/* ************************************************************************
* File: handler.c Part of CircleMUD *
* Usage: internal funcs: moving and finding chars/objs *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "character.h"
#include "comm.h"
#include "db.h"
#include "handler.h"
#include "interpreter.h"
#include "spells.h"
#include "log.h"
#include "room.h"
#include "item.h"
/* local functions */
int apply_ac(charData_t *ch, int eq_pos);
void update_object(itemData_t *obj, int use);
void update_char_objects(charData_t *ch);
/* external functions */
void remove_follower(charData_t *ch);
char *fname(const char *namelist)
{
static char holder[30];
char *point;
for (point = holder; isalpha(*namelist); namelist++, point++)
*point = *namelist;
*point = '\0';
return (holder);
}
bool isfullname(const char *str, const char *namelist)
{
const char *curname, *curstr;
curname = namelist;
for (;;) {
for (curstr = str;; curstr++, curname++) {
if (!*curstr && !isalpha(*curname))
return (TRUE);
if (!*curname)
return (FALSE);
if (!*curstr || *curname == ' ')
break;
if (LOWER(*curstr) != LOWER(*curname))
break;
}
/* skip to next name */
for (; isalpha(*curname); curname++);
if (!*curname)
return (FALSE);
curname++; /* first char of new name */
}
}
int isname(const char *str, const char *namelist) {
if (str == NULL) {
log("isname(): invalid 'str' string.");
} else if (namelist == NULL) {
log("isname(): invalid 'namelist' string.");
} else {
/* Declare a buffer to copy the name list. */
char buf[MAX_STRING_LENGTH];
/* Declare an iterator variable. */
register char *p = NULL;
/* Copy the name list because strtok is destructive. */
strlcpy(buf, namelist, MAX_INPUT_LENGTH);
/* Iterate the copied name list searching for matches. */
for (p = strtok(buf, " \t"); p && *p != '\0'; p = strtok(NULL, " \t")) {
if (p && is_abbrev(str, p))
return (TRUE);
}
}
return (FALSE);
}
void effectData_modify(charData_t *ch, byte loc, sbyte mod,
bitvector_t bitv, bool add)
{
if (add)
SET_BIT(AFF_FLAGS(ch), bitv);
else {
REMOVE_BIT(AFF_FLAGS(ch), bitv);
mod = -mod;
}
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_CHA:
GET_CHA(ch) += mod;
break;
case APPLY_CLASS:
/* ??? GET_CLASS(ch) += mod; */
break;
/*
* My personal thoughts on these two would be to set the person to the
* value of the apply. That way you won't have to worry about people
* making +1 level things to be imp (you restrict anything that gives
* immortal level of course). It also makes more sense to set someone
* to a class rather than adding to the class number. -gg
*/
case APPLY_LEVEL:
/* ??? GET_LEVEL(ch) += mod; */
break;
case APPLY_AGE:
ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR);
break;
case APPLY_WEIGHT:
GET_WEIGHT(ch) += mod;
break;
case APPLY_HEIGHT:
GET_HEIGHT(ch) += mod;
break;
case APPLY_MANA:
GET_MAX_MANA(ch) += mod;
break;
case APPLY_HIT:
GET_MAX_HIT(ch) += mod;
break;
case APPLY_MOVE:
GET_MAX_MOVE(ch) += 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:
GET_SAVE(ch, SAVING_PARA) += mod;
break;
case APPLY_SAVING_ROD:
GET_SAVE(ch, SAVING_ROD) += mod;
break;
case APPLY_SAVING_PETRI:
GET_SAVE(ch, SAVING_PETRI) += mod;
break;
case APPLY_SAVING_BREATH:
GET_SAVE(ch, SAVING_BREATH) += mod;
break;
case APPLY_SAVING_SPELL:
GET_SAVE(ch, SAVING_SPELL) += mod;
break;
default:
log("SYSERR: Unknown apply adjust %d attempt (%s, effectData_modify).", loc, __FILE__);
