/*************************************************************************** * file: handler.c , Handler module. Part of DIKUMUD * * Usage: Various routines for moving about objects/players * * Copyright (C) 1990, 1991 - see 'license.doc' for complete information. * * * * Copyright (C) 1992, 1993 Michael Chastain, Michael Quan, Mitchell Tse * * Performance optimization and bug fixes by MERC Industries. * * You can use our stuff in any way you like whatsoever so long as this * * copyright notice remains intact. If you like it please drop a line * * to mec@garnet.berkeley.edu. * * * * This is free software and you are benefitting. We hope that you * * share your changes too. What goes around, comes around. * ***************************************************************************/ #include <stdlib.h> #include <string.h> #include <strings.h> #include <stdio.h> #include <ctype.h> #include <assert.h> #include "structs.h" #include "mob.h" #include "obj.h" #include "utils.h" #include "db.h" #include "handler.h" #include "interp.h" extern struct room_data *world; extern struct obj_data *object_list; extern struct char_data *character_list; extern struct index_data *mob_index; extern struct index_data *obj_index; extern struct descriptor_data *descriptor_list; /* External procedures */ int str_cmp(char *arg1, char *arg2); void stop_fighting(struct char_data *ch); void remove_follower(struct char_data *ch); extern char *index(); char *fname(char *namelist) { static char holder[30]; register char *point; for (point = holder; isalpha(*namelist); namelist++, point++) *point = *namelist; *point = '\0'; return(holder); } int isname(char *str, char *namelist) { register char *curname, *curstr; curname = namelist; for (;;) { for (curstr = str;; curstr++, curname++) { if (!*curstr && !isalpha(*curname)) return(1); if (!*curname) return(0); if (!*curstr || *curname == ' ') break; if (LOWER(*curstr) != LOWER(*curname)) break; } /* skip to next name */ for (; isalpha(*curname); curname++); if (!*curname) return(0); curname++; /* first char of new name */ } } void affect_modify(struct char_data *ch, byte loc, byte mod, long bitv, bool add) { int maxabil; if (add) { SET_BIT(ch->specials.affected_by, bitv); } else { REMOVE_BIT(ch->specials.affected_by, bitv); mod = -mod; } maxabil = (IS_NPC(ch) ? 25:18); switch(loc) { case APPLY_NONE: break; case APPLY_STR: GET_STR(ch) += mod; break; case APPLY_DEX: GET_DEX(ch) += mod; break; case APPLY_INT: GET_INT(ch) += mod; break; case APPLY_WIS: GET_WIS(ch) += mod; break; case APPLY_CON: GET_CON(ch) += mod; break; case APPLY_SEX: /* ??? GET_SEX(ch) += mod; */ break; case APPLY_CLASS: /* ??? GET_CLASS(ch) += mod; */ break; case APPLY_LEVEL: /* ??? GET_LEVEL(ch) += mod; */ break; case APPLY_AGE: ch->player.time.birth -= ((long)SECS_PER_MUD_YEAR*(long)mod); break; case APPLY_CHAR_WEIGHT: GET_WEIGHT(ch) += mod; break; case APPLY_CHAR_HEIGHT: GET_HEIGHT(ch) += mod; break; case APPLY_MANA: break; case APPLY_HIT: ch->points.max_hit += mod; break; case APPLY_MOVE: /* Will change nothing on players ch->points.max_move += mod; */ break; case APPLY_GOLD: break; case APPLY_EXP: break; case APPLY_AC: GET_AC(ch) += mod; break; case APPLY_HITROLL: GET_HITROLL(ch) += mod; break; case APPLY_DAMROLL: GET_DAMROLL(ch) += mod; break; case APPLY_SAVING_PARA: ch->specials.apply_saving_throw[0] += mod; break; case APPLY_SAVING_ROD: ch->specials.apply_saving_throw[1] += mod; break; case APPLY_SAVING_PETRI: ch->specials.apply_saving_throw[2] += mod; break; case APPLY_SAVING_BREATH: ch->specials.apply_saving_throw[3] += mod; break; case APPLY_SAVING_SPELL: ch->specials.apply_saving_throw[4] += mod; break; default: