/***************************************************************************
* 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. *
***************************************************************************/
#include <glib.h>
#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 <recycle.h>
#include <olc.h>
#include <interp.h>
#include <fight.h>
#include <tables.h>
/*
* Give an obj to a char.
*/
void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch )
{
if (obj == NULL) return;
obj->next_content = ch->carrying;
ch->carrying = obj;
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += 1;
ch->carry_weight += get_obj_weight( obj );
}
bool check_artifact( CHAR_DATA *ch )
{
OBJ_DATA *obj;
OBJ_DATA *in_obj;
bool found;
GSList *tmp = object_list;
found = FALSE;
while ( tmp != NULL )
{
obj = (OBJ_DATA*)tmp->data;
if ( !IS_SET(obj->quest, QUEST_ARTIFACT) )
{
tmp = g_slist_next(tmp);
continue;
}
if (obj->carried_by != ch)
{
tmp = g_slist_next(tmp);
continue;
}
found = TRUE;
for ( in_obj = obj; in_obj->in_obj != NULL; in_obj = in_obj->in_obj )
;
tmp = g_slist_next(tmp);
}
g_slist_free(tmp);
return found;
}
/*
* Take an obj from its character.
*/
void obj_from_char( OBJ_DATA *obj )
{
CHAR_DATA *ch;
if (obj == NULL) return;
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 -= 1;
ch->carry_weight -= get_obj_weight( obj );
return;
}
/*
* Find a piece of eq on a character.
*/
OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear )
{
OBJ_DATA *obj;
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 )
{
CHAR_DATA *chch;
AFFECT_DATA *paf;
int sn;
if ( get_eq_char( ch, iWear ) != NULL )
{
bug( "Equip_char: already equipped (%d).", iWear );
return;
}
if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
|| ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
{
/*
* Thanks to Morgenes for the bug fix here!
*/
act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
obj_from_char( obj );
obj_to_room( obj, ch->in_room );
do_autosave( ch, "" );
return;
}
if ((IS_NPC(ch) || (!IS_CLASS(ch, CLASS_DEMON))) &&
IS_SET(obj->spectype, SITEM_DEMONIC))
{
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 );
do_autosave( ch, "" );
return;
}
if ((IS_NPC(ch) || !IS_IMMORTAL(ch)) && IS_SET(obj->quest,QUEST_RELIC)
&& !IS_SET(obj->spectype,SITEM_DEMONIC)
&& !IS_SET(obj->spectype,SITEM_HIGHLANDER)
&& obj->chobj == NULL)
{
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 );
do_autosave( ch, "" );
return;
}
/*
* Mercpoint - commented out to enable wearing more than one artifact.
* Damcap is not modified by more than 500 on wearing more than one
* artifact due to the fact that the damcap modifier is based on whether
* a player is affected by ITEMA_ARTIFACT and as this can only be either
* on or off it only affects damcap once :)
* Therefore this enables a player to wear all the artifacts they have
* aquired (call it a reward for having got them) as because we have
* changed the code such that artifacts can no longer be put in bags,
* it now follows that a player with more than one artifact who is decapped
* will have his corpse looted for all of those artifacts.
* Hence he might as well can the benefit for having them.
*
* It miht be an idea to add a check such that if the player is still
* wearing an artifact when they remove one that the ITEMA_ARTIFACT bit
* isn't removed. - Merc (4/10/96)
*
if (IS_SET(obj->quest, QUEST_ARTIFACT) && IS_ITEMAFF(ch, ITEMA_ARTIFACT))
{
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 );
do_autosave( ch, "" );
return;
}
*/
if ((IS_NPC(ch) || !IS_IMMORTAL( ch )) && IS_SET(obj->spectype, SITEM_DROWWEAPON))
{
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 );
do_autosave( ch, "" );
return;
}
if ((IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER))
&& IS_SET(obj->spectype, SITEM_HIGHLANDER))
{
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 );
do_autosave( ch, "" );
return;
}
if (obj->item_type == ITEM_WWF_CONT)
{
if (IS_SET(obj->value[0], AFF_BLIND) && !IS_AFFECTED(ch,AFF_BLIND))
SET_BIT(ch->affected_by, AFF_BLIND);
if (IS_SET(obj->value[0], AFF_FLYING) && !IS_AFFECTED(ch,AFF_FLYING))
SET_BIT(ch->affected_by, AFF_FLYING);
