/**************************************************************************r
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
/***************************************************************************
* ROM 2.4 is copyright 1993-1998 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@hypercube.org) *
* Gabrielle Taylor (gtaylor@hypercube.org) *
* Brian Moore (zump@rom.org) *
* By using this code, you have agreed to follow the terms of the *
* ROM license, in the file Rom24/doc/rom.license *
***************************************************************************/
#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "recycle.h"
#include "tables.h"
/*
* Local functions.
*/
void affect_modify args ( ( CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd ) );
/* friend stuff -- for NPC's mostly */
bool is_friend ( CHAR_DATA * ch, CHAR_DATA * victim )
{
if ( is_same_group ( ch, victim ) )
return TRUE;
if ( !IS_NPC ( ch ) )
return FALSE;
if ( !IS_NPC ( victim ) )
{
if ( IS_SET ( ch->off_flags, ASSIST_PLAYERS ) )
return TRUE;
else
return FALSE;
}
if ( IS_AFFECTED ( ch, AFF_CHARM ) )
return FALSE;
if ( IS_SET ( ch->off_flags, ASSIST_ALL ) )
return TRUE;
if ( ch->group && ch->group == victim->group )
return TRUE;
if ( IS_SET ( ch->off_flags, ASSIST_VNUM ) &&
ch->pIndexData == victim->pIndexData )
return TRUE;
if ( IS_SET ( ch->off_flags, ASSIST_RACE ) && ch->race == victim->race )
return TRUE;
if ( IS_SET ( ch->off_flags, ASSIST_ALIGN ) &&
!IS_SET ( ch->act, ACT_NOALIGN ) &&
!IS_SET ( victim->act, ACT_NOALIGN ) &&
( ( IS_GOOD ( ch ) && IS_GOOD ( victim ) ) ||
( IS_EVIL ( ch ) && IS_EVIL ( victim ) ) || ( IS_NEUTRAL ( ch ) &&
IS_NEUTRAL
( victim ) ) ) )
return TRUE;
return FALSE;
}
/* returns number of people on an object */
int count_users ( OBJ_DATA * obj )
{
CHAR_DATA *fch;
int count = 0;
if ( obj->in_room == NULL )
return 0;
for ( fch = obj->in_room->people; fch != NULL; fch = fch->next_in_room )
if ( fch->on == obj )
count++;
return count;
}
/* returns material number */
int material_lookup ( const char *name )
{
return 0;
}
int weapon_lookup ( const char *name )
{
int type;
for ( type = 0; weapon_table[type].name != NULL; type++ )
{
if ( LOWER ( name[0] ) == LOWER ( weapon_table[type].name[0] ) &&
!str_prefix ( name, weapon_table[type].name ) )
return type;
}
return -1;
}
int weapon_typ ( const char *name )
{
int type;
for ( type = 0; weapon_table[type].name != NULL; type++ )
{
if ( LOWER ( name[0] ) == LOWER ( weapon_table[type].name[0] ) &&
!str_prefix ( name, weapon_table[type].name ) )
return weapon_table[type].type;
}
return WEAPON_EXOTIC;
}
char *item_name ( int pitem_type )
{
int type;
for ( type = 0; item_table[type].name != NULL; type++ )
if ( pitem_type == item_table[type].type )
return item_table[type].name;
return "none";
}
char *weapon_name ( int weapon_ptype )
{
int type;
for ( type = 0; weapon_table[type].name != NULL; type++ )
if ( weapon_ptype == weapon_table[type].type )
return weapon_table[type].name;
return "exotic";
}
int attack_lookup ( const char *name )
{
int att;
for ( att = 0; attack_table[att].name != NULL; att++ )
{
if ( LOWER ( name[0] ) == LOWER ( attack_table[att].name[0] ) &&
!str_prefix ( name, attack_table[att].name ) )
return att;
}
return 0;
}
/* returns a flag for wiznet */
FLAG wiznet_lookup ( const char *name )
{
FLAG flag;
for ( flag = 0; wiznet_table[flag].name != NULL; flag++ )
{
if ( LOWER ( name[0] ) == LOWER ( wiznet_table[flag].name[0] ) &&
!str_prefix ( name, wiznet_table[flag].name ) )
return flag;
}
return -1;
}
/* returns class number */
int class_lookup ( const char *name )
{
int Class;
for ( Class = 0; Class < MAX_CLASS; Class++ )
{
if ( LOWER ( name[0] ) == LOWER ( class_table[Class].name[0] ) &&
!str_prefix ( name, class_table[Class].name ) )
return Class;
}
return -1;
}
/* for immunity, vulnerabiltiy, and resistant
the 'globals' (magic and weapons) may be overriden
three other cases -- wood, silver, and iron -- are checked in fight.c */
int check_immune ( CHAR_DATA * ch, int dam_type )
{
int immune, def;
int bit;
immune = -1;
def = IS_NORMAL;
if ( dam_type == DAM_NONE )
return immune;
if ( dam_type <= 3 )
{
if ( IS_SET ( ch->imm_flags, IMM_WEAPON ) )
def = IS_IMMUNE;
else if ( IS_SET ( ch->res_flags, RES_WEAPON ) )
def = IS_RESISTANT;
else if ( IS_SET ( ch->vuln_flags, VULN_WEAPON ) )
def = IS_VULNERABLE;
}
else /* magical attack */
{
if ( IS_SET ( ch->imm_flags, IMM_MAGIC ) )
def = IS_IMMUNE;
else if ( IS_SET ( ch->res_flags, RES_MAGIC ) )
def = IS_RESISTANT;
else if ( IS_SET ( ch->vuln_flags, VULN_MAGIC ) )
def = IS_VULNERABLE;
}
/* set bits to check -- VULN etc. must ALL be the same or this will fail */
switch ( dam_type )
{
case ( DAM_BASH ):
bit = IMM_BASH;
break;
case ( DAM_PIERCE ):
bit = IMM_PIERCE;
break;
case ( DAM_SLASH ):
bit = IMM_SLASH;
break;
case ( DAM_FIRE ):
bit = IMM_FIRE;
break;
case ( DAM_COLD ):
bit = IMM_COLD;
break;
case ( DAM_LIGHTNING ):
bit = IMM_LIGHTNING;
break;
case ( DAM_ACID ):
bit = IMM_ACID;
break;
case ( DAM_POISON ):
bit = IMM_POISON;
break;
case ( DAM_NEGATIVE ):
bit = IMM_NEGATIVE;
break;
case ( DAM_HOLY ):
bit = IMM_HOLY;
break;
case ( DAM_ENERGY ):
bit = IMM_ENERGY;
break;
case ( DAM_MENTAL ):
bit = IMM_MENTAL;
break;
case ( DAM_DISEASE ):
bit = IMM_DISEASE;
break;
