/* ************************************************************************
* 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 "comm.h"
#include "db.h"
#include "handler.h"
#include "interpreter.h"
#include "spells.h"
/* external vars */
extern int top_of_world;
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;
extern char *MENU;
/* external functions */
void free_char(struct char_data * ch);
void stop_fighting(struct char_data * ch);
void remove_follower(struct char_data * ch);
void clearMemory(struct char_data * ch);
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, sbyte mod, long bitv,
bool add)
{
int maxabil;
if (add) {
SET_BIT(AFF_FLAGS(ch), bitv);
} else {
REMOVE_BIT(AFF_FLAGS(ch), 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_CHA:
GET_CHA(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 -= (mod * SECS_PER_MUD_YEAR);
break;
case APPLY_CHAR_WEIGHT:
GET_WEIGHT(ch) += mod;
break;
case APPLY_CHAR_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 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 < NUM_WEARS; i++) {
if (GET_EQ(ch, i))
for (j = 0; j < MAX_OBJ_AFFECT; j++)
affect_modify(ch, GET_EQ(ch, i)->affected[j].location,
GET_EQ(ch, i)->affected[j].modifier,
GET_EQ(ch, i)->obj_flags.bitvector, FALSE);
}
for (af = ch->affected; af; af = af->next)
affect_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_OBJ_AFFECT; j++)
affect_modify(ch, GET_EQ(ch, i)->affected[j].location,
GET_EQ(ch, i)->affected[j].modifier,
GET_EQ(ch, 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, 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 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 *temp;
assert(ch->affected);
affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
REMOVE_FROM_LIST(af, ch->affected, next);
free(af);
affect_total(ch);
}
/* Call affect_remove with every spell of spelltype "skill" */
void affect_from_char(struct char_data * ch, int type)
{
struct affected_type *hjp, *next;
for (hjp = ch->affected; hjp; hjp = next) {
next = hjp->next;
if (hjp->type == type)
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, int type)
{
struct affected_type *hjp;
for (hjp = ch->affected; hjp; hjp = hjp->next)
if (hjp->type == type)
return TRUE;
return FALSE;
}
void affect_join(struct char_data * ch, struct affected_type * af,
bool add_dur, bool avg_dur, bool add_mod, bool avg_mod)
{
struct affected_type *hjp;
bool found = FALSE;
for (hjp = ch->affected; !found && hjp; hjp = hjp->next) {
if ((hjp->type == af->type) && (hjp->location == af->location)) {
if (add_dur)
af->duration += hjp->duration;
if (avg_dur)
af->duration >>= 1;
if (add_mod)
af->modifier += hjp->modifier;
if (avg_mod)
af->modifier >>= 1;
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 *temp;
if (ch == NULL || ch->in_room == NOWHERE) {
log("SYSERR: NULL or NOWHERE in handler.c, char_from_room");
exit(1);
}
if (FIGHTING(ch) != NULL)
stop_fighting(ch);
if (GET_EQ(ch, WEAR_LIGHT) != NULL)
if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2)) /* Light is ON */
world[ch->in_room].light--;
REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room);
ch->in_room = NOWHERE;
ch->next_in_room = NULL;
}
/* place a character in a room */
void char_to_room(struct char_data * ch, room_rnum room)
{
if (ch == NULL || room < 0 || room > top_of_world)
log("SYSERR: Illegal value(s) passed to char_to_room");
else {
ch->next_in_room = world[room].people;
world[room].people = ch;
ch->in_room = room;
if (GET_EQ(ch, WEAR_LIGHT))
if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2)) /* Light ON */
world[room].light++;
}
}
/* give an object to a char */
void obj_to_char(struct obj_data * object, struct char_data * ch)
{
if (object && 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)++;
/* set flag for crash-save system */
SET_BIT(PLR_FLAGS(ch), PLR_CRASH);
} else
log("SYSERR: NULL obj or char passed to obj_to_char");
}
/* take an object from a char */
void obj_from_char(struct obj_data * object)
{
struct obj_data *temp;
if (object == NULL) {
log("SYSERR: NULL object passed to obj_from_char");
return;
}
REMOVE_FROM_LIST(object, object->carried_by->carrying, next_content);
/* set flag for crash-save system */
SET_BIT(PLR_FLAGS(object->carried_by), PLR_CRASH);
IS_CARRYING_W(object->carried_by) -= GET_OBJ_WEIGHT(object);
