/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
AFFECT_DATA * affect_free;
/*
* Local functions.
*/
/*
* Retrieve a character's trusted level for permission checking.
*/
int get_trust( CHAR_DATA *ch )
{
if ( ch->desc != NULL && ch->desc->original != NULL )
ch = ch->desc->original;
if ( ch->trust != 0 )
return ch->trust;
if ( IS_NPC(ch) && ch->level >= LEVEL_HERO )
return LEVEL_HERO - 1;
else
return ch->level;
}
/*
* Retrieve a character's age.
*/
int get_age( CHAR_DATA *ch )
{
return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 7200;
}
/*
* Retrieve character's current strength.
*/
int get_curr_str( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
if(IS_CLASS(ch, CLASS_SAMURAI) || IS_IMMORTAL(ch) ) max = 35;
return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max );
}
/*
* Retrieve character's current intelligence.
*/
int get_curr_int( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
if(IS_CLASS(ch, CLASS_SAMURAI) || IS_IMMORTAL(ch) ) max = 35;
return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max );
}
/*
* Retrieve character's current wisdom.
*/
int get_curr_wis( CHAR_DATA *ch )
{
int max = 25;
if ( IS_NPC(ch) )
return 13;
max = 25;
if(IS_CLASS(ch, CLASS_SAMURAI) || IS_IMMORTAL(ch) ) max = 35;
return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max );
}
/*
* Retrieve character's current dexterity.
*/
int get_curr_dex( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
if(IS_CLASS(ch, CLASS_SAMURAI) || IS_IMMORTAL(ch) ) max = 35;
return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max );
}
/*
* Retrieve character's current constitution.
*/
int get_curr_con( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
if(IS_CLASS(ch, CLASS_SAMURAI) || IS_IMMORTAL(ch) ) max = 35;
return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max );
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_n( CHAR_DATA *ch )
{
if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
return 100000;
if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
return 0;
return MAX_WEAR + 2 * get_curr_dex( ch ) / 3;
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_w( CHAR_DATA *ch )
{
if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
return 1000000;
if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
return 0;
return str_app[get_curr_str(ch)].carry;
}
/*
* See if a string is one of the names of an object.
*/
bool is_name ( 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_full_name( const char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH];
for ( ; ; )
{
namelist = one_argument( namelist, name );
if ( name[0] == '\0' )
return FALSE;
if ( !str_cmp( str, name ) )
return TRUE;
}
}
/*
* Apply or remove an affect to a character.
*/
void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd, OBJ_DATA *obj )
{
OBJ_DATA *wield;
int mod;
mod = paf->modifier;
if ( fAdd )
{
SET_BIT( ch->affected_by, paf->bitvector );
}
else
{
REMOVE_BIT( ch->affected_by, paf->bitvector );
mod = 0 - mod;
}
if ( IS_NPC(ch) )
{
switch ( paf->location )
{
default: break;
case APPLY_NONE: break;
case APPLY_MANA: ch->max_mana += mod; break;
case APPLY_HIT: ch->max_hit += mod; break;
case APPLY_MOVE: ch->max_move += mod; break;
case APPLY_AC: ch->armor += mod; break;
case APPLY_HITROLL: ch->hitroll += mod; break;
case APPLY_DAMROLL: ch->damroll += mod; break;
case APPLY_SAVING_PARA: ch->saving_throw += mod; break;
case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
case APPLY_POLY: ch->polyaff += mod; break;
}
return;
}
if( !IS_NPC(ch) && obj != NULL && IS_CLASS(ch, CLASS_SAMURAI) && obj->pIndexData->vnum == 33177 )
{
switch ( paf->location )
{
default:
bug( "Affect_modify: unknown location %d.", paf->location );
return;
case APPLY_NONE: break;
case APPLY_STR: ch->pcdata->mod_str += mod; break;
case APPLY_DEX: ch->pcdata->mod_dex += mod; break;
case APPLY_INT: ch->pcdata->mod_int += mod; break;
case APPLY_WIS: ch->pcdata->mod_wis += mod; break;
case APPLY_CON: ch->pcdata->mod_con += mod; break;
/*
case APPLY_SEX: ch->sex += mod; break;
*/
case APPLY_SEX: break;
case APPLY_CLASS: break;
case APPLY_LEVEL: break;
case APPLY_AGE: break;
case APPLY_HEIGHT: break;
case APPLY_WEIGHT: break;
case APPLY_MANA: ch->max_mana += mod; break;
case APPLY_HIT: ch->max_hit += mod; break;
case APPLY_MOVE: ch->max_move += mod; break;
case APPLY_GOLD: break;
case APPLY_EXP: break;
case APPLY_AC: ch->armor += mod; break;
case APPLY_HITROLL: ch->hitroll += mod; break;
case APPLY_DAMROLL: ch->damroll += mod; break;
case APPLY_SAVING_PARA: ch->saving_throw += mod; break;
case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
case APPLY_POLY: ch->polyaff += mod; break;
}
return;
}
if ( IS_CLASS(ch, CLASS_SAMURAI) )
{
switch ( paf->location )
{
default: break;
case APPLY_NONE: break;
}
return;
}
switch ( paf->location )
{
default:
bug( "Affect_modify: unknown location %d.", paf->location );
return;
case APPLY_NONE: break;
case APPLY_STR: ch->pcdata->mod_str += mod; break;
case APPLY_DEX: ch->pcdata->mod_dex += mod; break;
case APPLY_INT: ch->pcdata->mod_int += mod; break;
case APPLY_WIS: ch->pcdata->mod_wis += mod; break;
case APPLY_CON: ch->pcdata->mod_con += mod; break;
/*
case APPLY_SEX: ch->sex += mod; break;
*/
case APPLY_SEX: break;
case APPLY_CLASS: break;
case APPLY_LEVEL: break;
case APPLY_AGE: break;
case APPLY_HEIGHT: break;
case APPLY_WEIGHT: break;
case APPLY_MANA: ch->max_mana += mod; break;
case APPLY_HIT: ch->max_hit += mod; break;
case APPLY_MOVE: ch->max_move += mod; break;
case APPLY_GOLD: break;
case APPLY_EXP: break;
case APPLY_AC: ch->armor += mod; break;
case APPLY_HITROLL: ch->hitroll += mod; break;
case APPLY_DAMROLL: ch->damroll += mod; break;
case APPLY_SAVING_PARA: ch->saving_throw += mod; break;
case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
case APPLY_POLY: ch->polyaff += mod; break;
}
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& wield->item_type == ITEM_WEAPON
&& get_obj_weight(wield) > str_app[get_curr_str(ch)].wield )
{
static int depth;
if ( depth == 0 )
{
depth++;
act( "You drop $p.", ch, wield, NULL, TO_CHAR );
act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
obj_from_char( wield );
obj_to_room( wield, ch->in_room );
depth--;
}
}
return;
}
/*
* Remove an exit from a room -Thoric
*/
void extract_exit( ROOM_INDEX_DATA *room, EXIT_DATA *pexit )
{
UNLINK( pexit, room->first_exit, room->last_exit, next, prev );
if ( pexit->rexit )
