/*************************************************************************** * 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; if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) ) { return 40; } 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; if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) ) { return 40; } 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; if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) ) { return 40; } 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; if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) ) { return 40; } 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; if (IS_CLASS(ch,CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO) ) { return 40; } max = 25; return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max ); } /* * Retrieve a character's carry capacity. */ int can_carry_n( CHAR_DATA *ch ) { if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL ) return 1000; if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) ) return 0; return MAX_WEAR + 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_CLASS(ch, CLASS_VAMPIRE) && IS_POLYAFF(ch, POLY_ZULO)) return 999; 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 ( ; ; ) { 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; } } } /* * Apply or remove an affect to a character. */ void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) { OBJ_DATA *wield; int mod; mod = paf->modifier; if ( fAdd ) { SET_BIT( ch->affected_by, paf->bitvector ); } else { REMOVE_BIT( ch->affected_by, paf->bitvector ); mod = 0 - mod; } if ( IS_NPC(ch) ) { switch ( paf->location ) { default: break; case APPLY_NONE: break; case APPLY_MANA: ch->max_mana += mod; break; case APPLY_HIT: ch->max_hit += mod; break; case APPLY_MOVE: ch->max_move += mod; break; case APPLY_AC: ch->armor += mod; break; case APPLY_HITROLL: ch->hitroll += mod; break; case APPLY_DAMROLL: ch->damroll += mod; break; case APPLY_SAVING_PARA: ch->saving_throw += mod; break; case APPLY_SAVING_ROD: ch->saving_throw += mod; break; case APPLY_SAVING_PETRI: ch->saving_throw += mod; break; case APPLY_SAVING_BREATH: ch->saving_throw += mod; break; case APPLY_SAVING_SPELL: ch->saving_throw += mod; break; case APPLY_POLY: ch->polyaff += mod; break; } return; } if ( IS_CLASS(ch, CLASS_HIGHLANDER) ) { 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 && !IS_POLYAFF(ch,POLY_ZULO)) { 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 ( !IS_NPC(ch) && IS_AFFECTED(ch, AFF_DARKNESS)) { if (ch->in_room != NULL) REMOVE_BIT(ch->in_room->room_flags, ROOM_TOTAL_DARKNESS); } if ( !IS_NPC(ch) && IS_AFFECTED(ch, AFF_STEELSHIELD)) { if (ch->in_room != NULL) REMOVE_BIT( ch->affected_by, AFF_STEELSHIELD ); send_to_char("Your steel shielding fades away.\n\r", ch); } if ( !IS_NPC(ch) && IS_AFFECTED(ch, AFF_SAFE)) { if (ch->in_room != NULL) REMOVE_BIT( ch->affected_by, AFF_SAFE ); send_to_char("You feel Gaia's protection fade away.\n\r", ch); } 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; if ( !IS_NPC(ch) && IS_AFFECTED(ch, AFF_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 ) { bug( "Obj_from_char: null ch.", 0 ); return; } if ( obj->wear_loc != WEAR_NONE ) unequip_char( ch, obj ); if ( ch->carrying == obj ) { ch->carrying = obj->next_content; } else { OBJ_DATA *prev; for ( prev = ch->carrying; prev != NULL; prev = prev->next_content ) { if ( prev->next_content == obj ) { prev->next_content = obj->next_content; break; } } if ( prev == NULL ) bug( "Obj_from_char: obj not in list.", 0 ); } obj->carried_by = NULL; obj->next_content = NULL; ch->carry_number -= 1; ch->carry_weight -= get_obj_weight( obj ); return; } /* * Find the ac value of an obj, including position effect. */ int apply_ac( OBJ_DATA *obj, int iWear ) { if ( obj->item_type != ITEM_ARMOR ) return 0; switch ( iWear ) { case WEAR_BODY: return 3 * obj->value[0]; case WEAR_HEAD: return 2 * obj->value[0]; case WEAR_LEGS: return 2 * obj->value[0]; case WEAR_FEET: return