/**************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvements 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 *
* benefiting. 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 *
***************************************************************************
* 1stMud ROM Derivative (c) 2001-2004 by Markanth *
* http://www.firstmud.com/ <markanth@firstmud.com> *
* By using this code you have agreed to follow the term of *
* the 1stMud license in ../doc/1stMud/LICENSE *
***************************************************************************/
#include "merc.h"
#include "interp.h"
#include "magic.h"
#include "recycle.h"
#include "tables.h"
#include "vnums.h"
Proto(void affect_modify, (CharData *, AffectData *, bool));
bool is_friend(CharData * ch, CharData * victim)
{
if (is_same_group(ch, victim))
return true;
if (!IsNPC(ch))
return false;
if (!IsNPC(victim))
{
if (IsSet(ch->off_flags, ASSIST_PLAYERS))
return true;
else
return false;
}
if (IsAffected(ch, AFF_CHARM))
return false;
if (IsSet(ch->off_flags, ASSIST_ALL))
return true;
if (ch->group && ch->group == victim->group)
return true;
if (IsSet(ch->off_flags, ASSIST_VNUM)
&& ch->pIndexData == victim->pIndexData)
return true;
if (IsSet(ch->off_flags, ASSIST_RACE) && ch->race == victim->race)
return true;
if (IsSet(ch->off_flags, ASSIST_ALIGN) && !IsSet(ch->act, ACT_NOALIGN)
&& !IsSet(victim->act, ACT_NOALIGN) && ((IsGood(ch) && IsGood(victim))
|| (IsEvil(ch)
&& IsEvil(victim))
|| (IsNeutral(ch)
&& IsNeutral(victim))))
return true;
return false;
}
int count_users(ObjData * obj)
{
CharData *fch;
int count = 0;
if (obj->in_room == NULL)
return 0;
for (fch = obj->in_room->person_first; fch != NULL;
fch = fch->next_in_room)
if (fch->on == obj)
count++;
return count;
}
Lookup_Fun(weapon_lookup)
{
int type;
for (type = 0; weapon_table[type].name != NULL; type++)
{
if (tolower(name[0]) == tolower(weapon_table[type].name[0])
&& !str_prefix(name, weapon_table[type].name))
return type;
}
return -1;
}
weapon_t weapon_class(const char *name)
{
int type;
for (type = 0; weapon_table[type].name != NULL; type++)
{
if (tolower(name[0]) == tolower(weapon_table[type].name[0])
&& !str_prefix(name, weapon_table[type].name))
return weapon_table[type].type;
}
return WEAPON_EXOTIC;
}
const 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";
}
Lookup_Fun(attack_lookup)
{
int att;
for (att = 0; attack_table[att].name != NULL; att++)
{
if (tolower(name[0]) == tolower(attack_table[att].name[0])
&& !str_prefix(name, attack_table[att].name))
return att;
}
return 0;
}
Lookup_Fun(wiznet_lookup)
{
int flag;
for (flag = 0; wiznet_table[flag].name != NULL; flag++)
{
if (tolower(name[0]) == tolower(wiznet_table[flag].name[0])
&& !str_prefix(name, wiznet_table[flag].name))
return flag;
}
return -1;
}
Lookup_Fun(class_lookup)
{
int Class;
for (Class = 0; Class < top_class; Class++)
{
if (tolower(name[0]) == tolower(class_table[Class].name[0][0])
&& !str_prefix(name, class_table[Class].name[0]))
return Class;
}
return -1;
}
immune_t check_immune(CharData * ch, dam_class dam_type)
{
immune_t immune, def;
flag_t bit;
immune = IMMUNE_NONE;
def = IS_NORMAL;
if (dam_type == DAM_NONE)
return immune;
switch (dam_type)
{
case DAM_NONE:
case DAM_BASH:
case DAM_PIERCE:
case DAM_SLASH:
if (IsSet(ch->imm_flags, IMM_WEAPON))
def = IS_IMMUNE;
else if (IsSet(ch->res_flags, RES_WEAPON))
def = IS_RESISTANT;
else if (IsSet(ch->vuln_flags, VULN_WEAPON))
def = IS_VULNERABLE;
break;
default:
if (IsSet(ch->imm_flags, IMM_MAGIC))
def = IS_IMMUNE;
else if (IsSet(ch->res_flags, RES_MAGIC))
def = IS_RESISTANT;
else if (IsSet(ch->vuln_flags, VULN_MAGIC))
def = IS_VULNERABLE;
break;
}
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 (IsSet(ch->imm_flags, bit))
immune = IS_IMMUNE;
else if (IsSet(ch->res_flags, bit) && immune != IS_IMMUNE)
immune = IS_RESISTANT;
else if (IsSet(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 == IMMUNE_NONE)
return def;
else
return immune;
}
bool is_clan(CharData * ch)
{
return CharClan(ch) != NULL;
}
bool is_true_clan(CharData * ch)
{
return CharClan(ch) != NULL
&& !IsSet(CharClan(ch)->clan_flags, CLAN_INDEPENDENT);
}
bool is_same_clan(CharData * ch, CharData * victim)
{
if (!is_true_clan(ch) || !is_true_clan(victim))
return false;
else
return (CharClan(ch) == CharClan(victim));
}
bool is_old_mob(CharData * ch)
{
if (ch->pIndexData == NULL)
return false;
else if (ch->pIndexData->new_format)
return false;
return true;
}
int get_skill(CharData * ch, int sn)
{
int skill;
if (sn == -1)
{
skill = ch->level * 5 / 2;
}
else if (sn < -1 || sn > top_skill)
{
bugf("Bad sn %d in get_skill.", sn);
skill = 0;
}
else if (!IsNPC(ch))
{
if (!can_use_skpell(ch, sn))
skill = 0;
else
skill = ch->pcdata->learned[sn];
}
else
{
if (ch->level > 2)
skill = ch->level / 2 + ch->level / 3;
else
skill = ch->level;
}
if (ch->daze > 0)
{
if (skill_table[sn].spell_fun != spell_null)
skill /= 2;
else
skill = 2 * skill / 3;
}
if (!IsNPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10)
skill = 9 * skill / 10;
return Range(0, skill, 100);
}
int get_weapon_sn(CharData * ch)
{
ObjData *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(CharData * ch, int sn)
{
int skill;
if (IsNPC(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 Range(0, skill, 100);
}
void reset_char(CharData * ch)
{
int loc, mod, stat;
ObjData *obj;
AffectData *af;
int i;
if (IsNPC(ch))
return;
if (ch->pcdata->perm_hit == 0 || ch->pcdata->perm_mana == 0