IS_CARRYING_N(object->carried_by)--;
object->carried_by = NULL;
object->next_content = NULL;
}
/* Return the effect of a piece of armor in position eq_pos */
int apply_ac(struct char_data * ch, int eq_pos)
{
int factor;
assert(GET_EQ(ch, eq_pos));
if (!(GET_OBJ_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_OBJ_VAL(GET_EQ(ch, eq_pos), 0));
}
void equip_char(struct char_data * ch, struct obj_data * obj, int pos)
{
int j;
int invalid_class(struct char_data *ch, struct obj_data *obj);
assert(pos >= 0 && pos < NUM_WEARS);
if (GET_EQ(ch, pos)) {
sprintf(buf, "SYSERR: Char is already equipped: %s, %s", GET_NAME(ch),
obj->short_description);
log(buf);
return;
}
if (obj->carried_by) {
log("SYSERR: EQUIP: Obj is carried_by when equip.");
return;
}
if (obj->in_room != NOWHERE) {
log("SYSERR: 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)) ||
invalid_class(ch, obj)) {
act("You are zapped by $p and instantly let go of it.", FALSE, ch, obj, 0, TO_CHAR);
act("$n is zapped by $p and instantly lets go of it.", FALSE, ch, obj, 0, TO_ROOM);
obj_to_char(obj, ch); /* changed to drop in inventory instead of
* ground */
return;
}
GET_EQ(ch, pos) = obj;
obj->worn_by = ch;
obj->worn_on = pos;
if (GET_OBJ_TYPE(obj) == ITEM_ARMOR)
GET_AC(ch) -= apply_ac(ch, pos);
if (ch->in_room != NOWHERE) {
if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT)
if (GET_OBJ_VAL(obj, 2)) /* if light is ON */
world[ch->in_room].light++;
} else
log("SYSERR: ch->in_room = NOWHERE when equipping char.");
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 < NUM_WEARS);
assert(GET_EQ(ch, pos));
obj = GET_EQ(ch, pos);
obj->worn_by = NULL;
obj->worn_on = -1;
if (GET_OBJ_TYPE(obj) == ITEM_ARMOR)
GET_AC(ch) += apply_ac(ch, pos);
if (ch->in_room != NOWHERE) {
if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT)
if (GET_OBJ_VAL(obj, 2)) /* if light is ON */
world[ch->in_room].light--;
} else
log("SYSERR: ch->in_room = NOWHERE when equipping char.");
GET_EQ(ch, pos) = NULL;
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];
*number = '\0';
if ((ppos = strchr(*name, '.'))) {
*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 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 (GET_OBJ_RNUM(i) == num)
return i;
return NULL;
}
/* search the entire world for an object number, and return a pointer */
struct obj_data *get_obj_num(obj_rnum nr)
{
struct obj_data *i;
for (i = object_list; i; i = i->next)
if (GET_OBJ_RNUM(i) == nr)
return i;
return NULL;
}
/* search a room for a char, and return a pointer if found.. */
struct char_data *get_char_room(char *name, room_rnum room)
{
struct char_data *i;
int j = 0, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp = tmpname;
strcpy(tmp, name);
if (!(number = get_number(&tmp)))
return NULL;
for (i = world[room].people; i && (j <= number); i = i->next_in_room)
if (isname(tmp, i->player.name))
if (++j == number)
return i;
return NULL;
}
/* search all over the world for a char num, and return a pointer if found */
struct char_data *get_char_num(mob_rnum nr)
{
struct char_data *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 obj_to_room(struct obj_data * object, room_rnum room)
{
if (!object || room < 0 || room > top_of_world)
log("SYSERR: Illegal value(s) passed to obj_to_room");
else {
object->next_content = world[room].contents;
world[room].contents = object;
object->in_room = room;
object->carried_by = NULL;
if (ROOM_FLAGGED(room, ROOM_HOUSE))
SET_BIT(ROOM_FLAGS(room), ROOM_HOUSE_CRASH);
}
}
/* Take an object from a room */
void obj_from_room(struct obj_data * object)
{
struct obj_data *temp;
if (!object || object->in_room == NOWHERE) {
log("SYSERR: NULL object or obj not in a room passed to obj_from_room");
return;
}
REMOVE_FROM_LIST(object, world[object->in_room].contents, next_content);
if (ROOM_FLAGGED(object->in_room, ROOM_HOUSE))
SET_BIT(ROOM_FLAGS(object->in_room), ROOM_HOUSE_CRASH);
object->in_room = NOWHERE;
object->next_content = NULL;
}
/* 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;
if (!obj || !obj_to || obj == obj_to) {
log("SYSERR: NULL object or same source and target obj passed to obj_to_obj");
return;
}
obj->next_content = obj_to->contains;
obj_to->contains = obj;
obj->in_obj = obj_to;