if (IS_SET(obj->value[0], AFF_INVISIBLE) && !IS_AFFECTED(ch,AFF_INVISIBLE))
SET_BIT(ch->affected_by, AFF_INVISIBLE);
if (IS_SET(obj->value[0], AFF_PASS_DOOR) && !IS_AFFECTED(ch,AFF_PASS_DOOR))
SET_BIT(ch->affected_by, AFF_PASS_DOOR);
if (IS_SET(obj->value[0], AFF_PROTECT) && !IS_AFFECTED(ch,AFF_PROTECT))
SET_BIT(ch->affected_by, AFF_PROTECT);
if (IS_SET(obj->value[0], AFF_SANCTUARY) && !IS_AFFECTED(ch,AFF_SANCTUARY))
SET_BIT(ch->affected_by, AFF_SANCTUARY);
if (IS_SET(obj->value[0], AFF_SNEAK) && !IS_AFFECTED(ch,AFF_SNEAK))
SET_BIT(ch->affected_by, AFF_SNEAK);
if (!IS_IMMFLAW(ch,IMM_FLAW_LIGHTNING))
{
if (IS_SET(obj->value[1], ITEMA_SHOCKSHIELD) && !IS_ITEMAFF(ch,ITEMA_SHOCKSHIELD))
SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
}
if (!IS_IMMFLAW(ch,IMM_FLAW_HEAT))
{
if (IS_SET(obj->value[1], ITEMA_FIRESHIELD) && !IS_ITEMAFF(ch,ITEMA_FIRESHIELD))
SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
}
if (!IS_IMMFLAW(ch,IMM_FLAW_COLD))
{
if (IS_SET(obj->value[1], ITEMA_ICESHIELD) && !IS_ITEMAFF(ch,ITEMA_ICESHIELD))
SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
}
if (!IS_IMMFLAW(ch,IMM_FLAW_ACID))
{
if (IS_SET(obj->value[1], ITEMA_ACIDSHIELD) && !IS_ITEMAFF(ch,ITEMA_ACIDSHIELD))
SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
}
if (IS_SET(obj->value[1], ITEMA_DBPASS) && !IS_ITEMAFF(ch,ITEMA_DBPASS))
SET_BIT(ch->itemaffect, ITEMA_DBPASS);
if (IS_SET(obj->value[1], ITEMA_CHAOSSHIELD) && !IS_ITEMAFF(ch,ITEMA_CHAOSSHIELD))
SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
if (IS_SET(obj->value[1], ITEMA_REGENERATE) && !IS_ITEMAFF(ch,ITEMA_REGENERATE))
SET_BIT(ch->itemaffect, ITEMA_REGENERATE);
if (IS_SET(obj->value[1], ITEMA_SPEED) && !IS_ITEMAFF(ch,ITEMA_SPEED))
SET_BIT(ch->itemaffect, ITEMA_SPEED);
if (IS_SET(obj->value[1], ITEMA_VORPAL) && !IS_ITEMAFF(ch,ITEMA_VORPAL))
SET_BIT(ch->itemaffect, ITEMA_VORPAL);
if (IS_SET(obj->value[1], ITEMA_PEACE) && !IS_ITEMAFF(ch,ITEMA_PEACE))
SET_BIT(ch->itemaffect, ITEMA_PEACE);
if (IS_SET(obj->value[1], ITEMA_REFLECT) && !IS_ITEMAFF(ch,ITEMA_REFLECT))
SET_BIT(ch->itemaffect, ITEMA_REFLECT);
if (IS_SET(obj->value[1], ITEMA_RESISTANCE) && !IS_ITEMAFF(ch,ITEMA_RESISTANCE))
SET_BIT(ch->itemaffect, ITEMA_RESISTANCE);
if (IS_SET(obj->value[1], ITEMA_VISION) && !IS_ITEMAFF(ch,ITEMA_VISION))
SET_BIT(ch->itemaffect, ITEMA_VISION);
if (IS_SET(obj->value[1], ITEMA_STALKER) && !IS_ITEMAFF(ch,ITEMA_STALKER))
SET_BIT(ch->itemaffect, ITEMA_STALKER);
if (IS_SET(obj->value[1], ITEMA_RAGER) && !IS_ITEMAFF(ch,ITEMA_RAGER))
SET_BIT(ch->itemaffect, ITEMA_RAGER);
if (IS_SET(obj->value[1], ITEMA_VANISH) && !IS_ITEMAFF(ch,ITEMA_VANISH))
SET_BIT(ch->itemaffect, ITEMA_VANISH);
if (IS_SET(obj->value[1], ITEMA_FORTITUDE) && !IS_ITEMAFF(ch,ITEMA_FORTITUDE))
SET_BIT(ch->itemaffect, ITEMA_FORTITUDE);
}
if ( iWear == WEAR_SCABBARD_L ||
iWear == WEAR_SCABBARD_R )
{
obj->wear_loc = iWear;
return;
}
if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) )
ch->armor -= apply_ac( obj, iWear );
obj->wear_loc = iWear;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, TRUE );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->bitvector != 1 && obj->value[0] != 5)
affect_modify( ch, paf, TRUE );
}
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL )
++ch->in_room->light;
if (!IS_NPC(ch))
{
if ( (chch = get_char_world(ch,ch->name->str)) == NULL ) return;
if ( chch->desc != ch->desc) return;
}
if (obj->chpoweron != NULL
&& str_cmp(obj->chpoweron->str,"(null)")
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
{
kavitem(obj->chpoweron->str,ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(obj->chpoweron->str,ch,obj,NULL,TO_ROOM);
}
if (obj->victpoweron != NULL
&& str_cmp(obj->victpoweron->str,"(null)")
&& !IS_SET(obj->spectype, SITEM_ACTION)
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
kavitem(obj->victpoweron->str,ch,obj,NULL,TO_ROOM);
if ( obj->wear_loc == WEAR_NONE )
return;
if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 ))
|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
|| IS_SET(obj->spectype, SITEM_SILVER)
|| IS_SET(obj->spectype, SITEM_DEMONIC)
|| IS_SET(obj->quest, QUEST_ARTIFACT) )
{
/* It would be so much easier if weapons had 5 values *sigh*.