obj->value[0]; case WEAR_HANDS: return obj->value[0]; case WEAR_ARMS: return obj->value[0]; case WEAR_SHIELD: return obj->value[0]; case WEAR_FINGER_L: return obj->value[0]; case WEAR_FINGER_R: return obj->value[0]; case WEAR_NECK_1: return obj->value[0]; case WEAR_NECK_2: return obj->value[0]; case WEAR_ABOUT: return 2 * obj->value[0]; case WEAR_WAIST: return obj->value[0]; case WEAR_WRIST_L: return obj->value[0]; case WEAR_WRIST_R: return obj->value[0]; case WEAR_HOLD: return obj->value[0]; case WEAR_FACE: return obj->value[0]; case WEAR_SCABBARD_L:return 0; case WEAR_SCABBARD_R:return 0; } return 0; } /* * Find a piece of eq on a character. */ OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear ) { OBJ_DATA *obj; for ( obj = ch->carrying; obj != NULL; obj = obj->next_content ) { if ( obj->wear_loc == iWear ) return obj; } return NULL; } /* * Equip a char with an obj. */ void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear ) { CHAR_DATA *chch; AFFECT_DATA *paf; int sn; if ( get_eq_char( ch, iWear ) != NULL ) { bug( "Equip_char: already equipped (%d).", iWear ); return; } if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) ) || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) ) { /* * Thanks to Morgenes for the bug fix here! */ act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); do_autosave( ch, "" ); return; } /* Im allowing all classes to wear/wield all other classes eq. --Eterared *//* 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; } if ((IS_NPC(ch) || (!IS_CLASS(ch, CLASS_MAGE))) && IS_SET(obj->spectype, SITEM_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; } if ((IS_NPC(ch) || (!IS_CLASS(ch, CLASS_NINJA))) && IS_SET(obj->spectype, SITEM_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 ((IS_NPC(ch) || !IS_IMMORTAL(ch)) && IS_SET(obj->quest,QUEST_RELIC) && !IS_SET(obj->spectype,SITEM_DEMONIC) && !IS_SET(obj->spectype,SITEM_HIGHLANDER) && !IS_SET(obj->spectype,SITEM_DROWWEAPON) && !IS_SET(obj->spectype,SITEM_NINJA) && obj->chobj == NULL) { 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; } */ /* * Mercpoint - commented out to enable wearing more than one artifact. * Damcap is not modified by more than 500 on wearing more than one * artifact due to the fact that the damcap modifier is based on whether * a player is affected by ITEMA_ARTIFACT and as this can only be either * on or off it only affects damcap once :) * Therefore this enables a player to wear all the artifacts they have * aquired (call it a reward for having got them) as because we have * changed the code such that artifacts can no longer be put in bags, * it now follows that a player with more than one artifact who is decapped * will have his corpse looted for all of those artifacts. * Hence he might as well can the benefit for having them. * * It miht be an idea to add a check such that if the player is still * wearing an artifact when they remove one that the ITEMA_ARTIFACT bit * isn't removed. - Merc (4/10/96) * if (IS_SET(obj->quest, QUEST_ARTIFACT) && IS_ITEMAFF(ch, ITEMA_ARTIFACT)) { act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); do_autosave( ch, "" ); return; } */ if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_DROW)) && IS_SET(obj->spectype, SITEM_DROWWEAPON)) { 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_CLASS(ch, CLASS_HIGHLANDER)) && IS_SET(obj->spectype, SITEM_HIGHLANDER)) { act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR ); act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM ); obj_from_char( obj ); obj_to_room( obj, ch->in_room ); do_autosave( ch, "" ); return; } if ( iWear == WEAR_SCABBARD_L || iWear == WEAR_SCABBARD_R ) {obj->wear_loc = iWear;return;} if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) ) 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)) || IS_SET(obj->spectype, SITEM_SILVER) || IS_SET(obj->spectype, SITEM_DEMONIC) || IS_SET(obj->quest, QUEST_ARTIFACT) ) { /* It would be so much easier if weapons had 5 values *sigh*. * Oh well, I'll just have to use v0 for two. KaVir. */ if (obj->item_type == ITEM_ARMOR) sn = obj->value[3]; else sn = obj->value[0] / 1000; if ((sn == 4) && (IS_AFFECTED(ch, AFF_BLIND))) return; else if ((sn == 27) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return; else if ((sn == 39) && (IS_AFFECTED(ch, AFF_FLYING))) return; else if ((sn == 45) && (IS_AFFECTED(ch, AFF_INFRARED))) return; else if ((sn == 46) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return; else if ((sn == 52) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return; else if ((sn == 54) && (IS_AFFECTED(ch, AFF_PROTECT))) return; else if ((sn == 57) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return; else if ((sn == 2 ) && (IS_AFFECTED(ch, AFF_DETECT_INVIS))) return; else if ((sn == 3 ) && (IS_AFFECTED(ch, AFF_FLYING))) return; else if ((sn == 1 ) && (IS_AFFECTED(ch, AFF_INFRARED))) return; else if ((sn == 5 ) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return; else if ((sn == 6 ) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return; else if ((sn == 7 ) && (IS_AFFECTED(ch, AFF_PROTECT))) return; else if ((sn == 8 ) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return; else if ((sn == 9 ) && (IS_AFFECTED(ch, AFF_SNEAK))) return; else if ((sn == 10) && (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))) return; else if ((sn == 11) && (IS_ITEMAFF(ch, ITEMA_FIRESHIELD))) return; else if ((sn == 12) && (IS_ITEMAFF(ch, ITEMA_ICESHIELD))) return; else if ((sn == 13) && (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD))) return; else if ((sn == 14) && (IS_ITEMAFF(ch, ITEMA_DBPASS))) return; else if ((sn == 15) && (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))) return; else if ((sn == 16) && (IS_ITEMAFF(ch, ITEMA_REGENERATE))) return; else if ((sn == 17) && (IS_ITEMAFF(ch, ITEMA_SPEED))) return; else if ((sn == 18) && (IS_ITEMAFF(ch, ITEMA_VORPAL))) return; else if ((sn == 19) && (IS_ITEMAFF(ch, ITEMA_PEACE))) return; else if ((sn == 20) && (IS_ITEMAFF(ch, ITEMA_REFLECT))) return; else if ((sn == 21) && (IS_ITEMAFF(ch, ITEMA_RESISTANCE))) return; else if ((sn == 22) && (IS_ITEMAFF(ch, ITEMA_VISION))) return; else if ((sn == 23) && (IS_ITEMAFF(ch, ITEMA_STALKER))) return; else if ((sn == 24) && (IS_ITEMAFF(ch, ITEMA_VANISH))) return; else if ((sn == 25) && (IS_ITEMAFF(ch, ITEMA_RAGER))) return; else if ((sn == 60) && (IS_AFFECTED(ch, AFF_DETECT_HIDDEN)))return; else if ((sn == 61) && (IS_AFFECTED(ch, AFF_TOTALBLIND))) 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 == 61) { SET_BIT(ch->affected_by, AFF_TOTALBLIND); send_to_char( "You are covered by darkness!\n\r", ch); act("A shroud of darkness appears around $n!", ch,NULL,NULL,TO_ROOM); } else if (sn == 27 || sn == 2) { SET_BIT(ch->affected_by, AFF_DETECT_INVIS); send_to_char( "Your eyes tingle.\n\r", ch ); act("$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 == 57 || sn == 8) { SET_BIT(ch->affected_by, AFF_SANCTUARY); send_to_char( "You are surrounded by a white aura.\n\r", ch ); act("$n is surrounded by a white aura.",ch,NULL,NULL,TO_ROOM); } else if (sn == 9) { SET_BIT(ch->affected_by, AFF_SNEAK); send_to_char( "Your footsteps stop making any sound.\n\r", ch ); act("$n's footsteps stop making any sound.",ch,NULL,NULL,TO_ROOM); } else if (sn == 10) { SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD); send_to_char( "You are surrounded by a crackling shield of lightning.\n\r", ch ); act("$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM); } else if (sn == 11) { SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD); send_to_char( "You are surrounded by a burning shield of flames.\n\r", ch ); act("$n is surrounded by a burning shield of flames.",ch,NULL,NULL,TO_ROOM); } else if (sn == 12) { SET_BIT(ch->itemaffect, ITEMA_ICESHIELD); send_to_char( "You are surrounded by a shimmering shield of ice.