for (tmp_obj = obj->in_obj; tmp_obj->in_obj; tmp_obj = tmp_obj->in_obj)
GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj);
/* top level object. Subtract weight from inventory if necessary. */
GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj);
if (tmp_obj->carried_by)
IS_CARRYING_W(tmp_obj->carried_by) += GET_OBJ_WEIGHT(obj);
}
/* remove an object from an object */
void obj_from_obj(struct obj_data * obj)
{
struct obj_data *temp, *obj_from;
if (obj->in_obj == NULL) {
log("error (handler.c): trying to illegally extract obj from obj");
return;
}
obj_from = obj->in_obj;
REMOVE_FROM_LIST(obj, obj_from->contains, next_content);
/* Subtract weight from containers container */
for (temp = obj->in_obj; temp->in_obj; temp = temp->in_obj)
GET_OBJ_WEIGHT(temp) -= GET_OBJ_WEIGHT(obj);
/* Subtract weight from char that carries the object */
GET_OBJ_WEIGHT(temp) -= GET_OBJ_WEIGHT(obj);
if (temp->carried_by)
IS_CARRYING_W(temp->carried_by) -= GET_OBJ_WEIGHT(obj);
obj->in_obj = NULL;
obj->next_content = NULL;
}
/* 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 *temp;
if (obj->worn_by != NULL)
if (unequip_char(obj->worn_by, obj->worn_on) != obj)
log("SYSERR: Inconsistent worn_by and worn_on pointers!!");
if (obj->in_room != NOWHERE)
obj_from_room(obj);
else if (obj->carried_by)
obj_from_char(obj);
else if (obj->in_obj)
obj_from_obj(obj);
/* Get rid of the contents of the object, as well. */
while (obj->contains)
extract_obj(obj->contains);
REMOVE_FROM_LIST(obj, object_list, next);
if (GET_OBJ_RNUM(obj) >= 0)
(obj_index[GET_OBJ_RNUM(obj)].number)--;
free_obj(obj);
}
void update_object(struct obj_data * obj, int use)
{
if (GET_OBJ_TIMER(obj) > 0)
GET_OBJ_TIMER(obj) -= 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 (GET_EQ(ch, WEAR_LIGHT) != NULL)
if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2) > 0) {
i = --GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2);
if (i == 1) {
act("Your light begins to flicker and fade.", FALSE, ch, 0, 0, TO_CHAR);
act("$n's light begins to flicker and fade.", FALSE, ch, 0, 0, TO_ROOM);
} else if (i == 0) {
act("Your light sputters out and dies.", FALSE, ch, 0, 0, TO_CHAR);
act("$n's light sputters out and dies.", FALSE, ch, 0, 0, TO_ROOM);
world[ch->in_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);
}
/* Extract a ch completely from the world, and leave his stuff behind */
void extract_char(struct char_data * ch)
{
struct char_data *k, *temp;
struct descriptor_data *t_desc;
struct obj_data *obj;
int i, freed = 0;
extern struct char_data *combat_list;
ACMD(do_return);
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, 0);
}
if (ch->in_room == NOWHERE) {
log("SYSERR: NOWHERE extracting char. (handler.c, extract_char)");
exit(1);
}
if (ch->followers || ch->master)
die_follower(ch);
/* Forget snooping, if applicable */
if (ch->desc) {
if (ch->desc->snooping) {
ch->desc->snooping->snoop_by = NULL;
ch->desc->snooping = NULL;
}
if (ch->desc->snoop_by) {
SEND_TO_Q("Your victim is no longer among us.\r\n",
ch->desc->snoop_by);
ch->desc->snoop_by->snooping = NULL;
ch->desc->snoop_by = NULL;
}
}
/* transfer objects to room, if any */
while (ch->carrying) {
obj = ch->carrying;
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
}
/* transfer equipment to room, if any */
for (i = 0; i < NUM_WEARS; i++)
if (GET_EQ(ch, i))
obj_to_room(unequip_char(ch, i), ch->in_room);
if (FIGHTING(ch))
stop_fighting(ch);
for (k = combat_list; k; k = temp) {
temp = k->next_fighting;
if (FIGHTING(k) == ch)
stop_fighting(k);
}
char_from_room(ch);
/* pull the char from the list */
REMOVE_FROM_LIST(ch, character_list, next);
if (ch->desc && ch->desc->original)
do_return(ch, "", 0, 0);
if (!IS_NPC(ch)) {
save_char(ch, NOWHERE);
Crash_delete_crashfile(ch);
} else {
if (GET_MOB_RNUM(ch) > -1) /* if mobile */
mob_index[GET_MOB_RNUM(ch)].number--;
clearMemory(ch); /* Only NPC's can have memory */
free_char(ch);
freed = 1;
}
if (!freed && ch->desc != NULL) {
STATE(ch->desc) = CON_MENU;
SEND_TO_Q(MENU, ch->desc);
} else { /* if a player gets purged from within the game */
if (!freed)
free_char(ch);
}
}
/* ***********************************************************************
* Here follows high-level versions of some earlier routines, ie functions*
* which incorporate the actual player-data *.
