/**************************************************************************
* 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 1993-1996 Russ Taylor *
* ROM has been brought to you by the ROM consortium *
* Russ Taylor (rtaylor@efn.org) *
* Gabrielle Taylor *
* 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 *
***************************************************************************/
#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "utils.h"
#include "magic.h"
#include "recycle.h"
#include "tables.h"
/* command procedures needed */
DECLARE_DO_FUN(do_return);
/*
* 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;
}
/* returns race pointer */
RACE_DATA *race_lookup(const char *name)
{
RACE_DATA *pRace;
/*
printf( "My races are:\r\n");
for (pRace = race_first; pRace != NULL; pRace = pRace->next) {
if (LOWER(name[0]) == LOWER(pRace->name[0])
&& !str_prefix(name, pRace->name))
printf(" Name: %s\r\n", pRace->name);
}
printf( "Trying to look up a race for %s.\r\n", name);
*/
for (pRace = race_first; pRace != NULL; pRace = pRace->next) {
if (LOWER(name[0]) == LOWER(pRace->name[0])
&& !str_prefix(name, pRace->name))
return pRace;
}
return race_lookup( "unique" );
}
/* returns race number from who_name instead of name*/
RACE_DATA *gen_race_lookup(const char *name)
{
RACE_DATA *pRace;
for (pRace = race_first; pRace != NULL; pRace = pRace->next) {
if (LOWER(name[0]) == LOWER(pRace->name[0])
&& !str_prefix(name, pRace->name))
return pRace;
}
return race_lookup( "unique" );
}
int liq_lookup(const char *name)
{
int liq;
for (liq = 0; liq_table[liq].liq_name != NULL; liq++) {
if (LOWER(name[0]) == LOWER(liq_table[liq].liq_name[0])
&& !str_prefix(name, liq_table[liq].liq_name))
return liq;
}
return -1;
}
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_type(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;
}
int item_lookup(const char *name)
{
int type;
for (type = 0; item_table[type].name != NULL; type++) {
if (LOWER(name[0]) == LOWER(item_table[type].name[0])
&& !str_prefix(name, item_table[type].name))
return item_table[type].type;
}
return -1;
}
char *item_name(int item_type)
{
int type;
for (type = 0; item_table[type].name != NULL; type++)
if (item_type == item_table[type].type)
return item_table[type].name;
return "none";
}
char *weapon_name(int weapon_type)
{
int type;
for (type = 0; weapon_table[type].name != NULL; type++)
if (weapon_type == 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 */
long wiznet_lookup(const char *name)
{
int 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 if (sn == gsn_whirl || sn == gsn_circle)
skill = 20 + ch->level;
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
|| ((IS_VAMPIRE(ch)) && (ch->pcdata->perm_blood == 0))
|| ((IS_DRAGON(ch)) && (ch->pcdata->perm_blood == 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;
if (IS_VAMPIRE(ch) || IS_DRAGON(ch))
ch->pcdata->perm_blood = ch->max_blood;
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;
if (IS_VAMPIRE(ch) || IS_DRAGON(ch))
ch->max_blood = ch->pcdata->perm_blood;
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;
case APPLY_DRUNK:
ch->pcdata->condition[COND_DRUNK] += 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;
case APPLY_DRUNK:
ch->pcdata->condition[COND_DRUNK] += 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;
case APPLY_DRUNK:
ch->pcdata->condition[COND_DRUNK] += 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 = 50;
else
{
max = ch->race->stats[stat];
if (class_table[ch->class].attr_prime == stat)
max += 2;
if (ch->race == race_lookup("human"))
max += 1;
max = UMIN(max, 50);
}
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 50;
max = ch->race->stats[stat];
if (class_table[ch->class].attr_prime == stat)
{
if (ch->race == race_lookup("human"))
max += 3;
else
max += 2;
}
return UMIN(max, 50);
}
/*
* 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, int 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_new);
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_new);
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;
int 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, 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) {
send_to_char("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;
if (!IS_NPC(ch) && obj->ptimer) {
obj->timer = obj->ptimer;
obj->ptimer = 0;
}
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];
case WEAR_FACE:
return obj->value[type];
case WEAR_EAR_L:
return obj->value[type];
case WEAR_EAR_R:
return obj->value[type];
case WEAR_SHOULDERS:
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))) {
if (!IS_IMMORTAL(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 < 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;
in_room->num_objs--;
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;
pRoomIndex->num_objs++;
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_MISC_PIT)
|| (obj_to->pIndexData->vnum == OBJ_VNUM_ARMOR_PIT)
|| (obj_to->pIndexData->vnum == OBJ_VNUM_WEAPON_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 table 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_return(ch, "");
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;
}
/*
* Fetch character data from a given id.