case ( DAM_DROWNING ):
bit = IMM_DROWNING;
break;
case ( DAM_LIGHT ):
bit = IMM_LIGHT;
break;
case ( DAM_CHARM ):
bit = IMM_CHARM;
break;
case ( DAM_SOUND ):
bit = IMM_SOUND;
break;
default:
return def;
}
if ( IS_SET ( ch->imm_flags, bit ) )
immune = IS_IMMUNE;
else if ( IS_SET ( ch->res_flags, bit ) && immune != IS_IMMUNE )
immune = IS_RESISTANT;
else if ( IS_SET ( ch->vuln_flags, bit ) )
{
if ( immune == IS_IMMUNE )
immune = IS_RESISTANT;
else if ( immune == IS_RESISTANT )
immune = IS_NORMAL;
else
immune = IS_VULNERABLE;
}
if ( immune == -1 )
return def;
else
return immune;
}
bool is_clan ( CHAR_DATA * ch )
{
return ch->clan;
}
bool is_same_clan ( CHAR_DATA * ch, CHAR_DATA * victim )
{
if ( clan_table[ch->clan].independent )
return FALSE;
else
return ( ch->clan == victim->clan );
}
/* checks mob format */
bool is_old_mob ( CHAR_DATA * ch )
{
if ( ch->pIndexData == NULL )
return FALSE;
else if ( ch->pIndexData->new_format )
return FALSE;
return TRUE;
}
/* for returning skill information */
int get_skill ( CHAR_DATA * ch, int sn )
{
int skill;
if ( sn == -1 ) /* shorthand for level based skills */
{
skill = ch->level * 5 / 2;
}
else if ( sn < -1 || sn > MAX_SKILL )
{
bug ( "Bad sn %d in get_skill.", sn );
skill = 0;
}
else if ( !IS_NPC ( ch ) )
{
if ( ch->level < skill_table[sn].skill_level[ch->Class] )
skill = 0;
else
skill = ch->pcdata->learned[sn];
}
else /* mobiles */
{
if ( skill_table[sn].spell_fun != spell_null )
skill = 40 + 2 * ch->level;
else if ( sn == gsn_sneak || sn == gsn_hide )
skill = ch->level * 2 + 20;
else if ( ( sn == gsn_dodge && IS_SET ( ch->off_flags, OFF_DODGE ) )
|| ( sn == gsn_parry &&
IS_SET ( ch->off_flags, OFF_PARRY ) ) )
skill = ch->level * 2;
else if ( sn == gsn_shield_block )
skill = 10 + 2 * ch->level;
else if ( sn == gsn_second_attack &&
( IS_SET ( ch->act, ACT_WARRIOR ) ||
IS_SET ( ch->act, ACT_THIEF ) ) )
skill = 10 + 3 * ch->level;
else if ( sn == gsn_third_attack && IS_SET ( ch->act, ACT_WARRIOR ) )
skill = 4 * ch->level - 40;
else if ( sn == gsn_hand_to_hand )
skill = 40 + 2 * ch->level;
else if ( sn == gsn_trip && IS_SET ( ch->off_flags, OFF_TRIP ) )
skill = 10 + 3 * ch->level;
else if ( sn == gsn_bash && IS_SET ( ch->off_flags, OFF_BASH ) )
skill = 10 + 3 * ch->level;
else if ( sn == gsn_disarm &&
( IS_SET ( ch->off_flags, OFF_DISARM ) ||
IS_SET ( ch->act, ACT_WARRIOR ) ||
IS_SET ( ch->act, ACT_THIEF ) ) )
skill = 20 + 3 * ch->level;
else if ( sn == gsn_berserk && IS_SET ( ch->off_flags, OFF_BERSERK ) )
skill = 3 * ch->level;
else if ( sn == gsn_kick )
skill = 10 + 3 * ch->level;
else if ( sn == gsn_backstab && IS_SET ( ch->act, ACT_THIEF ) )
skill = 20 + 2 * ch->level;
else if ( sn == gsn_rescue )
skill = 40 + ch->level;
else if ( sn == gsn_recall )
skill = 40 + ch->level;
else if ( sn == gsn_sword || sn == gsn_dagger || sn == gsn_spear ||
sn == gsn_mace || sn == gsn_axe || sn == gsn_flail ||
sn == gsn_whip || sn == gsn_polearm )
skill = 40 + 5 * ch->level / 2;
else
skill = 0;
}
if ( ch->daze > 0 )
{
if ( skill_table[sn].spell_fun != spell_null )
skill /= 2;
else
skill = 2 * skill / 3;
}
if ( !IS_NPC ( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 )
skill = 9 * skill / 10;
return URANGE ( 0, skill, 100 );
}
/* for returning weapon information */
int get_weapon_sn ( CHAR_DATA * ch )
{
OBJ_DATA *wield;
int sn;
wield = get_eq_char ( ch, WEAR_WIELD );
if ( wield == NULL || wield->item_type != ITEM_WEAPON )
sn = gsn_hand_to_hand;
else
switch ( wield->value[0] )
{
default:
sn = -1;
break;
case ( WEAPON_SWORD ):
sn = gsn_sword;
break;
case ( WEAPON_DAGGER ):
sn = gsn_dagger;
break;
case ( WEAPON_SPEAR ):
sn = gsn_spear;
break;
case ( WEAPON_MACE ):
sn = gsn_mace;
break;
case ( WEAPON_AXE ):
sn = gsn_axe;
break;
case ( WEAPON_FLAIL ):
sn = gsn_flail;
break;
case ( WEAPON_WHIP ):
sn = gsn_whip;
break;
case ( WEAPON_POLEARM ):
sn = gsn_polearm;
break;
}
return sn;
}
int get_weapon_skill ( CHAR_DATA * ch, int sn )
{
int skill;
/* -1 is exotic */
if ( IS_NPC ( ch ) )
{
if ( sn == -1 )
skill = 3 * ch->level;
else if ( sn == gsn_hand_to_hand )
skill = 40 + 2 * ch->level;
else
skill = 40 + 5 * ch->level / 2;
}
else
{
if ( sn == -1 )
skill = 3 * ch->level;
else
skill = ch->pcdata->learned[sn];
}
return URANGE ( 0, skill, 100 );
}
/* used to de-screw characters */
void reset_char ( CHAR_DATA * ch )
{
int loc, mod, stat;
OBJ_DATA *obj;
AFFECT_DATA *af;
int i;
if ( IS_NPC ( ch ) )
return;
if ( ch->pcdata->perm_hit == 0 || ch->pcdata->perm_mana == 0 ||
ch->pcdata->perm_move == 0 || ch->pcdata->last_level == 0 )
{
/* do a FULL reset */
for ( loc = 0; loc < MAX_WEAR; loc++ )
{
obj = get_eq_char ( ch, loc );
if ( obj == NULL )
continue;
if ( !obj->enchanted )
for ( af = obj->pIndexData->affected; af != NULL;
af = af->next )
{
mod = af->modifier;
switch ( af->location )
{
case APPLY_SEX:
ch->sex -= mod;
if ( ch->sex < 0 || ch->sex > 2 )
ch->sex =
IS_NPC ( ch ) ? 0 : ch->pcdata->true_sex;
break;
case APPLY_MANA:
ch->max_mana -= mod;
break;
case APPLY_HIT:
ch->max_hit -= mod;
break;
case APPLY_MOVE:
ch->max_move -= mod;
break;
}
}
for ( af = obj->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch ( af->location )
{
case APPLY_SEX:
ch->sex -= mod;
break;
case APPLY_MANA:
ch->max_mana -= mod;
break;
case APPLY_HIT:
ch->max_hit -= mod;
break;
case APPLY_MOVE:
