/***************************************************************************
* 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;
return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max );
}
/*
* Retrieve character's current intelligence.
*/
int get_curr_int( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max );
}
/*
* Retrieve character's current wisdom.
*/
int get_curr_wis( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max );
}
/*
* Retrieve character's current dexterity.
*/
int get_curr_dex( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max );
}
/*
* Retrieve character's current constitution.
*/
int get_curr_con( CHAR_DATA *ch )
{
int max;
if ( IS_NPC(ch) )
return 13;
max = 25;
return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max );
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_n( CHAR_DATA *ch )
{
if ( !IS_NPC(ch) && ch->level > LEVEL_JUSTICAR )
return 1000;
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_JUSTICAR )
return 1000000;
if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
return 0;
return str_app[get_curr_str(ch)].carry;
}
/*
* See if a string is one of the names of an object.
*/
bool is_name( const char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH];
for ( ; ; )
{
namelist = one_argument( namelist, name, MAX_INPUT_LENGTH );
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 *wield;
int mod;
char buf[MAX_STRING_LENGTH];
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) )
return;
switch ( paf->location )
{
default:
snprintf( buf, MAX_STRING_LENGTH, "Affect_modify: unknown location %d (%s)",paf->location, ch->name);
bug( buf , 0 );
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_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;
}
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& get_obj_weight(wield) > str_app[get_curr_str(ch)].wield )
{
static int depth;
if ( depth == 0 )
{
depth++;
act( "You drop $p.", ch, wield, NULL, TO_CHAR );
act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
obj_from_char( wield );
obj_to_room( wield, ch->in_room );
depth--;
}
}
return;
}
/*
* Give an affect to a char.
*/
void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_new;
if ( affect_free == NULL )
{
paf_new = alloc_perm( sizeof(*paf_new) );
}
else
{
paf_new = affect_free;
affect_free = affect_free->next;
}
*paf_new = *paf;
paf_new->next = ch->affected;
ch->affected = paf_new;
affect_modify( ch, paf_new, TRUE );
return;
}
/*
* Remove an affect from a char.
*/
void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf )
{
if ( ch->affected == NULL )
{
bug( "Affect_remove: no affect.", 0 );
return;
}
affect_modify( ch, paf, FALSE );
if ( paf == ch->affected )
{
ch->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = ch->affected; prev != NULL; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( prev == NULL )
{
bug( "Affect_remove: cannot find paf.", 0 );
return;
}
}
paf->next = affect_free;
affect_free = paf->next;
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->type == sn )
affect_remove( ch, paf );
}
return;
}
/*
* Return true if a char is affected by a spell.
*/
bool is_affected( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
for ( paf = ch->affected; paf != NULL; paf = paf->next )
{
if ( paf->type == sn )
return TRUE;
}
return FALSE;
}
/*
* Add or enhance an affect.
*/
void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf )
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next )
{
if ( paf_old->type == paf->type )
{
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove( ch, paf_old );
break;
}
}
affect_to_char( ch, paf );
return;
}
/*
* Move a char out of a room.
*/
void char_from_room( CHAR_DATA *ch )
{
OBJ_DATA *obj;
if ( ch->in_room == NULL )
{
bug( "Char_from_room: NULL.", 0 );
return;
}
if ( !IS_NPC(ch) )
--ch->in_room->area->nplayer;
if ( ( 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 ( ch == ch->in_room->people )
{
ch->in_room->people = ch->next_in_room;
}
else
{
CHAR_DATA *prev;
for ( prev = ch->in_room->people; prev; prev = prev->next_in_room )
{
if ( prev->next_in_room == ch )
{
prev->next_in_room = ch->next_in_room;
break;
}
}
if ( prev == NULL )
bug( "Char_from_room: ch not found.", 0 );
}
ch->in_room = NULL;
ch->next_in_room = NULL;
return;
}
/*
* Move a char into a room.
*/
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
OBJ_DATA *obj;
if ( pRoomIndex == NULL )
{
bug( "Char_to_room: NULL.", 0 );
return;
}
ch->in_room = pRoomIndex;
ch->next_in_room = pRoomIndex->people;
pRoomIndex->people = ch;
if ( !IS_NPC(ch) )
++ch->in_room->area->nplayer;
if ( ( 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;
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 );
/* if(!IS_NPC(ch))
{
do_save(ch, "");
save_char_obj(ch);
} */
return;
}
/*
* Take an obj from its character.