*/
CHAR_DATA *get_char_id(int id)
{
CHAR_DATA *wch;
int count;
count = 0;
for (wch = char_list; wch != NULL; wch = wch->next) {
if (wch->in_room == NULL || (id != wch->id)) {
continue;
}
return wch;
}
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;
}
/* grab an object from a room by obj vnum */
OBJ_DATA *get_obj_room_by_vnum( long room_vnum, long obj_vnum ) {
OBJ_DATA *obj;
ROOM_INDEX_DATA *room;
if ( ( room = get_room_index( room_vnum ) ) == NULL )
return NULL;
for (obj = room->contents; obj != NULL; obj = obj->next_content) {
if ( obj->pIndexData->vnum == obj_vnum )
return obj;
}
return NULL;
}
/* deduct cost from a character */
void deduct_cost(CHAR_DATA * ch, int cost)
{
ch->gold -= UMIN(ch->gold, cost);
if (ch->gold < 0) {
bug("deduct costs: gold %d < 0", ch->gold);
ch->gold = 0;
}
}
/*
* Create a 'money' obj.
*/
OBJ_DATA *create_money(int gold)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if (gold <= 0) {
bug("Create_money: zero or negative money.", gold);
gold = UMAX(1, gold);
}
if (gold == 1) {
obj = create_object(get_obj_index(OBJ_VNUM_GOLD_ONE), 0);
} else {
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 = 0;
}
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 == NULL)
return FALSE;
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) || (!ch->remorts)))
return FALSE;
if (!IS_IMMORTAL(ch)
&& (IS_SET(pRoomIndex->room_flags, ROOM_LDR_ONLY)
&& (!IS_SET((ch)->comm, PLR_LEADER))))
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)
&&
(!IS_AFFECTED(ch, AFF_DARK_VISION))))
return FALSE;
if (IS_AFFECTED(victim, AFF_INVISIBLE)
&& !IS_AFFECTED(ch, AFF_DETECT_INVIS))
return FALSE;
if (IS_AFFECTED(victim, AFF_INVISIBLE) && IS_NPC(victim) &&
IS_AFFECTED(ch, AFF_DETECT_INVIS)
&& (ch->level + 15 < victim->level)) return FALSE;
if (IS_AFFECTED(victim, AFF_INVISIBLE) && !IS_NPC(victim) &&
IS_AFFECTED(ch, AFF_DETECT_INVIS)
&& (ch->level + 5 < victim->level)) 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_SNEAK)
&& IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && IS_NPC(victim)
&& (ch->level + 15 < victim->level))
return FALSE;
if (IS_AFFECTED(victim, AFF_SNEAK)
&& IS_AFFECTED(ch, AFF_DETECT_HIDDEN) && !IS_NPC(victim)
&& (ch->level + 5 < victim->level))
return FALSE;
if (IS_AFFECTED(victim, AFF_HIDE)
&& !IS_AFFECTED(ch, AFF_DETECT_HIDDEN)
&& victim->fighting == NULL)
return FALSE;
if (IS_AFFECTED(victim, AFF_HIDE) && IS_AFFECTED(ch, AFF_DETECT_HIDDEN)
&& IS_NPC(victim) && (ch->level + 15 < victim->level))
return FALSE;
if (IS_AFFECTED(victim, AFF_HIDE) && IS_AFFECTED(ch, AFF_DETECT_HIDDEN)
&& !IS_NPC(victim) && (ch->level + 5 < victim->level))
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 ((obj->hidden) && (str_cmp(obj->owner, ch->name)))
return FALSE;
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_INFRARED)
&& !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;
}
/*
* Return ascii name of an affect location.