log("Unknown apply adjust attempt (handler.c, affect_modify)."); break; } /* switch */ } /* This updates a character by subtracting everything he is affected by */ /* restoring original abilities, and then affecting all again */ void affect_total(struct char_data *ch) { struct affected_type *af; int i,j; for(i=0; i<MAX_WEAR; i++) { if (ch->equipment[i]) for(j=0; j<MAX_OBJ_AFFECT; j++) affect_modify(ch, ch->equipment[i]->affected[j].location, ch->equipment[i]->affected[j].modifier, ch->equipment[i]->obj_flags.bitvector, FALSE); } for(af = ch->affected; af; af=af->next) affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE); ch->tmpabilities = ch->abilities; for(i=0; i<MAX_WEAR; i++) { if (ch->equipment[i]) for(j=0; j<MAX_OBJ_AFFECT; j++) affect_modify(ch, ch->equipment[i]->affected[j].location, ch->equipment[i]->affected[j].modifier, ch->equipment[i]->obj_flags.bitvector, TRUE); } for(af = ch->affected; af; af=af->next) affect_modify(ch, af->location, af->modifier, af->bitvector, TRUE); /* Make certain values are between 0..25, not < 0 and not > 25! */ i = (IS_NPC(ch) ? 25 :18); GET_DEX(ch) = MAX(0,MIN(GET_DEX(ch), i)); GET_INT(ch) = MAX(0,MIN(GET_INT(ch), i)); GET_WIS(ch) = MAX(0,MIN(GET_WIS(ch), i)); GET_CON(ch) = MAX(0,MIN(GET_CON(ch), i)); GET_STR(ch) = MAX(0,MIN(GET_STR(ch), i)); } /* Insert an affect_type in a char_data structure Automatically sets apropriate bits and apply's */ void affect_to_char( struct char_data *ch, struct affected_type *af ) { struct affected_type *affected_alloc; CREATE(affected_alloc, struct affected_type, 1); *affected_alloc = *af; affected_alloc->next = ch->affected; ch->affected = affected_alloc; affect_modify(ch, af->location, af->modifier, af->bitvector, TRUE); affect_total(ch); } /* Remove an affected_type structure from a char (called when duration reaches zero). Pointer *af must never be NIL! Frees mem and calls affect_location_apply */ void affect_remove( struct char_data *ch, struct affected_type *af ) { struct affected_type *hjp; assert(ch->affected); affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE); /* remove structure *af from linked list */ if (ch->affected == af) { /* remove head of list */ ch->affected = af->next; } else { for(hjp = ch->affected; (hjp->next) && (hjp->next != af); hjp = hjp->next); if (hjp->next != af) { log("FATAL : Could not locate affected_type in ch->affected. (handler.c, affect_remove)"); exit(1); } hjp->next = af->next; /* skip the af element */ } free ( af ); affect_total(ch); } /* Call affect_remove with every spell of spelltype "skill" */ void affect_from_char( struct char_data *ch, byte skill) { struct affected_type *hjp; for(hjp = ch->affected; hjp; hjp = hjp->next) if (hjp->type == skill) affect_remove( ch, hjp ); } /* Return if a char is affected by a spell (SPELL_XXX), NULL indicates not affected */ bool affected_by_spell( struct char_data *ch, byte skill ) { struct affected_type *hjp; for (hjp = ch->affected; hjp; hjp = hjp->next) if ( hjp->type == skill ) return( TRUE ); return( FALSE ); } void affect_join( struct char_data *ch, struct affected_type *af, bool avg_dur, bool avg_mod ) { struct affected_type *hjp; bool found = FALSE; for (hjp = ch->affected; !found && hjp; hjp = hjp->next) { if ( hjp->type == af->type ) { af->duration += hjp->duration; if (avg_dur) af->duration /= 2; af->modifier += hjp->modifier; if (avg_mod) af->modifier /= 2; affect_remove(ch, hjp); affect_to_char(ch, af); found = TRUE; } } if (!found) affect_to_char(ch, af); } /* move a player out of a room */ void char_from_room(struct char_data *ch) { struct char_data *i; if (ch->in_room == NOWHERE) { log("NOWHERE extracting char from room (handler.c, char_from_room)"); exit(1); } if (ch->equipment[WEAR_LIGHT]) if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT) if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2]) /* Light is ON */ world[ch->in_room].light--; if (ch == world[ch->in_room].people) /* head of list */ world[ch->in_room].people = ch->next_in_room; else /* locate the previous element */ { for (i = world[ch->in_room].people; i->next_in_room != ch; i = i->next_in_room); i->next_in_room = ch->next_in_room; } ch->in_room = NOWHERE; ch->next_in_room = 0; } /* place a character in a room */ void char_to_room(struct char_data *ch, int room) { ch->next_in_room = world[room].people; world[room].people = ch; ch->in_room = room; if (ch->equipment[WEAR_LIGHT]) if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT) if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2]) /* Light ON */ world[room].light++; } /* give an object to a char */ void obj_to_char(struct obj_data *object, struct char_data *ch) { object->next_content = ch->carrying; ch->carrying = object; object->carried_by = ch; object->in_room = NOWHERE; IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object); IS_CARRYING_N(ch)++; } /* take an object from a char */ void obj_from_char(struct obj_data *object) { struct obj_data *tmp; if (object->carried_by->carrying == object) /* head of list */ object->carried_by->carrying = object->next_content; else { for (tmp = object->carried_by->carrying; tmp && (tmp->next_content != object); tmp = tmp->next_content); /* locate previous */ tmp->next_content = object->next_content; } IS_CARRYING_W(object->carried_by) -= GET_OBJ_WEIGHT(object); IS_CARRYING_N(object->carried_by)--; object->carried_by = 0; object->next_content = 0; } /* Return the effect of a piece of armor in position eq_pos */ int apply_ac(struct char_data *ch, int eq_pos) { assert(ch->equipment[eq_pos]); if (!(GET_ITEM_TYPE(ch->equipment[eq_pos]) == ITEM_ARMOR)) return 0; switch (eq_pos) { case WEAR_BODY: return (3*ch->equipment[eq_pos]->obj_flags.value[0]); /* 30% */ case WEAR_HEAD: return (2*ch->equipment[eq_pos]->obj_flags.value[0]); /* 20% */ case WEAR_LEGS: return (2*ch->equipment[eq_pos]->obj_flags.value[0]); /* 20% */ case WEAR_FEET: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ case WEAR_HANDS: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ case WEAR_ARMS: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ case WEAR_SHIELD: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ case WEAR_FINGER_L: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ case WEAR_FINGER_R: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ case WEAR_NECK_1: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ case WEAR_NECK_2: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ case WEAR_ABOUT: return (2*ch->equipment[eq_pos]->obj_flags.value[0]); /* 20% */ case WEAR_WAISTE: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ case WEAR_WRIST_L: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ case WEAR_WRIST_R: return (ch->equipment[eq_pos]->obj_flags.value[0]); /* 10% */ } return 0; } void equip_char(struct char_data *ch, struct obj_data *obj, int pos) { int j; assert(pos>=0 && pos<MAX_WEAR); assert(!(ch->equipment[pos])); if (obj->carried_by) { log("EQUIP: Obj is carried_by when equip."); return; } if (obj->in_room!