|| ch->pcdata->perm_move == 0 || ch->pcdata->last_level == 0)
{
for (loc = 0; loc < MAX_WEAR; loc++)
{
obj = get_eq_char(ch, (wloc_t) loc);
if (obj == NULL)
continue;
if (!obj->enchanted)
for (af = obj->pIndexData->affect_first; af != NULL;
af = af->next)
{
mod = af->modifier;
switch (af->location)
{
case APPLY_SEX:
ch->sex = (sex_t) ((int) ch->sex - mod);
if (ch->sex < SEX_NEUTRAL || ch->sex > SEX_FEMALE)
ch->sex =
IsNPC(ch) ? SEX_NEUTRAL : 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;
default:
break;
}
}
for (af = obj->affect_first; af != NULL; af = af->next)
{
mod = af->modifier;
switch (af->location)
{
case APPLY_SEX:
ch->sex = (sex_t) ((int) 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;
default:
break;
}
}
}
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->pcdata->played / HOUR;
if (ch->pcdata->true_sex < SEX_NEUTRAL
|| ch->pcdata->true_sex > SEX_FEMALE)
{
if (ch->sex > SEX_NEUTRAL && ch->sex < SEX_RANDOM)
ch->pcdata->true_sex = ch->sex;
else
ch->pcdata->true_sex = SEX_NEUTRAL;
}
}
for (stat = 0; stat < STAT_MAX; stat++)
ch->mod_stat[stat] = 0;
if (ch->pcdata->true_sex < SEX_NEUTRAL
|| ch->pcdata->true_sex > SEX_FEMALE)
ch->pcdata->true_sex = SEX_NEUTRAL;
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 < MAX_AC; i++)
ch->armor[i] = 100;
ch->hitroll = 0;
ch->damroll = 0;
ch->saving_throw = 0;
for (loc = 0; loc < MAX_WEAR; loc++)
{
obj = get_eq_char(ch, (wloc_t) loc);
if (obj == NULL)
continue;
for (i = 0; i < MAX_AC; i++)
ch->armor[i] -= apply_ac(obj, (wloc_t) loc, i);
if (!obj->enchanted)
for (af = obj->pIndexData->affect_first; 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 = (sex_t) ((int) 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 < MAX_AC; 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;
default:
break;
}
}
for (af = obj->affect_first; 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 = (sex_t) ((int) 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 < MAX_AC; 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;
default:
break;
}
}
}
for (af = ch->affect_first; 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 = (sex_t) ((int) 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 < MAX_AC; 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;
default:
break;
}
}
if (ch->sex < SEX_NEUTRAL || ch->sex > SEX_FEMALE)
ch->sex = ch->pcdata->true_sex;
}
int get_trust(CharData * ch)
{
if (ch->desc != NULL && ch->desc->original != NULL)
ch = ch->desc->original;
if (ch->trust)
return ch->trust;
if (IsNPC(ch) && ch->level >= MAX_MORTAL_LEVEL)
return MAX_MORTAL_LEVEL - 1;
else
return ch->level;
}
int get_age(CharData * ch)
{
return 17 + (ch->pcdata->played +
(int) (current_time - ch->logon)) / (20 * HOUR);
}
int get_curr_stat(CharData * ch, int stat)
{
int max;
if (IsNPC(ch) || ch->level > LEVEL_IMMORTAL)
max = MAX_STATS;
else
{
max = ch->race->max_stats[stat] + 4;
if (is_prime_stat(ch, stat))
max += 2;
if (ch->race == race_lookup("human"))
max += 1;
max = Min(max, MAX_STATS);
}
return Range(3, ch->perm_stat[stat] + ch->mod_stat[stat], max);
}
int get_max_train(CharData * ch, int stat)
{
int max;
if (IsNPC(ch) || ch->level > LEVEL_IMMORTAL)
return MAX_STATS;
max = ch->race->max_stats[stat];
if (is_prime_stat(ch, stat))
{
if (ch->race == race_lookup("human"))
max += 3;
else
max += 2;
}
return Min(max, MAX_STATS);
}
int can_carry_n(CharData * ch)
{
if (!IsNPC(ch) && ch->level >= LEVEL_IMMORTAL)
return 10000;
if (IsNPC(ch) && IsSet(ch->act, ACT_PET))
return 100;
return MAX_WEAR + 2 * get_curr_stat(ch, STAT_DEX) + ch->level;
}
int can_carry_w(CharData * ch)
{
if (!IsNPC(ch) && ch->level >= LEVEL_IMMORTAL)
return 10000000;
if (IsNPC(ch) && IsSet(ch->act, ACT_PET))
return 1000;
return str_app[get_curr_stat(ch, STAT_STR)].carry * 10 + ch->level * 25;
}
bool is_name(const char *str, const char *namelist)
{
char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH];
const char *list, *string;
if (NullStr(namelist))
return false;
if (NullStr(str))
return false;
string = str;
for (;;)
{
str = one_argument(str, part);
if (NullStr(part))
return true;
list = namelist;
for (;;)
{
list = one_argument(list, name);
if (NullStr(name))
return false;
if (!str_prefix(string, name))
return true;
if (!str_prefix(part, name))
break;
}
}
}
bool is_exact_name(const char *str, const char *namelist)
{
char name[MAX_INPUT_LENGTH];
if (namelist == NULL)
return false;
for (;;)
{
namelist = one_argument(namelist, name);
if (NullStr(name))
return false;
if (!str_cmp(str, name))
return true;
}
}
void affect_enchant(ObjData * obj)
{
if (!obj->enchanted)
{
AffectData *paf, *af_new;
obj->enchanted = true;
for (paf = obj->pIndexData->affect_first; paf != NULL;
paf = paf->next)
{
af_new = new_affect();
Link(af_new, obj->affect, next, prev);
af_new->where = paf->where;
af_new->type = Max(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;
}
}
}
void affect_modify(CharData * ch, AffectData * paf, bool fAdd)
{
ObjData *wield;
int mod, i;
mod = paf->modifier;
if (fAdd)
{
switch (paf->where)
{
case TO_AFFECTS:
SetBit(ch->affected_by, paf->bitvector);
break;
case TO_IMMUNE:
SetBit(ch->imm_flags, paf->bitvector);
break;
case TO_RESIST:
SetBit(ch->res_flags, paf->bitvector);
break;
case TO_VULN:
SetBit(ch->vuln_flags, paf->bitvector);
break;
default:
break;
}
}
else
{
switch (paf->where)
{
case TO_AFFECTS:
RemBit(ch->affected_by, paf->bitvector);
break;
case TO_IMMUNE:
RemBit(ch->imm_flags, paf->bitvector);
break;
case TO_RESIST:
RemBit(ch->res_flags, paf->bitvector);