pexit->rexit->rexit = NULL;
STRFREE( pexit->keyword );
STRFREE( pexit->description );
DISPOSE( pexit );
}
void set_learnable_disciplines (CHAR_DATA *ch)
{
int i;
/* this bit clears all the disciplines, just in case */
for (i = 0 ; i < MAX_DISCIPLINES ; i++)
ch->power[i] = -2;
/* Put the extra disciplines in here, by race */
if (IS_CLASS(ch, CLASS_VAMPIRE))
{
if( ch->power[DISC_VAMP_FORT] < 0 )
ch->power[DISC_VAMP_FORT] = 0;
if( ch->power[DISC_VAMP_CELE] < 0 )
ch->power[DISC_VAMP_CELE] = 0;
if( ch->power[DISC_VAMP_OBTE] < 0 )
ch->power[DISC_VAMP_OBTE] = 0;
if( ch->power[DISC_VAMP_PRES] < 0 )
ch->power[DISC_VAMP_PRES] = 0;
if( ch->power[DISC_VAMP_QUIE] < 0 )
ch->power[DISC_VAMP_QUIE] = 0;
if( ch->power[DISC_VAMP_THAU] < 0 )
ch->power[DISC_VAMP_THAU] = 0;
if( ch->power[DISC_VAMP_AUSP] < 0 )
ch->power[DISC_VAMP_AUSP] = 0;
if( ch->power[DISC_VAMP_DOMI] < 0 )
ch->power[DISC_VAMP_DOMI] = 0;
if( ch->power[DISC_VAMP_OBFU] < 0 )
ch->power[DISC_VAMP_OBFU] = 0;
if( ch->power[DISC_VAMP_POTE] < 0 )
ch->power[DISC_VAMP_POTE] = 0;
if( ch->power[DISC_VAMP_PROT] < 0 )
ch->power[DISC_VAMP_PROT] = 0;
if( ch->power[DISC_VAMP_SERP] < 0 )
ch->power[DISC_VAMP_SERP] = 0;
if( ch->power[DISC_VAMP_VICI] < 0 )
ch->power[DISC_VAMP_VICI] = 0;
if( ch->power[DISC_VAMP_DAIM] < 0 )
ch->power[DISC_VAMP_DAIM] = 0;
if( ch->power[DISC_VAMP_ANIM] < 0 )
ch->power[DISC_VAMP_ANIM] = 0;
if( ch->power[DISC_VAMP_CHIM] < 0 )
ch->power[DISC_VAMP_CHIM] = 0;
if( ch->power[DISC_VAMP_MELP] < 0 )
ch->power[DISC_VAMP_MELP] = 0;
if( ch->power[DISC_VAMP_NECR] < 0 )
ch->power[DISC_VAMP_NECR] = 0;
if( ch->power[DISC_VAMP_THAN] < 0 )
ch->power[DISC_VAMP_THAN] = 0;
if( ch->power[DISC_VAMP_OBEA] < 0 )
ch->power[DISC_VAMP_OBEA] = 0;
}
if (IS_CLASS(ch, CLASS_WEREWOLF))
{
if( ch->power[DISC_WERE_BEAR] < 0 )
ch->power[DISC_WERE_BEAR] = 0;
if( ch->power[DISC_WERE_LYNX] < 0 )
ch->power[DISC_WERE_LYNX] = 0;
if( ch->power[DISC_WERE_BOAR] < 0 )
ch->power[DISC_WERE_BOAR] = 0;
if( ch->power[DISC_WERE_OWL] < 0 )
ch->power[DISC_WERE_OWL] = 0;
if( ch->power[DISC_WERE_SPID] < 0 )
ch->power[DISC_WERE_SPID] = 0;
if( ch->power[DISC_WERE_WOLF] < 0 )
ch->power[DISC_WERE_WOLF] = 0;
if( ch->power[DISC_WERE_HAWK] < 0 )
ch->power[DISC_WERE_HAWK] = 0;
if( ch->power[DISC_WERE_MANT] < 0 )
ch->power[DISC_WERE_MANT] = 0;
if( ch->power[DISC_WERE_RAPT] < 0 )
ch->power[DISC_WERE_RAPT] = 0;
if( ch->power[DISC_WERE_LUNA] < 0 )
ch->power[DISC_WERE_LUNA] = 0;
if( ch->power[DISC_WERE_PAIN] < 0 )
ch->power[DISC_WERE_PAIN] = 0;
if( ch->power[DISC_WERE_CONG] < 0 )
ch->power[DISC_WERE_CONG] = 0;
}
if (IS_CLASS(ch, CLASS_DEMON))
{
if( ch->power[DISC_DAEM_ATTA] < 0 )
ch->power[DISC_DAEM_ATTA] = 0;
if( ch->power[DISC_DAEM_IMMU] < 0 )
ch->power[DISC_DAEM_IMMU] = 0;
if( ch->power[DISC_DAEM_TEMP] < 0 )
ch->power[DISC_DAEM_TEMP] = 0;
if( ch->power[DISC_DAEM_CORR] < 0 )
ch->power[DISC_DAEM_CORR] = 0;
if( ch->power[DISC_DAEM_HELL] < 0 )
ch->power[DISC_DAEM_HELL] = 0;
if( ch->power[DISC_DAEM_GELU] < 0 )
ch->power[DISC_DAEM_GELU] = 0;
if( ch->power[DISC_DAEM_MORP] < 0 )
ch->power[DISC_DAEM_MORP] = 0;
if( ch->power[DISC_DAEM_NETH] < 0 )
ch->power[DISC_DAEM_NETH] = 0;
if( ch->power[DISC_DAEM_DISC] < 0 )
ch->power[DISC_DAEM_DISC] = 0;
}
save_char_obj(ch);
}
void affect_to_obj( OBJ_DATA *obj, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_new;
if ( affect_free == NULL )
{
paf_new = alloc_perm( sizeof(*paf_new) );
}
else
{
paf_new = affect_free;
affect_free = affect_free->next;
}
*paf_new = *paf;
paf_new->next = obj->affected;
obj->affected = paf_new;
return;
}
/*
* Give an affect to a char.
*/
void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_new;
if ( affect_free == NULL )
{
paf_new = alloc_perm( sizeof(*paf_new) );
}
else
{
paf_new = affect_free;
affect_free = affect_free->next;
}
*paf_new = *paf;
paf_new->next = ch->affected;
ch->affected = paf_new;
affect_modify( ch, paf_new, TRUE, NULL );
return;
}
void alias_remove(CHAR_DATA *ch, ALIAS_DATA *ali)
{
if (IS_NPC(ch)) return;
if (ch->pcdata->alias == NULL)
{
bug( "Alias_remove: no alias.", 0 );
return;
}
if (ali == ch->pcdata->alias)
{
ch->pcdata->alias = ali->next;
}
else
{
ALIAS_DATA *prev;
for (prev = ch->pcdata->alias; prev; prev = prev->next)
{
if (prev->next == ali)
{
prev->next = ali->next;
break;
}
}
if (prev == NULL)
{
bug( "Alias_remove: cannot find ali.", 0 );
return;
}
}
ali->next = alias_free;
alias_free = ali;
return;
}
/*
* Remove an affect from a char.
*/
void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf )
{
if ( ch->affected == NULL )
{
bug( "Affect_remove: no affect.", 0 );
return;
}
affect_modify( ch, paf, FALSE, NULL );
if ( paf == ch->affected )
{
ch->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = ch->affected; prev != NULL; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( prev == NULL )
{
bug( "Affect_remove: cannot find paf.", 0 );
return;
}
}
paf->next = affect_free;
affect_free = paf;
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->type == sn )
affect_remove( ch, paf );
}
return;
}
/*
* Return true if a char is affected by a spell.
*/
bool is_affected( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
for ( paf = ch->affected; paf != NULL; paf = paf->next )
{
if ( paf->type == sn )
return TRUE;
}
return FALSE;
}
/*
* Add or enhance an affect.
*/
void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next )
{
if ( paf_old->type == paf->type )
{
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove( ch, paf_old );
break;
}
}
affect_to_char( ch, paf );
return;
}
/*
* Move a char out of a room.
*/
void char_from_room( CHAR_DATA *ch )
{
OBJ_DATA *obj;
if ( ch->in_room == NULL )
{
bug( "Char_from_room: NULL.", 0 );
return;
}
// if ( !IS_NPC(ch) )
// --ch->in_room->area->nplayer;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room->light > 0 )
--ch->in_room->light;
else if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room->light > 0 )
--ch->in_room->light;
if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS))
{
if (ch->in_room != NULL)
REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
}
if ( ch == ch->in_room->people )
{
ch->in_room->people = ch->next_in_room;
}
else
{
CHAR_DATA *prev;
for ( prev = ch->in_room->people; prev; prev = prev->next_in_room )
{
if ( prev->next_in_room == ch )
{
prev->next_in_room = ch->next_in_room;
break;
}
}
if ( prev == NULL )
bug( "Char_from_room: ch not found.", 0 );
}
ch->in_room = NULL;
ch->next_in_room = NULL;
return;
}
/*
* Move a char into a room.