*/
char *affect_loc_name(int location)
{
switch (location) {
case APPLY_NONE:
return "none";
case APPLY_STR:
return "strength";
case APPLY_DEX:
return "dexterity";
case APPLY_INT:
return "intelligence";
case APPLY_WIS:
return "wisdom";
case APPLY_CON:
return "constitution";
case APPLY_SEX:
return "sex";
case APPLY_CLASS:
return "class";
case APPLY_LEVEL:
return "level";
case APPLY_AGE:
return "age";
case APPLY_MANA:
return "mana";
case APPLY_HIT:
return "hp";
case APPLY_MOVE:
return "moves";
case APPLY_GOLD:
return "gold";
case APPLY_EXP:
return "experience";
case APPLY_AC:
return "armor class";
case APPLY_HITROLL:
return "hit roll";
case APPLY_DAMROLL:
return "damage roll";
case APPLY_SAVES:
return "saves";
case APPLY_SAVING_ROD:
return "save vs rod";
case APPLY_SAVING_PETRI:
return "save vs petrification";
case APPLY_SAVING_BREATH:
return "save vs breath";
case APPLY_SAVING_SPELL:
return "save vs spell";
case APPLY_SPELL_AFFECT:
return "none";
}
bug("Affect_location_name: unknown location %d.", location);
return "(unknown)";
}
/*
* Return ascii name of an affect bit vector.
*/
char *affect_bit_name(int vector)
{
static char buf[512];
buf[0] = '\0';
if (vector & AFF_BLIND)
strcat(buf, " blind");
if (vector & AFF_INVISIBLE)
strcat(buf, " invisible");
if (vector & AFF_DETECT_EVIL)
strcat(buf, " detect_evil");
if (vector & AFF_DETECT_GOOD)
strcat(buf, " detect_good");
if (vector & AFF_DETECT_INVIS)
strcat(buf, " detect_invis");
if (vector & AFF_DETECT_MAGIC)
strcat(buf, " detect_magic");
if (vector & AFF_DETECT_HIDDEN)
strcat(buf, " detect_hidden");
if (vector & AFF_SANCTUARY)
strcat(buf, " sanctuary");
if (vector & AFF_FAERIE_FIRE)
strcat(buf, " faerie_fire");
if (vector & AFF_INFRARED)
strcat(buf, " infrared");
if (vector & AFF_CURSE)
strcat(buf, " curse");
if (vector & AFF_POISON)
strcat(buf, " poison");
if (vector & AFF_PROTECT_EVIL)
strcat(buf, " prot_evil");
if (vector & AFF_PROTECT_GOOD)
strcat(buf, " prot_good");
if (vector & AFF_SLEEP)
strcat(buf, " sleep");
if (vector & AFF_SNEAK)
strcat(buf, " sneak");
if (vector & AFF_HIDE)
strcat(buf, " hide");
if (vector & AFF_CHARM)
strcat(buf, " charm");
if (vector & AFF_FLYING)
strcat(buf, " flying");
if (vector & AFF_PASS_DOOR)
strcat(buf, " pass_door");
if (vector & AFF_BERSERK)
strcat(buf, " berserk");
if (vector & AFF_CALM)
strcat(buf, " calm");
if (vector & AFF_HASTE)
strcat(buf, " haste");
if (vector & AFF_HEAVENLY_SANCTUARY)
strcat(buf, " heavenly sanctuary");
if (vector & AFF_LETHARGY)
strcat(buf, " lethargy");
if (vector & AFF_TALON)
strcat(buf, " talon");
if (vector & AFF_REGENERATION)
strcat(buf, " regeneration");
if (vector & AFF_PLAGUE)
strcat(buf, " plague");
if (vector & AFF_DARK_VISION)
strcat(buf, " dark_vision");
return (buf[0] != '\0') ? buf + 1 : "none";
}
/*
* Return ascii name of extra flags vector.