\n\r", ch ); act("$n is surrounded by a shimmering shield of ice.",ch,NULL,NULL,TO_ROOM); } else if (sn == 13) { SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD); send_to_char( "You are surrounded by a bubbling shield of acid.\n\r", ch ); act("$n is surrounded by a bubbling shield of acid.",ch,NULL,NULL,TO_ROOM); } else if (sn == 14) { SET_BIT(ch->itemaffect, ITEMA_DBPASS); send_to_char( "You are now safe from the DarkBlade clan guardians.\n\r", ch ); } else if (sn == 15) { SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); send_to_char( "You are surrounded by a swirling shield of chaos.\n\r", ch ); act("$n is surrounded by a swirling shield of chaos.",ch,NULL,NULL,TO_ROOM); } else if (sn == 16) SET_BIT(ch->itemaffect, ITEMA_REGENERATE); else if (sn == 17) { SET_BIT(ch->itemaffect, ITEMA_SPEED); send_to_char( "You start moving faster than the eye can follow.\n\r", ch ); act("$n starts moving faster than the eye can follow.",ch,NULL,NULL,TO_ROOM); } else if (sn == 18) SET_BIT(ch->itemaffect, ITEMA_VORPAL); else if (sn == 19) SET_BIT(ch->itemaffect, ITEMA_PEACE); else if (sn == 20) { SET_BIT(ch->itemaffect, ITEMA_REFLECT); send_to_char( "You are surrounded by flickering shield of darkness.\n\r", ch ); act("$n is surrounded by a flickering shield of darkness.",ch,NULL,NULL,TO_ROOM); } else if (sn == 21) SET_BIT(ch->itemaffect, ITEMA_RESISTANCE); else if (sn == 22) { SET_BIT(ch->itemaffect, ITEMA_VISION); send_to_char( "Your eyes begin to glow bright white.\n\r", ch ); act("$n's eyes begin to glow bright white.",ch,NULL,NULL,TO_ROOM); } else if (sn == 23) SET_BIT(ch->itemaffect, ITEMA_STALKER); else if (sn == 24) { SET_BIT(ch->itemaffect, ITEMA_VANISH); send_to_char( "You blend into the shadows.\n\r", ch ); act("$n gradually fades into the shadows.",ch,NULL,NULL,TO_ROOM); } else if (sn == 25 && !IS_NPC(ch)) { SET_BIT(ch->itemaffect, ITEMA_RAGER); if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] < 100) { ch->pcdata->stats[UNI_RAGE] = 300; do_werewolf(ch,""); } else if (IS_CLASS(ch, CLASS_WEREWOLF)) ch->pcdata->stats[UNI_RAGE] = 300; else if (IS_CLASS(ch, CLASS_VAMPIRE)) ch->pcdata->stats[UNI_RAGE] = 25; else if (IS_CLASS(ch, CLASS_NINJA)) ch->pcdata->stats[UNI_RAGE] = 200; } if (IS_SET(obj->spectype, SITEM_DEMONIC) && !IS_NPC(ch)) if (ch->pcdata->stats[DEMON_POWER] < 15) ch->pcdata->stats[DEMON_POWER] += 1; if (IS_SET(obj->spectype, SITEM_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON) { if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL]) SET_BIT(ch->itemaffect, ITEMA_HIGHLANDER); } if (IS_SET(obj->quest, QUEST_ARTIFACT)) SET_BIT(ch->itemaffect, ITEMA_ARTIFACT); if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_WIELD) SET_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER); if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_HOLD) SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER); } return; } /* * Unequip a char with an obj. */ void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj ) { CHAR_DATA *chch; AFFECT_DATA *paf; int sn; int oldpos = obj->wear_loc; if ( obj->wear_loc == WEAR_NONE ) { bug( "Unequip_char: already unequipped.", 0 ); return; } if ( obj->wear_loc == WEAR_SCABBARD_L || obj->wear_loc == WEAR_SCABBARD_R ) {obj->wear_loc = -1;return;} if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) ) 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)) || IS_SET(obj->spectype, SITEM_SILVER) || IS_SET(obj->spectype, SITEM_DEMONIC) || IS_SET(obj->quest, QUEST_ARTIFACT) ) { if (obj->item_type == ITEM_ARMOR) sn = obj->value[3]; else sn = obj->value[0] / 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_TOTALBLIND) && (sn == 61) && !is_affected(ch, 61)) { REMOVE_BIT(ch->affected_by, AFF_TOTALBLIND); send_to_char( "The shroud of darkness surrounding you disappears.\n\r", ch ); act("The shroud of darkness surrounding $n disappears.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_DETECT_INVIS) && (sn == 27 || sn == 2) && !is_affected(ch, 27)) { REMOVE_BIT(ch->affected_by, AFF_DETECT_INVIS); send_to_char( "Your eyes stop tingling.