*/
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
OBJ_DATA *obj;
if ( !pRoomIndex )
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "Char_to_room: %s -> NULL room! Putting char in limbo (%d)", ch->name, ROOM_VNUM_LIMBO );
bug( buf, 0 );
/* This used to just return, but there was a problem with crashing
and I saw no reason not to just put the char in limbo. -Narn */
pRoomIndex = get_room_index( ROOM_VNUM_LIMBO );
}
ch->in_room = pRoomIndex;
ch->next_in_room = pRoomIndex->people;
pRoomIndex->people = ch;
// if ( !IS_NPC(ch) )
// ++ch->in_room->area->nplayer;
if ( ( obj = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0 )
++ch->in_room->light;
else if ( ( obj = get_eq_char( ch, WEAR_HOLD ) ) != NULL
&& obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0 )
++ch->in_room->light;
if (ch->loc_hp[6] > 0 && ch->in_room->blood < 1000) ch->in_room->blood += 1;
if ( !IS_NPC(ch) && IS_SET(ch->newbits, NEW_DARKNESS))
SET_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS);
return;
}
/*
* Give an obj to a char.
*/
void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch )
{
if (obj == NULL) return;
obj->next_content = ch->carrying;
ch->carrying = obj;
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += 1;
ch->carry_weight += get_obj_weight( obj );
}
/*
* Take an obj from its character.
*/
void obj_from_char( OBJ_DATA *obj )
{
CHAR_DATA *ch;
if (obj == NULL) return;
if ( ( ch = obj->carried_by ) == NULL )
{
log_string( "Obj_from_char: null ch.");
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 )
log_string( "Obj_from_char: obj not in list.");
}
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= 1;
ch->carry_weight -= get_obj_weight( obj );
return;
}
/*
* Find the ac value of an obj, including position effect.
*/
int apply_ac( OBJ_DATA *obj, int iWear )
{
if ( obj->item_type != ITEM_ARMOR )
return 0;
switch ( iWear )
{
case WEAR_BODY: return 3 * obj->value[0];
case WEAR_HEAD: return 2 * obj->value[0];
case WEAR_LEGS: return 2 * obj->value[0];
case WEAR_FEET: return obj->value[0];
case WEAR_HANDS: return obj->value[0];
case WEAR_ARMS: return obj->value[0];
case WEAR_SHIELD: return obj->value[0];
case WEAR_FINGER_L: return obj->value[0];
case WEAR_FINGER_R: return obj->value[0];
case WEAR_NECK_1: return obj->value[0];
case WEAR_NECK_2: return obj->value[0];
case WEAR_ABOUT: return 2 * obj->value[0];
case WEAR_WAIST: return obj->value[0];
case WEAR_WRIST_L: return obj->value[0];
case WEAR_WRIST_R: return obj->value[0];
case WEAR_HOLD: return obj->value[0];
case WEAR_FACE: return obj->value[0];
case WEAR_SCABBARD_L:return 0;
case WEAR_SCABBARD_R:return 0;
}
return 0;
}
/*
* Find a piece of eq on a character.
*/
OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear )
{
OBJ_DATA *obj;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc == iWear )
return obj;
}
return NULL;
}
/*
* Equip a char with an obj.
*/
void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear )
{
CHAR_DATA *chch;
AFFECT_DATA *paf;
int sn;
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if ((sn == 7 || sn == 54) && !IS_GOOD(ch))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if (sn == 139 && !IS_EVIL(ch))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
/*
* Thanks to Morgenes for the bug fix here!
*/
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
/* Mage EQ */
if (IS_SET(obj->spectype, SITEM_MAGE))
if (IS_NPC(ch) || !IS_CLASS(ch, CLASS_MAGE)) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
/* Drow EQ */
if (IS_SET(obj->spectype, SITEM_DROW))
if (IS_NPC(ch) || !IS_CLASS(ch, CLASS_DROW)) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
/* Monk EQ */
if ((obj->pIndexData->vnum >= 33020 && obj->pIndexData->vnum <= 33039)
&& (IS_NPC(ch) || !IS_CLASS(ch,CLASS_MONK))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
if ((obj->pIndexData->vnum >= 10000 && obj->pIndexData->vnum <= 10011)
&& (IS_NPC(ch) ||(!IS_NPC(ch) && ch->pcdata->upgrade_level < 2))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
if ((obj->pIndexData->vnum >= 110001 && obj->pIndexData->vnum <= 110013)
&& (IS_NPC(ch) ||(!IS_NPC(ch) && ch->pcdata->upgrade_level < 4))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
/* Titan EQ */
if ((obj->pIndexData->vnum >= 33300 && obj->pIndexData->vnum <= 33313)
&& (IS_NPC(ch) || !IS_CLASS(ch,CLASS_TITAN))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
/* Wraith EQ */
if ((obj->pIndexData->vnum >= 33280 && obj->pIndexData->vnum <= 33293)
&& (IS_NPC(ch) || !IS_CLASS(ch,CLASS_WRAITH))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
/* vampire EQ */
if ((obj->pIndexData->vnum >= 33040 && obj->pIndexData->vnum <= 33059)
&& (IS_NPC(ch) || !IS_CLASS(ch,CLASS_VAMPIRE))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
/* Angel EQ */
if ((obj->pIndexData->vnum >= 33180 && obj->pIndexData->vnum <= 33199)
&& (IS_NPC(ch) || !IS_CLASS(ch,CLASS_ANGEL))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
/* Tanar'ri EQ */
if ((obj->pIndexData->vnum >= 33200 && obj->pIndexData->vnum <= 33219)
&& (IS_NPC(ch) || !IS_CLASS(ch,CLASS_TANARRI))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
/* Lich EQ */
if ((obj->pIndexData->vnum >= 33220 && obj->pIndexData->vnum <= 33239)
&& (IS_NPC(ch) || !IS_CLASS(ch,CLASS_LICH))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
/* Ninja EQ */
if ((obj->pIndexData->vnum >= 33080 && obj->pIndexData->vnum <= 33099)
&& (IS_NPC(ch) || !IS_CLASS(ch,CLASS_NINJA))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
if ((obj->pIndexData->vnum >= 29740 && obj->pIndexData->vnum <= 29750)
&& (IS_NPC(ch) || !IS_CLASS(ch,CLASS_NINJA))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
/* Shapeshifter EQ */
if (((obj->pIndexData->vnum >= 33160 && obj->pIndexData->vnum <= 33175))
&& (IS_NPC(ch) || !IS_CLASS(ch,CLASS_SHAPESHIFTER))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
if ((obj->pIndexData->vnum == 33176 || obj->pIndexData->vnum == 33177) && (IS_NPC(ch) || !IS_CLASS(ch,CLASS_SAMURAI))) {
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
do_autosave(ch, "");
return;
}
/* Demon EQ */
if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_DEMON)) && IS_SET(obj->spectype, SITEM_DEMONIC))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
/* Spider Droid Eq */
if(obj->pIndexData->vnum >= 33140 && obj->pIndexData->vnum <= 33159 && !IS_CLASS(ch,CLASS_DROID))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
/* Death Knight EQ */
if(obj->pIndexData->vnum >= 29975 && obj->pIndexData->vnum <= 29991 && !IS_CLASS(ch,CLASS_UNDEAD_KNIGHT))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
/* Wolf EQ */
if ((IS_SET(obj->spectype,SITEM_WOLFWEAPON) || (obj->pIndexData->vnum >=33100 && obj->pIndexData->vnum <=33119))
&& !IS_CLASS(ch, CLASS_WEREWOLF))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if (IS_NPC(ch) && IS_SET(obj->quest,QUEST_RELIC))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if ( iWear == WEAR_SCABBARD_L ||
iWear == WEAR_SCABBARD_R )
{
obj->wear_loc = iWear;
return;
}
if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_SAMURAI) || (IS_CLASS(ch, CLASS_SAMURAI)
&& obj->pIndexData->vnum == 29694))
ch->armor -= apply_ac( obj, iWear );
obj->wear_loc = iWear;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, TRUE, obj );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, TRUE, obj );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL )
++ch->in_room->light;
if (!IS_NPC(ch) && !IS_CLASS(ch, CLASS_DEMON))
{
if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
if ( chch->desc != ch->desc) return;
}
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)")
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
{
kavitem(obj->chpoweron,ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(obj->chpoweron,ch,obj,NULL,TO_ROOM);
}
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)")
&& !IS_SET(obj->spectype, SITEM_ACTION)
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
kavitem(obj->victpoweron,ch,obj,NULL,TO_ROOM);
if ( obj->wear_loc == WEAR_NONE )
return;
if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 ))
|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
|| IS_SET(obj->spectype, SITEM_SILVER)
|| IS_SET(obj->spectype, SITEM_DEMONIC)
|| IS_SET(obj->spectype, SITEM_DROW)
|| IS_SET(obj->quest, QUEST_ARTIFACT) )
{
if ((sn == 4) && (IS_AFFECTED(ch, AFF_BLIND))) return;
else if ((sn == 27) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return;