break;
} /* switch */
}
/* This updates a character by subtracting everything he is affected by */
/* restoring original abilities, and then affecting all again */
void effectData_total(charData_t *ch)
{
effectData_t *af;
int i, j;
for (i = 0; i < NUM_WEARS; i++) {
if (GET_EQ(ch, i))
for (j = 0; j < MAX_ITEM_AFFECT; j++)
effectData_modify(ch, GET_EQ(ch, i)->affected[j].location,
GET_EQ(ch, i)->affected[j].modifier,
GET_ITEM_AFFECT(GET_EQ(ch, i)), FALSE);
}
for (af = ch->affected; af; af = af->next)
effectData_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
ch->aff_abils = ch->real_abils;
for (i = 0; i < NUM_WEARS; i++) {
if (GET_EQ(ch, i))
for (j = 0; j < MAX_ITEM_AFFECT; j++)
effectData_modify(ch, GET_EQ(ch, i)->affected[j].location,
GET_EQ(ch, i)->affected[j].modifier,
GET_ITEM_AFFECT(GET_EQ(ch, i)), TRUE);
}
for (af = ch->affected; af; af = af->next)
effectData_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) || GET_AUTH(ch) >= AUTH_OWNER) ? 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_CHA(ch) = MAX(0, MIN(GET_CHA(ch), i));
GET_STR(ch) = MAX(0, GET_STR(ch));
if (IS_NPC(ch)) {
GET_STR(ch) = MIN(GET_STR(ch), i);
} else {
if (GET_STR(ch) > 18) {
i = GET_ADD(ch) + ((GET_STR(ch) - 18) * 10);
GET_ADD(ch) = MIN(i, 100);
GET_STR(ch) = 18;
}
}
}
/* Insert an affect_type in a char_data structure
Automatically sets apropriate bits and apply's */
void effectData_toChar(charData_t *ch, effectData_t *af)
{
effectData_t *affected_alloc;
CREATE(affected_alloc, effectData_t, 1);
*affected_alloc = *af;
affected_alloc->next = ch->affected;
ch->affected = affected_alloc;
effectData_modify(ch, af->location, af->modifier, af->bitvector, TRUE);
effectData_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 effectData_remove(charData_t *ch, effectData_t *af)
{
effectData_t *temp;
if (ch->affected == NULL) {
core_dump();
return;
}
effectData_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
REMOVE_FROM_LIST(af, ch->affected, next);
free(af);
effectData_total(ch);
}
/* Call effectData_remove with every spell of spelltype "skill" */
void effectData_fromChar(charData_t *ch, int type)
{
effectData_t *hjp, *next;
for (hjp = ch->affected; hjp; hjp = next) {
next = hjp->next;
if (hjp->type == type)
effectData_remove(ch, hjp);
}
}
/*
* Return TRUE if a char is affected by a spell (SPELL_XXX),
* FALSE indicates not affected.
*/
bool affected_by_spell(charData_t *ch, int type)
{
effectData_t *hjp;
for (hjp = ch->affected; hjp; hjp = hjp->next)
if (hjp->type == type)
return (TRUE);
return (FALSE);
}
void effectData_join(charData_t *ch, effectData_t *af,
bool add_dur, bool avg_dur, bool add_mod, bool avg_mod)
{
effectData_t *hjp, *next;
bool found = FALSE;
for (hjp = ch->affected; !found && hjp; hjp = next) {
next = hjp->next;
if ((hjp->type == af->type) && (hjp->location == af->location)) {
if (add_dur)
af->duration += hjp->duration;
if (avg_dur)
af->duration /= 2;
if (add_mod)
af->modifier += hjp->modifier;
if (avg_mod)
af->modifier /= 2;
effectData_remove(ch, hjp);
effectData_toChar(ch, af);
found = TRUE;
}
}
if (!found)
effectData_toChar(ch, af);
}
/* give an object to a char */
void itemData_toChar(itemData_t *object, charData_t *ch)
{
if (object && ch) {
object->nextContent = ch->carrying;
ch->carrying = object;
object->carriedBy = ch;
IN_ROOM(object) = NULL;
IS_CARRYING_W(ch) += GET_ITEM_WEIGHT(object);
IS_CARRYING_N(ch)++;