* Oh well, I'll just have to use v0 for two. KaVir.
*/
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if ((sn == 4) && (IS_AFFECTED(ch, AFF_BLIND))) return;
else if ((sn == 39) && (IS_AFFECTED(ch, AFF_FLYING))) return;
else if ((sn == 46) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return;
else if ((sn == 52) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return;
else if ((sn == 54) && (IS_AFFECTED(ch, AFF_PROTECT))) return;
else if ((sn == 57) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return;
else if ((sn == 3 ) && (IS_AFFECTED(ch, AFF_FLYING))) return;
else if ((sn == 5 ) && (IS_AFFECTED(ch, AFF_INVISIBLE))) return;
else if ((sn == 6 ) && (IS_AFFECTED(ch, AFF_PASS_DOOR))) return;
else if ((sn == 7 ) && (IS_AFFECTED(ch, AFF_PROTECT))) return;
else if ((sn == 8 ) && (IS_AFFECTED(ch, AFF_SANCTUARY))) return;
else if ((sn == 9 ) && (IS_AFFECTED(ch, AFF_SNEAK))) return;
else if ((sn == 10) && (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD))) return;
else if ((sn == 11) && (IS_ITEMAFF(ch, ITEMA_FIRESHIELD))) return;
else if ((sn == 12) && (IS_ITEMAFF(ch, ITEMA_ICESHIELD))) return;
else if ((sn == 13) && (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD))) return;
else if ((sn == 14) && (IS_ITEMAFF(ch, ITEMA_DBPASS))) return;
else if ((sn == 15) && (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD))) return;
else if ((sn == 16) && (IS_ITEMAFF(ch, ITEMA_REGENERATE))) return;
else if ((sn == 17) && (IS_ITEMAFF(ch, ITEMA_SPEED))) return;
else if ((sn == 18) && (IS_ITEMAFF(ch, ITEMA_VORPAL))) return;
else if ((sn == 19) && (IS_ITEMAFF(ch, ITEMA_PEACE))) return;
else if ((sn == 20) && (IS_ITEMAFF(ch, ITEMA_REFLECT))) return;
else if ((sn == 21) && (IS_ITEMAFF(ch, ITEMA_RESISTANCE))) return;
else if ((sn == 22) && (IS_ITEMAFF(ch, ITEMA_VISION))) return;
else if ((sn == 23) && (IS_ITEMAFF(ch, ITEMA_STALKER))) return;
else if ((sn == 24) && (IS_ITEMAFF(ch, ITEMA_VANISH))) return;
else if ((sn == 25) && (IS_ITEMAFF(ch, ITEMA_RAGER))) return;
else if ((sn == 66) && (IS_ITEMAFF(ch, ITEMA_FORTITUDE))) return;
if (sn == 4)
{
SET_BIT(ch->affected_by, AFF_BLIND);
send_to_char( "...You cannot see a thing!\n\r", ch );
act("...$n seems to be blinded!",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 39 || sn == 3)
{
SET_BIT(ch->affected_by, AFF_FLYING);
send_to_char( "...Your feet rise off the ground.\n\r", ch );
act("...$n's feet rise off the ground.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 46 || sn == 5)
{
SET_BIT(ch->affected_by, AFF_INVISIBLE);
send_to_char( "...You fade out of existance.\n\r", ch );
act("...$n fades out of existance.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 52 || sn == 6)
{
SET_BIT(ch->affected_by, AFF_PASS_DOOR);
send_to_char( "...You turn translucent.\n\r", ch );
act("...$n turns translucent.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 54 || sn == 7)
{
SET_BIT(ch->affected_by, AFF_PROTECT);
send_to_char( "...You are surrounded by a divine aura.\n\r", ch );
act("...$n is surrounded by a divine aura.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 57 || sn == 8)
{
SET_BIT(ch->affected_by, AFF_SANCTUARY);
send_to_char( "...You are surrounded by a white aura.\n\r", ch );
act("...$n is surrounded by a white aura.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 9)
{
SET_BIT(ch->affected_by, AFF_SNEAK);
send_to_char( "...Your footsteps stop making any sound.\n\r", ch );
act("...$n's footsteps stop making any sound.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 10)