*/
void obj_from_char( OBJ_DATA *obj )
{
CHAR_DATA *ch;
if (obj == NULL) return;
if ( ( ch = obj->carried_by ) == NULL )
{
bug( "Obj_from_char: null ch.", 0 );
return;
}
if ( obj->wear_loc != WEAR_NONE )
unequip_char( ch, obj );
if ( ch->carrying == obj )
{
ch->carrying = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = ch->carrying; prev != NULL; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
bug( "Obj_from_char: obj not in list.", 0 );
}
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= 1;
ch->carry_weight -= get_obj_weight( obj );
/* if(!IS_NPC(ch))
{
do_save( ch, "");
save_char_obj(ch);
}*/
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;
char buf[MAX_STRING_LENGTH];
if ( get_eq_char( ch, iWear ) != NULL )
{
bug( "Equip_char: already equipped (%d).", iWear );
return;
}
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
/*
* Thanks to Morgenes for the bug fix here!
*/
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
return;
}
/* Code for shadowplane equip */
if( IS_OBJ_STAT( obj, ITEM_SHADOWPLANE) && !IS_AFFECTED(ch, AFF_SHADOWPLANE))
{
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char(obj);
obj_to_room( obj, ch->in_room);
return;
}
/* Code to catch cheating gits - Archon */
if( obj->item_type == 18 && !IS_NPC(ch) )
{
snprintf(buf, MAX_STRING_LENGTH, "Log: **CHEAT**: %s wears %s which is key vnum %ld.", ch->name, obj->short_descr, obj->pIndexData->vnum);
log_string( buf );
}
if ( iWear == WEAR_SCABBARD_L ||
iWear == WEAR_SCABBARD_R ) {obj->wear_loc = iWear;return;}
ch->armor -= apply_ac( obj, iWear );
obj->wear_loc = iWear;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, TRUE );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, TRUE );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL )
++ch->in_room->light;
if (!IS_NPC(ch))
{
if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
if ( chch->desc != ch->desc) return;
}
if (obj->chpoweron != NULL && obj->chpoweron != '\0'
&& str_cmp(obj->chpoweron,"(null)")
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
{
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(str_dup(obj->chpoweron),ch,obj,NULL,TO_ROOM);
}
if (obj->victpoweron != NULL && obj->victpoweron != '\0'
&& str_cmp(obj->victpoweron,"(null)")
&& !IS_SET(obj->spectype, SITEM_ACTION)
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
kavitem(str_dup(obj->victpoweron),ch,obj,NULL,TO_ROOM);
if ( obj->wear_loc == WEAR_NONE )
return;
if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 ))
|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000)) )
{
/* It would be so much easier if weapons had 5 values *sigh*.
* Oh well, I'll just have to use v0 for two. KaVir.
*/
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if ((sn == 4) && (IS_AFFECTED(ch, AFF_BLIND))) return;
else if ((sn == 27) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return;
else if ((sn == 39) && (IS_AFFECTED(ch, AFF_FLYING))) return;
else if ((sn == 45) && (IS_AFFECTED(ch, AFF_INFRARED))) return;
else if ((sn == 46) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return;
else if ((sn == 52) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return;
else if ((sn == 54) && (IS_AFFECTED(ch, AFF_PROTECT))) return;
else if ((sn == 57) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return;
else if ((sn == 2 ) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return;
else if ((sn == 3 ) && (IS_AFFECTED(ch, AFF_FLYING))) return;
else if ((sn == 1 ) && (IS_AFFECTED(ch, AFF_INFRARED))) return;
else if ((sn == 5 ) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return;
else if ((sn == 6 ) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return;
else if ((sn == 7 ) && (IS_AFFECTED(ch, AFF_PROTECT))) return;
else if ((sn == 8 ) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return;
else if ((sn == 9 ) && (IS_AFFECTED(ch, AFF_SNEAK))) return;
else if ((sn == 10) && (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))) return;
else if ((sn == 11) && (IS_ITEMAFF(ch, ITEMA_FIRESHIELD))) return;
else if ((sn == 12) && (IS_ITEMAFF(ch, ITEMA_ICESHIELD))) return;
else if ((sn == 13) && (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD))) return;
if (sn == 4)
{
SET_BIT(ch->affected_by, AFF_BLIND);
send_to_char( "You cannot see a thing!\n\r", ch );
act("$n seems to be blinded!",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 27 || sn == 2)
{
SET_BIT(ch->affected_by, AFF_DETECT_INVIS);
send_to_char( "Your eyes tingle.\n\r", ch );
act("$n's eyes flicker with light.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 39 || sn == 3)
{
SET_BIT(ch->affected_by, AFF_FLYING);
send_to_char( "Your feet rise off the ground.\n\r", ch );
act("$n's feet rise off the ground.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 45 || sn == 1)
{
SET_BIT(ch->affected_by, AFF_INFRARED);
send_to_char( "Your eyes glow red.\n\r", ch );
act("$n's eyes glow red.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 46 || sn == 5)
{
SET_BIT(ch->affected_by, AFF_INVISIBLE);
send_to_char( "You fade out of existance.\n\r", ch );
act("$n fades out of existance.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 52 || sn == 6)
{
SET_BIT(ch->affected_by, AFF_PASS_DOOR);
send_to_char( "You turn translucent.\n\r", ch );
act("$n turns translucent.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 54 || sn == 7)