\n\r", ch ); act("$n's eyes stop flickering with light.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3) && !is_affected(ch, 39)) { REMOVE_BIT(ch->affected_by, AFF_FLYING); send_to_char( "You slowly float to the ground.\n\r", ch ); act("$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_INFRARED) && (sn == 45 || sn == 1) && !is_affected(ch, 45)) { REMOVE_BIT(ch->affected_by, AFF_INFRARED); send_to_char( "Your eyes stop glowing red.\n\r", ch ); act("$n's eyes stop glowing red.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5) && !is_affected(ch, 46)) { REMOVE_BIT(ch->affected_by, AFF_INVISIBLE); send_to_char( "You fade into existance.\n\r", ch ); act("$n fades into existance.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6) && !is_affected(ch, 52)) { REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR); send_to_char( "You feel solid again.\n\r", ch ); act("$n is no longer translucent.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7) && !is_affected(ch, 54)) { REMOVE_BIT(ch->affected_by, AFF_PROTECT); send_to_char( "The divine aura around you fades.\n\r", ch ); act("The divine aura around $n fades.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8) && !is_affected(ch, 57)) { REMOVE_BIT(ch->affected_by, AFF_SANCTUARY); send_to_char( "The white aura around your body fades.\n\r", ch ); act("The white aura about $n's body fades.",ch,NULL,NULL,TO_ROOM); } else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9) && !is_affected(ch, 80)) { REMOVE_BIT(ch->affected_by, AFF_SNEAK); send_to_char( "You are no longer moving so quietly.\n\r", ch ); act("$n is no longer moving so quietly.",ch,NULL,NULL,TO_ROOM); } else if (IS_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_DBPASS) && (sn == 14)) { REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS); send_to_char( "You are no longer safe from the DarkBlade clan guardians.\n\r", ch ); } else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15)) { REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD); send_to_char( "The swirling shield of chaos around you fades.\n\r", ch ); act("The swirling shield of chaos around $n fades.",ch,NULL,NULL,TO_ROOM); } else if (sn == 16) REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE); else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17)) { REMOVE_BIT(ch->itemaffect, ITEMA_SPEED); send_to_char( "Your actions slow down to normal speed.\n\r", ch ); act("$n stops moving at supernatural speed.",ch,NULL,NULL,TO_ROOM); } else if (sn == 18) REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL); else if (sn == 19) REMOVE_BIT(ch->itemaffect, ITEMA_PEACE); else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20) { REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT); send_to_char( "The flickering shield of darkness around you fades.\n\r", ch ); act("The flickering shield of darkness around $n fades.",ch,NULL,NULL,TO_ROOM); } else if (sn == 21) REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE); else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22) { REMOVE_BIT(ch->itemaffect, ITEMA_VISION); send_to_char( "Your eyes stop glowing bright white.\n\r", ch ); act("$n's eyes stop glowing bright white.",ch,NULL,NULL,TO_ROOM); } else if (sn == 23) REMOVE_BIT(ch->itemaffect, ITEMA_STALKER); else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24) { REMOVE_BIT(ch->itemaffect, ITEMA_VANISH); send_to_char( "You emerge from the shadows.