ch->max_move -= mod;
break;
}
}
}
/* now reset the permanent stats */
ch->pcdata->perm_hit = ch->max_hit;
ch->pcdata->perm_mana = ch->max_mana;
ch->pcdata->perm_move = ch->max_move;
ch->pcdata->last_level = ch->played / 3600;
if ( ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2 )
{
if ( ch->sex > 0 && ch->sex < 3 )
ch->pcdata->true_sex = ch->sex;
else
ch->pcdata->true_sex = 0;
}
}
/* now restore the character to his/her true condition */
for ( stat = 0; stat < MAX_STATS; stat++ )
ch->mod_stat[stat] = 0;
if ( ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2 )
ch->pcdata->true_sex = 0;
ch->sex = ch->pcdata->true_sex;
ch->max_hit = ch->pcdata->perm_hit;
ch->max_mana = ch->pcdata->perm_mana;
ch->max_move = ch->pcdata->perm_move;
for ( i = 0; i < 4; i++ )
ch->armor[i] = 100;
ch->hitroll = 0;
ch->damroll = 0;
ch->saving_throw = 0;
/* now start adding back the effects */
for ( loc = 0; loc < MAX_WEAR; loc++ )
{
obj = get_eq_char ( ch, loc );
if ( obj == NULL )
continue;
for ( i = 0; i < 4; i++ )
ch->armor[i] -= apply_ac ( obj, loc, i );
if ( !obj->enchanted )
for ( af = obj->pIndexData->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch ( af->location )
{
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
break;
case APPLY_MANA:
ch->max_mana += mod;
break;
case APPLY_HIT:
ch->max_hit += mod;
break;
case APPLY_MOVE:
ch->max_move += mod;
break;
case APPLY_AC:
for ( i = 0; i < 4; i++ )
ch->armor[i] += mod;
break;
case APPLY_HITROLL:
ch->hitroll += mod;
break;
case APPLY_DAMROLL:
ch->damroll += mod;
break;
case APPLY_SAVES:
ch->saving_throw += mod;
break;
case APPLY_SAVING_ROD:
ch->saving_throw += mod;
break;
case APPLY_SAVING_PETRI:
ch->saving_throw += mod;
break;
case APPLY_SAVING_BREATH:
ch->saving_throw += mod;
break;
case APPLY_SAVING_SPELL:
ch->saving_throw += mod;
break;
}
}
for ( af = obj->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch ( af->location )
{
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
break;
case APPLY_MANA:
ch->max_mana += mod;
break;
case APPLY_HIT:
ch->max_hit += mod;
break;
case APPLY_MOVE:
ch->max_move += mod;
break;
case APPLY_AC:
for ( i = 0; i < 4; i++ )
ch->armor[i] += mod;
break;
case APPLY_HITROLL:
ch->hitroll += mod;
break;
case APPLY_DAMROLL:
ch->damroll += mod;
break;
case APPLY_SAVES:
ch->saving_throw += mod;
break;
case APPLY_SAVING_ROD:
ch->saving_throw += mod;
break;
case APPLY_SAVING_PETRI:
ch->saving_throw += mod;
break;
case APPLY_SAVING_BREATH:
ch->saving_throw += mod;
break;
case APPLY_SAVING_SPELL:
ch->saving_throw += mod;
break;
}
}
}
/* now add back spell effects */
for ( af = ch->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch ( af->location )
{
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
break;
case APPLY_MANA:
ch->max_mana += mod;
break;
case APPLY_HIT:
ch->max_hit += mod;
break;
case APPLY_MOVE:
ch->max_move += mod;
break;
case APPLY_AC:
for ( i = 0; i < 4; i++ )
ch->armor[i] += mod;
break;
case APPLY_HITROLL:
ch->hitroll += mod;
break;
case APPLY_DAMROLL:
ch->damroll += mod;
break;
case APPLY_SAVES:
ch->saving_throw += mod;
break;
case APPLY_SAVING_ROD:
ch->saving_throw += mod;
break;
case APPLY_SAVING_PETRI:
ch->saving_throw += mod;
break;
case APPLY_SAVING_BREATH:
ch->saving_throw += mod;
break;
case APPLY_SAVING_SPELL:
ch->saving_throw += mod;
break;
}
}
/* make sure sex is RIGHT!!!! */
if ( ch->sex < 0 || ch->sex > 2 )
ch->sex = ch->pcdata->true_sex;
}
/*
* Retrieve a character's trusted level for permission checking.
*/
int get_trust ( CHAR_DATA * ch )
{
if ( ch->desc != NULL && ch->desc->original != NULL )
ch = ch->desc->original;
if ( ch->trust )
return ch->trust;
if ( IS_NPC ( ch ) && ch->level >= LEVEL_HERO )
return LEVEL_HERO - 1;
else
return ch->level;
}
/*
* Retrieve a character's age.
*/
int get_age ( CHAR_DATA * ch )
{
return 17 + ( ch->played + ( int ) ( current_time - ch->logon ) ) / 72000;
}
/* command for retrieving stats */
int get_curr_stat ( CHAR_DATA * ch, int stat )
{
int max;
if ( IS_NPC ( ch ) || ch->level > LEVEL_IMMORTAL )
max = 25;
else
{
max = pc_race_table[ch->race].max_stats[stat] + 4;
if ( class_table[ch->Class].attr_prime == stat )
max += 2;
if ( ch->race == race_lookup ( "human" ) )
max += 1;
max = UMIN ( max, 25 );
}
return URANGE ( 3, ch->perm_stat[stat] + ch->mod_stat[stat], max );
}
/* command for returning max training score */
int get_max_train ( CHAR_DATA * ch, int stat )
{
int max;
if ( IS_NPC ( ch ) || ch->level > LEVEL_IMMORTAL )
return 25;
max = pc_race_table[ch->race].max_stats[stat];
if ( class_table[ch->Class].attr_prime == stat )
{
if ( ch->race == race_lookup ( "human" ) )
max += 3;
else
max += 2;
}
return UMIN ( max, 25 );
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_n ( CHAR_DATA * ch )
{
if ( !IS_NPC ( ch ) && ch->level >= LEVEL_IMMORTAL )
return 1000;
if ( IS_NPC ( ch ) && IS_SET ( ch->act, ACT_PET ) )
return 0;
return MAX_WEAR + 2 * get_curr_stat ( ch, STAT_DEX ) + ch->level;
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_w ( CHAR_DATA * ch )
{
if ( !IS_NPC ( ch ) && ch->level >= LEVEL_IMMORTAL )
return 10000000;
if ( IS_NPC ( ch ) && IS_SET ( ch->act, ACT_PET ) )
return 0;
return str_app[get_curr_stat ( ch, STAT_STR )].carry * 10 +
ch->level * 25;
}
/*
* See if a string is one of the names of an object.