*/
char *extra_bit_name(int extra_flags)
{
static char buf[512];
buf[0] = '\0';
if (extra_flags & ITEM_GLOW)
strcat(buf, " glow");
if (extra_flags & ITEM_HUM)
strcat(buf, " hum");
if (extra_flags & ITEM_VIB)
strcat(buf, " vib");
if (extra_flags & ITEM_DARK)
strcat(buf, " dark");
if (extra_flags & ITEM_LOCK)
strcat(buf, " lock");
if (extra_flags & ITEM_EVIL)
strcat(buf, " evil");
if (extra_flags & ITEM_INVIS)
strcat(buf, " invis");
if (extra_flags & ITEM_MAGIC)
strcat(buf, " magic");
if (extra_flags & ITEM_NODROP)
strcat(buf, " nodrop");
if (extra_flags & ITEM_BLESS)
strcat(buf, " bless");
if (extra_flags & ITEM_ANTI_GOOD)
strcat(buf, " anti-good");
if (extra_flags & ITEM_ANTI_EVIL)
strcat(buf, " anti-evil");
if (extra_flags & ITEM_ANTI_NEUTRAL)
strcat(buf, " anti-neutral");
if (extra_flags & ITEM_NOREMOVE)
strcat(buf, " noremove");
if (extra_flags & ITEM_INVENTORY)
strcat(buf, " inventory");
if (extra_flags & ITEM_NOPURGE)
strcat(buf, " nopurge");
if (extra_flags & ITEM_VIS_DEATH)
strcat(buf, " vis_death");
if (extra_flags & ITEM_ROT_DEATH)
strcat(buf, " rot_death");
if (extra_flags & ITEM_NOLOCATE)
strcat(buf, " no_locate");
if (extra_flags & ITEM_SELL_EXTRACT)
strcat(buf, " sell_extract");
if (extra_flags & ITEM_BURN_PROOF)
strcat(buf, " burn_proof");
if (extra_flags & ITEM_NOUNCURSE)
strcat(buf, " no_uncurse");
if (extra_flags & ITEM_SECRET)
strcat(buf, " hidden");
if (extra_flags & ITEM_HIDDEN)
strcat(buf, " secret");
if (extra_flags & ITEM_QWEST)
strcat(buf, " qwest");
return (buf[0] != '\0') ? buf + 1 : "none";
}
/* return ascii name of an act vector */
char *act_bit_name(int act_flags)
{
static char buf[512];
buf[0] = '\0';
if (IS_SET(act_flags, ACT_IS_NPC)) {
strcat(buf, " npc");
if (act_flags & ACT_SENTINEL)
strcat(buf, " sentinel");
if (act_flags & ACT_SCAVENGER)
strcat(buf, " scavenger");
if (act_flags & ACT_AGGRESSIVE)
strcat(buf, " aggressive");
if (act_flags & ACT_STAY_AREA)
strcat(buf, " stay_area");
if (act_flags & ACT_WIMPY)
strcat(buf, " wimpy");
if (act_flags & ACT_PET)
strcat(buf, " pet");
if (act_flags & ACT_TRAIN)
strcat(buf, " train");
if (act_flags & ACT_PRACTICE)
strcat(buf, " practice");
if (act_flags & ACT_REPAIR)
strcat(buf, " repair");
if (act_flags & ACT_UNDEAD)
strcat(buf, " undead");
if (act_flags & ACT_CLERIC)
strcat(buf, " cleric");
if (act_flags & ACT_MAGE)
strcat(buf, " mage");
if (act_flags & ACT_THIEF)
strcat(buf, " thief");
if (act_flags & ACT_WARRIOR)
strcat(buf, " warrior");
if (act_flags & ACT_NOALIGN)
strcat(buf, " no_align");
if (act_flags & ACT_NOPURGE)
strcat(buf, " no_purge");
if (act_flags & ACT_IS_HEALER)
strcat(buf, " healer");
if (act_flags & ACT_BANKER)
strcat(buf, " banker");
if (act_flags & ACT_GAIN)
strcat(buf, " skill_train");
if (act_flags & ACT_UPDATE_ALWAYS)
strcat(buf, " update_always");
} else {
strcat(buf, " player");
if (act_flags & PLR_AUTOASSIST)
strcat(buf, " autoassist");
if (act_flags & PLR_AUTOEXIT)
strcat(buf, " autoexit");
if (act_flags & PLR_AUTOLOOT)
strcat(buf, " autoloot");
if (act_flags & PLR_AUTOSAC)
strcat(buf, " autosac");