{
SET_BIT(ch->affected_by, AFF_PROTECT);
send_to_char( "You are surrounded by a divine aura.\n\r", ch );
act("$n is surrounded by a divine aura.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 57 || sn == 8)
{
SET_BIT(ch->affected_by, AFF_SANCTUARY);
send_to_char( "You are surrounded by a white aura.\n\r", ch );
act("$n is surrounded by a white aura.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 9)
{
SET_BIT(ch->affected_by, AFF_SNEAK);
send_to_char( "Your footsteps stop making any sound.\n\r", ch );
act("$n's footsteps stop making any sound.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 10)
{
SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "You are surrounded by a crackling shield of lightning.\n\r", ch );
act("$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 11)
{
SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
send_to_char( "You are surrounded by a burning shield of flames.\n\r", ch );
act("$n is surrounded by a burning shield of flames.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 12)
{
SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
send_to_char( "You are surrounded by a shimmering shield of ice.\n\r", ch );
act("$n is surrounded by a shimmering shield of ice.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 13)
{
SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
send_to_char( "You are surrounded by a bubbling shield of acid.\n\r", ch );
act("$n is surrounded by a bubbling shield of acid.",ch,NULL,NULL,TO_ROOM);
}
}
return;
}
/*
* Unequip a char with an obj.
*/
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
CHAR_DATA *chch;
AFFECT_DATA *paf;
int sn;
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;}
ch->armor += apply_ac( obj, obj->wear_loc );
obj->wear_loc = -1;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, FALSE );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, FALSE );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL
&& ch->in_room->light > 0 )
--ch->in_room->light;
if ( (chch = get_char_world(ch,ch->name)) == NULL ) return;
if ( chch->desc != ch->desc) return;
if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return;
if (obj->chpoweroff != NULL && obj->chpoweroff != '\0'
&& str_cmp(obj->chpoweroff,"(null)")
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
{
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(str_dup(obj->chpoweroff),ch,obj,NULL,TO_ROOM);
}
if (obj->victpoweroff != NULL && obj->victpoweroff != '\0'
&& str_cmp(obj->victpoweroff,"(null)")
&& !IS_SET(obj->spectype, SITEM_ACTION)
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
kavitem(str_dup(obj->victpoweroff),ch,obj,NULL,TO_ROOM);
if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 ))
|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000)) )
{
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4))
{
REMOVE_BIT(ch->affected_by, AFF_BLIND);
send_to_char( "You can see again.\n\r", ch );
act("$n seems to be able to see again.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && (sn == 27 || sn == 2))
{
REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS);
send_to_char( "Your eyes stop tingling.\n\r", ch );
act("$n's eyes stop flickering with light.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3))
{
REMOVE_BIT(ch->affected_by, AFF_FLYING);
send_to_char( "You slowly float to the ground.\n\r", ch );
act("$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_INFRARED) && (sn == 45 || sn == 1))
{
REMOVE_BIT(ch->affected_by, AFF_INFRARED);
send_to_char( "Your eyes stop glowing red.\n\r", ch );
act("$n's eyes stop glowing red.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5))
{
REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
send_to_char( "You fade into existance.\n\r", ch );
act("$n fades into existance.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6))
{
REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
send_to_char( "You feel solid again.\n\r", ch );
act("$n is no longer translucent.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7))
{
REMOVE_BIT(ch->affected_by, AFF_PROTECT);
send_to_char( "The divine aura around you fades.\n\r", ch );
act("The divine aura around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8))
{
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 $n's body fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9))
{
REMOVE_BIT(ch->affected_by, AFF_SNEAK);
send_to_char( "You are no longer moving so quietly.\n\r", ch );
act("$n is no longer moving so quietly.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "The crackling shield of lightning around you fades.\n\r", ch );
act("The crackling shield of lightning around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11))
{
REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
send_to_char( "The burning shield of fire around you fades.\n\r", ch );
act("The burning shield of fire around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
send_to_char( "The shimmering shield of ice around you fades.\n\r", ch );
act("The shimmering shield of ice around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
send_to_char( "The bubbling shield of acid around you fades.\n\r", ch );
act("The bubbling shield of acid around $n fades.",ch,NULL,NULL,TO_ROOM);
}
}
return;
}
/*
* Count occurrences of an obj in a list.