*/
bool is_name ( char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH];
char *list, *string;
/* fix crash on NULL namelist */
if ( namelist == NULL || namelist[0] == '\0' )
return FALSE;
/* fixed to prevent is_name on "" returning TRUE */
if ( str[0] == '\0' )
return FALSE;
string = str;
/* we need ALL parts of string to match part of namelist */
for ( ;; ) /* start parsing string */
{
str = one_argument ( str, part );
if ( part[0] == '\0' )
return TRUE;
/* check to see if this is part of namelist */
list = namelist;
for ( ;; ) /* start parsing namelist */
{
list = one_argument ( list, name );
if ( name[0] == '\0' ) /* this name was not found */
return FALSE;
if ( !str_prefix ( string, name ) )
return TRUE; /* full pattern match */
if ( !str_prefix ( part, name ) )
break;
}
}
}
bool is_exact_name ( char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH];
if ( namelist == NULL )
return FALSE;
for ( ;; )
{
namelist = one_argument ( namelist, name );
if ( name[0] == '\0' )
return FALSE;
if ( !str_cmp ( str, name ) )
return TRUE;
}
}
/* enchanted stuff for eq */
void affect_enchant ( OBJ_DATA * obj )
{
/* okay, move all the old flags into new vectors if we have to */
if ( !obj->enchanted )
{
AFFECT_DATA *paf, *af_new;
obj->enchanted = TRUE;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
{
af_new = new_affect ( );
af_new->next = obj->affected;
obj->affected = af_new;
af_new->where = paf->where;
af_new->type = UMAX ( 0, paf->type );
af_new->level = paf->level;
af_new->duration = paf->duration;
af_new->location = paf->location;
af_new->modifier = paf->modifier;
af_new->bitvector = paf->bitvector;
}
}
}
/*
* Apply or remove an affect to a character.
*/
void affect_modify ( CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd )
{
OBJ_DATA *wield;
int mod, i;
mod = paf->modifier;
if ( fAdd )
{
switch ( paf->where )
{
case TO_AFFECTS:
SET_BIT ( ch->affected_by, paf->bitvector );
break;
case TO_IMMUNE:
SET_BIT ( ch->imm_flags, paf->bitvector );
break;
case TO_RESIST:
SET_BIT ( ch->res_flags, paf->bitvector );
break;
case TO_VULN:
SET_BIT ( ch->vuln_flags, paf->bitvector );
break;
}
}
else
{
switch ( paf->where )
{
case TO_AFFECTS:
REMOVE_BIT ( ch->affected_by, paf->bitvector );
break;
case TO_IMMUNE:
REMOVE_BIT ( ch->imm_flags, paf->bitvector );
break;
case TO_RESIST:
REMOVE_BIT ( ch->res_flags, paf->bitvector );
break;
case TO_VULN:
REMOVE_BIT ( ch->vuln_flags, paf->bitvector );
break;
}
mod = 0 - mod;
}
switch ( paf->location )
{
default:
bug ( "Affect_modify: unknown location %d.", paf->location );
return;
case APPLY_NONE:
break;
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
break;
case APPLY_CLASS:
break;
case APPLY_LEVEL:
break;
case APPLY_AGE:
break;
case APPLY_HEIGHT:
break;
case APPLY_WEIGHT:
break;
case APPLY_MANA:
ch->max_mana += mod;
break;
case APPLY_HIT:
ch->max_hit += mod;
break;
case APPLY_MOVE:
ch->max_move += mod;
break;
case APPLY_GOLD:
break;
case APPLY_EXP:
break;
case APPLY_AC:
for ( i = 0; i < 4; i++ )
ch->armor[i] += mod;
break;
case APPLY_HITROLL:
ch->hitroll += mod;
break;
case APPLY_DAMROLL:
ch->damroll += mod;
break;
case APPLY_SAVES:
ch->saving_throw += mod;
break;
case APPLY_SAVING_ROD:
ch->saving_throw += mod;
break;
case APPLY_SAVING_PETRI:
ch->saving_throw += mod;
break;
case APPLY_SAVING_BREATH:
ch->saving_throw += mod;
break;
case APPLY_SAVING_SPELL:
ch->saving_throw += mod;
break;
case APPLY_SPELL_AFFECT:
break;
}
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if ( !IS_NPC ( ch ) && ( wield = get_eq_char ( ch, WEAR_WIELD ) ) != NULL
&& get_obj_weight ( wield ) >
( str_app[get_curr_stat ( ch, STAT_STR )].wield * 10 ) )
{
static int depth;
if ( depth == 0 )
{
depth++;
act ( "You drop $p.", ch, wield, NULL, TO_CHAR );
act ( "$n drops $p.", ch, wield, NULL, TO_ROOM );
obj_from_char ( wield );
obj_to_room ( wield, ch->in_room );
depth--;
}
}
return;
}
/* find an effect in an affect list */
AFFECT_DATA *affect_find ( AFFECT_DATA * paf, int sn )
{
AFFECT_DATA *paf_find;
for ( paf_find = paf; paf_find != NULL; paf_find = paf_find->next )
{
if ( paf_find->type == sn )
return paf_find;
}
return NULL;
}
/* fix object affects when removing one */
void affect_check ( CHAR_DATA * ch, int where, FLAG vector )
{
AFFECT_DATA *paf;
OBJ_DATA *obj;
if ( where == TO_OBJECT || where == TO_WEAPON || vector == 0 )
return;
for ( paf = ch->affected; paf != NULL; paf = paf->next )
if ( paf->where == where && paf->bitvector == vector )
{
switch ( where )
{
case TO_AFFECTS:
SET_BIT ( ch->affected_by, vector );
break;
case TO_IMMUNE:
SET_BIT ( ch->imm_flags, vector );
break;
case TO_RESIST:
SET_BIT ( ch->res_flags, vector );
break;
case TO_VULN:
SET_BIT ( ch->vuln_flags, vector );
break;
}
return;
}
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc == -1 )
continue;
for ( paf = obj->affected; paf != NULL; paf = paf->next )
if ( paf->where == where && paf->bitvector == vector )
{
switch ( where )
{
case TO_AFFECTS:
SET_BIT ( ch->affected_by, vector );
break;
case TO_IMMUNE:
SET_BIT ( ch->imm_flags, vector );
break;
case TO_RESIST:
SET_BIT ( ch->res_flags, vector );
break;
case TO_VULN:
SET_BIT ( ch->vuln_flags, vector );
}
return;
}
if ( obj->enchanted )
continue;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
if ( paf->where == where && paf->bitvector == vector )
{
switch ( where )
{
case TO_AFFECTS:
SET_BIT ( ch->affected_by, vector );
break;
case TO_IMMUNE:
SET_BIT ( ch->imm_flags, vector );
break;
case TO_RESIST:
SET_BIT ( ch->res_flags, vector );
break;
case TO_VULN:
SET_BIT ( ch->vuln_flags, vector );
break;
}
return;
}
}
}
/*
* Give an affect to a char.
*/
void affect_to_char ( CHAR_DATA * ch, AFFECT_DATA * paf )
{
AFFECT_DATA *paf_new;
paf_new = new_affect ( );
*paf_new = *paf;
VALIDATE ( paf ); /* in case we missed it when we set up paf */
paf_new->next = ch->affected;
ch->affected = paf_new;
affect_modify ( ch, paf_new, TRUE );
return;
}
/* give an affect to an object */
void affect_to_obj ( OBJ_DATA * obj, AFFECT_DATA * paf )
{
AFFECT_DATA *paf_new;
paf_new = new_affect ( );
*paf_new = *paf;
VALIDATE ( paf ); /* in case we missed it when we set up paf */
paf_new->next = obj->affected;
obj->affected = paf_new;
/* apply any affect vectors to the object's extra_flags */
if ( paf->bitvector )
switch ( paf->where )
{
case TO_OBJECT:
SET_BIT ( obj->extra_flags, paf->bitvector );
break;
case TO_WEAPON:
if ( obj->item_type == ITEM_WEAPON )
SET_BIT ( obj->value[4], paf->bitvector );
break;
}
return;
}
/*
* Remove an affect from a char.