if (act_flags & PLR_AUTOGOLD)
strcat(buf, " autogold");
if (act_flags & PLR_AUTOSPLIT)
strcat(buf, " autosplit");
if (act_flags & PLR_AUTODEFENSE)
strcat(buf, " autodefense");
if (act_flags & PLR_HOLYLIGHT)
strcat(buf, " holy_light");
if (act_flags & PLR_CANLOOT)
strcat(buf, " loot_corpse");
if (act_flags & PLR_NOSUMMON)
strcat(buf, " no_summon");
if (act_flags & PLR_NOFOLLOW)
strcat(buf, " no_follow");
if (act_flags & PLR_FREEZE)
strcat(buf, " frozen");
if (act_flags & PLR_COLOUR)
strcat(buf, " colour");
if (act_flags & PLR_THIEF)
strcat(buf, " thief");
if (act_flags & PLR_PKILL)
strcat(buf, " pkill");
}
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *comm_bit_name(int comm_flags)
{
static char buf[512];
buf[0] = '\0';
if (comm_flags & COMM_QUIET)
strcat(buf, " quiet");
if (comm_flags & COMM_DEAF)
strcat(buf, " deaf");
if (comm_flags & COMM_NOWIZ)
strcat(buf, " no_wiz");
if (comm_flags & COMM_NOAUCTION)
strcat(buf, " no_auction");
if (comm_flags & COMM_NOGOSSIP)
strcat(buf, " no_gossip");
if (comm_flags & COMM_NOFARSPEAK)
strcat(buf, " no_farspeak");
if (comm_flags & COMM_NOQUESTION)
strcat(buf, " no_question");
if (comm_flags & COMM_NOMUSIC)
strcat(buf, " no_music");
if (comm_flags & COMM_NOQWEST)
strcat(buf, " no_qwest");
if (comm_flags & COMM_COMPACT)
strcat(buf, " compact");
if (comm_flags & COMM_BRIEF)
strcat(buf, " brief");
if (comm_flags & COMM_PROMPT)
strcat(buf, " prompt");
if (comm_flags & COMM_COMBINE)
strcat(buf, " combine");
if (comm_flags & COMM_NOEMOTE)
strcat(buf, " no_emote");
if (comm_flags & COMM_NOSHOUT)
strcat(buf, " no_shout");
if (comm_flags & COMM_NOTELL)
strcat(buf, " no_tell");
if (comm_flags & COMM_NOCHANNELS)
strcat(buf, " no_channels");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *exit_bit_name(int exit_flags)
{
static char buf[512];
buf[0] = '\0';
if (exit_flags & EX_ISDOOR)
strcat(buf, " door");
if (exit_flags & EX_CLOSED)
strcat(buf, " closed");
if (exit_flags & EX_LOCKED)
strcat(buf, " locked");
if (exit_flags & EX_PICKPROOF)
strcat(buf, " pickproof");
if (exit_flags & EX_NOPASS)
strcat(buf, " nopass");
if (exit_flags & EX_EASY)
strcat(buf, " easy");
if (exit_flags & EX_HARD)
strcat(buf, " hard");
if (exit_flags & EX_INFURIATING)
strcat(buf, " infuriating");
if (exit_flags & EX_NOCLOSE)
strcat(buf, " noclose");
if (exit_flags & EX_NOLOCK)
strcat(buf, " nolock");
if (exit_flags & EX_SECRET)
strcat(buf, " secret");
if (exit_flags & EX_HIDDEN)
strcat(buf, " hidden");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *wiznet_bit_name(int wiznet_flags)
{
static char buf[MAX_STRING_LENGTH];
int flag;
buf[0] = '\0';
if (!(wiznet_flags & WIZ_ON)) {
strcat(buf, " off ");
}
for (flag = 0; wiznet_table[flag].name != NULL; flag++)
if (wiznet_flags & wiznet_table[flag].flag) {
strcat(buf, wiznet_table[flag].name);
strcat(buf, " ");
}
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *imm_bit_name(int imm_flags)
{
static char buf[512];
buf[0] = '\0';
if (imm_flags & IMM_SUMMON)
strcat(buf, " summon");
if (imm_flags & IMM_CHARM)
strcat(buf, " charm");
if (imm_flags & IMM_MAGIC)