{
SET_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "...You are surrounded by a crackling shield of lightning.\n\r", ch );
act("...$n is surrounded by a crackling shield of lightning.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 11)
{
SET_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
send_to_char( "...You are surrounded by a burning shield of flames.\n\r", ch );
act("...$n is surrounded by a burning shield of flames.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 12)
{
SET_BIT(ch->itemaffect, ITEMA_ICESHIELD);
send_to_char( "...You are surrounded by a shimmering shield of ice.\n\r", ch );
act("...$n is surrounded by a shimmering shield of ice.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 13)
{
SET_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
send_to_char( "...You are surrounded by a bubbling shield of acid.\n\r", ch );
act("...$n is surrounded by a bubbling shield of acid.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 14)
{
SET_BIT(ch->itemaffect, ITEMA_DBPASS);
send_to_char( "...You are now safe from the DarkBlade clan guardians.\n\r", ch );
}
else if (sn == 15)
{
SET_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
send_to_char( "...You are surrounded by a swirling shield of chaos.\n\r", ch );
act("...$n is surrounded by a swirling shield of chaos.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 16)
SET_BIT(ch->itemaffect, ITEMA_REGENERATE);
else if (sn == 17)
{
SET_BIT(ch->itemaffect, ITEMA_SPEED);
send_to_char( "...You start moving faster than the eye can follow.\n\r", ch );
act("...$n starts moving faster than the eye can follow.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 18)
SET_BIT(ch->itemaffect, ITEMA_VORPAL);
else if (sn == 19)
SET_BIT(ch->itemaffect, ITEMA_PEACE);
else if (sn == 20)
{
SET_BIT(ch->itemaffect, ITEMA_REFLECT);
send_to_char( "...You are surrounded by flickering shield of darkness.\n\r", ch );
act("...$n is surrounded by a flickering shield of darkness.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 21)
SET_BIT(ch->itemaffect, ITEMA_RESISTANCE);
else if (sn == 22)
{
SET_BIT(ch->itemaffect, ITEMA_VISION);
send_to_char( "...Your eyes begin to glow bright white.\n\r", ch );
act("...$n's eyes begin to glow bright white.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 23)
SET_BIT(ch->itemaffect, ITEMA_STALKER);
else if (sn == 24)
{
SET_BIT(ch->itemaffect, ITEMA_VANISH);
send_to_char( "...You blend into the shadows.\n\r", ch );
act("...$n gradually fades into the shadows.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 25 && !IS_NPC(ch))
{
SET_BIT(ch->itemaffect, ITEMA_RAGER);
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] < 100)
{
ch->pcdata->stats[UNI_RAGE] = 300;
do_werewolf(ch,"");
//update_damcap(ch,ch);
}
else if (IS_CLASS(ch, CLASS_WEREWOLF))
ch->pcdata->stats[UNI_RAGE] = 300;
else if (IS_CLASS(ch, CLASS_VAMPIRE))
ch->pcdata->stats[UNI_RAGE] = 25;
}
else if (sn == 66)
{
SET_BIT(ch->itemaffect, ITEMA_FORTITUDE);
send_to_char( "...You twitch suddenly.\n\r", ch )
;
act("...$n twitches suddenly.",ch,NULL,NULL,TO_ROOM);
}
if (IS_SET(obj->quest, QUEST_ARTIFACT))
SET_BIT(ch->itemaffect, ITEMA_ARTIFACT);
if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_WIELD)
SET_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
if (IS_SET(obj->spectype, SITEM_SILVER) && obj->wear_loc == WEAR_HOLD)
SET_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
}
return;
}
/*
* Unequip a char with an obj.