/* set flag for crash-save system, but not on mobs! */
if (!IS_NPC(ch))
SET_BIT(PLR_FLAGS(ch), PLR_CRASH);
} else
log("SYSERR: NULL obj (%p) or char (%p) passed to itemData_toChar.", object, ch);
}
/* take an object from a char */
void itemData_fromChar(itemData_t *object)
{
itemData_t *temp;
if (object == NULL) {
log("SYSERR: NULL object passed to itemData_fromChar.");
return;
}
REMOVE_FROM_LIST(object, object->carriedBy->carrying, nextContent);
/* set flag for crash-save system, but not on mobs! */
if (!IS_NPC(object->carriedBy))
SET_BIT(PLR_FLAGS(object->carriedBy), PLR_CRASH);
IS_CARRYING_W(object->carriedBy) -= GET_ITEM_WEIGHT(object);
IS_CARRYING_N(object->carriedBy)--;
object->carriedBy = NULL;
object->nextContent = NULL;
}
/* Return the effect of a piece of armor in position eq_pos */
int apply_ac(charData_t *ch, int eq_pos)
{
int factor;
if (GET_EQ(ch, eq_pos) == NULL) {
core_dump();
return (0);
}
if (!(GET_ITEM_TYPE(GET_EQ(ch, eq_pos)) == ITEM_ARMOR))
return (0);
switch (eq_pos) {
case WEAR_BODY:
factor = 3;
break; /* 30% */
case WEAR_HEAD:
factor = 2;
break; /* 20% */
case WEAR_LEGS:
factor = 2;
break; /* 20% */
default:
factor = 1;
break; /* all others 10% */
}
return (factor * GET_ITEM_VAL(GET_EQ(ch, eq_pos), 0));
}
bool invalid_align(charData_t *ch, itemData_t *obj)
{
if (ITEM_FLAGGED(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch))
return (TRUE);
if (ITEM_FLAGGED(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch))
return (TRUE);
if (ITEM_FLAGGED(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))
return (TRUE);
return (FALSE);
}
int get_number(char **name)
{
int i;
char *ppos;
char number[MAX_INPUT_LENGTH];
*number = '\0';
if ((ppos = strchr(*name, '.')) != NULL) {
*ppos++ = '\0';
strlcpy(number, *name, sizeof(number));
strcpy(*name, ppos); /* strcpy: OK (always smaller) */
for (i = 0; *(number + i); i++)
if (!isdigit(*(number + i)))
return (0);
return (atoi(number));
}
return (1);
}
/* search a room for a char, and return a pointer if found.. */
charData_t *get_char_room(char *name, int *number, roomData_t *room)
{
charData_t *i;
int num;
if (!number) {
number = #
num = get_number(&name);
}
if (*number == 0)
return (NULL);
for (i = room->people; i && *number; i = i->next_in_room)
if (isname(name, i->player.name))
if (--(*number) == 0)
return (i);
return (NULL);
}
/* search all over the world for a char num, and return a pointer if found */
charData_t *get_char_num(mobileVnum_t nr)
{
/*
charData_t *i;
for (i = character_list; i; i = i->next)
if (GET_MOB_RNUM(i) == nr)
return (i);
*/
return (NULL);
}
/* put an object in a room */
void itemData_toRoom(itemData_t *object, roomData_t *room)
{
if (!object || room == NULL)
log("SYSERR: Illegal value(s) passed to itemData_toRoom.");
else {
object->nextContent = room->contents;
room->contents = object;
IN_ROOM(object) = room;
object->carriedBy = NULL;
if (ROOM_FLAGGED(room, ROOM_HOUSE))
SET_BIT(ROOM_FLAGS(room), ROOM_HOUSE_CRASH);
}
}
/* Take an object from a room */
void itemData_fromRoom(itemData_t *object)
{
itemData_t *temp;
if (!object || IN_ROOM(object) == NULL) {
log("SYSERR: NULL object (%p) or obj not in a room passed to itemData_fromRoom",
object);
return;
}
REMOVE_FROM_LIST(object, object->room->contents, nextContent);
if (ROOM_FLAGGED(IN_ROOM(object), ROOM_HOUSE))
SET_BIT(ROOM_FLAGS(IN_ROOM(object)), ROOM_HOUSE_CRASH);