*/
void affect_remove ( CHAR_DATA * ch, AFFECT_DATA * paf )
{
int where;
FLAG vector;
if ( ch->affected == NULL )
{
bug ( "Affect_remove: no affect.", 0 );
return;
}
affect_modify ( ch, paf, FALSE );
where = paf->where;
vector = paf->bitvector;
if ( paf == ch->affected )
{
ch->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = ch->affected; prev != NULL; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( prev == NULL )
{
bug ( "Affect_remove: cannot find paf.", 0 );
return;
}
}
free_affect ( paf );
affect_check ( ch, where, vector );
return;
}
void affect_remove_obj ( OBJ_DATA * obj, AFFECT_DATA * paf )
{
int where;
FLAG vector;
if ( obj->affected == NULL )
{
bug ( "Affect_remove_object: no affect.", 0 );
return;
}
if ( obj->carried_by != NULL && obj->wear_loc != -1 )
affect_modify ( obj->carried_by, paf, FALSE );
where = paf->where;
vector = paf->bitvector;
/* remove flags from the object if needed */
if ( paf->bitvector )
switch ( paf->where )
{
case TO_OBJECT:
REMOVE_BIT ( obj->extra_flags, paf->bitvector );
break;
case TO_WEAPON:
if ( obj->item_type == ITEM_WEAPON )
REMOVE_BIT ( obj->value[4], paf->bitvector );
break;
}
if ( paf == obj->affected )
{
obj->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = obj->affected; prev != NULL; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( prev == NULL )
{
bug ( "Affect_remove_object: cannot find paf.", 0 );
return;
}
}
free_affect ( paf );
if ( obj->carried_by != NULL && obj->wear_loc != -1 )
affect_check ( obj->carried_by, where, vector );
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip ( CHAR_DATA * ch, int sn )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for ( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if ( paf->type == sn )
affect_remove ( ch, paf );
}
return;
}
/*
* Return true if a char is affected by a spell.
*/
bool is_affected ( CHAR_DATA * ch, int sn )
{
AFFECT_DATA *paf;
for ( paf = ch->affected; paf != NULL; paf = paf->next )
{
if ( paf->type == sn )
return TRUE;
}
return FALSE;
}
/*
* Add or enhance an affect.
*/
void affect_join ( CHAR_DATA * ch, AFFECT_DATA * paf )
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next )
{
if ( paf_old->type == paf->type )
{
paf->level = ( paf->level += paf_old->level ) / 2;
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove ( ch, paf_old );
break;
}
}
affect_to_char ( ch, paf );
return;
}
/*
* Move a char out of a room.
*/
void char_from_room ( CHAR_DATA * ch )
{
OBJ_DATA *obj;
if ( ch->in_room == NULL )
{
bug ( "Char_from_room: NULL.", 0 );
return;
}
if ( !IS_NPC ( ch ) )
--ch->in_room->area->nplayer;
if ( ( obj = get_eq_char ( ch, WEAR_LIGHT ) ) != NULL &&
obj->item_type == ITEM_LIGHT && obj->value[2] != 0 &&
ch->in_room->light > 0 )
--ch->in_room->light;
if ( ch == ch->in_room->people )
{
ch->in_room->people = ch->next_in_room;
}
else
{
CHAR_DATA *prev;
for ( prev = ch->in_room->people; prev; prev = prev->next_in_room )
{
if ( prev->next_in_room == ch )
{
prev->next_in_room = ch->next_in_room;
break;
}
}
if ( prev == NULL )
bug ( "Char_from_room: ch not found.", 0 );
}
ch->in_room = NULL;
ch->next_in_room = NULL;
ch->on = NULL; /* sanity check! */
return;
}
/*
* Move a char into a room.
*/
void char_to_room ( CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex )
{
OBJ_DATA *obj;
if ( pRoomIndex == NULL )
{
ROOM_INDEX_DATA *room;
bug ( "Char_to_room: NULL.", 0 );
if ( ( room = get_room_index ( ROOM_VNUM_TEMPLE ) ) != NULL )
char_to_room ( ch, room );
return;
}
ch->in_room = pRoomIndex;
ch->next_in_room = pRoomIndex->people;
pRoomIndex->people = ch;
if ( !IS_NPC ( ch ) )
{
if ( ch->in_room->area->empty )
{
ch->in_room->area->empty = FALSE;
ch->in_room->area->age = 0;
}
++ch->in_room->area->nplayer;
}
if ( ( obj = get_eq_char ( ch, WEAR_LIGHT ) ) != NULL &&
obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
++ch->in_room->light;
if ( IS_AFFECTED ( ch, AFF_PLAGUE ) )
{
AFFECT_DATA *af, plague;
CHAR_DATA *vch;
for ( af = ch->affected; af != NULL; af = af->next )
{
if ( af->type == gsn_plague )
break;
}
if ( af == NULL )
{
REMOVE_BIT ( ch->affected_by, AFF_PLAGUE );
return;
}
if ( af->level == 1 )
return;
plague.where = TO_AFFECTS;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range ( 1, 2 * plague.level );
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for ( vch = ch->in_room->people; vch != NULL;
vch = vch->next_in_room )
{
if ( !saves_spell ( plague.level - 2, vch, DAM_DISEASE ) &&
!IS_IMMORTAL ( vch ) && !IS_AFFECTED ( vch, AFF_PLAGUE ) &&
number_bits ( 6 ) == 0 )
{
chsend ( "You feel hot and feverish.\n\r", vch );
act ( "$n shivers and looks very ill.", vch, NULL, NULL,
TO_ROOM );
affect_join ( vch, &plague );
}
}
}
return;
}
/*
* Give an obj to a char.
*/
void obj_to_char ( OBJ_DATA * obj, CHAR_DATA * ch )
{
obj->next_content = ch->carrying;
ch->carrying = obj;
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number ( obj );
ch->carry_weight += get_obj_weight ( obj );
}
/*
* Take an obj from its character.
*/
void obj_from_char ( OBJ_DATA * obj )
{
CHAR_DATA *ch;
if ( ( ch = obj->carried_by ) == NULL )
{
bug ( "Obj_from_char: null ch.", 0 );
return;
}
if ( obj->wear_loc != WEAR_NONE )
unequip_char ( ch, obj );
if ( ch->carrying == obj )
{
ch->carrying = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = ch->carrying; prev != NULL; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
bug ( "Obj_from_char: obj not in list.", 0 );
}
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= get_obj_number ( obj );
ch->carry_weight -= get_obj_weight ( obj );
return;
}
/*
* Find the ac value of an obj, including position effect.