strcat(buf, " magic");
if (imm_flags & IMM_WEAPON)
strcat(buf, " weapon");
if (imm_flags & IMM_BASH)
strcat(buf, " blunt");
if (imm_flags & IMM_PIERCE)
strcat(buf, " piercing");
if (imm_flags & IMM_SLASH)
strcat(buf, " slashing");
if (imm_flags & IMM_FIRE)
strcat(buf, " fire");
if (imm_flags & IMM_COLD)
strcat(buf, " cold");
if (imm_flags & IMM_LIGHTNING)
strcat(buf, " lightning");
if (imm_flags & IMM_ACID)
strcat(buf, " acid");
if (imm_flags & IMM_POISON)
strcat(buf, " poison");
if (imm_flags & IMM_NEGATIVE)
strcat(buf, " negative");
if (imm_flags & IMM_HOLY)
strcat(buf, " holy");
if (imm_flags & IMM_ENERGY)
strcat(buf, " energy");
if (imm_flags & IMM_MENTAL)
strcat(buf, " mental");
if (imm_flags & IMM_DISEASE)
strcat(buf, " disease");
if (imm_flags & IMM_DROWNING)
strcat(buf, " drowning");
if (imm_flags & IMM_LIGHT)
strcat(buf, " light");
if (imm_flags & VULN_IRON)
strcat(buf, " iron");
if (imm_flags & VULN_WOOD)
strcat(buf, " wood");
if (imm_flags & VULN_SILVER)
strcat(buf, " silver");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *wear_bit_name(int wear_flags)
{
static char buf[512];
buf[0] = '\0';
if (wear_flags & ITEM_TAKE)
strcat(buf, " take");
if (wear_flags & ITEM_WEAR_FINGER)
strcat(buf, " finger");
if (wear_flags & ITEM_WEAR_NECK)
strcat(buf, " neck");
if (wear_flags & ITEM_WEAR_BODY)
strcat(buf, " torso");
if (wear_flags & ITEM_WEAR_HEAD)
strcat(buf, " head");
if (wear_flags & ITEM_WEAR_LEGS)
strcat(buf, " legs");
if (wear_flags & ITEM_WEAR_FEET)
strcat(buf, " feet");
if (wear_flags & ITEM_WEAR_HANDS)
strcat(buf, " hands");
if (wear_flags & ITEM_WEAR_ARMS)
strcat(buf, " arms");
if (wear_flags & ITEM_WEAR_SHIELD)
strcat(buf, " shield");
if (wear_flags & ITEM_WEAR_ABOUT)
strcat(buf, " body");
if (wear_flags & ITEM_WEAR_WAIST)
strcat(buf, " waist");
if (wear_flags & ITEM_WEAR_WRIST)
strcat(buf, " wrist");
if (wear_flags & ITEM_WIELD)
strcat(buf, " wield");
if (wear_flags & ITEM_HOLD)
strcat(buf, " hold");
if (wear_flags & ITEM_NO_SAC)
strcat(buf, " nosac");
if (wear_flags & ITEM_WEAR_FLOAT)
strcat(buf, " float");
if (wear_flags & ITEM_WEAR_FACE)
strcat(buf, " face");
if (wear_flags & ITEM_WEAR_EAR)
strcat(buf, " ear");
if (wear_flags & ITEM_WEAR_SHOULDERS)
strcat(buf, "shoulders");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *form_bit_name(int form_flags)
{
static char buf[512];
buf[0] = '\0';
if (form_flags & FORM_POISON)
strcat(buf, " poison");
else if (form_flags & FORM_EDIBLE)
strcat(buf, " edible");
if (form_flags & FORM_MAGICAL)
strcat(buf, " magical");
if (form_flags & FORM_INSTANT_DECAY)
strcat(buf, " instant_rot");
if (form_flags & FORM_OTHER)
strcat(buf, " other");
if (form_flags & FORM_ANIMAL)
strcat(buf, " animal");
if (form_flags & FORM_SENTIENT)
strcat(buf, " sentient");
if (form_flags & FORM_UNDEAD)
strcat(buf, " undead");
if (form_flags & FORM_CONSTRUCT)
strcat(buf, " construct");
if (form_flags & FORM_MIST)
strcat(buf, " mist");
if (form_flags & FORM_INTANGIBLE)
strcat(buf, " intangible");
if (form_flags & FORM_BIPED)
strcat(buf, " biped");
if (form_flags & FORM_CENTAUR)
strcat(buf, " centaur");