=NOWHERE) { log("EQUIP: Obj is in_room when equip."); 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 (ch->in_room != NOWHERE) { act("You are zapped by $p and instantly drop it.", FALSE, ch, obj, 0, TO_CHAR); act("$n is zapped by $p and instantly drop it.", FALSE, ch, obj, 0, TO_ROOM); obj_to_room(obj, ch->in_room); return; } else { log("ch->in_room = NOWHERE when equipping char."); } } ch->equipment[pos] = obj; if (GET_ITEM_TYPE(obj) == ITEM_ARMOR) GET_AC(ch) -= apply_ac(ch, pos); for(j=0; j<MAX_OBJ_AFFECT; j++) affect_modify(ch, obj->affected[j].location, obj->affected[j].modifier, obj->obj_flags.bitvector, TRUE); affect_total(ch); } struct obj_data *unequip_char(struct char_data *ch, int pos) { int j; struct obj_data *obj; assert(pos>=0 && pos<MAX_WEAR); assert(ch->equipment[pos]); obj = ch->equipment[pos]; if (GET_ITEM_TYPE(obj) == ITEM_ARMOR) GET_AC(ch) += apply_ac(ch, pos); ch->equipment[pos] = 0; for(j=0; j<MAX_OBJ_AFFECT; j++) affect_modify(ch, obj->affected[j].location, obj->affected[j].modifier, obj->obj_flags.bitvector, FALSE); affect_total(ch); return(obj); } int get_number(char **name) { int i; char *ppos; char number[MAX_INPUT_LENGTH]; if ( ( ppos = index(*name, '.') ) != NULL ) { *ppos++ = '\0'; strcpy(number,*name); strcpy(*name, ppos); for(i=0; *(number+i); i++) if (!isdigit(*(number+i))) return(0); return(atoi(number)); } return(1); } /* Search a given list for an object, and return a pointer to that object */ struct obj_data *get_obj_in_list(char *name, struct obj_data *list) { struct obj_data *i; int j, number; char tmpname[MAX_INPUT_LENGTH]; char *tmp; strcpy(tmpname,name); tmp = tmpname; if(!(number = get_number(&tmp))) return(0); for (i = list, j = 1; i && (j <= number); i = i->next_content) if (isname(tmp, i->name)) { if (j == number) return(i); j++; } return(0); } /* Search a given list for an object number, and return a ptr to that obj */ struct obj_data *get_obj_in_list_num(int num, struct obj_data *list) { struct obj_data *i; for (i = list; i; i = i->next_content) if (i->item_number == num) return(i); return(0); } /*search the entire world for an object, and return a pointer */ struct obj_data *get_obj(char *name) { struct obj_data *i; int j, number; char tmpname[MAX_INPUT_LENGTH]; char *tmp; strcpy(tmpname,name); tmp = tmpname; if(!(number = get_number(&tmp))) return(0); for (i = object_list, j = 1; i && (j <= number); i = i->next) if (isname(tmp, i->name)) { if (j == number) return(i); j++; } return(0); } /*search the entire world for an object number, and return a pointer */ struct obj_data *get_obj_num(int nr) { struct obj_data *i; for (i = object_list; i; i = i->next) if (i->item_number == nr) return(i); return(0); } /* search a room for a char, and return a pointer if found.. */ struct char_data *get_char_room(char *name, int room) { struct char_data *i; int j, number; char tmpname[MAX_INPUT_LENGTH]; char *tmp; strcpy(tmpname,name); tmp = tmpname; if(!(number = get_number(&tmp))) return(0); for (i = world[room].people, j = 1; i && (j <= number); i = i->next_in_room) if (isname(tmp, GET_NAME(i))) { if (j == number) return(i); j++; } return(0); } /* search all over the world for a char, and return a pointer if found */ struct char_data *get_char(char *name) { struct char_data *i; int j, number; char tmpname[MAX_INPUT_LENGTH]; char *tmp; strcpy(tmpname,name); tmp = tmpname; if(!(number = get_number(&tmp))) return(0); for (i = character_list, j = 1; i && (j <= number); i = i->next) if (isname(tmp, GET_NAME(i))) { if (j == number) return(i); j++; } return(0); } /* search all over the world for a char num, and return a pointer if found */ struct char_data *get_char_num(int nr) { struct char_data *i; for (i = character_list; i; i = i->next) if (i->nr == nr) return(i); return(0); } /* put an object in a room */ void obj_to_room(struct obj_data *object, int room) { object->next_content = world[room].contents; world[room].contents = object; object->in_room = room; object->carried_by = 0; } /* Take an object from a