*/
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
CHAR_DATA *chch;
AFFECT_DATA *paf;
int sn;
int oldpos = obj->wear_loc;
if ( obj->wear_loc == WEAR_NONE )
{
bug( "Unequip_char: already unequipped.", 0 );
return;
}
if ( obj->wear_loc == WEAR_SCABBARD_L ||
obj->wear_loc == WEAR_SCABBARD_R ) {obj->wear_loc = -1;return;}
if ( IS_NPC(ch) || !IS_CLASS(ch, CLASS_HIGHLANDER) )
ch->armor += apply_ac(obj, obj->wear_loc);
obj->wear_loc = -1;
for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
affect_modify( ch, paf, FALSE );
for ( paf = obj->affected; paf != NULL; paf = paf->next )
{
if ( paf->bitvector != 1 && obj->value[0] != 5)
affect_modify( ch, paf, FALSE );
}
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room != NULL
&& ch->in_room->light > 0 )
--ch->in_room->light;
if ( (chch = get_char_world(ch,ch->name->str)) == NULL ) return;
if ( chch->desc != ch->desc) return;
if (!IS_NPC(ch) && (ch->desc != NULL && ch->desc->connected != CON_PLAYING)) return;
if (obj->chpoweroff != NULL
&& str_cmp(obj->chpoweroff->str,"(null)")
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
{
kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_CHAR);
if (IS_SET(obj->spectype, SITEM_ACTION))
kavitem(obj->chpoweroff->str,ch,obj,NULL,TO_ROOM);
}
if (obj->victpoweroff != NULL
&& str_cmp(obj->victpoweroff->str,"(null)")
&& !IS_SET(obj->spectype, SITEM_ACTION)
&& !IS_SET(obj->spectype, SITEM_TELEPORTER)
&& !IS_SET(obj->spectype, SITEM_TRANSPORTER) )
kavitem(obj->victpoweroff->str,ch,obj,NULL,TO_ROOM);
if (obj->item_type == ITEM_WWF_CONT)
{
if (IS_SET(obj->value[0], AFF_BLIND) && IS_AFFECTED(ch,AFF_BLIND))
REMOVE_BIT(ch->affected_by, AFF_BLIND);
if (IS_SET(obj->value[0], AFF_FLYING) && IS_AFFECTED(ch,AFF_FLYING))
REMOVE_BIT(ch->affected_by, AFF_FLYING);
if (IS_SET(obj->value[0], AFF_INVISIBLE) && IS_AFFECTED(ch,AFF_INVISIBLE))
REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
if (IS_SET(obj->value[0], AFF_PASS_DOOR) && IS_AFFECTED(ch,AFF_PASS_DOOR))
REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
if (IS_SET(obj->value[0], AFF_PROTECT) && IS_AFFECTED(ch,AFF_PROTECT))
REMOVE_BIT(ch->affected_by, AFF_PROTECT);
if (IS_SET(obj->value[0], AFF_SANCTUARY) && IS_AFFECTED(ch,AFF_SANCTUARY))
REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
if (IS_SET(obj->value[0], AFF_SNEAK) && IS_AFFECTED(ch,AFF_SNEAK))
REMOVE_BIT(ch->affected_by, AFF_SNEAK);
if (IS_SET(obj->value[1], ITEMA_SHOCKSHIELD) && !IS_ITEMAFF(ch,ITEMA_SHOCKSHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
if (IS_SET(obj->value[1], ITEMA_FIRESHIELD) && !IS_ITEMAFF(ch,ITEMA_FIRESHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
if (IS_SET(obj->value[1], ITEMA_ICESHIELD) && !IS_ITEMAFF(ch,ITEMA_ICESHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
if (IS_SET(obj->value[1], ITEMA_ACIDSHIELD) && !IS_ITEMAFF(ch,ITEMA_ACIDSHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
if (IS_SET(obj->value[1], ITEMA_DBPASS) && !IS_ITEMAFF(ch,ITEMA_DBPASS))
REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS);
if (IS_SET(obj->value[1], ITEMA_CHAOSSHIELD) && !IS_ITEMAFF(ch,ITEMA_CHAOSSHIELD))
REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
if (IS_SET(obj->value[1], ITEMA_REGENERATE) && !IS_ITEMAFF(ch,ITEMA_REGENERATE))
REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
if (IS_SET(obj->value[1], ITEMA_SPEED) && !IS_ITEMAFF(ch,ITEMA_SPEED))
REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
if (IS_SET(obj->value[1], ITEMA_VORPAL) && !IS_ITEMAFF(ch,ITEMA_VORPAL))
REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
if (IS_SET(obj->value[1], ITEMA_PEACE) && !IS_ITEMAFF(ch,ITEMA_PEACE))
REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
if (IS_SET(obj->value[1], ITEMA_REFLECT) && !IS_ITEMAFF(ch,ITEMA_REFLECT))
REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
if (IS_SET(obj->value[1], ITEMA_RESISTANCE) && !IS_ITEMAFF(ch,ITEMA_RESISTANCE))
REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
if (IS_SET(obj->value[1], ITEMA_VISION) && !IS_ITEMAFF(ch,ITEMA_VISION))
REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
if (IS_SET(obj->value[1], ITEMA_STALKER) && !IS_ITEMAFF(ch,ITEMA_STALKER))
REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
if (IS_SET(obj->value[1], ITEMA_RAGER) && !IS_ITEMAFF(ch,ITEMA_RAGER))
REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
if (IS_SET(obj->value[1], ITEMA_VANISH) && !IS_ITEMAFF(ch,ITEMA_VANISH))
REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
if (IS_SET(obj->value[1], ITEMA_FORTITUDE) && !IS_ITEMAFF(ch,ITEMA_FORTITUDE))
REMOVE_BIT(ch->itemaffect, ITEMA_FORTITUDE);
}
if ( ((obj->item_type == ITEM_ARMOR ) && (obj->value[3] >= 1 ))
|| ((obj->item_type == ITEM_WEAPON) && (obj->value[0] >= 1000))
|| IS_SET(obj->spectype, SITEM_SILVER)
|| IS_SET(obj->spectype, SITEM_DEMONIC)
|| IS_SET(obj->quest, QUEST_ARTIFACT) )
{
if (obj->item_type == ITEM_ARMOR)
sn = obj->value[3];
else
sn = obj->value[0] / 1000;
if (IS_AFFECTED(ch, AFF_BLIND) && (sn == 4)
&& !is_affected(ch, 4))
{
REMOVE_BIT(ch->affected_by, AFF_BLIND);
send_to_char( "...You can see again.\n\r", ch );
act("...$n seems to be able to see again.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_FLYING) && (sn == 39 || sn == 3)
&& !is_affected(ch, 39))
{
REMOVE_BIT(ch->affected_by, AFF_FLYING);
send_to_char( "...You slowly float to the ground.\n\r", ch );
act("...$n slowly floats to the ground.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_INVISIBLE) && (sn == 46 || sn == 5)
&& !is_affected(ch, 46))
{
REMOVE_BIT(ch->affected_by, AFF_INVISIBLE);
send_to_char( "...You fade into existance.\n\r", ch );
act("...$n fades into existance.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_PASS_DOOR) && (sn == 52 || sn == 6)
&& !is_affected(ch, 52))
{
REMOVE_BIT(ch->affected_by, AFF_PASS_DOOR);
send_to_char( "...You feel solid again.\n\r", ch );
act("...$n is no longer translucent.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_PROTECT) && (sn == 54 || sn == 7)
&& !is_affected(ch, 54))
{
REMOVE_BIT(ch->affected_by, AFF_PROTECT);
send_to_char( "...The divine aura around you fades.\n\r", ch );
act("...The divine aura around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_SANCTUARY) && (sn == 57 || sn == 8)
&& !is_affected(ch, 57))
{
REMOVE_BIT(ch->affected_by, AFF_SANCTUARY);
send_to_char( "...The white aura around your body fades.\n\r", ch );
act("...The white aura about $n's body fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_AFFECTED(ch, AFF_SNEAK) && (sn == 9)
&& !is_affected(ch, 80))
{
REMOVE_BIT(ch->affected_by, AFF_SNEAK);
send_to_char( "...You are no longer moving so quietly.\n\r", ch );
act("...$n is no longer moving so quietly.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD) && (sn == 10))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SHOCKSHIELD);
send_to_char( "...The crackling shield of lightning around you fades.\n\r", ch );
act("...The crackling shield of lightning around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD) && (sn == 11))
{
REMOVE_BIT(ch->itemaffect, ITEMA_FIRESHIELD);
send_to_char( "...The burning shield of fire around you fades.\n\r", ch );
act("...The burning shield of fire around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_ICESHIELD) && (sn == 12))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ICESHIELD);
send_to_char( "...The shimmering shield of ice around you fades.\n\r", ch );
act("...The shimmering shield of ice around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD) && (sn == 13))
{
REMOVE_BIT(ch->itemaffect, ITEMA_ACIDSHIELD);
send_to_char( "...The bubbling shield of acid around you fades.\n\r", ch );
act("...The bubbling shield of acid around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (IS_ITEMAFF(ch, ITEMA_DBPASS) && (sn == 14))
{
REMOVE_BIT(ch->itemaffect, ITEMA_DBPASS);
send_to_char( "...You are no longer safe from the DarkBlade clan guardians.\n\r", ch );
}
else if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD) && (sn == 15))
{
REMOVE_BIT(ch->itemaffect, ITEMA_CHAOSSHIELD);
send_to_char( "...The swirling shield of chaos around you fades.\n\r", ch );
act("...The swirling shield of chaos around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 16)
REMOVE_BIT(ch->itemaffect, ITEMA_REGENERATE);
else if (IS_ITEMAFF(ch, ITEMA_SPEED) && (sn == 17))
{
REMOVE_BIT(ch->itemaffect, ITEMA_SPEED);
send_to_char( "...Your actions slow down to normal speed.\n\r", ch );
act("...$n stops moving at supernatural speed.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 18)
REMOVE_BIT(ch->itemaffect, ITEMA_VORPAL);
else if (sn == 19)
REMOVE_BIT(ch->itemaffect, ITEMA_PEACE);
else if (IS_ITEMAFF(ch, ITEMA_REFLECT) && sn == 20)
{
REMOVE_BIT(ch->itemaffect, ITEMA_REFLECT);
send_to_char( "...The flickering shield of darkness around you fades.\n\r", ch );
act("...The flickering shield of darkness around $n fades.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 21)