*/
int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list )
{
OBJ_DATA *obj;
int nMatch;
nMatch = 0;
for ( obj = list; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData == pObjIndex )
nMatch++;
}
return nMatch;
}
/*
* Move an obj out of a room.
*/
void obj_from_room( OBJ_DATA *obj )
{
ROOM_INDEX_DATA *in_room;
if (obj == NULL) return;
if ( ( in_room = obj->in_room ) == NULL )
{
bug( "obj_from_room: NULL.", 0 );
return;
}
if ( obj == in_room->contents )
{
in_room->contents = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = in_room->contents; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug( "Obj_from_room: obj not found.", 0 );
return;
}
}
obj->in_room = NULL;
obj->next_content = NULL;
return;
}
/*
* Move an obj into a room.
*/
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
{
if (obj == NULL) return;
obj->next_content = pRoomIndex->contents;
pRoomIndex->contents = obj;
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
return;
}
/*
* Move an object into an object.
*/
void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to )
{
if (obj == NULL) return;
obj->next_content = obj_to->contains;
obj_to->contains = obj;
obj->in_obj = obj_to;
obj->in_room = NULL;
obj->carried_by = NULL;
for ( ; obj_to != NULL; obj_to = obj_to->in_obj )
{
if ( obj_to->carried_by != NULL && !IS_SET(obj_to->spectype,SITEM_MORPH))
obj_to->carried_by->carry_weight += get_obj_weight( obj );
}
return;
}
/*
* Move an object out of an object.
*/
void obj_from_obj( OBJ_DATA *obj )
{
OBJ_DATA *obj_from;
if (obj == NULL) return;
if ( ( obj_from = obj->in_obj ) == NULL )
{
bug( "Obj_from_obj: null obj_from.", 0 );
return;
}
if ( obj == obj_from->contains )
{
obj_from->contains = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = obj_from->contains; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug( "Obj_from_obj: obj not found.", 0 );
return;
}
}
obj->next_content = NULL;
obj->in_obj = NULL;
for ( ; obj_from != NULL; obj_from = obj_from->in_obj )
{
if ( obj_from->carried_by != NULL && !IS_SET(obj_from->spectype,SITEM_MORPH))
obj_from->carried_by->carry_weight -= get_obj_weight( obj );
}
return;
}
/*
* Extract an obj from the world.
*/
void extract_obj( OBJ_DATA *obj )
{
CHAR_DATA *ch;
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
char buf[MAX_STRING_LENGTH];
if ( obj == NULL ) return;
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;
return;
}
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);
}
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 )
{
snprintf( buf, MAX_STRING_LENGTH, "Extract_obj: obj %ld not found. (%s)", obj->pIndexData->vnum, obj->name );
bug( buf , 0 );
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 );
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;
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 ( !fPull )
{
char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );
return;
}
if ( IS_NPC(ch) )
--ch->pIndexData->count;
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 )
{
char buf[MAX_STRING_LENGTH];
snprintf(buf, MAX_STRING_LENGTH, "Extract_char: char not found (%s).", ch->name );
bug( buf, 0 );
return;
}
}
if ( ch->desc )
ch->desc->character = NULL;
free_char( ch );
return;
}
/*
* Find a char in the room.