\n\r", ch ); act("$n gradually fades out of the shadows.",ch,NULL,NULL,TO_ROOM); } else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER)) { REMOVE_BIT(ch->itemaffect, ITEMA_RAGER); if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] >= 100) { ch->pcdata->stats[UNI_RAGE] = 0; do_unwerewolf(ch,""); } ch->pcdata->stats[UNI_RAGE] = 0; } 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_HIGHLANDER) && !IS_NPC(ch) && obj->item_type == ITEM_WEAPON) { if (obj->value[3] == ch->pcdata->powers[HPOWER_WPNSKILL]) REMOVE_BIT(ch->itemaffect, ITEMA_HIGHLANDER); } if (IS_SET(obj->quest, QUEST_ARTIFACT)) REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT); if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_WIELD) REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER); 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; 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->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 ); 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->morph )))) continue; if ( ++count == number ) return rch; } return NULL; } /* * Find a char in the world. */ CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *wch; int number; int count; if ( ( wch = get_char_room( ch, argument ) ) != NULL ) return wch; number = number_argument( argument, arg ); count = 0; for ( wch = char_list; wch != NULL ; wch = wch->next ) { if ( !IS_NPC(wch) && IS_HEAD(wch, LOST_HEAD) ) continue; else if ( !IS_NPC(wch) && IS_EXTRA(wch, EXTRA_OSWITCH) ) continue; else if ( !can_see( ch, wch ) || ( !is_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 ); 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 ) 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 (get_trust(ch) >= MAX_LEVEL) return TRUE; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_WIZINVIS) && get_trust( ch ) < get_trust( victim ) ) return FALSE; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_INCOG) && get_trust( ch ) < get_trust( victim ) && ch->in_room != victim->in_room ) return FALSE; if ( IS_CLASS(ch, CLASS_MAGE) && IS_CLASS(victim, CLASS_NINJA) && IS_SET(victim->act, PLR_WIZINVIS) ) return FALSE; if ( IS_SET ( ch->in_room->room_flags, ROOM_TOTAL_DARKNESS)) { if (!IS_IMMORTAL( ch ) && !(IS_CLASS(ch, CLASS_DROW) && IS_SET(ch->act, PLR_DROWSIGHT))) return FALSE; else return TRUE; } if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) ) return TRUE; if ( IS_ITEMAFF(ch, ITEMA_VISION) ) return TRUE; if (IS_AFFECTED(ch,AFF_SHADOWPLANE) && !IS_AFFECTED(victim,AFF_SHADOWPLANE) && !IS_AFFECTED(ch,AFF_SHADOWSIGHT)) return FALSE; if (!IS_AFFECTED(ch,AFF_SHADOWPLANE) && IS_AFFECTED(victim,AFF_SHADOWPLANE) && !IS_AFFECTED(ch,AFF_SHADOWSIGHT)) return FALSE; if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) ) return TRUE; if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) ) return FALSE; if ( IS_EXTRA(ch, BLINDFOLDED) ) return FALSE; if ( IS_AFFECTED(ch, AFF_BLIND) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT)) return FALSE; if ( IS_AFFECTED(ch, AFF_TOTALBLIND) && !IS_IMMORTAL(ch) ) return FALSE; else if ( IS_IMMORTAL(ch) ) 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_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_ITEMAFF(ch, ITEMA_VISION) ) return TRUE; if (( IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) && obj->carried_by == NULL) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) && !IS_AFFECTED(ch, AFF_SHADOWPLANE)) return FALSE; if (( !IS_SET(obj->extra_flags, ITEM_SHADOWPLANE) && obj->carried_by == NULL) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) && IS_AFFECTED(ch, AFF_SHADOWPLANE)) return FALSE; if ( !IS_NPC(ch) && IS_VAMPAFF(ch, VAM_SONIC) ) return TRUE; if ( obj->item_type == ITEM_POTION ) return TRUE; if ( IS_HEAD(ch, LOST_EYE_L) && IS_HEAD(ch, LOST_EYE_R) ) return FALSE; if ( IS_EXTRA(ch, BLINDFOLDED) ) return FALSE; if ( IS_AFFECTED( ch, AFF_BLIND ) && !IS_AFFECTED(ch, AFF_SHADOWSIGHT) ) return FALSE; if ( IS_AFFECTED( ch, AFF_TOTALBLIND) && !IS_IMMORTAL(ch) ) return FALSE; else if ( IS_IMMORTAL(ch) ) return TRUE; 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_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"; } 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_CONTRACEPTION ) strcat( buf, " contraception" ); if ( vector & AFF_DARKNESS ) strcat( buf, " darkness" ); if ( vector & AFF_TOTALBLIND ) strcat( buf, " totalblind" ); if ( vector & AFF_GODBLESS ) strcat( buf, " godbless" ); if ( vector & AFF_LLOTHBLESS ) strcat( buf, " llothbless" ); 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; }