else if ((sn == 39) && (IS_AFFECTED(ch, AFF_FLYING))) return;
else if ((sn == 45) && (IS_AFFECTED(ch, AFF_INFRARED))) return;
else if ((sn == 46) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return;
else if ((sn == 52) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return;
else if ((sn == 54) && (IS_AFFECTED(ch, AFF_PROTECT))) return;
else if ((sn == 139) && (IS_AFFECTED(ch, AFF_PROTECT_GOOD))) return;
else if ((sn == 57) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return;
else if ((sn == 2 ) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return;
else if ((sn == 3 ) && (IS_AFFECTED(ch, AFF_FLYING))) return;
else if ((sn == 1 ) && (IS_AFFECTED(ch, AFF_INFRARED))) return;
else if ((sn == 5 ) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return;
else if ((sn == 6 ) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return;
else if ((sn == 7 ) && (IS_AFFECTED(ch, AFF_PROTECT))) return;
else if ((sn == 8 ) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return;
else if ((sn == 9 ) && (IS_AFFECTED(ch, AFF_SNEAK))) return;
else if ((sn == 10) && (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))) return;
else if ((sn == 11) && (IS_ITEMAFF(ch, ITEMA_FIRESHIELD))) return;
else if ((sn == 12) && (IS_ITEMAFF(ch, ITEMA_ICESHIELD))) return;
else if ((sn == 13) && (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD))) return;
else if ((sn == 14) && (IS_ITEMAFF(ch, ITEMA_MONKCHI))) return;
else if ((sn == 15) && (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))) return;
else if ((sn == 16) && (IS_ITEMAFF(ch, ITEMA_REGENERATE))) return;
else if ((sn == 17) && (IS_ITEMAFF(ch, ITEMA_SPEED))) return;
else if ((sn == 18) && (IS_ITEMAFF(ch, ITEMA_VORPAL))) return;
else if ((sn == 19) && (IS_ITEMAFF(ch, ITEMA_PEACE))) return;
else if ((sn == 20) && (IS_ITEMAFF(ch, ITEMA_REFLECT))) return;
else if ((sn == 21) && (IS_ITEMAFF(ch, ITEMA_RESISTANCE))) return;
else if ((sn == 22) && (IS_ITEMAFF(ch, ITEMA_VISION))) return;
else if ((sn == 23) && (IS_ITEMAFF(ch, ITEMA_STALKER))) return;
else if ((sn == 24) && (IS_ITEMAFF(ch, ITEMA_VANISH))) return;
else if ((sn == 25) && (IS_ITEMAFF(ch, ITEMA_RAGER))) return;
else if ((sn == 60) && (IS_AFFECTED(ch, AFF_DETECT_HIDDEN)))return;
else if ((sn == 26) && (IS_ITEMAFF(ch, ITEMA_AFFMANTIS))) return;
else if ((sn == 28) && (IS_ITEMAFF(ch, ITEMA_AFFENTROPY))) return;
else if ((sn == 29) && (IS_ITEMAFF(ch, ITEMA_AFFEYE))) return;
else if ((sn == 30) && (IS_ITEMAFF(ch, ITEMA_TALON))) return;
if (sn == 4)
{
SET_BIT(ch->affected_by, AFF_BLIND);
send_to_char( "You cannot see a thing!\n\r", ch );
act("$n seems to be blinded!",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 27 || sn == 2)
{
SET_BIT(ch->affected_by, AFF_DETECT_INVIS);
send_to_char( "Your eyes tingle.\n\r", ch );
act("$n's eyes flicker with light.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 39 || sn == 3)
{
SET_BIT(ch->affected_by, AFF_FLYING);
send_to_char( "Your feet rise off the ground.\n\r", ch );
act("$n's feet rise off the ground.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 45 || sn == 1)
{
SET_BIT(ch->affected_by, AFF_INFRARED);
send_to_char( "Your eyes glow red.\n\r", ch );
act("$n's eyes glow red.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 46 || sn == 5)
{
SET_BIT(ch->affected_by, AFF_INVISIBLE);
send_to_char( "You fade out of existance.\n\r", ch );
act("$n fades out of existance.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 52 || sn == 6)
{
SET_BIT(ch->affected_by, AFF_PASS_DOOR);
send_to_char( "You turn translucent.\n\r", ch );
act("$n turns translucent.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 60)
{
SET_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
send_to_char( "You awarenes improves.\n\r", ch );
act("$n eyes tingle.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 54 || sn == 7)
{
SET_BIT(ch->affected_by, AFF_PROTECT);
send_to_char( "You are surrounded by a divine aura.\n\r", ch );
act("$n is surrounded by a divine aura.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 139)
{
SET_BIT(ch->affected_by, AFF_PROTECT_GOOD);
send_to_char( "You are surrounded by an unholy aura.\n\r", ch );
act("$n is surrounded by an unholy aura.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 57 || sn == 8)
{
SET_BIT(ch->affected_by, AFF_SANCTUARY);
send_to_char( "You are surrounded by a white aura.\n\r", ch );
act("$n is surrounded by a white aura.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 9)
{
SET_BIT(ch->affected_by, AFF_SNEAK);
send_to_char( "Your footsteps stop making any sound.\n\r", ch );
act("$n's footsteps stop making any sound.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 10)
{
SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "You are surrounded by a crackling shield of lightning.\n\r", ch );
act("$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 11)
{
SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
send_to_char( "You are surrounded by a burning shield of flames.\n\r", ch );
act("$n is surrounded by a burning shield of flames.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 12)
{
SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
send_to_char( "You are surrounded by a shimmering shield of ice.\n\r", ch );
act("$n is surrounded by a shimmering shield of ice.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 13)
{
SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
send_to_char( "You are surrounded by a bubbling shield of acid.\n\r", ch );
act("$n is surrounded by a bubbling shield of acid.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 14)
{
SET_BIT(ch->itemaffect, ITEMA_MONKCHI);
send_to_char( "You feel the power of God pulse through you.\n\r", ch );
}
else if (sn == 15)
{
SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
send_to_char( "You are surrounded by a swirling shield of chaos.\n\r", ch );
act("$n is surrounded by a swirling shield of chaos.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 16)
SET_BIT(ch->itemaffect, ITEMA_REGENERATE);
else if (sn == 17)
{
SET_BIT(ch->itemaffect, ITEMA_SPEED);
send_to_char( "You start moving faster than the eye can follow.\n\r", ch );
act("$n starts moving faster than the eye can follow.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 18)
SET_BIT(ch->itemaffect, ITEMA_VORPAL);
else if (sn == 19)
SET_BIT(ch->itemaffect, ITEMA_PEACE);
else if (sn == 20)
{
SET_BIT(ch->itemaffect, ITEMA_REFLECT);
send_to_char( "You are surrounded by flickering shield of darkness.\n\r", ch );
act("$n is surrounded by a flickering shield of darkness.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 21)
SET_BIT(ch->itemaffect, ITEMA_RESISTANCE);
else if (sn == 22)
{
SET_BIT(ch->itemaffect, ITEMA_VISION);
send_to_char( "Your eyes begin to glow bright white.\n\r", ch );
act("$n's eyes begin to glow bright white.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 23)
{
SET_BIT(ch->itemaffect, ITEMA_STALKER);
send_to_char( "Uncontrollable rage consumes you.\n\r", ch );
act("Uncontrollable rage consumes $n.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 24)
{
SET_BIT(ch->itemaffect, ITEMA_VANISH);
send_to_char( "You blend into the shadows.\n\r", ch );
act("$n gradually fades into the shadows.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 26)
{
SET_BIT(ch->itemaffect, ITEMA_AFFMANTIS);
}
else if (sn == 28)
{
SET_BIT(ch->itemaffect, ITEMA_AFFENTROPY);
}
else if (sn == 29)
{
SET_BIT(ch->itemaffect, ITEMA_AFFEYE);
}
else if (sn == 30)
{
SET_BIT(ch->itemaffect, ITEMA_TALON);
}
else if (sn == 25 && !IS_NPC(ch))
{
SET_BIT(ch->itemaffect, ITEMA_RAGER);
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->rage < 100)
{
ch->rage = 300;
do_werewolf(ch,"");
}
else if (IS_CLASS(ch, CLASS_WEREWOLF))
ch->rage = 300;
else if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->rage = 125;
else if (IS_CLASS(ch, CLASS_DEMON))
ch->rage = 125;
}
if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch)
&& ch->pcdata->stats[DEMON_POWER] < 15)
ch->pcdata->stats[DEMON_POWER] += 1;
if( IS_SET(obj->spectype, SITEM_DROW) && !IS_NPC(ch)
&& ch->pcdata->stats[DEMON_POWER] < 15)
ch->pcdata->stats[DEMON_POWER] += 1;
if (IS_SET(obj->quest, QUEST_ARTIFACT))
SET_BIT(ch->itemaffect, ITEMA_ARTIFACT);
if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_WIELD)
SET_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_HOLD)
SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
}
return;
}
/*
* Unequip a char with an obj.