*/
CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *rch;
int number;
int count;
number = number_argument( argument, arg, MAX_INPUT_LENGTH );
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->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, MAX_INPUT_LENGTH );
count = 0;
for ( wch = char_list; wch != NULL ; wch = wch->next )
{
if ( !IS_NPC(wch) && IS_HEAD(wch, LOST_HEAD) ) continue;
else if ( !IS_NPC(wch) && IS_EXTRA(wch, EXTRA_OSWITCH) ) continue;
else if ( !can_see( ch, wch ) || ( !is_name( arg, wch->name ) &&
( 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, MAX_INPUT_LENGTH );
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, MAX_INPUT_LENGTH );
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, MAX_INPUT_LENGTH );
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, MAX_INPUT_LENGTH );
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 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, MAX_INPUT_LENGTH );
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 );
snprintf( buf, MAX_STRING_LENGTH, 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 )
count++;
if ( IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && count >= 2 )
return TRUE;
if ( IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) && count >= 1 )
return TRUE;
return FALSE;
}
/*
* True if char can see victim.
*/
bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
{
if ( ch == victim )
return TRUE;
if ( !IS_NPC(victim)
&& IS_SET(victim->act, PLR_WIZINVIS)
&& ( get_trust( ch ) < LEVEL_SEER || ( get_trust(ch) < LEVEL_CODER && 0 == strcmp( victim->name, "Joker" ) ) )
)
return FALSE;
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
return TRUE;
if ( !IS_NPC(ch) && IS_SET(victim->act, PLR_FREEZE) && get_trust(ch) < 6)
return FALSE;
if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && !IS_AFFECTED(victim,AFF_SHADOWPLANE)
&& !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
return FALSE;
if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && IS_AFFECTED(victim,AFF_SHADOWPLANE)
&& !IS_AFFECTED(ch,AFF_SHADOWSIGHT))
return FALSE;
if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) )
return TRUE;
if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) )
return FALSE;
if ( IS_BODY(ch, BLINDFOLDED) )
return FALSE;
if ( IS_AFFECTED(ch, AFF_BLIND) )
return FALSE;
if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED)
&& !IS_VAMPAFF(ch, VAM_NIGHTSIGHT) )
return FALSE;
if ( IS_AFFECTED(victim, AFF_INVISIBLE)
&& !IS_AFFECTED(ch, AFF_DETECT_INVIS) )
return FALSE;
if ( IS_AFFECTED(victim, AFF_HIDE)
&& !IS_AFFECTED(ch, AFF_DETECT_HIDDEN) )
return FALSE;
if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) )
return TRUE;
if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) )
return TRUE;
if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
return TRUE;
}
/*
* True if char can see obj.
*/
bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
return TRUE;
if (( IS_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) )
{
/* can see an eyeball in their inventory if they've lost both eyes */
if ( obj->pIndexData->vnum == 30006)
return TRUE;
return FALSE;
}
if ( IS_BODY(ch, BLINDFOLDED) )
return FALSE;
if ( IS_AFFECTED( ch, AFF_BLIND ) )
return FALSE;
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
return TRUE;
if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED)
&& !IS_VAMPAFF(ch, VAM_NIGHTSIGHT) )
return FALSE;
if ( IS_SET(obj->extra_flags, ITEM_INVIS)
&& !IS_AFFECTED(ch, AFF_DETECT_INVIS) )
return FALSE;
if ( !IS_NPC(ch) && IS_HEAD(ch, LOST_HEAD) &&
ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
if ( !IS_NPC(ch) && IS_EXTRA(ch, EXTRA_OSWITCH) &&
ch->in_room != NULL && ch->in_room->vnum == ROOM_VNUM_IN_OBJECT)
return TRUE;
return TRUE;
}
/*
* True if char can drop obj.