REMOVE_BIT(ch->itemaffect, ITEMA_RESISTANCE);
else if (IS_ITEMAFF(ch, ITEMA_VISION) && sn == 22)
{
REMOVE_BIT(ch->itemaffect, ITEMA_VISION);
send_to_char( "...Your eyes stop glowing bright white.\n\r", ch );
act("...$n's eyes stop glowing bright white.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 23)
REMOVE_BIT(ch->itemaffect, ITEMA_STALKER);
else if (IS_ITEMAFF(ch, ITEMA_VANISH) && sn == 24)
{
REMOVE_BIT(ch->itemaffect, ITEMA_VANISH);
send_to_char( "...You emerge from the shadows.\n\r", ch );
act("...$n gradually fades out of the shadows.",ch,NULL,NULL,TO_ROOM);
}
else if (sn == 25 && !IS_NPC(ch) && IS_ITEMAFF(ch, ITEMA_RAGER))
{
REMOVE_BIT(ch->itemaffect, ITEMA_RAGER);
if (IS_CLASS(ch, CLASS_WEREWOLF) && ch->pcdata->stats[UNI_RAGE] >= 100)
{
ch->pcdata->stats[UNI_RAGE] = 0;
do_unwerewolf(ch,"");
}
ch->pcdata->stats[UNI_RAGE] = 0;
}
else if (IS_ITEMAFF(ch, ITEMA_FORTITUDE) && sn == 66)
{
REMOVE_BIT(ch->itemaffect, ITEMA_FORTITUDE);
send_to_char( "...You twitch suddenly.\n\r", ch );
act("...$n twitches suddendly.",ch,NULL,NULL,TO_ROOM);
}
if (IS_SET(obj->quest, QUEST_ARTIFACT))
REMOVE_BIT(ch->itemaffect, ITEMA_ARTIFACT);
if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_WIELD)
REMOVE_BIT(ch->itemaffect, ITEMA_RIGHT_SILVER);
if (IS_SET(obj->spectype, SITEM_SILVER) && oldpos == WEAR_HOLD)
REMOVE_BIT(ch->itemaffect, ITEMA_LEFT_SILVER);
}
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;
if (obj == NULL) return;
if ( ( in_room = obj->in_room ) == NULL )
{
bug( "obj_from_room: NULL.", 0 );
return;
}
if ( obj == in_room->contents )
{
in_room->contents = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = in_room->contents; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug( "Obj_from_room: obj not found.", 0 );
return;
}
}
obj->in_room = NULL;
obj->next_content = NULL;
return;
}
/*
* Move an obj into a room.
*/
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
{
if (pRoomIndex == NULL) return;
if (obj == NULL) return;
obj->next_content = pRoomIndex->contents;
pRoomIndex->contents = obj;
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
return;
}
/*
* Move an object out of an object.
*/
void obj_from_obj( OBJ_DATA *obj )
{
OBJ_DATA *obj_from;
if (obj == NULL) return;
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 && !IS_SET(obj_from->spectype,SITEM_MORPH))
obj_from->carried_by->carry_weight -= get_obj_weight( obj );
}
return;
}
/*
* Extract an obj from the world.
*/
void extract_obj( OBJ_DATA *obj )
{
CHAR_DATA *ch;
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
GSList *tmp = object_list;
OBJ_DATA *tmpobj;
GString *buffer;
buffer = g_string_new("");
if ( obj == NULL )
{
bug("Object: %d is null!",obj->pIndexData->vnum);
return;
}
if ( obj->in_room != NULL )
obj_from_room( obj );
else if ( obj->carried_by != NULL )
obj_from_char( obj );
else if ( obj->in_obj != NULL )
obj_from_obj( obj );
if ( ( ch = obj->chobj ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->chobj == obj
&& IS_HEAD(ch,LOST_HEAD))
{
REMOVE_BIT(ch->loc_hp[0],LOST_HEAD);
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
ch->morph = g_string_assign(ch->morph,"");
ch->hit = 1;
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
send_to_char("{RYou have been KILLED!!{x\n\r",ch);
do_look(ch,"auto");
ch->position = POS_RESTING;
}
else if ( ( ch = obj->chobj ) != NULL
&& !IS_NPC(ch)
&& ch->pcdata->chobj == obj
&& (IS_EXTRA(ch,EXTRA_OSWITCH) || ch->pcdata->obj_vnum != 0))
{
if (ch->pcdata->obj_vnum != 0)
{
send_to_char("You have been destroyed!\n\r",ch);
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
}
else
{
REMOVE_BIT(ch->extra,EXTRA_OSWITCH);
REMOVE_BIT(ch->affected_by,AFF_POLYMORPH);
ch->morph = g_string_assign(ch->morph,"");
char_from_room(ch);
char_to_room(ch,get_room_index(ROOM_VNUM_ALTAR));
ch->pcdata->chobj = NULL;
obj->chobj = NULL;
send_to_char("You return to your body.\n\r",ch);
}
}
else if ( obj->chobj != NULL )
{
if (!IS_NPC(obj->chobj))
obj->chobj->pcdata->chobj = NULL;
obj->chobj = NULL;
bug( "Extract_obj: obj %d chobj invalid.", obj->pIndexData->vnum );
}
for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
{
obj_next = obj_content->next_content;
if (obj->contains != NULL)
extract_obj( obj->contains );
}
if (object_list == NULL)
{
bug( "obj %d caused the object list to dissapear before extract.", obj->pIndexData->vnum );
}
if (IS_SET(mudsetting->mud_setting,MS_DEBUG)){