*/
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
CHAR_DATA *chch;
AFFECT_DATA *paf;
int sn;
int oldpos = obj->wear_loc;
if ( obj->wear_loc == WEAR_NONE )
{
bug( "Unequip_char: already unequipped.", 0 );
return;
}
if ( obj->wear_loc == WEAR_SCABBARD_L ||
obj->wear_loc == WEAR_SCABBARD_R ) {obj->wear_loc = -1;return;}
if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_SAMURAI) || (IS_CLASS(ch, CLASS_SAMURAI)
&& obj->pIndexData->vnum == 29694 ))
ch->armor += apply_ac(obj, obj->wear_loc);
obj->wear_loc = -1;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, FALSE, obj );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, FALSE, obj );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL
&& ch->in_room->light > 0 )
--ch->in_room->light;
if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
if ( chch->desc != ch->desc) return;
if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return;
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)")
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
{
kavitem(obj->chpoweroff,ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(obj->chpoweroff,ch,obj,NULL,TO_ROOM);
}
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)")
&& !IS_SET(obj->spectype, SITEM_ACTION)
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
kavitem(obj->victpoweroff,ch,obj,NULL,TO_ROOM);
if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 ))
|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
|| IS_SET(obj->spectype, SITEM_SILVER)
|| IS_SET(obj->spectype, SITEM_DEMONIC)
|| IS_SET(obj->spectype, SITEM_DROW)
|| IS_SET(obj->quest, QUEST_ARTIFACT) )
{
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4)
&& !is_affected(ch, 4))
{
REMOVE_BIT(ch->affected_by, AFF_BLIND);
send_to_char( "You can see again.\n\r", ch );
act("$n seems to be able to see again.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && (sn == 27 || sn == 2)
&& !is_affected(ch, 27))
{
REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS);
send_to_char( "Your eyes stop tingling.\n\r", ch );
act("$n's eyes stop flickering with light.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3)
&& !is_affected(ch, 39))
{
REMOVE_BIT(ch->affected_by, AFF_FLYING);
send_to_char( "You slowly float to the ground.\n\r", ch );
act("$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_INFRARED) && (sn == 45 || sn == 1)
&& !is_affected(ch, 45))
{
REMOVE_BIT(ch->affected_by, AFF_INFRARED);
send_to_char( "Your eyes stop glowing red.\n\r", ch );
act("$n's eyes stop glowing red.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5)
&& !is_affected(ch, 46))
{
REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
send_to_char( "You fade into existance.\n\r", ch );
act("$n fades into existance.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6)
&& !is_affected(ch, 52))
{
REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
send_to_char( "You feel solid again.\n\r", ch );
act("$n is no longer translucent.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7)
&& !is_affected(ch, 54))
{
REMOVE_BIT(ch->affected_by, AFF_PROTECT);
send_to_char( "The divine aura around you fades.\n\r", ch );
act("The divine aura around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_PROTECT_GOOD) && sn == 139
&& !is_affected(ch, 139))
{
REMOVE_BIT(ch->affected_by, AFF_PROTECT_GOOD);
send_to_char( "The unholy aura around you fades.\n\r", ch );
act("The unholy aura around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8)
&& !is_affected(ch, 57))
{
REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
send_to_char( "The white aura around your body fades.\n\r", ch );
act("The white aura about $n's body fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9)
&& !is_affected(ch, 80))
{
REMOVE_BIT(ch->affected_by, AFF_SNEAK);
send_to_char( "You are no longer moving so quietly.\n\r", ch );
act("$n is no longer moving so quietly.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && (sn == 60))
{
REMOVE_BIT(ch->affected_by, AFF_DETECT_HIDDEN);
send_to_char( "You feel less aware of your surrondings.\n\r",ch );
act("$n eyes tingle.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "The crackling shield of lightning around you fades.\n\r", ch );
act("The crackling shield of lightning around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11))
{
REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
send_to_char( "The burning shield of fire around you fades.\n\r", ch );
act("The burning shield of fire around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
send_to_char( "The shimmering shield of ice around you fades.\n\r", ch );
act("The shimmering shield of ice around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
send_to_char( "The bubbling shield of acid around you fades.\n\r", ch );
act("The bubbling shield of acid around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_MONKCHI) && (sn == 14))
{
REMOVE_BIT(ch->itemaffect, ITEMA_MONKCHI);
send_to_char( "You no longer feel the presence of God inside you.\n\r", ch );
}
else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15))
{
REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
send_to_char( "The swirling shield of chaos around you fades.\n\r", ch );
act("The swirling shield of chaos around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 16)
REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
send_to_char( "Your actions slow down to normal speed.\n\r", ch );
act("$n stops moving at supernatural speed.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 26)
{
REMOVE_BIT(ch->itemaffect, ITEMA_AFFMANTIS);
}
else if (sn == 28)
{
REMOVE_BIT(ch->itemaffect, ITEMA_AFFENTROPY);
}
else if (sn == 29)
{
REMOVE_BIT(ch->itemaffect, ITEMA_AFFEYE);
}
else if (sn == 30)
{
REMOVE_BIT(ch->itemaffect, ITEMA_TALON);
}
else if (sn == 18)
REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
else if (sn == 19)
REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20)
{
REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
send_to_char( "The flickering shield of darkness around you fades.\n\r", ch );
act("The flickering shield of darkness around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 21)
REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22)
{
REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
send_to_char( "Your eyes stop glowing bright white.\n\r", ch );
act("$n's eyes stop glowing bright white.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_STALKER) && sn == 23)
{
REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
send_to_char( "You calm down, berserk no longer controls you.\n\r", ch );
act("$n's calms down.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24)
{
REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
send_to_char( "You emerge from the shadows.\n\r", ch );
act("$n gradually fades out of the shadows.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER))
{
REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
}
if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch)
&& ch->pcdata->stats[DEMON_POWER] > 0)
ch->pcdata->stats[DEMON_POWER] -= 1;
if( IS_SET(obj->spectype, SITEM_DROW) && !IS_NPC(ch)
&& ch->pcdata->stats[DEMON_POWER] > 0)
ch->pcdata->stats[DEMON_POWER] -= 1;
if (IS_SET(obj->quest, QUEST_ARTIFACT))
REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_WIELD)
REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_HOLD)
REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
}
return;
}
/*
* Count occurrences of an obj in a list.