*/
int apply_ac ( OBJ_DATA * obj, int iWear, int type )
{
if ( obj->item_type != ITEM_ARMOR )
return 0;
switch ( iWear )
{
case WEAR_BODY:
return 3 * obj->value[type];
case WEAR_HEAD:
return 2 * obj->value[type];
case WEAR_LEGS:
return 2 * obj->value[type];
case WEAR_FEET:
return obj->value[type];
case WEAR_HANDS:
return obj->value[type];
case WEAR_ARMS:
return obj->value[type];
case WEAR_SHIELD:
return obj->value[type];
case WEAR_NECK_1:
return obj->value[type];
case WEAR_NECK_2:
return obj->value[type];
case WEAR_ABOUT:
return 2 * obj->value[type];
case WEAR_WAIST:
return obj->value[type];
case WEAR_WRIST_L:
return obj->value[type];
case WEAR_WRIST_R:
return obj->value[type];
case WEAR_HOLD:
return obj->value[type];
}
return 0;
}
/*
* Find a piece of eq on a character.
*/
OBJ_DATA *get_eq_char ( CHAR_DATA * ch, int iWear )
{
OBJ_DATA *obj;
if ( ch == NULL )
return NULL;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc == iWear )
return obj;
}
return NULL;
}
/*
* Equip a char with an obj.
*/
void equip_char ( CHAR_DATA * ch, OBJ_DATA * obj, int iWear )
{
AFFECT_DATA *paf;
int i;
if ( get_eq_char ( ch, iWear ) != NULL )
{
bug ( "Equip_char: already equipped (%d).", iWear );
return;
}
if ( ( IS_OBJ_STAT ( obj, ITEM_ANTI_EVIL ) && IS_EVIL ( ch ) ) ||
( IS_OBJ_STAT ( obj, ITEM_ANTI_GOOD ) && IS_GOOD ( ch ) ) ||
( IS_OBJ_STAT ( obj, ITEM_ANTI_NEUTRAL ) && IS_NEUTRAL ( ch ) ) )
{
/*
* Thanks to Morgenes for the bug fix here!
*/
act ( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act ( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char ( obj );
obj_to_room ( obj, ch->in_room );
return;
}
for ( i = 0; i < 4; i++ )
ch->armor[i] -= apply_ac ( obj, iWear, i );
obj->wear_loc = iWear;
if ( !obj->enchanted )
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
if ( paf->location != APPLY_SPELL_AFFECT )
affect_modify ( ch, paf, TRUE );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
if ( paf->location == APPLY_SPELL_AFFECT )
affect_to_char ( ch, paf );
else
affect_modify ( ch, paf, TRUE );
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 &&
ch->in_room != NULL )
++ch->in_room->light;
return;
}
/*
* Unequip a char with an obj.
*/
void unequip_char ( CHAR_DATA * ch, OBJ_DATA * obj )
{
AFFECT_DATA *paf = NULL;
AFFECT_DATA *lpaf = NULL;
AFFECT_DATA *lpaf_next = NULL;
int i;
if ( obj->wear_loc == WEAR_NONE )
{
bug ( "Unequip_char: already unequipped.", 0 );
return;
}
for ( i = 0; i < 4; i++ )
ch->armor[i] += apply_ac ( obj, obj->wear_loc, i );
obj->wear_loc = -1;
if ( !obj->enchanted )
{
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
if ( paf->location == APPLY_SPELL_AFFECT )
{
for ( lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next )
{
lpaf_next = lpaf->next;
if ( ( lpaf->type == paf->type ) &&
( lpaf->level == paf->level ) &&
( lpaf->location == APPLY_SPELL_AFFECT ) )
{
affect_remove ( ch, lpaf );
lpaf_next = NULL;
}
}
}
else
{
affect_modify ( ch, paf, FALSE );
affect_check ( ch, paf->where, paf->bitvector );
}
}
for ( paf = obj->affected; paf != NULL; paf = paf->next )
if ( paf->location == APPLY_SPELL_AFFECT )
{
bug ( "Norm-Apply: %d", 0 );
for ( lpaf = ch->affected; lpaf != NULL; lpaf = lpaf_next )
{
lpaf_next = lpaf->next;
if ( ( lpaf->type == paf->type ) &&
( lpaf->level == paf->level ) &&
( lpaf->location == APPLY_SPELL_AFFECT ) )
{
bug ( "location = %d", lpaf->location );
bug ( "type = %d", lpaf->type );
affect_remove ( ch, lpaf );
lpaf_next = NULL;
}
}
}
else
{
affect_modify ( ch, paf, FALSE );
affect_check ( ch, paf->where, paf->bitvector );
}
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 &&
ch->in_room != NULL && ch->in_room->light > 0 )
--ch->in_room->light;
return;
}
/*
* Count occurrences of an obj in a list.
*/
int count_obj_list ( OBJ_INDEX_DATA * pObjIndex, OBJ_DATA * list )
{
OBJ_DATA *obj;
int nMatch;
nMatch = 0;
for ( obj = list; obj != NULL; obj = obj->next_content )
{
if ( obj->pIndexData == pObjIndex )
nMatch++;
}
return nMatch;
}
/*
* Move an obj out of a room.
*/
void obj_from_room ( OBJ_DATA * obj )
{
ROOM_INDEX_DATA *in_room;
CHAR_DATA *ch;
if ( ( in_room = obj->in_room ) == NULL )
{
bug ( "obj_from_room: NULL.", 0 );
return;
}
for ( ch = in_room->people; ch != NULL; ch = ch->next_in_room )
if ( ch->on == obj )
ch->on = NULL;
if ( obj == in_room->contents )
{
in_room->contents = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = in_room->contents; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug ( "Obj_from_room: obj not found.", 0 );
return;
}
}
obj->in_room = NULL;
obj->next_content = NULL;
return;
}
/*
* Move an obj into a room.
*/
void obj_to_room ( OBJ_DATA * obj, ROOM_INDEX_DATA * pRoomIndex )
{
obj->next_content = pRoomIndex->contents;
pRoomIndex->contents = obj;
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
return;
}
/*
* Move an object into an object.
*/
void obj_to_obj ( OBJ_DATA * obj, OBJ_DATA * obj_to )
{
obj->next_content = obj_to->contains;
obj_to->contains = obj;
obj->in_obj = obj_to;
obj->in_room = NULL;
obj->carried_by = NULL;
if ( obj_to->pIndexData->vnum == OBJ_VNUM_PIT )
obj->cost = 0;
for ( ; obj_to != NULL; obj_to = obj_to->in_obj )
{
if ( obj_to->carried_by != NULL )
{
obj_to->carried_by->carry_number += get_obj_number ( obj );
obj_to->carried_by->carry_weight +=
get_obj_weight ( obj ) * WEIGHT_MULT ( obj_to ) / 100;
}
}
return;
}
/*
* Move an object out of an object.
*/
void obj_from_obj ( OBJ_DATA * obj )
{
OBJ_DATA *obj_from;
if ( ( obj_from = obj->in_obj ) == NULL )
{
bug ( "Obj_from_obj: null obj_from.", 0 );
return;
}
if ( obj == obj_from->contains )
{
obj_from->contains = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = obj_from->contains; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug ( "Obj_from_obj: obj not found.", 0 );
return;
}
}
obj->next_content = NULL;
obj->in_obj = NULL;
for ( ; obj_from != NULL; obj_from = obj_from->in_obj )
{
if ( obj_from->carried_by != NULL )
{
obj_from->carried_by->carry_number -= get_obj_number ( obj );
obj_from->carried_by->carry_weight -=
get_obj_weight ( obj ) * WEIGHT_MULT ( obj_from ) / 100;
}
}
return;
}
/*
* Extract an obj from the world.