break;
case TO_VULN:
RemBit(ch->vuln_flags, paf->bitvector);
break;
default:
break;
}
mod = 0 - mod;
}
switch (paf->location)
{
default:
bugf("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 = (sex_t) ((int) 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 < MAX_AC; 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;
}
if (!IsNPC(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;
}
AffectData *affect_find(AffectData * paf, int sn)
{
AffectData *paf_find;
for (paf_find = paf; paf_find != NULL; paf_find = paf_find->next)
{
if (paf_find->type == sn)
return paf_find;
}
return NULL;
}
void affect_check(CharData * ch, where_t where, flag_t vector)
{
AffectData *paf;
ObjData *obj;
if (where == TO_OBJECT || where == TO_WEAPON || vector == 0)
return;
for (paf = ch->affect_first; paf != NULL; paf = paf->next)
if (paf->where == where && paf->bitvector == vector)
{
switch (where)
{
case TO_AFFECTS:
SetBit(ch->affected_by, vector);
break;
case TO_IMMUNE:
SetBit(ch->imm_flags, vector);
break;
case TO_RESIST:
SetBit(ch->res_flags, vector);
break;
case TO_VULN:
SetBit(ch->vuln_flags, vector);
break;
default:
break;
}
return;
}
for (obj = ch->carrying_first; obj != NULL; obj = obj->next_content)
{
if (obj->wear_loc == -1)
continue;
for (paf = obj->affect_first; paf != NULL; paf = paf->next)
if (paf->where == where && paf->bitvector == vector)
{
switch (where)
{
case TO_AFFECTS:
SetBit(ch->affected_by, vector);
break;
case TO_IMMUNE:
SetBit(ch->imm_flags, vector);
break;
case TO_RESIST:
SetBit(ch->res_flags, vector);
break;
case TO_VULN:
SetBit(ch->vuln_flags, vector);
default:
break;
}
return;
}
if (obj->enchanted)
continue;
for (paf = obj->pIndexData->affect_first; paf != NULL;
paf = paf->next)
if (paf->where == where && paf->bitvector == vector)
{
switch (where)
{
case TO_AFFECTS:
SetBit(ch->affected_by, vector);
break;
case TO_IMMUNE:
SetBit(ch->imm_flags, vector);
break;
case TO_RESIST:
SetBit(ch->res_flags, vector);
break;
case TO_VULN:
SetBit(ch->vuln_flags, vector);
break;
default:
break;
}
return;
}
}
}
void affect_to_char(CharData * ch, AffectData * paf)
{
AffectData *paf_new;
paf_new = new_affect();
*paf_new = *paf;
Validate(paf_new);
Link(paf_new, ch->affect, next, prev);
affect_modify(ch, paf_new, true);
return;
}
void affect_to_obj(ObjData * obj, AffectData * paf)
{
AffectData *paf_new;
paf_new = new_affect();
*paf_new = *paf;
Validate(paf_new);
Link(paf_new, obj->affect, next, prev);
if (paf->bitvector)
switch (paf->where)
{
case TO_OBJECT:
SetBit(obj->extra_flags, paf->bitvector);
break;
case TO_WEAPON:
if (obj->item_type == ITEM_WEAPON)
SetBit(obj->value[4], paf->bitvector);
break;
default:
break;
}
return;
}
void affect_remove(CharData * ch, AffectData * paf)
{
where_t where;
flag_t vector;
if (ch->affect_first == NULL)
{
bug("Affect_remove: no affect.");
return;
}
affect_modify(ch, paf, false);
where = paf->where;
vector = paf->bitvector;
UnLink(paf, ch->affect, next, prev);
free_affect(paf);
affect_check(ch, where, vector);
return;
}
void affect_remove_obj(ObjData * obj, AffectData * paf)
{
where_t where;
flag_t vector;
if (obj->affect_first == NULL)
{
bug("Affect_remove_object: no affect.");
return;
}
if (obj->carried_by != NULL && obj->wear_loc != -1)
affect_modify(obj->carried_by, paf, false);
where = paf->where;
vector = paf->bitvector;
if (paf->bitvector)
switch (paf->where)
{
case TO_OBJECT:
RemBit(obj->extra_flags, paf->bitvector);
break;
case TO_WEAPON:
if (obj->item_type == ITEM_WEAPON)
RemBit(obj->value[4], paf->bitvector);
break;
default:
break;
}
UnLink(paf, obj->affect, next, prev);
free_affect(paf);
if (obj->carried_by != NULL && obj->wear_loc != -1)
affect_check(obj->carried_by, where, vector);
return;
}
void affect_strip(CharData * ch, int sn)
{
AffectData *paf;
AffectData *paf_next;
for (paf = ch->affect_first; paf != NULL; paf = paf_next)
{
paf_next = paf->next;
if (paf->type == sn)
affect_remove(ch, paf);
}
return;
}
bool is_affected(CharData * ch, int sn)
{
AffectData *paf;
for (paf = ch->affect_first; paf != NULL; paf = paf->next)
{
if (paf->type == sn)
return true;
}
return false;
}
void affect_join(CharData * ch, AffectData * paf)
{
AffectData *paf_old;
bool found;
found = false;
for (paf_old = ch->affect_first; 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;
}
void char_from_room(CharData * ch)
{
ObjData *obj;
if (ch->in_room == NULL)
{
bug("Char_from_room: NULL.");
return;
}
if (!IsNPC(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;
UnLink(ch, ch->in_room->person, next_in_room, prev_in_room);
ch->in_room = NULL;
ch->next_in_room = NULL;
ch->on = NULL;
return;
}
void char_to_room(CharData * ch, RoomIndex * pRoomIndex)
{
ObjData *obj;
if (pRoomIndex == NULL)
{
RoomIndex *room;
bug("Char_to_room: NULL.");
if ((room = get_room_index(ROOM_VNUM_TEMPLE)) != NULL)
char_to_room(ch, room);
return;
}
ch->in_room = pRoomIndex;
Link(ch, pRoomIndex->person, next_in_room, prev_in_room);
if (!IsNPC(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 (!IsSet(ch->in_room->room_flags, ROOM_NOEXPLORE))
StrSetBit(ch->pcdata->explored, ch->in_room->vnum);
portal_map(ch, ch->in_room);
if (ch->in_room->sound != NULL)
act_sound(ch->in_room->sound, ch, NULL, ch->in_room->sound->to,
POS_RESTING);
}
if ((obj = get_eq_char(ch, WEAR_LIGHT)) != NULL
&& obj->item_type == ITEM_LIGHT && obj->value[2] != 0)
++ch->in_room->light;
if (IsAffected(ch, AFF_PLAGUE))
{
AffectData *af, plague;
CharData *vch;
for (af = ch->affect_first; af != NULL; af = af->next)