*/
int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list )
{
OBJ_DATA *obj;
int nMatch;
nMatch = 0;
for ( obj = list; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData == pObjIndex )
nMatch++;
}
return nMatch;
}
/*
* Move an obj out of a room.
*/
void obj_from_room( OBJ_DATA *obj )
{
ROOM_INDEX_DATA *in_room;
if (obj == NULL) return;
if ( ( in_room = obj->in_room ) == NULL )
{
bug( "obj_from_room: NULL.", 0 );
return;
}
if ( obj == in_room->contents )
{
in_room->contents = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = in_room->contents; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug( "Obj_from_room: obj not found.", 0 );
return;
}
}
obj->in_room = NULL;
obj->next_content = NULL;
return;
}
/*
* Move an obj into a room.
*/
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
{
if (obj == NULL) return;
if (pRoomIndex == NULL) return;
obj->next_content = pRoomIndex->contents;
pRoomIndex->contents = obj;
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
return;
}
/*
* Move an object into an object.
*/
void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to )
{
if (obj == NULL) return;
obj->next_content = obj_to->contains;
obj_to->contains = obj;
obj->in_obj = obj_to;
obj->in_room = NULL;
obj->carried_by = NULL;
for ( ; obj_to != NULL; obj_to = obj_to->in_obj )
{
if ( obj_to->carried_by != NULL && !IS_SET(obj_to->spectype,SITEM_MORPH))
obj_to->carried_by->carry_weight += get_obj_weight( obj );
}
return;
}
/*
* Move an object out of an object.
*/
void obj_from_obj( OBJ_DATA *obj )
{
OBJ_DATA *obj_from;
if (obj == NULL) return;
if ( ( obj_from = obj->in_obj ) == NULL )
{
bug( "Obj_from_obj: null obj_from.", 0 );
return;
}
if ( obj == obj_from->contains )
{
obj_from->contains = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = obj_from->contains; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug( "Obj_from_obj: obj not found.", 0 );
return;
}
}
obj->next_content = NULL;
obj->in_obj = NULL;
for ( ; obj_from != NULL; obj_from = obj_from->in_obj )
{
if ( obj_from->carried_by != NULL && !IS_SET(obj_from->spectype,SITEM_MORPH))
obj_from->carried_by->carry_weight -= get_obj_weight( obj );
}
return;
}
/*
* Extract an obj from the world.
*/
void extract_obj( OBJ_DATA *obj )
{
CHAR_DATA *ch;
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
if ( obj == NULL ) return;
if (obj->item_type == ITEM_CORPSE_PC && obj->contains)
{
OBJ_DATA *t_obj, *next_obj;
for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj)
{
next_obj = t_obj->next_content;
obj_from_obj(t_obj);
if (obj->in_obj) /* in another object */
obj_to_obj(t_obj,obj->in_obj);
else if (obj->carried_by) /* carried */
obj_to_char(t_obj,obj->carried_by);
else if (obj->in_room == NULL) /* destroy it */
extract_obj(t_obj);
else /* to a room */
obj_to_room(t_obj,obj->in_room);
}
}
if ( obj->in_room != NULL )
obj_from_room( obj );
else if ( obj->carried_by != NULL )
obj_from_char( obj );
else if ( obj->in_obj != NULL )
obj_from_obj( obj );
if ( ( ch = obj->chobj ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->chobj == obj
&& IS_HEAD(ch,LOST_HEAD))
{
REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup("");
ch->hit = 1;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
send_to_char("You have been KILLED!!\n\r",ch);
do_look(ch,"auto");
ch->position = POS_RESTING;
}
else if ( ( ch = obj->chobj ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->chobj == obj
&& (IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0))
{
if (ch->pcdata->obj_vnum != 0)
{
send_to_char("You have been destroyed!\n\r",ch);
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
}
else
{
REMOVE_BIT(ch->extra,EXTRA_OSWITCH);
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
free_string(ch->morph);
ch->morph = str_dup("");
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
send_to_char("You return to your body.\n\r",ch);
}
}
else if ( obj->chobj != NULL )
{
if (!IS_NPC(obj->chobj)) obj->chobj->pcdata->chobj = NULL;
obj->chobj = NULL;
bug( "Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum );
}
for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
{
obj_next = obj_content->next_content;
if (obj->contains != NULL) extract_obj( obj->contains );
}
if ( object_list == obj )
{
object_list = obj->next;
}
else
{
OBJ_DATA *prev;
for ( prev = object_list; prev != NULL; prev = prev->next )
{
if ( prev->next == obj )
{
prev->next = obj->next;
break;
}
}
if ( prev == NULL )
{
bug( "Extract_obj: obj %d not found.", obj->pIndexData->vnum );
return;
}
}
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
paf->next = affect_free;
affect_free = paf;
}
}
{
EXTRA_DESCR_DATA *ed;
EXTRA_DESCR_DATA *ed_next;
for ( ed = obj->extra_descr; ed != NULL; ed = ed_next )
{
ed_next = ed->next;
free_string( ed->description );
free_string( ed->keyword );
ed->next=extra_descr_free;
extra_descr_free = ed;
}
}
free_string( obj->name );
free_string( obj->description );
free_string( obj->short_descr );
if (obj->chpoweron != NULL) free_string( obj->chpoweron );
if (obj->chpoweroff != NULL) free_string( obj->chpoweroff );
if (obj->chpoweruse != NULL) free_string( obj->chpoweruse );
if (obj->victpoweron != NULL) free_string( obj->victpoweron );
if (obj->victpoweroff != NULL) free_string( obj->victpoweroff);
if (obj->victpoweruse != NULL) free_string( obj->victpoweruse);
if (obj->questmaker != NULL) free_string( obj->questmaker );
if (obj->questowner != NULL) free_string( obj->questowner );
--obj->pIndexData->count;
obj->next = obj_free;
obj_free = obj;
return;
}
/*
* Extract a char from the world.
*/
void extract_char( CHAR_DATA *ch, bool fPull )
{
CHAR_DATA *wch;
CHAR_DATA *familiar;
CHAR_DATA *wizard;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if ( ch == NULL ) return;
if ( ch->in_room == NULL )
{
bug( "Extract_char: NULL.", 0 );
return;
}
if ( fPull )
die_follower( ch );
stop_fighting( ch, TRUE );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
extract_obj( obj );
}
char_from_room( ch );
if ( IS_NPC(ch) )
--ch->pIndexData->count;
else if ( ch->pcdata->chobj != NULL )
{
ch->pcdata->chobj->chobj = NULL;
ch->pcdata->chobj = NULL;
}
if ( !fPull )
{
char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );
return;
}
if ( ch->desc != NULL && ch->desc->original != NULL )
do_return( ch, "" );
for ( wch = char_list; wch != NULL; wch = wch->next )
{
if ( wch->reply == ch )
wch->reply = NULL;
}
if ( ch == char_list )
{
char_list = ch->next;
}
else
{
CHAR_DATA *prev;
for ( prev = char_list; prev != NULL; prev = prev->next )
{
if ( prev->next == ch )
{
prev->next = ch->next;
break;
}
}
if ( prev == NULL )
{
bug( "Extract_char: char not found.", 0 );
return;
}
}
if ( ch->desc )
ch->desc->character = NULL;
if ( (wizard = ch->wizard) != NULL)
{
if (!IS_NPC(wizard)) wizard->pcdata->familiar = NULL;
ch->wizard = NULL;
}
if ( !IS_NPC(ch) )
{
if ((familiar = ch->pcdata->familiar) != NULL)
{
familiar->wizard = NULL;
ch->pcdata->familiar = NULL;
if (IS_NPC(familiar))
{
act("$n slowly fades away to nothing.",familiar,NULL,NULL,TO_ROOM);
extract_char(familiar,TRUE);
}
}
if ((familiar = ch->pcdata->partner) != NULL)
ch->pcdata->partner = NULL;
if ((familiar = ch->pcdata->propose) != NULL)
ch->pcdata->propose = NULL;
for ( familiar = char_list; familiar != NULL; familiar = familiar->next)
{
if ( !IS_NPC(familiar) && familiar->pcdata->propose != NULL &&
familiar->pcdata->propose == ch )
familiar->pcdata->propose = NULL;
if ( !IS_NPC(familiar) && familiar->pcdata->partner != NULL &&
familiar->pcdata->partner == ch )
familiar->pcdata->partner = NULL;
}
}
else if (IS_NPC(ch) && strlen(ch->lord) > 1)
{
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if (IS_NPC(wch)) continue;
if (str_cmp(wch->name, ch->lord)) continue;
if (wch->pcdata->followers > 0) wch->pcdata->followers--;
}
}
free_char( ch );
return;
}
/*
* Find a char in the room.