*/
void extract_obj ( OBJ_DATA * obj )
{
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
if ( obj->in_room != NULL )
obj_from_room ( obj );
else if ( obj->carried_by != NULL )
obj_from_char ( obj );
else if ( obj->in_obj != NULL )
obj_from_obj ( obj );
for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
{
obj_next = obj_content->next_content;
extract_obj ( obj_content );
}
if ( object_list == obj )
{
object_list = obj->next;
}
else
{
OBJ_DATA *prev;
for ( prev = object_list; prev != NULL; prev = prev->next )
{
if ( prev->next == obj )
{
prev->next = obj->next;
break;
}
}
if ( prev == NULL )
{
bug ( "Extract_obj: obj %d not found.", obj->pIndexData->vnum );
return;
}
}
--obj->pIndexData->count;
free_obj ( obj );
return;
}
/*
* Extract a char from the world.
*/
void extract_char ( CHAR_DATA * ch, bool fPull )
{
CHAR_DATA *wch;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
/* doesn't seem to be necessary
if ( ch->in_room == NULL )
{
bug( "Extract_char: NULL.", 0 );
return;
}
*/
nuke_pets ( ch );
ch->pet = NULL; /* just in case */
if ( fPull )
die_follower ( ch );
stop_fighting ( ch, TRUE );
for ( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
extract_obj ( obj );
}
if ( ch->in_room != NULL )
char_from_room ( ch );
/* Death room is set in the clan tabe now */
if ( !fPull )
{
char_to_room ( ch, get_room_index ( clan_table[ch->clan].hall ) );
return;
}
if ( IS_NPC ( ch ) )
--ch->pIndexData->count;
if ( ch->desc != NULL && ch->desc->original != NULL )
{
do_function ( ch, &do_return, "" );
ch->desc = NULL;
}
for ( wch = char_list; wch != NULL; wch = wch->next )
{
if ( wch->reply == ch )
wch->reply = NULL;
if ( ch->mprog_target == wch )
wch->mprog_target = NULL;
}
if ( ch == char_list )
{
char_list = ch->next;
}
else
{
CHAR_DATA *prev;
for ( prev = char_list; prev != NULL; prev = prev->next )
{
if ( prev->next == ch )
{
prev->next = ch->next;
break;
}
}
if ( prev == NULL )
{
bug ( "Extract_char: char not found.", 0 );
return;
}
}
if ( ch->desc != NULL )
ch->desc->character = NULL;
free_char ( ch );
return;
}
/*
* Find a char in the room.
*/
CHAR_DATA *get_char_room ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *rch;
int number;
int count;
number = number_argument ( argument, arg );
count = 0;
if ( !str_cmp ( arg, "self" ) )
return ch;
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( !can_see ( ch, rch ) || !is_name ( arg, rch->name ) )
continue;
if ( ++count == number )
return rch;
}
return NULL;
}
/*
* Find a char in the world.
*/
CHAR_DATA *get_char_world ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if ( ( wch = get_char_room ( ch, argument ) ) != NULL )
return wch;
number = number_argument ( argument, arg );
count = 0;
for ( wch = char_list; wch != NULL; wch = wch->next )
{
if ( wch->in_room == NULL || !can_see ( ch, wch ) ||
!is_name ( arg, wch->name ) )
continue;
if ( ++count == number )
return wch;
}
return NULL;
}
/*
* Find some object with a given index data.
* Used by area-reset 'P' command.
*/
OBJ_DATA *get_obj_type ( OBJ_INDEX_DATA * pObjIndex )
{
OBJ_DATA *obj;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( obj->pIndexData == pObjIndex )
return obj;
}
return NULL;
}
/*
* Find an obj in a list.
*/
OBJ_DATA *get_obj_list ( CHAR_DATA * ch, char *argument, OBJ_DATA * list )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument ( argument, arg );
count = 0;
for ( obj = list; obj != NULL; obj = obj->next_content )
{
if ( can_see_obj ( ch, obj ) && is_name ( arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in player's inventory.
*/
OBJ_DATA *get_obj_carry ( CHAR_DATA * ch, char *argument, CHAR_DATA * viewer )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument ( argument, arg );
count = 0;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc == WEAR_NONE && ( can_see_obj ( viewer, obj ) ) &&
is_name ( arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in player's equipment.
*/
OBJ_DATA *get_obj_wear ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument ( argument, arg );
count = 0;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if ( obj->wear_loc != WEAR_NONE && can_see_obj ( ch, obj ) &&
is_name ( arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in the room or in inventory.
*/
OBJ_DATA *get_obj_here ( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
obj = get_obj_list ( ch, argument, ch->in_room->contents );
if ( obj != NULL )
return obj;
if ( ( obj = get_obj_carry ( ch, argument, ch ) ) != NULL )
return obj;
if ( ( obj = get_obj_wear ( ch, argument ) ) != NULL )
return obj;
return NULL;
}
/*
* Find an obj in the world.
*/
OBJ_DATA *get_obj_world ( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
if ( ( obj = get_obj_here ( ch, argument ) ) != NULL )
return obj;
number = number_argument ( argument, arg );
count = 0;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( can_see_obj ( ch, obj ) && is_name ( arg, obj->name ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/* deduct cost from a character */
void deduct_cost ( CHAR_DATA * ch, int cost )
{
int silver = 0, gold = 0;
silver = UMIN ( ch->silver, cost );
if ( silver < cost )
{
gold = ( ( cost - silver + 99 ) / 100 );
silver = cost - 100 * gold;
}
ch->gold -= gold;
ch->silver -= silver;
if ( ch->gold < 0 )
{
bug ( "deduct costs: gold %d < 0", ch->gold );
ch->gold = 0;
}
if ( ch->silver < 0 )
{
bug ( "deduct costs: silver %d < 0", ch->silver );
ch->silver = 0;
}
}
/*
* Create a 'money' obj.
*/
OBJ_DATA *create_money ( int gold, int silver )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if ( gold < 0 || silver < 0 || ( gold == 0 && silver == 0 ) )
{
bug ( "Create_money: zero or negative money.",
UMIN ( gold, silver ) );
gold = UMAX ( 1, gold );
silver = UMAX ( 1, silver );
}
if ( gold == 0 && silver == 1 )
{
obj = create_object ( get_obj_index ( OBJ_VNUM_SILVER_ONE ), 0 );
}
else if ( gold == 1 && silver == 0 )
{
obj = create_object ( get_obj_index ( OBJ_VNUM_GOLD_ONE ), 0 );
}
else if ( silver == 0 )
{
obj = create_object ( get_obj_index ( OBJ_VNUM_GOLD_SOME ), 0 );
sprintf ( buf, obj->short_descr, gold );
free_string ( obj->short_descr );
obj->short_descr = str_dup ( buf );
obj->value[1] = gold;
obj->cost = gold;
obj->weight = gold / 5;
}
else if ( gold == 0 )
{
obj = create_object ( get_obj_index ( OBJ_VNUM_SILVER_SOME ), 0 );
sprintf ( buf, obj->short_descr, silver );
free_string ( obj->short_descr );
obj->short_descr = str_dup ( buf );
obj->value[0] = silver;
obj->cost = silver;
obj->weight = silver / 20;
}
else
{
obj = create_object ( get_obj_index ( OBJ_VNUM_COINS ), 0 );
sprintf ( buf, obj->short_descr, silver, gold );
free_string ( obj->short_descr );
obj->short_descr = str_dup ( buf );
obj->value[0] = silver;
obj->value[1] = gold;
obj->cost = 100 * gold + silver;
obj->weight = gold / 5 + silver / 20;
}
return obj;
}
/*
* Return # of objects which an object counts as.