{
if (af->type == gsn_plague)
break;
}
if (af == NULL)
{
RemBit(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->person_first; vch != NULL;
vch = vch->next_in_room)
{
if (!saves_spell(plague.level - 2, vch, DAM_DISEASE)
&& !IsImmortal(vch) && !IsAffected(vch, AFF_PLAGUE)
&& number_bits(6) == 0)
{
chprintln(vch, "You feel hot and feverish.");
act("$n shivers and looks very ill.", vch, NULL, NULL,
TO_ROOM);
affect_join(vch, &plague);
}
}
}
return;
}
void link_obj_to_char(CharData * ch, ObjData * obj)
{
ObjData *otmp;
if (!IsNPC(ch) || !ch->pIndexData->pShop)
{
Link(obj, ch->carrying, next_content, prev_content);
return;
}
for (otmp = ch->carrying_first; otmp; otmp = otmp->next_content)
{
if (obj->pIndexData == otmp->pIndexData
&& !str_cmp(obj->short_descr, otmp->short_descr))
{
if (IsObjStat(otmp, ITEM_INVENTORY))
{
extract_obj(obj);
return;
}
obj->cost = otmp->cost;
}
if (obj->level > otmp->level)
{
Insert(obj, otmp, ch->carrying, next_content, prev_content);
break;
}
else if (obj->level == otmp->level
&& !str_cmp(obj->short_descr, otmp->short_descr))
{
Insert(obj, otmp, ch->carrying, next_content, prev_content);
break;
}
}
if (!otmp)
Link(obj, ch->carrying, next_content, prev_content);
}
void obj_to_char(ObjData * obj, CharData * ch)
{
link_obj_to_char(ch, 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);
if (!IsNPC(ch) && IsObjStat(obj, ITEM_QUEST))
update_questobj(ch, obj);
if (obj->item_type == ITEM_CORPSE_PC)
update_corpses(obj, false);
}
void obj_from_char(ObjData * obj)
{
CharData *ch;
if ((ch = obj->carried_by) == NULL)
{
bug("Obj_from_char: null ch.");
return;
}
if (obj->wear_loc != WEAR_NONE)
unequip_char(ch, obj);
UnLink(obj, ch->carrying, next_content, prev_content);
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= get_obj_number(obj);
ch->carry_weight -= get_obj_weight(obj);
return;
}
int apply_ac(ObjData * obj, wloc_t iWear, int type)
{
if (obj->item_type != ITEM_ARMOR)
return 0;
switch (iWear)
{
case WEAR_BODY:
case WEAR_HEAD:
case WEAR_LEGS:
case WEAR_FEET:
case WEAR_HANDS:
case WEAR_ARMS:
case WEAR_SHIELD:
case WEAR_NECK_1:
case WEAR_NECK_2:
case WEAR_ABOUT:
case WEAR_WAIST:
case WEAR_WRIST_L:
case WEAR_WRIST_R:
case WEAR_HOLD:
return obj->value[type];
default:
break;
}
return 0;
}
ObjData *get_eq_char(CharData * ch, wloc_t iWear)
{
ObjData *obj;
if (ch == NULL)
return NULL;
for (obj = ch->carrying_first; obj != NULL; obj = obj->next_content)
{
if (obj->wear_loc == iWear)
return obj;
}
return NULL;
}
void equip_char(CharData * ch, ObjData * obj, wloc_t iWear)
{
AffectData *paf;
int i;
if (get_eq_char(ch, iWear) != NULL)
{
bugf("Equip_char: already equipped (%d).", iWear);
return;
}
if ((IsObjStat(obj, ITEM_ANTI_EVIL) && IsEvil(ch))
|| (IsObjStat(obj, ITEM_ANTI_GOOD) && IsGood(ch))
|| (IsObjStat(obj, ITEM_ANTI_NEUTRAL) && IsNeutral(ch)))
{
act("You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR);
act("$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM);
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
return;
}
for (i = 0; i < MAX_AC; i++)
ch->armor[i] -= apply_ac(obj, iWear, i);
obj->wear_loc = iWear;
if (!obj->enchanted)
for (paf = obj->pIndexData->affect_first; paf != NULL;
paf = paf->next)
if (paf->location != APPLY_SPELL_AFFECT)
affect_modify(ch, paf, true);
for (paf = obj->affect_first; 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;
}
void unequip_char(CharData * ch, ObjData * obj)
{
AffectData *paf = NULL;
AffectData *lpaf = NULL;
AffectData *lpaf_next = NULL;
int i;
if (obj->wear_loc == WEAR_NONE)
{
bug("Unequip_char: already unequipped.");
return;
}
for (i = 0; i < MAX_AC; i++)
ch->armor[i] += apply_ac(obj, obj->wear_loc, i);
obj->wear_loc = WEAR_NONE;
if (!obj->enchanted)
{
for (paf = obj->pIndexData->affect_first; paf != NULL;
paf = paf->next)
if (paf->location == APPLY_SPELL_AFFECT)
{
for (lpaf = ch->affect_first; 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->affect_first; paf != NULL; paf = paf->next)
if (paf->location == APPLY_SPELL_AFFECT)
{
bug("Norm-Apply: %d");
for (lpaf = ch->affect_first; lpaf != NULL; lpaf = lpaf_next)
{
lpaf_next = lpaf->next;
if ((lpaf->type == paf->type) && (lpaf->level == paf->level)
&& (lpaf->location == APPLY_SPELL_AFFECT))
{
bugf("location = %d", lpaf->location);
bugf("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;
}
int count_obj_list(ObjIndex * pObjIndex, ObjData * list)
{
ObjData *obj;
int nMatch;
nMatch = 0;
for (obj = list; obj != NULL; obj = obj->next_content)
{
if (obj->pIndexData == pObjIndex)
nMatch++;
}
return nMatch;
}
void obj_from_room(ObjData * obj)
{
RoomIndex *in_room;
CharData *ch;
if ((in_room = obj->in_room) == NULL)
{
bug("obj_from_room: NULL.");
return;
}
for (ch = in_room->person_first; ch != NULL; ch = ch->next_in_room)
if (ch->on == obj)
ch->on = NULL;
UnLink(obj, in_room->content, next_content, prev_content);
obj->in_room = NULL;
obj->next_content = NULL;
return;
}
void obj_to_room(ObjData * obj, RoomIndex * pRoomIndex)
{
if (IsObjStat(obj, ITEM_AUCTIONED))
return;
Link(obj, pRoomIndex->content, next_content, prev_content);
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
if (is_donate_room(pRoomIndex->vnum))
obj->cost = 0;
if (obj->item_type == ITEM_CORPSE_PC)
update_corpses(obj, false);
return;
}
void obj_to_obj(ObjData * obj, ObjData * obj_to)
{
if (IsObjStat(obj, ITEM_AUCTIONED))
return;
Link(obj, obj_to->content, next_content, prev_content);
obj->in_obj = obj_to;
obj->in_room = NULL;
obj->carried_by = NULL;