*/
CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *rch;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
if ( !str_cmp( arg, "self" ) && (IS_NPC(ch) || ch->pcdata->chobj == NULL))
return ch;
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( !IS_NPC(rch) && IS_HEAD(rch, LOST_HEAD) ) continue;
else if ( !IS_NPC(rch) && IS_EXTRA(rch, EXTRA_OSWITCH) ) continue;
else if ( !can_see( ch, rch ) || ( !is_name( arg, rch->name ) &&
(IS_NPC(rch) || !is_name(arg, rch->pcdata->switchname)) &&
( IS_NPC(rch) || !is_name( arg, rch->morph ))))
continue;
if ( ++count == number )
return rch;
}
return NULL;
}
/*
* Find a char in the world.
*/
CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if ( ( wch = get_char_room( ch, argument ) ) != NULL )
return wch;
number = number_argument( argument, arg );
count = 0;
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( !IS_NPC(wch) && IS_HEAD(wch, LOST_HEAD) ) continue;
else if ( !IS_NPC(wch) && IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
if (wch->in_room == NULL) continue; // wonder if this ever happens.
else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name ) &&
(IS_NPC(wch) || !is_name(arg, wch->pcdata->switchname)) &&
( IS_NPC(wch) || !is_name( arg, wch->morph ))))
continue;
if ( ++count == number )
return wch;
}
return NULL;
}
/*
* Find some object with a given index data.
* Used by area-reset 'P' command.
*/
OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex )
{
OBJ_DATA *obj;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( obj->pIndexData == pObjIndex )
return obj;
}
return NULL;
}
/*
* Find an obj in a list.
*/
OBJ_DATA *get_obj_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = list; obj != NULL; obj = obj->next_content )
{
if ( can_see_obj( ch, obj ) && is_name( arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an object within the object you are in.
*/
OBJ_DATA *get_obj_in_obj( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj->in_obj == NULL)
return NULL;
obj = ch->pcdata->chobj;
if (obj->in_obj->item_type != ITEM_CONTAINER && obj->in_obj->item_type != ITEM_CORPSE_NPC &&
obj->in_obj->item_type != ITEM_CORPSE_PC ) return NULL;
for ( obj2 = obj->in_obj->contains; obj2 != NULL; obj2 = obj2->next_content )
{
if (obj != obj2
&& is_name( arg, obj2->name ) )
{
if ( ++count == number )
return obj2;
}
}
return NULL;
}
/*
* Find an obj in player's inventory.
*/
OBJ_DATA *get_obj_carry( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE
&& can_see_obj( ch, obj )
&& is_name( arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in player's equipment.
*/
OBJ_DATA *get_obj_wear( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc != WEAR_NONE
&& can_see_obj( ch, obj )
&& is_name( arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in the room or in inventory.
*/
OBJ_DATA *get_obj_here( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj != NULL )
return obj;
if ( ( obj = get_obj_carry( ch, argument ) ) != NULL )
return obj;
if ( ( obj = get_obj_wear( ch, argument ) ) != NULL )
return obj;
if ( ( obj = get_obj_in_obj( ch, argument ) ) != NULL )
return obj;
return NULL;
}
/*
* Find an obj in the room or in inventory.
*/
OBJ_DATA *get_obj_room( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj != NULL )
return obj;
return NULL;
}
/*
* 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;
}
/*
* Create a 'money' obj.
*/
OBJ_DATA *create_money( int amount )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if ( amount <= 0 )
{
bug( "Create_money: zero or negative money %d.", amount );
amount = 1;
}
if ( amount == 1 )
{
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
}
else
{
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
sprintf( buf, obj->short_descr, amount );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
obj->value[0] = amount;
}
return obj;
}
/*
* Return weight of an object, including weight of contents.
*/
int get_obj_weight( OBJ_DATA *obj )
{
int weight;
weight = obj->weight;
for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
weight += get_obj_weight( obj );
return weight;
}
/*
* True if room is dark.
*/
bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex )
{
if ( pRoomIndex->light > 0 )
return FALSE;
if ( IS_SET(pRoomIndex->room_flags, ROOM_DARK) )
return TRUE;
if ( pRoomIndex->sector_type == SECT_INSIDE
|| pRoomIndex->sector_type == SECT_CITY )
return FALSE;
if ( weather_info.sunlight == SUN_SET
|| weather_info.sunlight == SUN_DARK )
return TRUE;
return FALSE;
}
/*
* True if room is private.
*/
bool room_is_private( ROOM_INDEX_DATA *pRoomIndex )
{
CHAR_DATA *rch;
int count;
count = 0;
for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room )
if (!IS_NPC(rch)) count++;
if ( IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && count >= 2 )
return TRUE;
if ( IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) && count >= 1 )
return TRUE;
return FALSE;
}
/*
* True if char can see victim.
*/
bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( ch == victim )
return TRUE;
if (!IS_NPC(victim) && victim->level == ( MAX_LEVEL + 1 )) return FALSE;
if (get_trust(ch)>6)
return TRUE;
if (victim->blinkykill != NULL && IS_SET(ch->affected_by2,EXTRA_BLINKY))
{
REMOVE_BIT(ch->affected_by2,EXTRA_BLINKY);
return TRUE;
}
if (!IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS) && victim->level > 6) return FALSE;
if (!IS_NPC(ch) && IS_SET( ch->pcdata->shit[3], PVISION )) return TRUE;
if (!IS_NPC(victim) && IS_SET( victim->pcdata->shit[3], HIDE )) return FALSE;
if ( IS_ITEMAFF(ch, ITEMA_VISION) )
return TRUE;
if (!IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS))
return FALSE;
if (!IS_NPC(victim) && IS_SET(victim->act, AFF_HIDE))
return FALSE;
if (!IS_NPC(victim) && IS_SET(victim->newbits, NEW_DARKNESS))
return FALSE;
if (ch->in_room != NULL) {
if (IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS))
{
if (!IS_IMMORTAL(ch) && !IS_CLASS(ch, CLASS_DROW) && !IS_CLASS(ch, CLASS_DROID))
return FALSE;
else
return TRUE;
}
}
if ( IS_EXTRA(ch, BLINDFOLDED))
return FALSE;
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
return TRUE;
if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
return TRUE;
if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
return FALSE;
if ( IS_AFFECTED(ch, AFF_BLIND) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT))
return FALSE;
if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED)
&& (!IS_NPC(ch) && !IS_VAMPAFF(ch, VAM_NIGHTSIGHT)))
return FALSE;
if (IS_AFFECTED(victim, AFF_INVISIBLE) && !IS_AFFECTED(ch, AFF_DETECT_INVIS))
return FALSE;
if (IS_AFFECTED(victim, AFF_HIDE) && !IS_AFFECTED(ch, AFF_DETECT_HIDDEN))
return FALSE;
if (!IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD))
return TRUE;
if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) )
return TRUE;
if (!IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
if (!IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) && ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
return TRUE;
}
/*
* True if char can see obj.