*/
bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
if ( !IS_SET(obj->extra_flags, ITEM_NODROP) )
return TRUE;
if ( !IS_NPC(ch) && ch->level > LEVEL_JUSTICAR )
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_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_BOMB: return "bomb";
}
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";
}
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 ) strncat( buf, " blind" ,512 - strlen(buf));
if ( vector & AFF_INVISIBLE ) strncat( buf, " invisible" ,512 - strlen(buf));
if ( vector & AFF_DETECT_EVIL ) strncat( buf, " detect_evil" ,512 - strlen(buf));
if ( vector & AFF_DETECT_INVIS ) strncat( buf, " detect_invis" ,512 - strlen(buf));
if ( vector & AFF_DETECT_MAGIC ) strncat( buf, " detect_magic" ,512 - strlen(buf));
if ( vector & AFF_DETECT_HIDDEN ) strncat( buf, " detect_hidden" ,512 - strlen(buf));
if ( vector & AFF_SHADOWPLANE ) strncat( buf, " shadowplane" ,512 - strlen(buf));
if ( vector & AFF_SANCTUARY ) strncat( buf, " sanctuary" ,512 - strlen(buf));
if ( vector & AFF_FAERIE_FIRE ) strncat( buf, " faerie_fire" ,512 - strlen(buf));
if ( vector & AFF_INFRARED ) strncat( buf, " infrared" ,512 - strlen(buf));
if ( vector & AFF_CURSE ) strncat( buf, " curse" ,512 - strlen(buf));
if ( vector & AFF_FLAMING ) strncat( buf, " flaming" ,512 - strlen(buf));
if ( vector & AFF_POISON ) strncat( buf, " poison" ,512 - strlen(buf));
if ( vector & AFF_PROTECT ) strncat( buf, " protect" ,512 - strlen(buf));
if ( vector & AFF_ETHEREAL ) strncat( buf, " ethereal" ,512 - strlen(buf));
if ( vector & AFF_SLEEP ) strncat( buf, " sleep" ,512 - strlen(buf));
if ( vector & AFF_SNEAK ) strncat( buf, " sneak" ,512 - strlen(buf));
if ( vector & AFF_HIDE ) strncat( buf, " hide" ,512 - strlen(buf));
if ( vector & AFF_CHARM ) strncat( buf, " charm" ,512 - strlen(buf));
if ( vector & AFF_FLYING ) strncat( buf, " flying" ,512 - strlen(buf));
if ( vector & AFF_PASS_DOOR ) strncat( buf, " pass_door" ,512 - strlen(buf));
if ( vector & AFF_POLYMORPH ) strncat( buf, " polymorph" ,512 - strlen(buf));
if ( vector & AFF_SHADOWSIGHT ) strncat( buf, " shadowsight" ,512 - strlen(buf));
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 ) strncat( buf, " glow" ,512);
if ( extra_flags & ITEM_HUM ) strncat( buf, " hum" ,512);
if ( extra_flags & ITEM_INVIS ) strncat( buf, " invis" ,512);
if ( extra_flags & ITEM_MAGIC ) strncat( buf, " magic" ,512);
if ( extra_flags & ITEM_NODROP ) strncat( buf, " nodrop" ,512);
if ( extra_flags & ITEM_ANTI_GOOD ) strncat( buf, " anti-good" ,512);
if ( extra_flags & ITEM_ANTI_EVIL ) strncat( buf, " anti-evil" ,512);
if ( extra_flags & ITEM_ANTI_NEUTRAL ) strncat( buf, " anti-neutral" ,512);
if ( extra_flags & ITEM_BLESS ) strncat( buf, " bless" ,512);
if ( extra_flags & ITEM_NOREMOVE ) strncat( buf, " noremove" ,512);
if ( extra_flags & ITEM_INVENTORY ) strncat( buf, " inventory" ,512);
if ( extra_flags & ITEM_LOYAL ) strncat( buf, " loyal" ,512);
if ( extra_flags & ITEM_SHADOWPLANE ) strncat( buf, " shadowplane" ,512);
if ( extra_flags & ITEM_THROWN ) strncat( buf, " thrown" ,512);
if ( extra_flags & ITEM_SILVER ) strncat( buf, " silver" ,512);
if ( extra_flags & ITEM_KEEP ) strncat( buf, " keep" ,512);
if ( extra_flags & ITEM_VANISH ) strncat( buf, " vanish" ,512);
if ( extra_flags & ITEM_CLANITEM ) strncat( buf, " clan" ,512);
if ( extra_flags & ITEM_QUESTITEM ) strncat( buf, " quest" ,512);
return ( buf[0] != '\0' ) ? buf+1 : "none";
}