flags[1],ITEM_IMAGINARY)) return FALSE; if (IS_SET (obj->extra_flags[0], ITEM_VIS_DEATH)) return FALSE; if (IS_SET (obj->extra_flags[1], ITEM_PULSATING)) return TRUE; 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[0], 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) && ch->race != PC_RACE_KALIAN) { if (ch->in_room->sector_type != SECT_INSIDE) { if (!IS_AFFECTED (ch, AFF_INFRARED) && !IS_AFFECTED (ch, AFF_DARK_VISION)) return FALSE; } else if (!IS_AFFECTED (ch, AFF_INFRARED)) return FALSE; } return TRUE; } /* * True if char can drop obj. */ bool can_drop_obj (CHAR_DATA * ch, OBJ_DATA * obj) { if (ch->dueler) return FALSE; if (!IS_SET (obj->extra_flags[0], ITEM_NODROP)) return TRUE; if (!IS_NPC (ch) && ch->level >= LEVEL_IMMORTAL) return TRUE; if (IS_NPC(ch) && ch->pIndexData->vnum == MOB_VNUM_FAKIE) return TRUE; return FALSE; } /* * Return ascii name of an item type. */ char *item_type_name (OBJ_DATA * obj) { switch (obj->item_type) { case ITEM_LIGHT: return "light"; case ITEM_SCROLL: return "scroll"; case ITEM_WAND: return "wand"; case ITEM_STAFF: return "staff"; case ITEM_WEAPON: return "weapon"; case ITEM_SADDLE: return "saddle"; case ITEM_VIAL: return "vial"; case ITEM_TREASURE: return "treasure"; case ITEM_ARMOR: return "armor"; case ITEM_POTION: return "potion"; case ITEM_CLOTHING: return "clothing"; case ITEM_FURNITURE: return "furniture"; case ITEM_TRASH: return "trash"; case ITEM_PARCHMENT: return "parchment"; case ITEM_CONTAINER: return "container"; case ITEM_CLAN_DONATION: return "clan donation box"; case ITEM_NEWCLANS_DBOX: /* new_clans */ return "clan donation box"; /* new_clans */ case ITEM_PLAYER_DONATION: return "player box"; case ITEM_ELEVATOR: return "transporter"; case ITEM_DRINK_CON: return "drink container"; case ITEM_KEY: return "key"; case ITEM_FOOD: return "food"; case ITEM_MONEY: return "money"; case ITEM_EBUTTON: return "button"; case ITEM_RAFT: return "raft"; case ITEM_CORPSE_NPC: return "npc corpse"; case ITEM_CORPSE_PC: return "pc corpse"; case ITEM_FOUNTAIN: return "fountain"; case ITEM_PILL: return "pill"; case ITEM_PROTECT: return "protection"; case ITEM_MAP: return "map"; case ITEM_PORTAL: return "portal"; case ITEM_PORTAL_BOOK: return "portal book"; case ITEM_WARP_STONE: return "warp stone"; case ITEM_ROOM_KEY: return "room key"; case ITEM_GEM: return "gem"; case ITEM_JEWELRY: return "jewelry"; case ITEM_JUKEBOX: return "juke box"; case ITEM_GILLS: return "gills"; case ITEM_PACK: return "pack"; case ITEM_STRANSPORT: return "transportation"; case ITEM_CTRANSPORT: return "transportation"; case ITEM_INSTRUMENT: return "instrument"; case ITEM_WRITING_INSTRUMENT: return "writing instrument"; case ITEM_WRITING_PAPER: return "writing paper"; case ITEM_CTRANSPORT_KEY: return "transportation key"; case ITEM_QUIVER: return "quiver"; case ITEM_FEATHER: return "feather"; case ITEM_BAIT: return "bait"; case ITEM_POLE: return "pole"; case ITEM_TREE: return "tree"; case ITEM_WOOD: return "wood"; case ITEM_SEED: return "seed"; case ITEM_WOODEN_INCONSTRUCTION: return "wooden_in_construction"; case ITEM_CARD: return "card"; case ITEM_BINDER: return "binder"; case ITEM_ROOM_TRAP: return "roomtrap"; case ITEM_PORTAL_TRAP: return "portaltrap"; case ITEM_OBJ_TRAP: return "objecttrap"; case ITEM_RANDOM: return "random"; } bug ("Item_type_name: unknown type %d.", obj->item_type); return "(unknown)"; } /* * Return ascii name of an affect location. */ char *affect_loc_name (int location) { switch (location) { case APPLY_NONE: return "none"; case APPLY_STR: return "strength"; case APPLY_DEX: return "dexterity"; case APPLY_INT: return "intelligence"; case APPLY_WIS: return "wisdom"; case APPLY_CON: return "constitution"; case APPLY_CHA: return "charisma"; case APPLY_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_SKILL: // return "skill" 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_CAMOUFLAGE) strcat (buf, " camouflage"); 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_AQUA_BREATHE) strcat (buf, " aqua_breathe"); if (vector & AFF_SWIM) strcat (buf, " swim"); return (buf[0] != '\0') ? buf + 1 : "none"; } /* * Return ascii name of extra flags vector. */ char *extra_bit_name (long