room */ void obj_from_room(struct obj_data *object) { struct obj_data *i; /* remove object from room */ if (object == world[object->in_room].contents) /* head of list */ world[object->in_room].contents = object->next_content; else /* locate previous element in list */ { for (i = world[object->in_room].contents; i && (i->next_content != object); i = i->next_content); i->next_content = object->next_content; } object->in_room = NOWHERE; object->next_content = 0; } /* put an object in an object (quaint) */ void obj_to_obj(struct obj_data *obj, struct obj_data *obj_to) { struct obj_data *tmp_obj; obj->next_content = obj_to->contains; obj_to->contains = obj; obj->in_obj = obj_to; for(tmp_obj = obj->in_obj; tmp_obj; GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj), tmp_obj = tmp_obj->in_obj); } /* remove an object from an object */ void obj_from_obj(struct obj_data *obj) { struct obj_data *tmp, *obj_from; if (obj->in_obj) { obj_from = obj->in_obj; if (obj == obj_from->contains) /* head of list */ obj_from->contains = obj->next_content; else { for (tmp = obj_from->contains; tmp && (tmp->next_content != obj); tmp = tmp->next_content); /* locate previous */ if (!tmp) { perror("Fatal error in object structures."); abort(); } tmp->next_content = obj->next_content; } /* Subtract weight from containers container */ for(tmp = obj->in_obj; tmp->in_obj; tmp = tmp->in_obj) GET_OBJ_WEIGHT(tmp) -= GET_OBJ_WEIGHT(obj); GET_OBJ_WEIGHT(tmp) -= GET_OBJ_WEIGHT(obj); /* Subtract weight from char that carries the object */ if (tmp->carried_by) IS_CARRYING_W(tmp->carried_by) -= GET_OBJ_WEIGHT(obj); obj->in_obj = 0; obj->next_content = 0; } else { perror("Trying to object from object when in no object."); abort(); } } /* Set all carried_by to point to new owner */ void object_list_new_owner(struct obj_data *list, struct char_data *ch) { if (list) { object_list_new_owner(list->contains, ch); object_list_new_owner(list->next_content, ch); list->carried_by = ch; } } /* Extract an object from the world */ void extract_obj(struct obj_data *obj) { struct obj_data *temp1, *temp2; if(obj->in_room != NOWHERE) obj_from_room(obj); else if(obj->carried_by) obj_from_char(obj); else if(obj->in_obj) { temp1 = obj->in_obj; if(temp1->contains == obj) /* head of list */ temp1->contains = obj->next_content; else { for( temp2 = temp1->contains ; temp2 && (temp2->next_content != obj); temp2 = temp2->next_content ); if(temp2) { temp2->next_content = obj->next_content; } } } for( ; obj->contains; extract_obj(obj->contains)) ; /* leaves nothing ! */ if (object_list == obj ) /* head of list */ object_list = obj->next; else { for(temp1 = object_list; temp1 && (temp1->next != obj); temp1 = temp1->next) ; if(temp1) temp1->next = obj->next; } if(obj->item_number>=0) (obj_index[obj->item_number].number)--; free_obj(obj); } void update_object( struct obj_data *obj, int use){ if (obj->obj_flags.timer > 0) obj->obj_flags.timer -= use; if (obj->contains) update_object(obj->contains, use); if (obj->next_content) update_object(obj->next_content, use); } void update_char_objects( struct char_data *ch ) { int i; if (ch->equipment[WEAR_LIGHT]) if (ch->equipment[WEAR_LIGHT]->obj_flags.type_flag == ITEM_LIGHT) if (ch->equipment[WEAR_LIGHT]->obj_flags.value[2] > 0) (ch->equipment[WEAR_LIGHT]->obj_flags.value[2])--; for(i = 0;i < MAX_WEAR;i++) if (ch->equipment[i]) update_object(ch->equipment[i],2); if (ch->carrying) update_object(ch->carrying,1); } /* Extract a ch completely from the world, and leave his stuff behind */ void extract_char(struct char_data *ch, bool pull) { struct obj_data *obj; struct char_data *k, *next_char; struct descriptor_data *t_desc; int