if (obj_to->item_type == ITEM_CORPSE_PC)
update_corpses(obj_to, false);
if (obj->item_type == ITEM_CORPSE_PC)
update_corpses(obj, false);
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) * WeightMult(obj_to) / 100;
}
}
return;
}
void obj_from_obj(ObjData * obj)
{
ObjData *obj_from;
if ((obj_from = obj->in_obj) == NULL)
{
bug("Obj_from_obj: null obj_from.");
return;
}
UnLink(obj, obj_from->content, next_content, prev_content);
obj->next_content = NULL;
obj->in_obj = NULL;
if (obj_from->item_type == ITEM_CORPSE_PC)
update_corpses(obj_from, false);
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) * WeightMult(obj_from) / 100;
}
}
return;
}
void extract_obj(ObjData * obj)
{
ObjData *obj_content;
ObjData *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);
if (IsObjStat(obj, ITEM_AUCTIONED))
{
AuctionData *auc, *auc_next;
for (auc = auction_first; auc; auc = auc_next)
{
auc_next = auc->next;
if (auc->item == obj)
reset_auc(auc, true);
}
}
for (obj_content = obj->content_first; obj_content;
obj_content = obj_next)
{
obj_next = obj_content->next_content;
extract_obj(obj_content);
}
UnLink(obj, obj, next, prev);
if (obj->item_type == ITEM_CORPSE_PC)
update_corpses(obj, true);
--obj->pIndexData->count;
free_obj(obj);
return;
}
void extract_char(CharData * ch, bool fPull)
{
CharData *wch;
ObjData *obj;
ObjData *obj_next;
nuke_pets(ch);
ch->pet = NULL;
if (fPull)
{
if (InWar(ch))
return;
if (has_auction(ch))
{
bugf("%s has stake in an auction!", ch->name);
extract_auc(ch);
}
die_follower(ch);
update_statlist(ch, false);
if (is_clan(ch))
update_members(ch, false);
if (IsImmortal(ch))
update_wizlist(ch, ch->level);
}
stop_fighting(ch, true);
for (obj = ch->carrying_first; obj != NULL; obj = obj_next)
{
obj_next = obj->next_content;
if (fPull || !IsObjStat(obj, ITEM_QUEST | ITEM_AUCTIONED))
extract_obj(obj);
}
if (ch->in_room != NULL)
char_from_room(ch);
if (!fPull)
{
RoomIndex *room = NULL;
if (is_clan(ch))
room = get_room_index(CharClan(ch)->rooms[CLAN_ROOM_ENTRANCE]);
if (room == NULL)
room = get_room_index(ROOM_VNUM_ALTAR);
char_to_room(ch, room);
return;
}
if (IsNPC(ch))
--ch->pIndexData->count;
if (ch->desc != NULL && ch->desc->original != NULL)
{
do_function(ch, &do_return, "");
ch->desc = NULL;
}
for (wch = char_first; wch != NULL; wch = wch->next)
{
if (wch->reply == ch)
wch->reply = NULL;
if (ch->mprog_target == wch)
wch->mprog_target = NULL;
}
UnLink(ch, char, next, prev);
if (!IsNPC(ch))
UnLink(ch, player, next_player, prev_player);
if (ch->desc != NULL)
ch->desc->character = NULL;
free_char(ch);
return;
}
CharData *get_char_room(CharData * ch, RoomIndex * room, const char *argument)
{
char arg[MAX_INPUT_LENGTH];
CharData *rch;
int number;
int count;
number = number_argument(argument, arg);
count = 0;
if (!str_cmp(arg, "self"))
return ch;
if (ch && room)
{
bug("get_char_room received multiple types (ch/room)");
return NULL;
}
if (ch)
rch = ch->in_room->person_first;
else
rch = room->person_first;
for (; rch != NULL; rch = rch->next_in_room)
{
if ((ch && !can_see(ch, rch)) || !is_name(arg, rch->name))
continue;
if (++count == number)
return rch;
}
return NULL;
}
CharData *get_char_world(CharData * ch, const char *argument)
{
char arg[MAX_INPUT_LENGTH];
CharData *wch;
int number;
int count;
if (ch && (wch = get_char_room(ch, NULL, argument)) != NULL)
return wch;
number = number_argument(argument, arg);
count = 0;
for (wch = char_first; wch != NULL; wch = wch->next)
{
if (wch->in_room == NULL || (ch && !can_see(ch, wch))
|| !is_name(arg, wch->name))
continue;
if (++count == number)
return wch;
}
return NULL;
}
CharData *get_char_vnum(vnum_t vnum)
{
CharData *wch;
if (vnum <= 0)
return NULL;
for (wch = char_first; wch != NULL; wch = wch->next)
{
if (wch->in_room == NULL)
continue;
if (vnum == IsNPC(wch) ? wch->pIndexData->vnum : wch->id)
return wch;
}
return NULL;
}
CharData *get_pc_world(CharData * ch, const char *argument)
{
CharData *wch;
if (NullStr(argument))
return NULL;
if (ch && !str_cmp(argument, "self"))
return ch;
for (wch = player_first; wch != NULL; wch = wch->next_player)
{
if (ch && !can_see(ch, wch))
continue;
if (wch->in_room != NULL && is_name(argument, wch->name))
return wch;
}
return NULL;
}
ObjData *get_obj_type(ObjIndex * pObjIndex)
{
ObjData *obj;
for (obj = obj_first; obj != NULL; obj = obj->next)
{
if (obj->pIndexData == pObjIndex)
return obj;
}
return NULL;
}
ObjData *get_obj_list(CharData * ch, const char *argument, ObjData * list)
{
char arg[MAX_INPUT_LENGTH];
ObjData *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;
}
ObjData *get_obj_carry(CharData * ch, const char *argument, CharData * viewer)
{
char arg[MAX_INPUT_LENGTH];
ObjData *obj;
int number;
int count;
number = number_argument(argument, arg);
count = 0;
for (obj = ch->carrying_first; obj != NULL; obj = obj->next_content)
{
if (obj->wear_loc == WEAR_NONE
&& (viewer ? can_see_obj(viewer, obj) : true)
&& is_name(arg, obj->name))
{
if (++count == number)
return obj;
}
}
return NULL;
}
ObjData *get_obj_wear(CharData * ch, const char *argument, bool character)
{
char arg[MAX_INPUT_LENGTH];
ObjData *obj;
int number;
int count;
number = number_argument(argument, arg);
count = 0;
for (obj = ch->carrying_first; obj != NULL; obj = obj->next_content)
{
if (obj->wear_loc != WEAR_NONE
&& (character ? can_see_obj(ch, obj) : true)
&& is_name(arg, obj->name))
{
if (++count == number)
return obj;
}
}
return NULL;
}
ObjData *get_obj_here(CharData * ch, RoomIndex * room, const char *argument)