g_string_sprintf(buffer,"Number of Objects in list before: %d\n\r",g_slist_length(object_list));
bug(buffer->str,0);
}
object_list = g_slist_remove(object_list,obj);
if (IS_SET(mudsetting->mud_setting,MS_DEBUG)){
g_string_sprintf(buffer,"Number of Objects in list after: %d\n\r",g_slist_length(object_list));
bug(buffer->str,0);
}
--obj->pIndexData->count;
free_obj(obj);
if (IS_SET(mudsetting->mud_setting,MS_DEBUG)){
g_string_sprintf(buffer,"Number of Objects in list after free: %d\n\r",g_slist_length(object_list));
bug(buffer->str,0);
}
//Quick check to make sure objects are still sane
while( tmp != NULL ){
tmpobj = (OBJ_DATA*)tmp->data;
if (tmpobj == NULL)
{
bug("Invalid object detected!\n\r",0);
tmp = g_slist_remove(tmp,tmpobj);
}
tmp = g_slist_next(tmp);
}
g_slist_free(tmp);
//After you free the object check the list for NULL. -Spiral
g_string_free(buffer,TRUE);
if (object_list == NULL)
{
bug( "obj %d caused the object_list to dissapear after free_obj.", obj->pIndexData->vnum );
}
return;
}
/*
* 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;
GSList *tmp = object_list;
while ( tmp != NULL )
{
obj = (OBJ_DATA*)tmp->data;
if ( obj->pIndexData == pObjIndex )
return obj;
tmp = g_slist_next(tmp);
}
g_slist_free(tmp);
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->str ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an object within the object you are in.
*/
OBJ_DATA *get_obj_in_obj( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
OBJ_DATA *obj2;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
if (IS_NPC(ch) || ch->pcdata->chobj == NULL || ch->pcdata->chobj->in_obj == NULL)
return NULL;
obj = ch->pcdata->chobj;
if (obj->in_obj->item_type != ITEM_CONTAINER && obj->in_obj->item_type != ITEM_CORPSE_NPC &&
obj->in_obj->item_type != ITEM_CORPSE_PC ) return NULL;
for ( obj2 = obj->in_obj->contains; obj2 != NULL; obj2 = obj2->next_content )
{
if (obj != obj2
&& is_name( arg, obj2->name->str ) )
{
if ( ++count == number )
return obj2;
}
}
return NULL;
}
/*
* Find an obj in player's inventory.
*/
OBJ_DATA *get_obj_carry( 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->str ) )
{
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->str ) )
{
if ( ++count == number )
return obj;
}
}
return NULL;
}
void shift_obj_plane(CHAR_DATA *ch)
{
OBJ_DATA *obj;
OBJ_DATA *obj2;
for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
obj->plane = ch->plane;
if (obj->contains != NULL)
{
for (obj2 = obj->contains; obj2 != NULL; obj2 = obj2->next_content)
obj2->plane = ch->plane;
}
}
return;
}
/*
* 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 ) ) != NULL )
return obj;
if ( ( obj = get_obj_wear( ch, argument ) ) != NULL )
return obj;
if ( ( obj = get_obj_in_obj( ch, argument ) ) != NULL )
return obj;
return NULL;
}
/*
* Find an obj in the room or in inventory.
*/
OBJ_DATA *get_obj_room( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
obj = get_obj_list( ch, argument, ch->in_room->contents );
if ( obj != 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;
GSList *tmp = object_list;
if ( ( obj = get_obj_here( ch, argument ) ) != NULL )
return obj;
number = number_argument( argument, arg );
count = 0;
while ( tmp != NULL )
{
obj = (OBJ_DATA*)tmp->data;
if ( can_see_obj( ch, obj ) && is_name( arg, obj->name->str ) )
{
if ( ++count == number )
return obj;
}
tmp = g_slist_next(tmp);
}
g_slist_free(tmp);
return NULL;
}
/*
* Create a 'money' obj.
*/
OBJ_DATA *create_money( int amount )
{
char buf[MAX_STRING_LENGTH];
OBJ_DATA *obj;
if ( amount <= 0 )
{
bug( "Create_money: zero or negative money %d.", amount );
amount = 1;
}
if ( amount == 1 )
{
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
}
else
{
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
sprintf( buf, obj->short_descr->str, amount );
obj->short_descr = g_string_assign(obj->short_descr,buf);
obj->value[0] = amount;
}
return obj;
}
OBJ_DATA *get_obj_world2( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
int vnum = 0;
GSList *tmp = object_list;
if (argument[0] == '\0') return NULL;
while ( tmp != NULL )
{
obj = (OBJ_DATA*)tmp->data;
if ( !str_cmp( argument, obj->short_descr->str ) )
{
if ((vnum = obj->pIndexData->vnum) == 30037 || vnum == 30041)
{
tmp = g_slist_next(tmp);
continue;
}
return obj;
}
tmp = g_slist_next(tmp);
}
g_slist_free(tmp);
return NULL;
}
/*
* Return weight of an object, including weight of contents.
*/
int get_obj_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;
}