IN_ROOM(object) = NULL;
object->nextContent = NULL;
}
/* put an object in an object (quaint) */
void itemData_toItem(itemData_t *obj, itemData_t *obj_to)
{
itemData_t *tmp_obj;
if (!obj || !obj_to || obj == obj_to) {
log("SYSERR: NULL object (%p) or same source (%p) and target (%p) obj passed to itemData_toItem.",
obj, obj, obj_to);
return;
}
obj->nextContent = obj_to->contains;
obj_to->contains = obj;
obj->inObj = obj_to;
for (tmp_obj = obj->inObj; tmp_obj->inObj; tmp_obj = tmp_obj->inObj)
GET_ITEM_WEIGHT(tmp_obj) += GET_ITEM_WEIGHT(obj);
/* top level object. Subtract weight from inventory if necessary. */
GET_ITEM_WEIGHT(tmp_obj) += GET_ITEM_WEIGHT(obj);
if (tmp_obj->carriedBy)
IS_CARRYING_W(tmp_obj->carriedBy) += GET_ITEM_WEIGHT(obj);
}
/* remove an object from an object */
void itemData_fromItem(itemData_t *obj)
{
itemData_t *temp, *obj_from;
if (obj->inObj == NULL) {
log("SYSERR: (%s): trying to illegally extract obj from obj.", __FILE__);
return;
}
obj_from = obj->inObj;
REMOVE_FROM_LIST(obj, obj_from->contains, nextContent);
/* Subtract weight from containers container */
for (temp = obj->inObj; temp->inObj; temp = temp->inObj)
GET_ITEM_WEIGHT(temp) -= GET_ITEM_WEIGHT(obj);
/* Subtract weight from char that carries the object */
GET_ITEM_WEIGHT(temp) -= GET_ITEM_WEIGHT(obj);
if (temp->carriedBy)
IS_CARRYING_W(temp->carriedBy) -= GET_ITEM_WEIGHT(obj);
obj->inObj = NULL;
obj->nextContent = NULL;
}
/* Set all carriedBy to point to new owner */
void object_list_new_owner(itemData_t *list, charData_t *ch)
{
if (list) {
object_list_new_owner(list->contains, ch);
object_list_new_owner(list->nextContent, ch);
list->carriedBy = ch;
}
}
/* Extract an object from the world */
void itemData_extract(itemData_t *obj)
{
itemData_t *temp;
if (obj->wornBy != NULL)
if (char_unequipItem(obj->wornBy, obj->wornOn) != obj)
log("SYSERR: Inconsistent wornBy and worn_on pointers!!");
if (IN_ROOM(obj) != NULL)
itemData_fromRoom(obj);
else if (obj->carriedBy)
itemData_fromChar(obj);
else if (obj->inObj)
itemData_fromItem(obj);
/* Get rid of the contents of the object, as well. */
while (obj->contains)
itemData_extract(obj->contains);
REMOVE_FROM_LIST(obj, object_list, next);
if (obj->prototype != NULL)
(obj->prototype->number)--;
free_obj(obj);
}
void update_object(itemData_t *obj, int use)
{
if (GET_ITEM_TIMER(obj) > 0)
GET_ITEM_TIMER(obj) -= use;
if (obj->contains)
update_object(obj->contains, use);
if (obj->nextContent)
update_object(obj->nextContent, use);
}
void update_char_objects(charData_t *ch)
{
int i;
if (GET_EQ(ch, WEAR_LIGHT) != NULL)
if (GET_ITEM_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
if (GET_ITEM_VAL(GET_EQ(ch, WEAR_LIGHT), 2) > 0) {
i = --GET_ITEM_VAL(GET_EQ(ch, WEAR_LIGHT), 2);
if (i == 1) {
send_to_char(ch, "Your light begins to flicker and fade.\r\n");
act("$n's light begins to flicker and fade.", FALSE, ch, 0, 0, TO_ROOM);
} else if (i == 0) {
send_to_char(ch, "Your light sputters out and dies.\r\n");
act("$n's light sputters out and dies.", FALSE, ch, 0, 0, TO_ROOM);
ch->room->light--;
}
}
for (i = 0; i < NUM_WEARS; i++)
if (GET_EQ(ch, i))
update_object(GET_EQ(ch, i), 2);
if (ch->carrying)
update_object(ch->carrying, 1);
}
/* ***********************************************************************
* Here follows high-level versions of some earlier routines, ie functions*
* which incorporate the actual player-data *.