* Thanks to Tony Chamberlain for the correct recursive code here.
*/
int get_obj_number ( OBJ_DATA * obj )
{
int number;
if ( obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_MONEY ||
obj->item_type == ITEM_GEM || obj->item_type == ITEM_JEWELRY )
number = 0;
else
number = 1;
for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
number += get_obj_number ( obj );
return number;
}
/*
* Return weight of an object, including weight of contents.
*/
int get_obj_weight ( OBJ_DATA * obj )
{
int weight;
OBJ_DATA *tobj;
weight = obj->weight;
for ( tobj = obj->contains; tobj != NULL; tobj = tobj->next_content )
weight += get_obj_weight ( tobj ) * WEIGHT_MULT ( obj ) / 100;
return weight;
}
int get_true_weight ( OBJ_DATA * obj )
{
int weight;
weight = obj->weight;
for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
weight += get_obj_weight ( obj );
return weight;
}
/*
* True if room is dark.
*/
bool room_is_dark ( ROOM_INDEX_DATA * pRoomIndex )
{
if ( pRoomIndex->light > 0 )
return FALSE;
if ( IS_SET ( pRoomIndex->room_flags, ROOM_DARK ) )
return TRUE;
if ( pRoomIndex->sector_type == SECT_INSIDE ||
pRoomIndex->sector_type == SECT_CITY )
return FALSE;
if ( weather_info.sunlight == SUN_SET ||
weather_info.sunlight == SUN_DARK )
return TRUE;
return FALSE;
}
bool is_room_owner ( CHAR_DATA * ch, ROOM_INDEX_DATA * room )
{
if ( room->owner == NULL || room->owner[0] == '\0' )
return FALSE;
return is_name ( ch->name, room->owner );
}
/*
* True if room is private.
*/
bool room_is_private ( ROOM_INDEX_DATA * pRoomIndex )
{
CHAR_DATA *rch;
int count;
if ( pRoomIndex->owner != NULL && pRoomIndex->owner[0] != '\0' )
return TRUE;
count = 0;
for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room )
count++;
if ( IS_SET ( pRoomIndex->room_flags, ROOM_PRIVATE ) && count >= 2 )
return TRUE;
if ( IS_SET ( pRoomIndex->room_flags, ROOM_SOLITARY ) && count >= 1 )
return TRUE;
if ( IS_SET ( pRoomIndex->room_flags, ROOM_IMP_ONLY ) )
return TRUE;
return FALSE;
}
/* visibility on a room -- for entering and exits */
bool can_see_room ( CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex )
{
if ( IS_SET ( pRoomIndex->room_flags, ROOM_IMP_ONLY ) &&
get_trust ( ch ) < MAX_LEVEL )
return FALSE;
if ( IS_SET ( pRoomIndex->room_flags, ROOM_GODS_ONLY ) &&
!IS_IMMORTAL ( ch ) )
return FALSE;
if ( IS_SET ( pRoomIndex->room_flags, ROOM_HEROES_ONLY ) &&
!IS_IMMORTAL ( ch ) )
return FALSE;
if ( IS_SET ( pRoomIndex->room_flags, ROOM_NEWBIES_ONLY ) && ch->level > 5
&& !IS_IMMORTAL ( ch ) )
return FALSE;
if ( !IS_IMMORTAL ( ch ) && pRoomIndex->clan &&
ch->clan != pRoomIndex->clan )
return FALSE;
return TRUE;
}
/*
* True if char can see victim.
*/
bool can_see ( CHAR_DATA * ch, CHAR_DATA * victim )
{
/* RT changed so that WIZ_INVIS has levels */
if ( ch == victim )
return TRUE;
if ( get_trust ( ch ) < victim->invis_level )
return FALSE;
if ( get_trust ( ch ) < victim->incog_level &&
ch->in_room != victim->in_room )
return FALSE;
if ( ( !IS_NPC ( ch ) && IS_SET ( ch->act, PLR_HOLYLIGHT ) ) ||
( IS_NPC ( ch ) && IS_IMMORTAL ( ch ) ) )
return TRUE;
if ( IS_AFFECTED ( ch, AFF_BLIND ) )
return FALSE;
if ( room_is_dark ( ch->in_room ) && !IS_AFFECTED ( ch, AFF_INFRARED ) )
return FALSE;
if ( IS_AFFECTED ( victim, AFF_INVISIBLE ) &&
!IS_AFFECTED ( ch, AFF_DETECT_INVIS ) )
return FALSE;
/* sneaking */
if ( IS_AFFECTED ( victim, AFF_SNEAK ) &&
!IS_AFFECTED ( ch, AFF_DETECT_HIDDEN ) && victim->fighting == NULL )
{
int chance;
chance = get_skill ( victim, gsn_sneak );
chance += get_curr_stat ( victim, STAT_DEX ) * 3 / 2;
chance -= get_curr_stat ( ch, STAT_INT ) * 2;
chance -= ch->level - victim->level * 3 / 2;
if ( number_percent ( ) < chance )
return FALSE;
}
if ( IS_AFFECTED ( victim, AFF_HIDE ) &&
!IS_AFFECTED ( ch, AFF_DETECT_HIDDEN ) && victim->fighting == NULL )
return FALSE;
return TRUE;
}
/*
* True if char can see obj.
*/
bool can_see_obj ( CHAR_DATA * ch, OBJ_DATA * obj )
{
if ( !IS_NPC ( ch ) && IS_SET ( ch->act, PLR_HOLYLIGHT ) )
return TRUE;
if ( IS_SET ( obj->extra_flags, ITEM_VIS_DEATH ) )
return FALSE;
if ( IS_AFFECTED ( ch, AFF_BLIND ) && obj->item_type != ITEM_POTION )
return FALSE;
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
return TRUE;
if ( IS_SET ( obj->extra_flags, ITEM_INVIS ) &&
!IS_AFFECTED ( ch, AFF_DETECT_INVIS ) )
return FALSE;
if ( IS_OBJ_STAT ( obj, ITEM_GLOW ) )
return TRUE;
if ( room_is_dark ( ch->in_room ) &&
!IS_AFFECTED ( ch, AFF_DARK_VISION ) )
return FALSE;
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;
}
/*
* See if a string is one of the names of an object.
*/
bool is_full_name ( const char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH];
for ( ;; )
{
namelist = one_argument ( namelist, name );
if ( name[0] == '\0' )
return FALSE;
if ( !str_cmp ( str, name ) )
return TRUE;
}
}