extra_flags[]) { return extra_bit_name_new (extra_flags,TRUE); } char *extra_bit_name_new (long extra_flags[], bool show_hidden) { static char buf[1024]; //doubled this do deal with more extra flags int i; for (i = 0; i < MAX_EXTRA_FLAGS; i++) { if (i == 0) { buf[0] = '\0'; if (extra_flags[i] & ITEM_GLOW) strcat (buf, " glow"); if (extra_flags[i] & ITEM_HUM) strcat (buf, " hum"); if (extra_flags[i] & ITEM_DARK) strcat (buf, " dark"); if (extra_flags[i] & ITEM_LOCK) strcat (buf, " lock"); if (extra_flags[i] & ITEM_EVIL) strcat (buf, " evil"); if (extra_flags[i] & ITEM_INVIS) strcat (buf, " invis"); if (extra_flags[i] & ITEM_MAGIC) strcat (buf, " magic"); if (extra_flags[i] & ITEM_NODROP) strcat (buf, " nodrop"); if (extra_flags[i] & ITEM_BLESS) strcat (buf, " bless"); if (extra_flags[i] & ITEM_ANTI_GOOD) strcat (buf, " anti-good"); if (extra_flags[i] & ITEM_ANTI_EVIL) strcat (buf, " anti-evil"); if (extra_flags[i] & ITEM_ANTI_NEUTRAL) strcat (buf, " anti-neutral"); if (extra_flags[i] & ITEM_NOREMOVE) strcat (buf, " noremove"); if (extra_flags[i] & ITEM_INVENTORY) strcat (buf, " inventory"); if (extra_flags[i] & ITEM_NOPURGE) strcat (buf, " nopurge"); if (extra_flags[i] & ITEM_VIS_DEATH) strcat (buf, " vis_death"); if (extra_flags[i] & ITEM_ROT_DEATH) strcat (buf, " rot_death"); if (extra_flags[i] & ITEM_NOLOCATE) strcat (buf, " no_locate"); if (extra_flags[i] & ITEM_NOSAC) strcat (buf, " no_sac"); if (extra_flags[i] & ITEM_NONMETAL) strcat (buf, " nonmetal"); if (extra_flags[i] & ITEM_MELT_DROP) strcat (buf, " meltdrop"); if (extra_flags[i] & ITEM_HAD_TIMER) strcat (buf, " had_timer"); if (extra_flags[i] & ITEM_DONATE) strcat (buf, " donate"); if (extra_flags[i] & ITEM_HAD_TIMER) strcat (buf, " had_timer"); if (extra_flags[i] & ITEM_PERMSTOCK) strcat (buf, " permstock"); if (extra_flags[i] & ITEM_SELL_EXTRACT) strcat (buf, " sell_extract"); if (extra_flags[i] & ITEM_BURN_PROOF) strcat (buf, " burn_proof"); if (extra_flags[i] & ITEM_NOUNCURSE) strcat (buf, " no_uncurse"); if (extra_flags[i] & ITEM_NOIDENTIFY) strcat (buf, " no_identify"); if (extra_flags[i] & ITEM_NOSAVE) strcat (buf, " no_save"); if (extra_flags[i] & ITEM_NOMOB) strcat (buf, " no_mob"); if (extra_flags[i] & ITEM_NOENCHANT) strcat (buf, " no_enchant"); } else if (i == 1) { if (extra_flags[i] & ITEM_NOSTOCK) strcat (buf, " no_stock"); if (extra_flags[i] & ITEM_NODONATE) strcat (buf, " no_donate"); if (extra_flags[i] & ITEM_NOAUCTION) strcat (buf, " no_auction"); if (extra_flags[i] & ITEM_TATTOO) strcat (buf, " tattoo"); if (extra_flags[i] & ITEM_WIZI) strcat (buf, " wizi"); if (extra_flags[i] & ITEM_IMAGINARY) strcat (buf, " imaginary"); if (extra_flags[i] & ITEM_WINGED) strcat (buf, " winged"); if (extra_flags[i] & ITEM_NOAVATAR) strcat (buf, " noavatar"); if (extra_flags[i] & ITEM_NOKALIAN) strcat (buf, " nokalian"); if (extra_flags[i] & ITEM_LIGHTNING_PROOF) strcat (buf, " lightning_proof"); if (extra_flags[i] & ITEM_COLD_PROOF) strcat (buf, " cold_proof"); if (extra_flags[i] & ITEM_ACID_PROOF) strcat (buf, " acid_proof"); if (extra_flags[i] & ITEM_INVIS_WEAR && show_hidden) strcat (buf, " invis_wear"); if (extra_flags[i] & ITEM_PULSATING) strcat (buf, " pulsating"); } } return (buf[0] != '\0') ? buf + 1 : "none"; } char *extra_bit_name_old (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_NOSAC) strcat (buf, " no_sac"); if (extra_flags & ITEM_NONMETAL) strcat (buf, " nonmetal"); if (extra_flags & ITEM_MELT_DROP) strcat (buf, " meltdrop"); if (extra_flags & ITEM_HAD_TIMER) strcat (buf, " had_timer"); if (extra_flags & ITEM_DONATE) strcat (buf, " donate"); if (extra_flags & ITEM_HAD_TIMER) strcat (buf, " had_timer"); if (extra_flags & ITEM_PERMSTOCK) strcat (buf, " permstock"); 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"); if (extra_flags & ITEM_NOIDENTIFY) strcat (buf, " no_identify"); if (extra_flags & ITEM_NOSAVE) strcat (buf, " no_save"); if (extra_flags & ITEM_NOMOB) strcat (buf, " no_mob"); if (extra_flags & ITEM_NOENCHANT) strcat (buf, " no_enchant"); 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_RANGER) strcat (buf, " ranger"); if (act_flags & ACT_BARD) strcat (buf, " bard"); if (act_flags & ACT_HALT) strcat (buf, " halt"); if (act_flags & ACT_BOUNTY) strcat (buf, " bounty"); if (act_flags & ACT_NOPURGE) strcat (buf, " no_purge"); if (act_flags & ACT_IS_HEALER) strcat (buf, " healer"); if (act_flags & ACT_NO_SCENT) strcat (buf, " no_scent"); if (act_flags & ACT_IS_CHANGER) strcat (buf, " changer"); if (act_flags & ACT_GAIN) strcat (buf, " skill_train"); if (act_flags & ACT_LOOTER) strcat (buf, " looter"); if (act_flags & ACT_TAME) strcat (buf, " tame"); } 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_WANTED) strcat (buf, " wanted"); if (act_flags & PLR_JAILED) strcat (buf, " jailed"); if (act_flags & PLR_AUTOBUTCHER) strcat (buf, " autobutcher"); if (act_flags & PLR_UNDEAD) strcat (buf, " undead"); if (act_flags & PLR_CARDKILL) strcat (buf, " cardkill"); if (act_flags & PLR_SWITCHOK) strcat (buf, " switchok"); } return (buf[0] != '\0') ? buf + 1 : "none"; } // Adeon 7/1/03 -- Expanding Mob Act Flags! char *act2_bit_name (int act_flags2) { static char buf[512]; buf[0] = '\0'; if (act_flags2 & ACT_BLOCK_EXIT) strcat (buf, " blockexit"); if (act_flags2 & ACT_NOSINK) strcat (buf, " nosink"); if (act_flags2 & ACT_ILLUSION) strcat (buf, " illusion"); if (act_flags2 & ACT_NOMOVE) strcat (buf, " nomove"); if (act_flags2 & ACT_FAMILIAR) strcat (buf, " familiar"); if (act_flags2 & ACT_PUPPET) strcat (buf, " puppet"); if (act_flags2 & ACT_PUPPETEER) strcat (buf, " puppeteer"); if (act_flags2 & ACT_MONK) strcat (buf, " monk"); if (act_flags2 & ACT_NECROMANCER) strcat (buf, " necromancer"); if (act_flags2 & ACT_QUESTMASTER) strcat (buf, " questmaster"); if (act_flags2 & ACT_QUESTMOB) strcat (buf, " questmob"); if (act_flags2 & ACT_AGGIE_EVIL) strcat (buf, " aggie_evil"); if (act_flags2 & ACT_AGGIE_NEUTRAL) strcat (buf, " aggie_neutral"); if (act_flags2 & ACT_AGGIE_GOOD) strcat (buf, " aggie_good"); if (act_flags2 & ACT_CROUPIER) strcat (buf, " croupier"); if (act_flags2 & ACT_MAGE_SKILLS) strcat (buf, " mageskills"); if (act_flags2 & ACT_NO_KILL) strcat (buf, " nokill"); if (act_flags2 & ACT_NO_ALIGN) strcat (buf, " noalign"); if (act_flags2 & ACT_TRAPMOB) strcat (buf, " trapmob"); if (act_flags2 & ACT_NO_BLOCK) strcat (buf, " noblock"); if (act_flags2 & ACT_STAY_SECTOR) strcat (buf, " staysector"); if (act_flags2 & ACT_WARPED) strcat (buf, " warped"); if (act_flags2 & ACT_IMAGINARY) strcat (buf, " imaginary"); if (act_flags2 & ACT_SWITCHED) strcat (buf, " switched"); if (act_flags2 & ACT_ALL_SKILLS) strcat (buf, " all_skills"); if (act_flags2 & ACT_ALWAYS_MIRRORED) strcat (buf, " always_mirrored"); return (buf[0] != '\0') ? buf + 1 : " "; } // Adeon 7/20/03 -- Obj Trigger Bit Names char * obj_trig_bit_name (int obj_trig_flags) { static char buf[512]; buf[0] = '\0'; if(obj_trig_flags & OBJ_TRIG_ENTER_ROOM) strcat(buf, " entersroom"); if(obj_trig_flags & OBJ_TRIG_GET) strcat(buf, " getsobj"); if(obj_trig_flags & OBJ_TRIG_WEAR) strcat(buf, " wearsobj"); if(obj_trig_flags & OBJ_TRIG_CHAR_HP_PCT) strcat(buf, " char_hp_pct"); if(obj_trig_flags & OBJ_TRIG_VICT_HP_PCT) strcat(buf, " vict_hp_pct"); if(obj_trig_flags & OBJ_TRIG_MANA_PCT) strcat(buf, " mana_pct"); if(obj_trig_flags & OBJ_TRIG_MOVE_PCT) strcat(buf, " move_pct"); if(obj_trig_flags & OBJ_TRIG_CHANCE_ON_HIT) strcat(buf, " chance_on_hit"); if(obj_trig_flags & OBJ_TRIG_CHANCE_ON_ROUND) strcat(buf, " chance_on_round"); if(obj_trig_flags & OBJ_TRIG_REMOVE) strcat(buf, " whenremoved"); if(obj_trig_flags & OBJ_TRIG_DROP) strcat(buf, " whendropped"); if(obj_trig_flags & OBJ_TRIG_PUT) strcat(buf, " whenput"); if(obj_trig_flags & OBJ_TRIG_OBJ_GIVEN_CHAR) strcat(buf, " obj_given_char"); if(obj_trig_flags & OBJ_TRIG_OPEN) strcat(buf, " whenopened"); if(obj_trig_flags & OBJ_TRIG_CLOSE) strcat(buf, " whenclosed"); if(obj_trig_flags & OBJ_TRIG_ACTION_WORD) strcat(buf, " whenactivated"); if(obj_trig_flags & OBJ_TRIG_CHAR_TO_ROOM) strcat(buf, " char_enters_room"); if(obj_trig_flags & OBJ_TRIG_CHAR_VOCALIZE) strcat(buf, " char_vocalizes"); if(obj_trig_flags & OBJ_TRIG_CHAR_ATTACKS) strcat(buf, " char_attacks"); if(obj_trig_flags & OBJ_TRIG_CHAR_IS_ATTACKED) strcat(buf, " char_is_attacked"); if(obj_trig_flags & OBJ_TRIG_QUAFFED) strcat(buf, " whenquaffed"); if(obj_trig_flags & OBJ_TRIG_EATEN) strcat(buf, " wheneaten"); if(obj_trig_flags & OBJ_TRIG_CHAR_FLEES) strcat(buf, " char_flees"); if(obj_trig_flags & OBJ_TRIG_VICT_FLEES) strcat(buf, " vict_flees"); if(obj_trig_flags & OBJ_TRIG_CHAR_POS_CHANGE) strcat(buf, " char_pos_change"); if(obj_trig_flags & OBJ_TRIG_CHAR_RECALLS) strcat(buf, " char_recalls"); if(obj_trig_flags & OBJ_TRIG_CHAR_USES_SKILL) strcat(buf, " char_uses_skill"); if(obj_trig_flags & OBJ_TRIG_CHAR_USES_SPELL) strcat(buf, " char_uses_spell"); if(obj_trig_flags & OBJ_TRIG_CHAR_INVOKES) strcat(buf, " char_invokes"); if(obj_trig_flags & OBJ_TRIG_ON_TICK) strcat(buf, " on_tick"); if(obj_trig_flags & OBJ_TRIG_EXTRA_FLAGS) strcat(buf, " extra"); return (buf[0] != '\0') ? buf + 1 : " "; } 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_NOOOC) strcat (buf, " no_ooc"); 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 *comm2_bit_name (int comm2_flags) { static char buf[512]; buf[0] = '\0'; if (comm2_flags & COMM_NORANT) strcat (buf, " no_rant"); if (comm2_flags & COMM_RANTONLY) strcat (buf, " rant_only"); if (comm2_flags & COMM_NOPOLL) strcat (buf, " nopoll"); if (comm2_flags & COMM_NOGEMOTE) strcat (buf, " nogemote"); if (comm2_flags & COMM_IMM_NOGEMOTE) strcat (buf, " imm_nogemote"); if (comm2_flags & COMM_NODELETE) strcat (buf, " nodelete"); if (comm2_flags & COMM_SHOWDAMAGE) strcat (buf, " showdamage"); if (comm2_flags & COMM_SHUTUP) strcat (buf, " shutup"); 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"); if (imm_flags & IMM_LEVELS) strcat (buf, " levels"); if (imm_flags & IMM_BLIND) strcat (buf, " blind"); if (imm_flags & IMM_SLEEP) strcat (buf, " sleep"); if (imm_flags & IMM_ARROWS) strcat (buf, " arrows"); if (imm_flags & IMM_ENTANGLE) strcat (buf, " entangle"); if (imm_flags & IMM_WIND) strcat (buf, " wind"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *wear_bit_name (long wear_flags) { static char buf[512]; buf[0] = '\0'; if (wear_flags & ITEM_TAKE) strcat (buf, " take"); if (wear_flags & ITEM_WEAR_FINGER) strcat (buf, " finger"); if (wear_flags & ITEM_WEAR_NECK) strcat (buf, " neck"); if (wear_flags & ITEM_WEAR_BODY) strcat (buf, " torso"); if (wear_flags & ITEM_WEAR_HEAD) strcat (buf, " head"); if (wear_flags & ITEM_WEAR_LEGS) strcat (buf, " legs"); if (wear_flags & ITEM_WEAR_FEET) strcat (buf, " feet"); if (wear_flags & ITEM_WEAR_HANDS) strcat (buf, " hands"); if (wear_flags & ITEM_WEAR_ARMS) strcat (buf, " arms"); if (wear_flags & ITEM_WEAR_SHIELD) strcat (buf, " shield"); if (wear_flags & ITEM_WEAR_ABOUT) strcat (buf, " body"); if (wear_flags & ITEM_WEAR_WAIST) strcat (buf, " waist"); if (wear_flags & ITEM_WEAR_WRIST) strcat (buf, " wrist"); if (wear_flags & ITEM_WIELD) strcat (buf, " wield"); if (wear_flags & ITEM_HOLD) strcat (buf, " hold"); if (wear_flags & ITEM_WEAR_FLOAT) strcat (buf, " float"); if (wear_flags & ITEM_WEAR_ANOTHER_FINGER) strcat (buf, " another_finger"); if (wear_flags & ITEM_WEAR_ANOTHER_NECK) strcat (buf, " another_neck"); if (wear_flags & ITEM_WEAR_ANOTHER_NECK) strcat (buf, " another_wrist"); if (wear_flags & ITEM_WEAR_LIGHT) strcat (buf, " light"); if (wear_flags & ITEM_WEAR_TATTOO) strcat (buf, " tattoo"); if (wear_flags & ITEM_WEAR_FACE) strcat (buf, " face"); if (wear_flags & ITEM_WEAR_EARS) strcat (buf, " ears"); if (wear_flags & ITEM_WEAR_CREST) strcat (buf, " crest"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *room_bit_name (int room_flags) { static char buf[512]; buf[0] = '\0'; if (room_flags & ROOM_DARK) strcat (buf, " dark"); if (room_flags & ROOM_ELEVATOR) strcat (buf, " elevator"); if (room_flags & ROOM_NOMOUNT) strcat (buf, " no_mount"); if (room_flags & ROOM_SILENT) strcat (buf, " silent"); if (room_flags & ROOM_NO_MOB) strcat (buf, " no_mob"); if (room_flags & ROOM_TRANSPORT) strcat (buf, " transport"); if (room_flags & ROOM_INDOORS) strcat (buf, " indoors"); if (room_flags & ROOM_PRIVATE) strcat (buf, " private"); if (room_flags & ROOM_STABLE) strcat (buf, " stable"); if (room_flags & ROOM_SAFE) strcat (buf, " safe"); if (room_flags & ROOM_SOLITARY) strcat (buf, " solitary"); if (room_flags & ROOM_PET_SHOP) strcat (buf, " pet_shop"); if (room_flags & ROOM_NO_RECALL) strcat (buf, " norecall"); if (room_flags & ROOM_IMP_ONLY) strcat (buf, " imp_only"); if (room_flags & ROOM_GODS_ONLY) strcat (buf, " gods_only"); if (room_flags & ROOM_NOFLYMOUNT) strcat (buf, " noflymount"); if (room_flags & ROOM_NOSWIMMOUNT) strcat (buf, " no_swim_mount"); if (room_flags & ROOM_NEWBIES_ONLY) strcat (buf, " newbies_only"); if (room_flags & ROOM_LAW) strcat (buf, " law"); if (room_flags & ROOM_NOWHERE) strcat (buf, " nowhere"); if (room_flags & ROOM_ARENA) strcat (buf, " arena"); if (room_flags & ROOM_SPECTATOR) strcat (buf, " spectator"); if (room_flags & ROOM_ARENA_REGISTRATION) strcat (buf, " arena_registration"); if (room_flags & ROOM_NO_PUSH) strcat (buf, " nopush"); if (room_flags & ROOM_BANK) strcat (buf, " bank"); if (room_flags & ROOM_BUILD) strcat (buf, " build"); if (room_flags & ROOM_BLOODBATH) strcat (buf, " bloodbath"); if (room_flags & ROOM_NO_CHARMIE) strcat (buf, " no_charmie"); if (room_flags & ROOM_NO_FLY) strcat (buf, " nofly"); if (room_flags & ROOM_PIER) strcat (buf, " pier"); if (room_flags & ROOM_SHRINE) strcat (buf, " shrine"); return (buf[0] != '\0') ? buf + 1 : "none"; } // Adeon 6/30/03 -- expanded room flags char *room2_bit_name (int room_flags2) { static char buf[512]; buf[0] = '\0'; if (room_flags2 & ROOM_SINKING) strcat (buf, " sinking"); if (room_flags2 & ROOM_NOVEHICLE) strcat (buf, " novehicle"); if (room_flags2 & ROOM_ALWAYS_DARK) strcat (buf, " alwaysdark"); if (room_flags2 & ROOM_NOMAGIC) strcat (buf, " nomagic"); if (room_flags2 & ROOM_PKONLY) strcat (buf, " pkonly"); if (room_flags2 & ROOM_WARPED) strcat (buf, " warped"); if (room_flags2 & ROOM_SOLO) strcat (buf, " solo"); if (room_flags2 & ROOM_MIRROR) strcat (buf, " mirror"); if (room_flags2 & ROOM_ICE) strcat (buf, " ice"); if (room_flags2 & ROOM_SNOW) strcat (buf, " snow"); return (buf[0] != '\0') ? buf + 1 : ""; } 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_decay"); 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"); if (part_flags & PART_TUSKS) strcat (buf, " tusks"); if (part_flags & PART_FEATHERS) strcat (buf, " feathers"); if (part_flags & PART_EYE) strcat (buf, " eye"); 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_LANCE) strcat (buf, " lance"); if (weapon_flags & WEAPON_SHOCKING) strcat (buf, " shocking"); if (weapon_flags & WEAPON_POISON) strcat (buf, " poison"); if (weapon_flags & WEAPON_THROWING) strcat (buf, " throwing"); if (weapon_flags & WEAPON_APATHY) strcat (buf, " apathy"); if (weapon_flags & WEAPON_WINDSLASH) strcat (buf, " windslash"); if (weapon_flags & WEAPON_LARVA) strcat (buf, " larva"); if (weapon_flags & WEAPON_HOLY) strcat (buf, " holy"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *cont_bit_name (int cont_flags) { static char buf[512]; buf[0] = '\0'; if (cont_flags & CONT_CLOSEABLE) strcat (buf, " closable"); if (cont_flags & CONT_PICKPROOF) strcat (buf, " pickproof"); if (cont_flags & CONT_CLOSED) strcat (buf, " closed"); if (cont_flags & CONT_LOCKED) strcat (buf, " locked"); return (buf[0] != '\0') ? buf + 1 : "none"; } char *off_bit_name (int off_flags) { static char buf[512]; buf[0] = '\0'; if (off_flags & OFF_AREA_ATTACK) strcat (buf, " area attack"); if (off_flags & OFF_BACKSTAB) strcat (buf, " backstab"); if (off_flags & OFF_BASH) strcat (buf, " bash"); if (off_flags & OFF_BERSERK) strcat (buf, " berserk"); if (off_flags & OFF_TRAMPLE) strcat (buf, " trample"); 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"); if (off_flags & OFF_UPPERCUT) strcat (buf, " uppercut"); if (off_flags & OFF_COUNTER) strcat (buf, " counter"); if (off_flags & ASSIST_EXACT_ALIGN) strcat (buf, " assist_exact_align"); if (off_flags & OFF_KAI) strcat (buf, " kai"); if (off_flags & OFF_HELLBREATH) strcat (buf, " charge"); if (off_flags & OFF_STUN) strcat (buf, " stun"); return (buf[0] != '\0') ? buf + 1 : "none"; } //Iblis 6/07/03 - Needed to check class in our new multiclass system inline bool IS_CLASS (CHAR_DATA * ch, short class) { if (!ch || IS_NPC (ch)) return FALSE; if (ch->level <= 30) return (ch->class == class); else if (ch->level <= 60) return (ch->class == class || ch->class2 == class); else return (ch->class == class || ch->class2 == class || ch->class3 == class); } //Iblis - Returns true if the character is of class class of