l, was_in; extern struct char_data *combat_list; void die_follower(struct char_data *ch); if ( !IS_NPC(ch) && !ch->desc ) { for ( t_desc = descriptor_list; t_desc; t_desc = t_desc->next ) { if ( t_desc->original == ch ) do_return( t_desc->character, "", 0 ); } } if ( ch->in_room == NOWHERE ) { log( "Extract_char: NOWHERE" ); exit( 1 ); } if ( ch->followers || ch->master ) die_follower(ch); while ( ( obj = ch->carrying ) != NULL ) { obj_from_char( obj ); obj_to_room( obj, ch->in_room ); } if ( ch->specials.fighting ) stop_fighting( ch ); for ( k = combat_list; k ; k = next_char ) { next_char = k->next_fighting; if ( k->specials.fighting == ch ) stop_fighting( k ); } /* Must remove from room before removing the equipment! */ was_in = ch->in_room; char_from_room( ch ); if ( !pull ) char_to_room(ch, real_room(3001)); /* clear equipment_list */ for ( l = 0; l < MAX_WEAR; l++ ) { if ( ch->equipment[l] ) obj_to_room(unequip_char(ch,l), was_in); } GET_AC(ch) = 100; if ( ch->desc && ch->desc->original ) do_return( ch, "", 0 ); if ( IS_NPC(ch) && ch->nr > -1 ) mob_index[ch->nr].number--; if ( pull ) { if ( ch == character_list ) character_list = ch->next; else { for ( k = character_list; k && k->next != ch; k = k->next ) ; if ( k ) k->next = ch->next; else { log( "Extract_char: bad char list" ); abort(); } } free_char( ch ); } } /* *********************************************************************** Here follows high-level versions of some earlier routines, ie functions which incorporate the actual player-data. *********************************************************************** */ struct char_data *get_char_room_vis(struct char_data *ch, char *name) { struct char_data *i; int j, number; char tmpname[MAX_INPUT_LENGTH]; char *tmp; strcpy(tmpname,name); tmp = tmpname; if(!(number = get_number(&tmp))) return(0); for (i = world[ch->in_room].people, j = 1; i && (j <= number); i = i->next_in_room) if (isname(tmp, GET_NAME(i))) if (CAN_SEE(ch, i)) { if (j == number) return(i); j++; } return(0); } struct char_data *get_char_vis(struct char_data *ch, char *name) { struct char_data *i; int j, number; char tmpname[MAX_INPUT_LENGTH]; char *tmp; /* check location */ if ( ( i = get_char_room_vis(ch, name) ) != 0 ) return(i); strcpy(tmpname,name); tmp = tmpname; if(!(number = get_number(&tmp))) return(0); for (i = character_list, j = 1; i && (j <= number); i = i->next) if (isname(tmp, GET_NAME(i))) if (CAN_SEE(ch, i)) { if (j == number) return(i); j++; } return(0); } struct obj_data *get_obj_in_list_vis(struct char_data *ch, char *name, struct obj_data *list) { struct obj_data *i; int j, number; char tmpname[MAX_INPUT_LENGTH]; char *tmp; strcpy(tmpname,name); tmp = tmpname; if(!(number = get_number(&tmp))) return(0); for (i = list, j = 1; i && (j <= number); i = i->next_content) if (isname(tmp, i->name)) if (CAN_SEE_OBJ(ch, i)) { if (j == number) return(i); j++; } return(0); } /*search the entire world for an object, and return a pointer */ struct obj_data *get_obj_vis(struct char_data *ch, char *name) { struct obj_data *i; int j, number; char tmpname[MAX_INPUT_LENGTH]; char *tmp; /* scan items carried */ if ( ( i = get_obj_in_list_vis(ch, name, ch->carrying) ) != NULL ) return(i); /* scan room */ if ( ( i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents) ) != NULL ) return(i); strcpy(tmpname,name); tmp = tmpname; if ( ( number = get_number(&tmp) ) == 0 ) return(0); /* ok.. no luck yet. scan the entire obj list */ for (i = object_list, j = 1; i && (j <= number); i = i->next) if (isname(tmp, i->name)) if (CAN_SEE_OBJ(ch, i)) { if (j == number) return(i); j++; } return(0); } struct obj_data *create_money( int amount ) { struct