{
ObjData *obj;
int number, count;
char arg[MAX_INPUT_LENGTH];
if (ch && room)
{
bug("get_obj_here received a ch and a room");
return NULL;
}
number = number_argument(argument, arg);
count = 0;
if (ch)
{
obj = get_obj_list(ch, argument, ch->in_room->content_first);
if (obj != NULL)
return obj;
if ((obj = get_obj_carry(ch, argument, ch)) != NULL)
return obj;
if ((obj = get_obj_wear(ch, argument, true)) != NULL)
return obj;
}
else
{
for (obj = room->content_first; obj; obj = obj->next_content)
{
if (!is_name(arg, obj->name))
continue;
if (++count == number)
return obj;
}
}
return NULL;
}
ObjData *get_obj_world(CharData * ch, const char *argument)
{
char arg[MAX_INPUT_LENGTH];
ObjData *obj;
int number;
int count;
if (ch && (obj = get_obj_here(ch, NULL, argument)) != NULL)
return obj;
number = number_argument(argument, arg);
count = 0;
for (obj = obj_first; obj != NULL; obj = obj->next)
{
if ((ch && !can_see_obj(ch, obj)) || !is_name(arg, obj->name))
continue;
if (++count == number)
return obj;
}
return NULL;
}
void deduct_cost(CharData * ch, money_t cost, currency_t type)
{
while (ch->silver >= 100)
{
ch->gold++;
ch->silver -= 100;
}
switch (type)
{
case VALUE_GOLD:
{
ch->gold -= cost;
if (ch->gold < 0)
{
bugf("deduct_cost: gold %ld < 0", ch->gold);
ch->gold = 0;
}
}
break;
case VALUE_SILVER:
{
while (ch->silver < cost)
{
ch->gold--;
ch->silver += 100;
}
ch->silver -= cost;
if (ch->gold < 0)
{
bugf("deduct costs: gold %ld < 0", ch->gold);
ch->gold = 0;
}
if (ch->silver < 0)
{
bugf("deduct costs: silver %ld < 0", ch->silver);
ch->silver = 0;
}
}
break;
}
}
void add_cost(CharData * ch, money_t cost, currency_t value)
{
while (ch->silver >= 100)
{
ch->gold++;
ch->silver -= 100;
}
switch (value)
{
case VALUE_GOLD:
{
ch->gold += cost;
}
break;
case VALUE_SILVER:
{
ch->silver += cost;
while (ch->silver >= 100)
{
ch->gold++;
ch->silver -= 100;
}
}
break;
}
return;
}
char *cost_str(money_t cost, currency_t value)
{
switch (value)
{
case VALUE_GOLD:
return FORMATF("%ld gold", cost);
default:
case VALUE_SILVER:
{
if (cost > 100)
return FORMATF("%ld gold, %ld silver", cost / 100,
cost - (cost / 100) * 100);
else
return FORMATF("%ld silver", cost);
}
}
}
ObjData *create_money(money_t gold, money_t silver)
{
char buf[MAX_STRING_LENGTH];
ObjData *obj;
if (gold < 0 || silver < 0 || (gold == 0 && silver == 0))
{
bug("Create_money: zero or negative money.");
gold = Max(1, gold);
silver = Max(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);
replace_str(&obj->short_descr, 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);
replace_str(&obj->short_descr, 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);
replace_str(&obj->short_descr, buf);
obj->value[0] = silver;
obj->value[1] = gold;
obj->cost = 100 * gold + silver;
obj->weight = gold / 5 + silver / 20;
}
return obj;
}
int get_obj_number(ObjData * 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->content_first; obj != NULL; obj = obj->next_content)
number += get_obj_number(obj);
return number;
}
int get_obj_weight(ObjData * obj)
{
int weight;
ObjData *tobj;
weight = obj->weight;
for (tobj = obj->content_first; tobj != NULL; tobj = tobj->next_content)
weight += get_obj_weight(tobj) * WeightMult(obj) / 100;
return weight;
}
int get_true_weight(ObjData * obj)
{
int weight;
weight = obj->weight;
for (obj = obj->content_first; obj != NULL; obj = obj->next_content)
weight += get_obj_weight(obj);
return weight;
}
bool room_is_dark(RoomIndex * pRoomIndex)
{
if (pRoomIndex->light > 0)
return false;
if (IsSet(pRoomIndex->room_flags, ROOM_DARK))
return true;
if (pRoomIndex->sector_type == SECT_INSIDE
|| pRoomIndex->sector_type == SECT_CITY)
return false;
if (time_info.sunlight == SUN_SET || time_info.sunlight == SUN_DARK)
return true;
return false;
}
bool is_room_owner(CharData * ch, RoomIndex * room)
{
if (NullStr(room->owner))
return false;
if (IsSet(room->area->area_flags, AREA_PLAYER_HOMES))
return true;
return is_name(ch->name, room->owner);
}
bool room_is_private(RoomIndex * pRoomIndex)
{
CharData *rch;
int count;
if (!NullStr(pRoomIndex->owner)
&& !IsSet(pRoomIndex->area->area_flags, AREA_PLAYER_HOMES))
return true;
count = 0;
for (rch = pRoomIndex->person_first; rch != NULL; rch = rch->next_in_room)
count++;
if (IsSet(pRoomIndex->room_flags, ROOM_PRIVATE) && count >= 2)
return true;
if (IsSet(pRoomIndex->room_flags, ROOM_SOLITARY) && count >= 1)
return true;
if (IsSet(pRoomIndex->room_flags, ROOM_IMP_ONLY))
return true;
return false;
}
bool can_see_room(CharData * ch, RoomIndex * pRoomIndex)
{
if (IsSet(pRoomIndex->room_flags, ROOM_ARENA))
return true;
if (IsSet(pRoomIndex->room_flags, ROOM_IMP_ONLY)
&& get_trust(ch) < MAX_LEVEL)
return false;
if (IsSet(pRoomIndex->room_flags, ROOM_GODS_ONLY) && !IsImmortal(ch))
return false;
if (IsSet(pRoomIndex->room_flags, ROOM_HEROES_ONLY) && !IsImmortal(ch))
return false;
if (IsSet(pRoomIndex->room_flags, ROOM_NEWBIES_ONLY) && ch->level > 5
&& !IsImmortal(ch))
return false;
if (!IsImmortal(ch) && pRoomIndex->area->clan != NULL
&& CharClan(ch) != pRoomIndex->area->clan)
return false;
if (is_home_owner(ch, pRoomIndex))
return true;
return true;
}
bool can_see(CharData * ch, CharData * victim)
{
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 ((!IsNPC(ch) && IsSet(ch->act, PLR_HOLYLIGHT))
|| (IsNPC(ch) && IsImmortal(ch)))
return true;
if (IsAffected(ch, AFF_BLIND))
return false;
if (
(!IsNPC(ch) && ch->in_room
&& IsSet(ch->in_room->room_flags, ROOM_ARENA)) && (!IsNPC(victim)