*********************************************************************** */
charData_t *get_player_vis(charData_t *ch, char *name, int *number, int inroom)
{
charData_t *i;
int num;
if (!number) {
number = #
num = get_number(&name);
}
for (i = character_list; i; i = i->next) {
if (IS_NPC(i))
continue;
if (inroom == FIND_CHAR_ROOM && IN_ROOM(i) != IN_ROOM(ch))
continue;
if (str_cmp(i->player.name, name)) /* If not same, continue */
continue;
if (!CAN_SEE(ch, i))
continue;
if (--(*number) != 0)
continue;
return (i);
}
return (NULL);
}
charData_t *get_char_room_vis(charData_t *ch, char *name, int *number)
{
charData_t *i;
int num;
if (!number) {
number = #
num = get_number(&name);
}
/* JE 7/18/94 :-) :-) */
if (!str_cmp(name, "self") || !str_cmp(name, "me"))
return (ch);
/* 0.<name> means PC with name */
if (*number == 0)
return (get_player_vis(ch, name, NULL, FIND_CHAR_ROOM));
for (i = ch->room->people; i && *number; i = i->next_in_room)
if (isname(name, i->player.name))
if (CAN_SEE(ch, i))
if (--(*number) == 0)
return (i);
return (NULL);
}
charData_t *get_char_world_vis(charData_t *ch, char *name, int *number)
{
charData_t *i;
int num;
if (!number) {
number = #
num = get_number(&name);
}
if ((i = get_char_room_vis(ch, name, number)) != NULL)
return (i);
if (*number == 0)
return get_player_vis(ch, name, NULL, 0);
for (i = character_list; i && *number; i = i->next) {
if (IN_ROOM(ch) == IN_ROOM(i))
continue;
if (!isname(name, i->player.name))
continue;
if (!CAN_SEE(ch, i))
continue;
if (--(*number) != 0)
continue;
return (i);
}
return (NULL);
}
charData_t *get_char_vis(charData_t *ch, char *name, int *number, int where)
{
if (where == FIND_CHAR_ROOM)
return get_char_room_vis(ch, name, number);
else if (where == FIND_CHAR_WORLD)
return get_char_world_vis(ch, name, number);
else
return (NULL);
}
itemData_t *get_item_in_list_vis(charData_t *ch, char *name, int *number, itemData_t *list)
{
itemData_t *i;
int num;
if (!number) {
number = #
num = get_number(&name);
}
if (*number == 0)
return (NULL);
for (i = list; i && *number; i = i->nextContent)
if (isname(name, i->name))
if (CAN_SEE_ITEM(ch, i))
if (--(*number) == 0)
return (i);
return (NULL);
}
/* search the entire world for an object, and return a pointer */
itemData_t *get_item_vis(charData_t *ch, char *name, int *number)
{
itemData_t *i;
int num;
if (!number) {
number = #
num = get_number(&name);
}
if (*number == 0)
return (NULL);
/* scan items carried */
if ((i = get_item_in_list_vis(ch, name, number, ch->carrying)) != NULL)
return (i);
/* scan room */
if ((i = get_item_in_list_vis(ch, name, number, ch->room->contents)) != NULL)
return (i);
/* ok.. no luck yet. scan the entire obj list */
for (i = object_list; i && *number; i = i->next)
if (isname(name, i->name))
if (CAN_SEE_ITEM(ch, i))
if (--(*number) == 0)
return (i);
return (NULL);
}
itemData_t *get_item_in_equip_vis(charData_t *ch, char *arg, int *number, itemData_t *equipment[])
{
int j, num;
if (!number) {
number = #
num = get_number(&arg);
}
if (*number == 0)
return (NULL);
for (j = 0; j < NUM_WEARS; j++)
if (equipment[j] && CAN_SEE_ITEM(ch, equipment[j]) && isname(arg, equipment[j]->name))
if (--(*number) == 0)
return (equipment[j]);
return (NULL);
}
int get_item_pos_in_equip_vis(charData_t *ch, char *arg, int *number, itemData_t *equipment[])
{
int j, num;
if (!number) {
number = #
num = get_number(&arg);
}
if (*number == 0)
return (-1);
for (j = 0; j < NUM_WEARS; j++)
if (equipment[j] && CAN_SEE_ITEM(ch, equipment[j]) && isname(arg, equipment[j]->name))
if (--(*number) == 0)
return (j);
return (-1);
}
const char *money_desc(int amount)
{
int cnt;
struct {
int limit;
const char *description;
} money_table[] = {
{ 1, "a gold coin" },
{ 10, "a tiny pile of gold coins" },
{ 20, "a handful of gold coins" },
{ 75, "a little pile of gold coins" },
{ 200, "a small pile of gold coins" },
{ 1000, "a pile of gold coins" },
{ 5000, "a big pile of gold coins" },
{ 10000, "a large heap of gold coins" },
{ 20000, "a huge mound of gold coins" },