at least tiers tiers bool is_class_tiers (CHAR_DATA * ch, short class, short tiers) { if (!ch || IS_NPC (ch)) return FALSE; if (ch->level <= 30) { if (tiers == 1) return (ch->class == class); else return FALSE; } else if (ch->level <= 60) { if (tiers == 2) return (ch->class == class && ch->class2 == class); else if (tiers == 1) return (ch->class == class || ch->class2 == class); else return FALSE; } else { if (tiers == 1) return (ch->class == class || ch->class2 == class || ch->class3 == class); if (tiers == 3) return (ch->class == class && ch->class2 == class && ch->class3 == class); if (tiers == 2) return ((ch->class == class && ch->class2 == class) || (ch->class == class && ch->class3 == class) || (ch->class2 == class && ch->class3 == class)); else return FALSE; } } //Iblis - returns the level needed for a certain skill. Shortcircuited the original function to deal //with the special skills necromancers have based on their old class short level_for_skill (CHAR_DATA* ch, short sn) { int level = level_for_skill_2(ch,sn); if (!IS_NPC(ch) && ch->pcdata->old_class != -1) { switch(ch->pcdata->old_class) { case PC_CLASS_MAGE: if (sn == gsn_scribe || sn == gsn_scrolls) level = skill_table[sn].skill_level[ch->pcdata->old_class]; break; case PC_CLASS_CLERIC: if (sn == gsn_fast_healing) level = skill_table[sn].skill_level[ch->pcdata->old_class]; break; case PC_CLASS_THIEF: if (sn == gsn_hide) level = skill_table[sn].skill_level[ch->pcdata->old_class]; break; case PC_CLASS_WARRIOR: if (sn == gsn_disarm) level = skill_table[sn].skill_level[ch->pcdata->old_class]; break; case PC_CLASS_RANGER: if (sn == gsn_endurance) level = skill_table[sn].skill_level[ch->pcdata->old_class]; break; case PC_CLASS_BARD: if (sn == gsn_influence || sn == gsn_palm) level = skill_table[sn].skill_level[ch->pcdata->old_class]; break; case PC_CLASS_PALADIN: if (sn == gsn_leadership) level = skill_table[sn].skill_level[ch->pcdata->old_class]; break; case PC_CLASS_ASSASSIN: if (sn == gsn_throwing) level = skill_table[sn].skill_level[ch->pcdata->old_class]; break; case PC_CLASS_REAVER: if (sn == gsn_sword) level = skill_table[sn].skill_level[ch->pcdata->old_class]; break; case PC_CLASS_MONK: if (sn == gsn_sense_life) level = skill_table[sn].skill_level[ch->pcdata->old_class]; break; default: level = 92; } } if (sn == gsn_lumberjacking && ch->pcdata->learned[sn] > 0) level = 90; if (!IS_NPC(ch) && level > ch->level && ch->pcdata->mod_learned[sn] > 0) return 1; return level; } //Iblis - Main function for returning the level of a skill. I essentially rewrote this for the new //class system. I also added the race specific skills here so they can be dealt with more efficiently //than mask for sidhe was, and probably easier than adding a new spot for every skill to tell if //a particular race can use the skill or not short level_for_skill_2 (CHAR_DATA * ch, short sn) { int level = 0; level = skill_table[sn].skill_level[ch->class]; if (ch->race == PC_RACE_KALIAN) { if (sn == gsn_fear) return 30; if (sn == gsn_suck) return 1; if (sn == gsn_illusion) { if (ch->level > 30) return 51; else return 92; } } else if (ch->race == PC_RACE_NERIX) { if (sn == gsn_lightningbreath) { if (ch->level > 60) return 90; else return 92; } if (sn == gsn_swoop) return 1; if (sn == gsn_uppercut || sn == gsn_riding || sn == gsn_parry || sn == gsn_hand_to_hand || sn == gsn_fisticuffery || sn == gsn_axe || sn == gsn_flail || sn == gsn_dagger || sn == gsn_mace || sn == gsn_polearm || sn == gsn_sword || sn == gsn_staff || sn == gsn_dice) return 92; } else if (ch->race == PC_RACE_LICH) { if (sn == gsn_defile) return 10; if (sn == gsn_contaminate) return 30; if (sn == gsn_despoil) return 20; } else if (ch->race == PC_RACE_LITAN) { if (sn == gsn_flare) return 15; } else if (ch->race == PC_RACE_NIDAE) { if (sn == gsn_aquatic_sense) return 35; else if (sn == gsn_bubble) return 10; else if (sn == gsn_locate) return 40; else if (sn == gsn_spear) return 29; else if (sn == gsn_transform) return 90; else if (sn == gsn_call_storm) return 15; else if (sn == gsn_find_land) return 30; } if (sn == gsn_mask) { if (ch->race == PC_RACE_SIDHE || IS_IMMORTAL(ch)) return 10; else if (ch->class == PC_CLASS_ASSASSIN && is_class_tiers(ch,PC_CLASS_ASSASSIN,2)) return 50; else if (ch->class2 == PC_CLASS_ASSASSIN && is_class_tiers(ch,PC_CLASS_ASSASSIN,2)) return 80; else return 92; } if (sn == gsn_swim) { if (ch->race == PC_RACE_DWARF) return 92; else if (ch->race == PC_RACE_CANTHI || ch->race == PC_RACE_NIDAE) return 1; } /* if (sn == gsn_steal) { if (ch->class == PC_CLASS_CHAOS_JESTER) return 1; }*/ if (ch->level <= 30) { if (level <= 30) return level; else return 92; } if (level <= 30) return level; if (ch->level <= 60) { if (ch->class == ch->class2) { if (level <= 60) return level; else return 92; } level = skill_table[sn].skill_level[ch->class2] + 30; if (level <= 60) return level; else return 92; } if (ch->class == ch->class2 && ch->class == ch->class3) { if (level < 91) return level; else return 92; } if (ch->class == ch->class2) { if (level <= 60) return level; level = skill_table[sn].skill_level[ch->class3] + 60; if (level <= 90) return level; else return 92; } if (ch->class == ch->class3) { if (level <= 60) { if (level + 30 <= skill_table[sn].skill_level[ch->class2] + 30) return level + 30; else return skill_table[sn].skill_level[ch->class2] + 30; } level = skill_table[sn].skill_level[ch->class2] + 30; if (level <= 60) return level; else return 92; } if (ch->class3 == ch->class2) { level = skill_table[sn].skill_level[ch->class2] + 30; if (level <= 90) return level; else return 92; } if ((level = skill_table[sn].skill_level[ch->class2] + 30) <= 60) return level; if ((level = skill_table[sn].skill_level[ch->class3] + 60) <= 90) return level; else return 92; } /* * Iblis - 7/3/04 - Returns the coded level of the skill, regardless * of what teirs a person is. This is used for scribing so a mag/mag/war * can scribe the exact same as a war/mag/mag */ int true_level_for_skill(CHAR_DATA *ch, int sn) { int level=92; if (skill_table[sn].skill_level[ch->class] < class_level(ch,ch->class)) if (level > skill_table[sn].skill_level[ch->class]) level = skill_table[sn].skill_level[ch->class]; if (skill_table[sn].skill_level[ch->class2] < class_level(ch,ch->class2)) if (level > skill_table[sn].skill_level[ch->class2]) level = skill_table[sn].skill_level[ch->class2]; if (skill_table[sn].skill_level[ch->class3] < class_level(ch,ch->class3)) if (level > skill_table[sn].skill_level[ch->class3]) level = skill_table[sn].skill_level[ch->class3]; return(level); } short level_for_command (CHAR_DATA * ch, short sn) { //int level = 100//, level2=100; if (ch->level > 60) return UMIN (UMIN (command_table[sn].skill_level[ch->class], command_table[sn].skill_level[ch->class2]), command_table[sn].skill_level[ch->class3]); else if (ch->level > 30) return UMIN (command_table[sn].skill_level[ch->class], command_table[sn].skill_level[ch->class2]); else return command_table[sn].skill_level[ch->class]; } bool mana_using_class (CHAR_DATA * ch) { if (ch->level > 60) return (class_table[ch->class].fMana || class_table[ch->class2].fMana || class_table[ch->class3].fMana); else if (ch->level > 30) return (class_table[ch->class].fMana || class_table[ch->class2].fMana); else return class_table[ch->class].fMana; } bool class_flagged_obj (OBJ_DATA * obj, CHAR_DATA * ch) { short counter1 = 0; if (IS_SET (obj->class_flags, flag_value (class_flags, class_table[ch->class].name))) counter1 += (ch->level > 30) ? 30 : class_level (ch, ch->class); if (ch->level > 30 && (IS_SET (obj->class_flags, flag_value (class_flags, class_table[ch->class2].name)))) counter1 += (ch->level > 60) ? 30 : class_level (ch, ch->class2); if (ch->level > 60 && (IS_SET (obj->class_flags, flag_value (class_flags, class_table[ch->class3].name)))) counter1 += (class_level (ch, ch->class3) > 30) ? 