obj_data *obj; struct extra_descr_data *new_descr; char buf[80]; if(amount<=0) { log("ERROR: Try to create negative money."); exit(1); } CREATE(obj, struct obj_data, 1); CREATE(new_descr, struct extra_descr_data, 1); clear_object(obj); if(amount==1) { obj->name = str_dup("coin gold"); obj->short_description = str_dup("a gold coin"); obj->description = str_dup("One miserable gold coin."); new_descr->keyword = str_dup("coin gold"); new_descr->description = str_dup("One miserable gold coin."); } else { obj->name = str_dup("coins gold"); obj->short_description = str_dup("gold coins"); obj->description = str_dup("A pile of gold coins."); new_descr->keyword = str_dup("coins gold"); if(amount<10) { sprintf(buf,"There is %d coins.",amount); new_descr->description = str_dup(buf); } else if (amount<100) { sprintf(buf,"There is about %d coins",10*(amount/10)); new_descr->description = str_dup(buf); } else if (amount<1000) { sprintf(buf,"It looks like something round %d coins",100*(amount/100)); new_descr->description = str_dup(buf); } else if (amount<100000) { sprintf(buf,"You guess there is %d coins",1000*((amount/1000)+ number(0,(amount/1000)))); new_descr->description = str_dup(buf); } else new_descr->description = str_dup("There are A LOT of coins"); } new_descr->next = 0; obj->ex_description = new_descr; obj->obj_flags.type_flag = ITEM_MONEY; obj->obj_flags.wear_flags = ITEM_TAKE; obj->obj_flags.value[0] = amount; obj->obj_flags.cost = amount; obj->item_number = -1; obj->next = object_list; object_list = obj; return(obj); } /* Generic Find, designed to find any object/character */ /* Calling : */ /* *arg is the sting containing the string to be searched for. */ /* This string doesn't have to be a single word, the routine */ /* extracts the next word itself. */ /* bitv.. All those bits that you want to "search through". */ /* Bit found will be result of the function */ /* *ch This is the person that is trying to "find" */ /* **tar_ch Will be NULL if no character was found, otherwise points */ /* **tar_obj Will be NULL if no object was found, otherwise points */ /* */ /* The routine returns a pointer to the next word in *arg (just like the */ /* one_argument routine). */ int generic_find(char *arg, int bitvector, struct char_data *ch, struct char_data **tar_ch, struct obj_data **tar_obj) { static char *ignore[] = { "the", "in", "on", "at", "\n" }; int i; char name[256]; bool found; found = FALSE; /* Eliminate spaces and "ignore" words */ while (*arg && !found) { for(; *arg == ' '; arg++) ; for(i=0; (name[i] = *(arg+i)) && (name[i]!=' '); i++) ; name[i] = 0; arg+=i; if (search_block(name, ignore, TRUE) > -1) found = TRUE; } if (!name[0]) return(0); *tar_ch = 0; *tar_obj = 0; if (IS_SET(bitvector, FIND_CHAR_ROOM)) { /* Find person in room */ if ( ( *tar_ch = get_char_room_vis(ch, name) ) != NULL ) { return(FIND_CHAR_ROOM); } } if (IS_SET(bitvector, FIND_CHAR_WORLD)) { if ( ( *tar_ch = get_char_vis(ch, name) ) != NULL ) { return(FIND_CHAR_WORLD); } } if (IS_SET(bitvector, FIND_OBJ_EQUIP)) { for(found=FALSE, i=0; i<MAX_WEAR && !found; i++) if (ch->equipment[i] && str_cmp(name, ch->equipment[i]->name) == 0) { *tar_obj = ch->equipment[i]; found = TRUE; } if (found) { return(FIND_OBJ_EQUIP); } } if (IS_SET(bitvector, FIND_OBJ_INV)) { if ( ( *tar_obj = get_obj_in_list_vis(ch, name, ch->carrying) ) != NULL ) { return(FIND_OBJ_INV); } } if (IS_SET(bitvector, FIND_OBJ_ROOM)) { *tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents); if ( *tar_obj != NULL ) { return(FIND_OBJ_ROOM); } } if (IS_SET(bitvector, FIND_OBJ_WORLD)) { if ( ( *tar_obj = get_obj_vis(ch, name) ) != NULL ) { return(FIND_OBJ_WORLD); } } return(0); }