{ 75000, "an enormous mound of gold coins" },
{ 150000, "a small mountain of gold coins" },
{ 250000, "a mountain of gold coins" },
{ 500000, "a huge mountain of gold coins" },
{ 1000000, "an enormous mountain of gold coins" },
{ 0, NULL },
};
if (amount <= 0) {
log("SYSERR: Try to create negative or 0 money (%d).", amount);
return (NULL);
}
for (cnt = 0; money_table[cnt].limit; cnt++)
if (amount <= money_table[cnt].limit)
return (money_table[cnt].description);
return ("an absolutely colossal mountain of gold coins");
}
itemData_t *create_money(int amount)
{
itemData_t *obj;
extraDescData_t *new_descr;
char buf[200];
if (amount <= 0) {
log("SYSERR: Try to create negative or 0 money. (%d)", amount);
return (NULL);
}
obj = create_obj();
CREATE(new_descr, extraDescData_t, 1);
if (amount == 1) {
obj->name = strdup("coin gold");
obj->shortDescription = strdup("a gold coin");
obj->description = strdup("One miserable gold coin is lying here.");
new_descr->keyword = strdup("coin gold");
new_descr->description = strdup("It's just one miserable little gold coin.");
} else {
obj->name = strdup("coins gold");
obj->shortDescription = strdup(money_desc(amount));
snprintf(buf, sizeof(buf), "%s is lying here.", money_desc(amount));
obj->description = strdup(CAP(buf));
new_descr->keyword = strdup("coins gold");
if (amount < 10)
snprintf(buf, sizeof(buf), "There are %d coins.", amount);
else if (amount < 100)
snprintf(buf, sizeof(buf), "There are about %d coins.", 10 * (amount / 10));
else if (amount < 1000)
snprintf(buf, sizeof(buf), "It looks to be about %d coins.", 100 * (amount / 100));
else if (amount < 100000)
snprintf(buf, sizeof(buf), "You guess there are, maybe, %d coins.",
1000 * ((amount / 1000) + rand_number(0, (amount / 1000))));
else
strcpy(buf, "There are a LOT of coins."); /* strcpy: OK (is < 200) */
new_descr->description = strdup(buf);
}
new_descr->next = NULL;
obj->exDescription = new_descr;
GET_ITEM_TYPE(obj) = ITEM_MONEY;
GET_ITEM_WEAR(obj) = ITEM_WEAR_TAKE;
GET_ITEM_VAL(obj, 0) = amount;
GET_ITEM_COST(obj) = amount;
obj->vnum = NOTHING;
obj->prototype = NULL;
return (obj);
}
/* Generic Find, designed to find any object/character
*
* Calling:
* *arg is the pointer 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 used to return a pointer to the next word in *arg (just
* like the one_argument routine), but now it returns an integer that
* describes what it filled in.
*/
int generic_find(char *arg, bitvector_t bitvector, charData_t *ch,
charData_t **tar_ch, itemData_t **tar_obj)
{
int i, found, number;
char name_val[MAX_INPUT_LENGTH];
char *name = name_val;
*tar_ch = NULL;
*tar_obj = NULL;
one_argument(arg, name);
if (!*name)
return (0);
if (!(number = get_number(&name)))
return (0);
if (IS_SET(bitvector, FIND_CHAR_ROOM)) { /* Find person in room */
if ((*tar_ch = get_char_room_vis(ch, name, &number)) != NULL)
return (FIND_CHAR_ROOM);
}
if (IS_SET(bitvector, FIND_CHAR_WORLD)) {
if ((*tar_ch = get_char_world_vis(ch, name, &number)) != NULL)
return (FIND_CHAR_WORLD);
}
if (IS_SET(bitvector, FIND_ITEM_EQUIP)) {
for (found = FALSE, i = 0; i < NUM_WEARS && !found; i++)
if (GET_EQ(ch, i) && isname(name, GET_EQ(ch, i)->name) && --number == 0) {
*tar_obj = GET_EQ(ch, i);
found = TRUE;
}
if (found)
return (FIND_ITEM_EQUIP);
}
if (IS_SET(bitvector, FIND_ITEM_INV)) {
if ((*tar_obj = get_item_in_list_vis(ch, name, &number, ch->carrying)) != NULL)
return (FIND_ITEM_INV);
}
if (IS_SET(bitvector, FIND_ITEM_ROOM)) {
if ((*tar_obj = get_item_in_list_vis(ch, name, &number, ch->room->contents)) != NULL)
return (FIND_ITEM_ROOM);
}
if (IS_SET(bitvector, FIND_ITEM_WORLD)) {
if ((*tar_obj = get_item_vis(ch, name, &number)))
return (FIND_ITEM_WORLD);
}
return (0);
}
/* a function to scan for "all" or "all.x" */
int find_all_dots(char *arg)
{
if (!strcmp(arg, "all"))
return (FIND_ALL);
else if (!strncmp(arg, "all.", 4)) {
strcpy(arg, arg + 4); /* strcpy: OK (always less) */
return (FIND_ALLDOT);
} else
return (FIND_INDIV);
}