30 : class_level (ch, ch->class3); if (obj->level - EQUIP_LEVEL_DIFF <= counter1) return TRUE; // if (obj->level - EQUIP_LEVEL_DIFF <= 60 && counter1 >= 2) // return TRUE; //if (obj->level - EQUIP_LEVEL_DIFF <= 90 && counter1 >= 3) // return TRUE; return FALSE; } short rating_for_skill (CHAR_DATA * ch, short sn) { short rvalue = 500, rating = 0, i = 0, current_class = 0; for (i = 0; i < 3; i++) { if (i == 0) current_class = ch->class; else if (i == 1) { if (ch->level > 30) current_class = ch->class2; else return rating; } else if (i == 2) { if (ch->level > 60) current_class = ch->class3; else return rating; } rating = skill_table[sn].rating[current_class]; if (rating == 0) rating = 8; if (skill_table[sn].skill_level[current_class] > 60) rating *= 3; else if (skill_table[sn].skill_level[current_class] > 30) rating *= 2; if (rating < rvalue) rvalue = rating; } return rvalue; } //Iblis - returns the class the character is currently leveling in short current_class (CHAR_DATA * ch) { if (IS_NPC (ch)) return ch->class; if (ch->level < 31) return ch->class; else if (ch->level < 61) return ch->class2; else return ch->class3; } //Iblis - returns the amount of levels a character has of "class" class short class_level (CHAR_DATA * ch, short class) { short level = 0; if (ch->level <= 30) { if (ch->class == class) level = ch->level; } else { if (ch->class == class) level += 30; if (ch->level <= 60) { if (ch->class2 == class) level += (ch->level - 30); } else { if (ch->class2 == class) level += 30; if (ch->class3 == class) level += (ch->level - 60); } } return level; } //Iblis - I finally wrote a fucking change alignment function to deal with special cases //(such as sidhe, nerix, familiars, and liches) rather than having to cut/paste the same goddamn //restrictions EVERY place align changes void change_alignment(CHAR_DATA *ch,int amount) { if (ch->race == PC_RACE_SIDHE || IS_SET(ch->act2,ACT_FAMILIAR) || ch->race == PC_RACE_NERIX) return; ch->alignment += amount; if (ch->alignment > 1000) ch->alignment = 1000; else if (ch->alignment < -1000) ch->alignment = -1000; if (ch->race == PC_RACE_LICH && ch->alignment > -350) ch->alignment = -350; } CHAR_DATA *get_random_mob_room(CHAR_DATA *ch) { CHAR_DATA *mch=NULL; int total=0,counter=0; if (!ch->in_room) return NULL; for (mch = ch->in_room->people;mch != NULL;mch = mch->next_in_room) { if (!IS_NPC(mch) || mch == ch) continue; ++total; } total = number_range(1,total); for (mch = ch->in_room->people;mch != NULL;mch = mch->next_in_room) { if (!IS_NPC(mch) || mch == ch) continue; if (++counter == total) return mch; } return NULL; } CHAR_DATA *get_random_player_room(CHAR_DATA *ch) { CHAR_DATA *mch=NULL; int total=0,counter=0; if (!ch->in_room) return NULL; for (mch = ch->in_room->people;mch != NULL;mch = mch->next_in_room) { if (IS_NPC(mch) || mch == ch) continue; ++total; } total = number_range(1,total); for (mch = ch->in_room->people;mch != NULL;mch = mch->next_in_room) { if (IS_NPC(mch) || mch == ch) continue; if (++counter == total) return mch; } return NULL; } int get_hitroll(CHAR_DATA *ch) { int hitroll = GET_HITROLL(ch); if (!IS_NPC(ch)) { if (ch->pcdata->personality == PERS_AGGRESSIVE) hitroll += 5; else if (ch->pcdata->personality == PERS_PASSIVE) hitroll -= 5; } return hitroll; } int get_damroll(CHAR_DATA *ch) { int damroll = GET_DAMROLL(ch); if (!IS_NPC(ch)) { if (ch->pcdata->personality == PERS_AGGRESSIVE) damroll += 5; else if (ch->pcdata->personality == PERS_PASSIVE) damroll -= 5; } return damroll; } int hands_used(CHAR_DATA *ch) { OBJ_DATA *obj; int hands = 0; if (get_eq_char_new (ch,ITEM_WEAR_SHIELD)) ++hands; if ((obj = get_eq_char_new (ch,ITEM_HOLD)) != NULL) ++hands; if (obj && obj->item_type == ITEM_INSTRUMENT && IS_SET (obj->value[0], A) && ch->size < SIZE_LARGE) ++hands; if ((obj = get_eq_char_new (ch,ITEM_WIELD)) != NULL) ++hands; // if (obj && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)) // ++hands; if ((obj = get_eq_char_new (ch,ITEM_TWO_HANDS)) != NULL) ++hands; // if (!IS_NPC(ch) && obj && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)) // ++hands; return hands; } int hands_required(CHAR_DATA *ch, OBJ_DATA *obj) { // OBJ_DATA *obj; int hands = 0; if (IS_SET(obj->wear_flags,ITEM_WEAR_SHIELD)) ++hands; if (IS_SET(obj->wear_flags,ITEM_HOLD)) ++hands; if (obj->item_type == ITEM_INSTRUMENT && IS_SET (obj->value[0], A) && ch->size < SIZE_LARGE) ++hands; if (IS_SET(obj->wear_flags,ITEM_WIELD)) ++hands; if (!IS_NPC(ch) && obj->item_type == ITEM_WEAPON && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)) ++hands; /* if (IS_SET(obj->wear_flags,ITEM_TWO_HANDS)) ++hands; if (obj && ch->size < SIZE_LARGE && IS_WEAPON_STAT (obj, WEAPON_TWO_HANDS)) ++hands;*/ return hands; }