*/
bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
CHAR_DATA *gch;
if ((gch = obj->carried_by) != NULL)
{
if (gch->desc != NULL)
{
if (gch->desc->connected != CON_PLAYING) return FALSE;
}
}
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
return TRUE;
if ( IS_ITEMAFF(ch, ITEMA_VISION) )
return TRUE;
if (IS_OBJ_STAT(obj, ITEM_GLOW)) return TRUE;
if (( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
&& obj->carried_by == NULL)
&& !IS_AFFECTED(ch, AFF_SHADOWSIGHT)
&& !IS_AFFECTED(ch, AFF_SHADOWPLANE))
return FALSE;
if (( !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE)
&& obj->carried_by == NULL)
&& !IS_AFFECTED(ch, AFF_SHADOWSIGHT)
&& IS_AFFECTED(ch, AFF_SHADOWPLANE))
return FALSE;
if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
return TRUE;
if ( obj->item_type == ITEM_POTION )
return TRUE;
if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
return FALSE;
if ( IS_EXTRA(ch, BLINDFOLDED) )
return FALSE;
if ( IS_AFFECTED( ch, AFF_BLIND ) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) )
return FALSE;
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
return TRUE;
if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED)
&& (!IS_NPC( ch ) && !IS_VAMPAFF(ch, VAM_NIGHTSIGHT)))
return FALSE;
if ( IS_SET(obj->extra_flags, ITEM_INVIS)
&& !IS_AFFECTED(ch, AFF_DETECT_INVIS) )
return FALSE;
if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
return TRUE;
}
/*
* True if char can drop obj.
*/
bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
if ( !IS_SET(obj->extra_flags, ITEM_NODROP) )
return TRUE;
if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
return TRUE;
return FALSE;
}
/*
* Return ascii name of an 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_TREASURE: return "treasure";
case ITEM_INSTRUMENT: return "instrument";
case ITEM_ARMOR: return "armor";
case ITEM_POTION: return "potion";
case ITEM_FURNITURE: return "furniture";
case ITEM_TRASH: return "trash";
case ITEM_CONTAINER: return "container";
case ITEM_DRINK_CON: return "drink container";
case ITEM_KEY: return "key";
case ITEM_FOOD: return "food";
case ITEM_MONEY: return "money";
case ITEM_BOAT: return "boat";
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_PORTAL: return "portal";
case ITEM_EGG: return "egg";
case ITEM_VOODOO: return "voodoo doll";
case ITEM_STAKE: return "stake";
case ITEM_MISSILE: return "missile";
case ITEM_AMMO: return "ammo";
case ITEM_QUEST: return "quest token";
case ITEM_QUESTCARD: return "quest card";
case ITEM_QUESTMACHINE: return "quest generator";
case ITEM_SYMBOL: return "magical symbol";
case ITEM_BOOK: return "book";
case ITEM_PAGE: return "page";
case ITEM_TOOL: return "tool";
case ITEM_COPPER: return "copper";
case ITEM_IRON: return "iron";
case ITEM_STEEL: return "steel";
case ITEM_ADAMANTITE: return "adamantite";
case ITEM_GEMSTONE: return "gemstone";
case ITEM_HILT: return "hilt";
case ITEM_HEAD: return "head";
case ITEM_COOKINGPOT: return "cooking pot";
case ITEM_TITANIUM: return "titanium";
case ITEM_XPTOKEN: return "xptoken";
case ITEM_ARROW: return "arrow";
}
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_SEX: return "sex";
case APPLY_CLASS: return "class";
case APPLY_LEVEL: return "level";
case APPLY_AGE: return "age";
case APPLY_MANA: return "mana";
case APPLY_HIT: return "hp";
case APPLY_MOVE: return "moves";
case APPLY_GOLD: return "gold";
case APPLY_EXP: return "experience";
case APPLY_AC: return "armor class";
case APPLY_HITROLL: return "hit roll";
case APPLY_DAMROLL: return "damage roll";
case APPLY_SAVING_PARA: return "save vs paralysis";
case APPLY_SAVING_ROD: return "save vs rod";
case APPLY_SAVING_PETRI: return "save vs petrification";
case APPLY_SAVING_BREATH: return "save vs breath";
case APPLY_SAVING_SPELL: return "save vs spell";
case APPLY_POLY: return "polymorph form";
}
bug( "Affect_location_name: unknown location %d.", location );
return "(unknown)";
}
/*
* Return ascii name of an affect bit vector.
*/
char *affect_bit_name( int vector )
{
static char buf[512];
buf[0] = '\0';
if ( vector & AFF_BLIND ) strcat( buf, " blind" );
if ( vector & AFF_INVISIBLE ) strcat( buf, " invisible" );
if ( vector & AFF_DETECT_EVIL ) strcat( buf, " detect_evil" );
if ( vector & AFF_DETECT_INVIS ) strcat( buf, " detect_invis" );
if ( vector & AFF_DETECT_MAGIC ) strcat( buf, " detect_magic" );
if ( vector & AFF_DETECT_HIDDEN ) strcat( buf, " detect_hidden" );
if ( vector & AFF_SHADOWPLANE ) strcat( buf, " shadowplane" );
if ( vector & AFF_SANCTUARY ) strcat( buf, " sanctuary" );
if ( vector & AFF_FAERIE_FIRE ) strcat( buf, " faerie_fire" );
if ( vector & AFF_INFRARED ) strcat( buf, " infrared" );
if ( vector & AFF_CURSE ) strcat( buf, " curse" );
if ( vector & AFF_FLAMING ) strcat( buf, " flaming" );
if ( vector & AFF_POISON ) strcat( buf, " poison" );
if ( vector & AFF_PROTECT ) strcat( buf, " protect" );
if ( vector & AFF_ETHEREAL ) strcat( buf, " ethereal" );
if ( vector & AFF_SLEEP ) strcat( buf, " sleep" );
if ( vector & AFF_SNEAK ) strcat( buf, " sneak" );
if ( vector & AFF_HIDE ) strcat( buf, " hide" );
if ( vector & AFF_CHARM ) strcat( buf, " charm" );
if ( vector & AFF_FLYING ) strcat( buf, " flying" );
if ( vector & AFF_PASS_DOOR ) strcat( buf, " pass_door" );
if ( vector & AFF_POLYMORPH ) strcat( buf, " polymorph" );
if ( vector & AFF_SHADOWSIGHT ) strcat( buf, " shadowsight" );
if ( vector & AFF_WEBBED ) strcat( buf, " web" );
/* if ( vector & AFF_DARKNESS ) strcat( buf, " darkness" );*/
// if ( vector & AFF_TENDRILS ) strcat(buf, " tendrils" );
if ( vector & AFF_INFIRMITY ) strcat( buf, " infirmity" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
/*
* Return ascii name of extra flags vector.
*/
char *extra_bit_name( int extra_flags )
{
static char buf[512];
buf[0] = '\0';
if ( extra_flags & ITEM_GLOW ) strcat( buf, " glow" );
if ( extra_flags & ITEM_HUM ) strcat( buf, " hum" );
if ( extra_flags & ITEM_INVIS ) strcat( buf, " invis" );
if ( extra_flags & ITEM_MAGIC ) strcat( buf, " magic" );
if ( extra_flags & ITEM_NODROP ) strcat( buf, " nodrop" );
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_BLESS ) strcat( buf, " bless" );
if ( extra_flags & ITEM_NOREMOVE ) strcat( buf, " noremove" );
if ( extra_flags & ITEM_INVENTORY ) strcat( buf, " inventory" );
if ( extra_flags & ITEM_LOYAL ) strcat( buf, " loyal" );
if ( extra_flags & ITEM_SHADOWPLANE ) strcat( buf, " shadowplane" );
if ( extra_flags & ITEM_THROWN ) strcat( buf, " thrown" );
if ( extra_flags & ITEM_KEEP ) strcat( buf, " keep" );
if ( extra_flags & ITEM_VANISH ) strcat( buf, " vanish" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
CHAR_DATA *get_char_world2( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *wch;
if (argument[0] == '\0') return NULL;
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( IS_NPC(wch) && !str_cmp( argument, wch->short_descr ) ) return wch;
}
return NULL;
}
OBJ_DATA *get_obj_world2( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
int vnum = 0;
if (argument[0] == '\0') return NULL;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( !str_cmp( argument, obj->short_descr ) )
{
if ((vnum = obj->pIndexData->vnum) == 30037 || vnum == 30041)
continue;
return obj;
}
}
return NULL;
}