if (form_flags & FORM_INSECT)
strcat(buf, " insect");
if (form_flags & FORM_SPIDER)
strcat(buf, " spider");
if (form_flags & FORM_CRUSTACEAN)
strcat(buf, " crustacean");
if (form_flags & FORM_WORM)
strcat(buf, " worm");
if (form_flags & FORM_BLOB)
strcat(buf, " blob");
if (form_flags & FORM_MAMMAL)
strcat(buf, " mammal");
if (form_flags & FORM_BIRD)
strcat(buf, " bird");
if (form_flags & FORM_REPTILE)
strcat(buf, " reptile");
if (form_flags & FORM_SNAKE)
strcat(buf, " snake");
if (form_flags & FORM_DRAGON)
strcat(buf, " dragon");
if (form_flags & FORM_AMPHIBIAN)
strcat(buf, " amphibian");
if (form_flags & FORM_FISH)
strcat(buf, " fish");
if (form_flags & FORM_COLD_BLOOD)
strcat(buf, " cold_blooded");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *part_bit_name(int part_flags)
{
static char buf[512];
buf[0] = '\0';
if (part_flags & PART_HEAD)
strcat(buf, " head");
if (part_flags & PART_ARMS)
strcat(buf, " arms");
if (part_flags & PART_LEGS)
strcat(buf, " legs");
if (part_flags & PART_HEART)
strcat(buf, " heart");
if (part_flags & PART_BRAINS)
strcat(buf, " brains");
if (part_flags & PART_GUTS)
strcat(buf, " guts");
if (part_flags & PART_HANDS)
strcat(buf, " hands");
if (part_flags & PART_FEET)
strcat(buf, " feet");
if (part_flags & PART_FINGERS)
strcat(buf, " fingers");
if (part_flags & PART_EAR)
strcat(buf, " ears");
if (part_flags & PART_EYE)
strcat(buf, " eyes");
if (part_flags & PART_LONG_TONGUE)
strcat(buf, " long_tongue");
if (part_flags & PART_EYESTALKS)
strcat(buf, " eyestalks");
if (part_flags & PART_TENTACLES)
strcat(buf, " tentacles");
if (part_flags & PART_FINS)
strcat(buf, " fins");
if (part_flags & PART_WINGS)
strcat(buf, " wings");
if (part_flags & PART_TAIL)
strcat(buf, " tail");
if (part_flags & PART_CLAWS)
strcat(buf, " claws");
if (part_flags & PART_FANGS)
strcat(buf, " fangs");
if (part_flags & PART_HORNS)
strcat(buf, " horns");
if (part_flags & PART_SCALES)
strcat(buf, " scales");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *weapon_bit_name(int weapon_flags)
{
static char buf[513];
buf[0] = '\0';
if (weapon_flags & WEAPON_FLAMING)
strcat(buf, " flaming");
if (weapon_flags & WEAPON_FROST)
strcat(buf, " frost");
if (weapon_flags & WEAPON_VAMPIRIC)
strcat(buf, " vampiric");
if (weapon_flags & WEAPON_SHARP)
strcat(buf, " sharp");
if (weapon_flags & WEAPON_VORPAL)
strcat(buf, " vorpal");
if (weapon_flags & WEAPON_TWO_HANDS)
strcat(buf, " two-handed");
if (weapon_flags & WEAPON_SHOCKING)
strcat(buf, " shocking");
if (weapon_flags & WEAPON_POISON)
strcat(buf, " poison");
if (weapon_flags & WEAPON_HOLY)
strcat(buf, " holy");
if (weapon_flags & WEAPON_QUICKPOISON)
strcat(buf, " venom");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *cont_bit_name(int cont_flags)
{
static char buf[512];
buf[0] = '\0';
if (cont_flags & CONT_CLOSEABLE)
strcat(buf, " closable");
if (cont_flags & CONT_PICKPROOF)
strcat(buf, " pickproof");
if (cont_flags & CONT_CLOSED)
strcat(buf, " closed");
if (cont_flags & CONT_LOCKED)
strcat(buf, " locked");
return (buf[0] != '\0') ? buf + 1 : "none";
}