&& victim->in_room
&&
IsSet
(victim->in_room->
room_flags,
ROOM_ARENA)))
return true;
if (IsQuester(ch) && victim == ch->pcdata->quest.mob)
return true;
if (gquest_info.running == GQUEST_RUNNING && Gquester(ch) && IsNPC(victim)
&& is_gqmob(ch->gquest, victim->pIndexData->vnum) != -1)
return true;
if (room_is_dark(ch->in_room) && !IsAffected(ch, AFF_INFRARED))
return false;
if (IsAffected(victim, AFF_INVISIBLE)
&& !IsAffected(ch, AFF_DETECT_INVIS))
return false;
if (IsAffected(victim, AFF_SNEAK) && !IsAffected(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 (IsAffected(victim, AFF_HIDE) && !IsAffected(ch, AFF_DETECT_HIDDEN)
&& victim->fighting == NULL)
return false;
return true;
}
bool can_see_obj(CharData * ch, ObjData * obj)
{
if (!IsNPC(ch) && IsSet(ch->act, PLR_HOLYLIGHT))
return true;
if (IsQuester(ch) && ch->pcdata->quest.obj == obj)
return true;
if (IsSet(obj->extra_flags, ITEM_VIS_DEATH))
return false;
if (IsAffected(ch, AFF_BLIND) && obj->item_type != ITEM_POTION)
return false;
if (obj->item_type == ITEM_LIGHT && obj->value[2] != 0)
return true;
if (IsSet(obj->extra_flags, ITEM_INVIS)
&& !IsAffected(ch, AFF_DETECT_INVIS))
return false;
if (IsObjStat(obj, ITEM_GLOW))
return true;
if (room_is_dark(ch->in_room) && !IsAffected(ch, AFF_DARK_VISION))
return false;
return true;
}
bool can_drop_obj(CharData * ch, ObjData * obj)
{
if (IsSet(obj->extra_flags, ITEM_AUCTIONED))
return false;
if (!IsSet(obj->extra_flags, ITEM_NODROP))
return true;
if (!IsNPC(ch) && ch->level >= LEVEL_IMMORTAL)
return true;
return false;
}
bool is_full_name(const char *str, const char *namelist)
{
char name[MAX_INPUT_LENGTH];
for (;;)
{
namelist = one_argument(namelist, name);
if (NullStr(name))
return false;
if (!str_cmp(str, name))
return true;
}
}
bool emptystring(const char *str)
{
int i = 0;
for (; str[i]; i++)
if (str[i] != ' ')
return false;
return true;
}
char *str_time(time_t timet, int tz, const char *format)
{
static char buf_new[5][100];
static int i;
char *result;
++i;
i %= 5;
result = buf_new[i];
if (timet <= 0)
{
timet = getcurrenttime();
}
if (tz > -1 && tz < MAX_TZONE)
{
#ifdef __CYGWIN__
timet += _timezone;
#elif defined HAVE_TIMEZONE_VAR || defined WIN32
timet += timezone;
#elif defined HAVE_STRUCT_TM_TM_GMTOFF || defined HAVE_TM_GMTOFF
struct tm *ptime;
ptime = localtime(&timet);
timet += ptime->tm_gmtoff;
#elif !defined DEPEND
#error "unable to find timezone variable!"
#endif
timet += tzone_table[tz].gmt_offset;
}
strftime(result, 100,
!NullStr(format) ? format : "%a %b %d %I:%M:%S %p %Y",
localtime(&timet));
return result;
}
int calc_max_level(CharData * ch)
{
if (IsNPC(ch) || IsImmortal(ch))
return MAX_LEVEL;
return Min(MAX_MORTAL_LEVEL, (LEVEL_HERO + ch->Class[CLASS_COUNT] - 1));
}
const char *high_level_name(int level, bool fLong)
{
static char buf[MSL];
const char *imm_long[MAX_LEVEL - MAX_MORTAL_LEVEL] =
{ "AVATAR", "ANGEL", "DEMI", "IMMORTAL", "GOD", "DEITY", "SUPREME",
"CREATOR", "IMPLEMENTOR"
};
const char *imm_short[MAX_LEVEL - MAX_MORTAL_LEVEL] =
{ "AVA", "ANG", "DEM", "IMM", "GOD", "DEI", "SUP", "CRE", "IMP"
};
if (level > MAX_MORTAL_LEVEL && level <= MAX_LEVEL)
return fLong ? imm_long[level - MAX_MORTAL_LEVEL -
1] : imm_short[level - MAX_MORTAL_LEVEL - 1];
if (level <= MAX_MORTAL_LEVEL && level > LEVEL_HERO)
{
sprintf(buf, "%s+%d", fLong ? "HERO" : "H", level - LEVEL_HERO);
return buf;
}
if (level == LEVEL_HERO)
{
return fLong ? "HERO" : "HRO";
}
sprintf(buf, "%03d", level);
return buf;
}
bool file_exists(const char *path, ...)
{
va_list args;
char file[1024];
struct stat buf;
if (NullStr(path))
return false;
va_start(args, path);
vsnprintf(file, sizeof(file), path, args);
va_end(args);
return (stat(file, &buf) != -1 && S_ISREG(buf.st_mode));
}
bool exists_player(const char *name)
{
if (NullStr(name))
return false;
return file_exists("%s%s", pfilename(name, PFILE_NORMAL));
}
bool is_player_name(const char *name)
{
int i;
const char *lwrname;
if (NullStr(name))
return false;
lwrname = strip_color(name);
for (i = 0; i < pfiles.count; i++)
{
if (!str_infix(pfiles.names[i], lwrname))
return true;
}
return false;
}
bool is_exact_player_name(const char *name)
{
int i;
if (NullStr(name))
return false;
for (i = 0; i < pfiles.count; i++)
{
if (!str_cmp(pfiles.names[i], name))
return true;
}
return false;
}
const char *get_player_name(const char *name)
{
int i;
const char *pname;
if (NullStr(name))
return "";
pname = strip_color(name);
for (i = 0; i < pfiles.count; i++)
{
if (!str_prefix(pname, pfiles.names[i]))
return pfiles.names[i];
}
return "";
}
bool is_donate_room(vnum_t room)
{
return (room == ROOM_VNUM_DONATION_WEAPON
|| room == ROOM_VNUM_DONATION_ARMOR
|| room == ROOM_VNUM_DONATION_OTHER);
}
char *timestr(time_t time, bool fShort)
{
static char timebuf[3][MSL];
static int pindex;
long dsec, dmin, dhour, dday;
long dweek, dmonth, dyear;
char working[MSL];
char *trim;
++pindex, pindex %= 3;
timebuf[pindex][0] = NUL;
if (time <= 0)
return (char *) (!fShort ? "0 seconds" : "0:0:0");
dsec = abs(time);
dday = dsec / (DAY);
dsec %= DAY;
dyear = dday / 365;
dday %= 365;
dweek = dday / 7;
dday %= 7;
dmonth = dweek * 12 / 52;
dweek -= dmonth * 52 / 12;
dhour = dsec / (HOUR);
dsec %= HOUR;
dmin = dsec / MINUTE;
dsec = dsec % MINUTE;
working[0] = NUL;
if (dyear != 0)
{
if (!fShort)
sprintf(working, "%ld year%s, ", dyear,
((dyear != 1) ? "s" : ""));
else
sprintf(working, "%ld/", dyear);
strcat(timebuf[pindex], working);
}
if (dmonth != 0)
{
if (!fShort)