char *off_bit_name(int off_flags)
{
static char buf[512];
buf[0] = '\0';
if (off_flags & OFF_AREA_ATTACK)
strcat(buf, " area attack");
if (off_flags & OFF_BACKSTAB)
strcat(buf, " backstab");
if (off_flags & OFF_BASH)
strcat(buf, " bash");
if (off_flags & OFF_BERSERK)
strcat(buf, " berserk");
if (off_flags & OFF_DISARM)
strcat(buf, " disarm");
if (off_flags & OFF_DODGE)
strcat(buf, " dodge");
if (off_flags & OFF_FADE)
strcat(buf, " fade");
if (off_flags & OFF_FAST)
strcat(buf, " fast");
if (off_flags & OFF_KICK)
strcat(buf, " kick");
if (off_flags & OFF_KICK_DIRT)
strcat(buf, " kick_dirt");
if (off_flags & OFF_PARRY)
strcat(buf, " parry");
if (off_flags & OFF_RESCUE)
strcat(buf, " rescue");
if (off_flags & OFF_TAIL)
strcat(buf, " tail");
if (off_flags & OFF_TRIP)
strcat(buf, " trip");
if (off_flags & OFF_CRUSH)
strcat(buf, " crush");
if (off_flags & ASSIST_ALL)
strcat(buf, " assist_all");
if (off_flags & ASSIST_ALIGN)
strcat(buf, " assist_align");
if (off_flags & ASSIST_RACE)
strcat(buf, " assist_race");
if (off_flags & ASSIST_PLAYERS)
strcat(buf, " assist_players");
if (off_flags & ASSIST_GUARD)
strcat(buf, " assist_guard");
if (off_flags & ASSIST_VNUM)
strcat(buf, " assist_vnum");
if (off_flags & OFF_CIRCLE)
strcat(buf, " off_circle");
if (off_flags & OFF_WHIRL)
strcat(buf, " off_whirl");
if (off_flags & OFF_ASSASSIN)
strcat(buf, " off_assassin");
return (buf[0] != '\0') ? buf + 1 : "none";
}
bool create_blood_pool(CHAR_DATA * ch)
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
char *name;
name = IS_NPC(ch) ? ch->short_descr : ch->name;
obj = create_object(get_obj_index(OBJ_VNUM_BLOOD_POOL), 0);
obj->timer = 2;
sprintf(buf, obj->short_descr, name);
free_string(obj->short_descr);
obj->short_descr = str_dup(buf);
for (obj2 = ch->in_room->contents; obj2 != NULL;
obj2 = obj2->next_content) if (!str_cmp(buf, obj2->short_descr))
return FALSE;
sprintf(buf, obj->description, name);
free_string(obj->description);
obj->description = str_dup(buf);
obj_to_room(obj, ch->in_room);
act("$n's blood splashes onto the floor.", ch, NULL, NULL, TO_ROOM);
return TRUE;
}
char *mprog_type_name(int mprog_flags)
{
static char buf[512];
buf[0] = '\0';
if (mprog_flags & TRIG_ACT)
strcat(buf, " act ");
if (mprog_flags & TRIG_SPEECH)
strcat(buf, " speech ");
if (mprog_flags & TRIG_RANDOM)
strcat(buf, " random ");
if (mprog_flags & TRIG_FIGHT)
strcat(buf, " fight ");
if (mprog_flags & TRIG_HPCNT)
strcat(buf, " hpcnt ");
if (mprog_flags & TRIG_DEATH)
strcat(buf, " death ");
if (mprog_flags & TRIG_ENTRY)
strcat(buf, " entry ");
if (mprog_flags & TRIG_GREET)
strcat(buf, " greet ");
if (mprog_flags & TRIG_GRALL)
strcat(buf, " grall ");
if (mprog_flags & TRIG_GIVE)
strcat(buf, " give ");
if (mprog_flags & TRIG_BRIBE)
strcat(buf, " bribe ");
if (mprog_flags & TRIG_KILL)
strcat(buf, " kill ");
if (mprog_flags & TRIG_DELAY)
strcat(buf, " delay ");
if (mprog_flags & TRIG_SURR)
strcat(buf, " surr ");
if (mprog_flags & TRIG_EXIT)
strcat(buf, " exit ");
if (mprog_flags & TRIG_EXALL)
strcat(buf, " exall ");
return (buf[0] != '\0') ? buf + 1 : "none";
}