sprintf(working, "%ld month%s, ", dmonth,
((dmonth != 1) ? "s" : ""));
else
sprintf(working, "%ld/", dmonth);
strcat(timebuf[pindex], working);
}
if (dweek != 0)
{
if (!fShort)
sprintf(working, "%ld week%s, ", dweek,
((dweek != 1) ? "s" : ""));
else
sprintf(working, "%ld:", dweek);
strcat(timebuf[pindex], working);
}
if (dday != 0)
{
if (!fShort)
sprintf(working, "%ld day%s, ", dday, ((dday != 1) ? "s" : ""));
else
sprintf(working, "%ld/", dday);
strcat(timebuf[pindex], working);
}
if (dhour != 0)
{
if (!fShort)
sprintf(working, "%ld hour%s, ", dhour,
((dhour != 1) ? "s" : ""));
else
sprintf(working, "%ld:", dhour);
strcat(timebuf[pindex], working);
}
if (dmin != 0)
{
if (!fShort)
sprintf(working, "%ld minute%s, ", dmin,
((dmin != 1) ? "s" : ""));
else
sprintf(working, "%ld:", dmin);
strcat(timebuf[pindex], working);
}
if (dsec != 0)
{
if (!fShort)
sprintf(working, "%ld second%s", dsec, ((dsec != 1) ? "s" : ""));
else
sprintf(working, "%ld:", dsec);
strcat(timebuf[pindex], working);
}
trim = &timebuf[pindex][strlen(timebuf[pindex]) - 1];
if (*trim == ' ' || *trim == ',' || *trim == ':' || *trim == '/')
{
*trim = NUL;
trim--;
if (*trim == ' ' || *trim == ',' || *trim == ':' || *trim == '/')
*trim = NUL;
}
return (timebuf[pindex]);
}
const char *getarg(const char *argument, char *arg, int length)
{
int len = 0;
if (NullStr(argument))
{
if (arg)
arg[0] = '\0';
return argument;
}
while (*argument && isspace(*argument))
argument++;
if (arg)
while (*argument && !isspace(*argument) && len < length - 1)
*arg++ = *argument++, len++;
else
while (*argument && !isspace(*argument))
argument++;
while (*argument && !isspace(*argument))
argument++;
while (*argument && isspace(*argument))
argument++;
if (arg)
*arg = '\0';
return argument;
}
bool hasname(const char *list, const char *name)
{
const char *p;
char arg[MIL];
if (!list)
return false;
p = getarg(list, arg, MIL);
while (arg[0])
{
if (!str_cmp(name, arg))
return true;
p = getarg(p, arg, MIL);
}
return false;
}
void flagname(const char **list, const char *name)
{
char buf[MSL];
if (hasname(*list, name))
return;
if (!NullStr(*list))
snprintf(buf, sizeof(buf), "%s %s", *list, name);
else
strlcpy(buf, name, MSL);
replace_str(list, buf);
}
void unflagname(const char **list, const char *name)
{
char buf[MSL], arg[MIL];
const char *p;
buf[0] = '\0';
p = getarg(*list, arg, MIL);
while (arg[0])
{
if (str_cmp(arg, name))
{
if (buf[0])
strlcat(buf, " ", MSL);
strlcat(buf, arg, MSL);
}
p = getarg(p, arg, MIL);
}
replace_str(list, buf);
}
char *ordinal_string(long n)
{
static char buf[5][20];
static int i;
++i, i %= 5;
if (n == 1 || n == 0)
strcpy(buf[i], "first");
else if (n == 2)
strcpy(buf[i], "second");
else if (n == 3)
strcpy(buf[i], "third");
else if (n % 10 == 1)
sprintf(buf[i], "%ldst", n);
else if (n % 10 == 2)
sprintf(buf[i], "%ldnd", n);
else if (n % 10 == 3)
sprintf(buf[i], "%ldrd", n);
else
sprintf(buf[i], "%ldth", n);
return buf[i];
}
bool has_whitespace(const char *s)
{
for (; *s; s++)
{
if (isspace(*s)) // find a whitespace
return true;
}
return false;
}
bool wild_match(const char *mask, const char *string)
{
const char *m = mask, *s = string;
char ch;
const char *bm, *bs; /* Will be reg anyway on a decent CPU/compiler */
/* Process the "head" of the mask, if any */
while ((ch = *m++) && (ch != '*'))
switch (ch)
{
case '\\':
if (*m == '?' || *m == '*')
ch = *m++;
default:
if (tolower(*s) != tolower(ch))
return false;
case '?':
if (!*s++)
return false;
};
if (!ch)
return false;
/* We got a star: quickly find if/where we match the next char */
got_star:
bm = m; /* Next try rollback here */
while ((ch = *m++))
switch (ch)
{
case '?':
if (!*s++)
return false;
case '*':
bm = m;
continue; /* while */
case '\\':
if (*m == '?' || *m == '*')
ch = *m++;
default:
goto break_while; /* C is structured ? */
};
break_while:
if (!ch)
return true; /* mask ends with '*', we got it */
ch = tolower(ch);
while (tolower(*s++) != ch)
if (!*s)
return false;
bs = s; /* Next try start from here */
/* Check the rest of the "chunk" */
while ((ch = *m++))
{
switch (ch)
{
case '*':
goto got_star;
case '\\':
if (*m == '?' || *m == '*')
ch = *m++;
default:
if (tolower(*s) != tolower(ch))
{
m = bm;
s = bs;
goto got_star;
};
case '?':
if (!*s++)
return false;
};
};
if (*s)
{
m = bm;
s = bs;
goto got_star;
};
return true;
}
// returns NULL if the email is okay, and a text message if the email isn't
char *is_invalid_email(const char *email)
{
static char result[MSL];
char *bad_characters = ";<>[]`'\\/$|";
int i;
char buf[MSL];
if (has_whitespace(email))
{
sprintf(result,
"The email address you enter can not have any whitespace "
"characters in it!");
return result;
}
if (!wild_match("*?@?*", email))
{
sprintf(result,
"The email address must have a @ in the middle somewhere..."
"e.g. bob@aol.com");
return result;
}
if (!wild_match("*?@?*.?*", email))
{
sprintf(result,
"The email address must have a @ in the middle "
"somewhere and at least one . in the domain name to the right of "
"the @ symbol.." "e.g. bob@aol.com");
return result;
}
if (wild_match("*@*@*", email))
{
sprintf(result,
"The email address must not have more than "
"one @ symbol in it."
"e.g. bob@aol.com is valid... smith@bob@aol.com is invalid.");
return result;
}
for (i = 0; bad_characters[i]; i++)
{
sprintf(buf, "*%c*", bad_characters[i]);
if (wild_match(buf, email))
{
sprintf(result,
"%c is not an allowed character to have in an email address.",
bad_characters[i]);
return result;
}
}
return NULL;
}