*********************************************************************** */
struct char_data *get_player_vis(struct char_data * ch, char *name, int inroom)
{
struct char_data *i;
for (i = character_list; i; i = i->next)
if (!IS_NPC(i) && (!inroom || i->in_room == ch->in_room) &&
!str_cmp(i->player.name, name) && CAN_SEE(ch, i))
return i;
return NULL;
}
struct char_data *get_char_room_vis(struct char_data * ch, char *name)
{
struct char_data *i;
int j = 0, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp = tmpname;
/* JE 7/18/94 :-) :-) */
if (!str_cmp(name, "self") || !str_cmp(name, "me"))
return ch;
/* 0.<name> means PC with name */
strcpy(tmp, name);
if (!(number = get_number(&tmp)))
return get_player_vis(ch, tmp, 1);
for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room)
if (isname(tmp, i->player.name))
if (CAN_SEE(ch, i))
if (++j == number)
return i;
return NULL;
}
struct char_data *get_char_vis(struct char_data * ch, char *name)
{
struct char_data *i;
int j = 0, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp = tmpname;
/* check the room first */
if ((i = get_char_room_vis(ch, name)) != NULL)
return i;
strcpy(tmp, name);
if (!(number = get_number(&tmp)))
return get_player_vis(ch, tmp, 0);
for (i = character_list; i && (j <= number); i = i->next)
if (isname(tmp, i->player.name) && CAN_SEE(ch, i))
if (++j == number)
return i;
return NULL;
}
struct obj_data *get_obj_in_list_vis(struct char_data * ch, char *name,
struct obj_data * list)
{
struct obj_data *i;
int j = 0, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp = tmpname;
strcpy(tmp, name);
if (!(number = get_number(&tmp)))
return NULL;
for (i = list; i && (j <= number); i = i->next_content)
if (isname(tmp, i->name))
if (CAN_SEE_OBJ(ch, i))
if (++j == number)
return i;
return NULL;
}
/* 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 = 0, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp = tmpname;
/* scan items carried */
if ((i = get_obj_in_list_vis(ch, name, ch->carrying)))
return i;
/* scan room */
if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)))
return i;
strcpy(tmp, name);
if (!(number = get_number(&tmp)))
return NULL;
/* ok.. no luck yet. scan the entire obj list */
for (i = object_list; i && (j <= number); i = i->next)
if (isname(tmp, i->name))
if (CAN_SEE_OBJ(ch, i))
if (++j == number)
return i;
return NULL;
}
struct obj_data *get_object_in_equip_vis(struct char_data * ch,
char *arg, struct obj_data * equipment[], int *j)
{
for ((*j) = 0; (*j) < NUM_WEARS; (*j)++)
if (equipment[(*j)])
if (CAN_SEE_OBJ(ch, equipment[(*j)]))
if (isname(arg, equipment[(*j)]->name))
return (equipment[(*j)]);
return NULL;
}
char *money_desc(int amount)
{
static char buf[128];
if (amount <= 0) {
log("SYSERR: Try to create negative or 0 money.");
return NULL;
}
if (amount == 1)
strcpy(buf, "a gold coin");
else if (amount <= 10)
strcpy(buf, "a tiny pile of gold coins");
else if (amount <= 20)
strcpy(buf, "a handful of gold coins");
else if (amount <= 75)
strcpy(buf, "a little pile of gold coins");
else if (amount <= 200)
strcpy(buf, "a small pile of gold coins");
else if (amount <= 1000)
strcpy(buf, "a pile of gold coins");
else if (amount <= 5000)
strcpy(buf, "a big pile of gold coins");
else if (amount <= 10000)
strcpy(buf, "a large heap of gold coins");
else if (amount <= 20000)
strcpy(buf, "a huge mound of gold coins");
else if (amount <= 75000)
strcpy(buf, "an enormous mound of gold coins");
else if (amount <= 150000)
strcpy(buf, "a small mountain of gold coins");
else if (amount <= 250000)
strcpy(buf, "a mountain of gold coins");
else if (amount <= 500000)
strcpy(buf, "a huge mountain of gold coins");
else if (amount <= 1000000)
strcpy(buf, "an enormous mountain of gold coins");
else
strcpy(buf, "an absolutely colossal mountain of gold coins");
return buf;
}
struct obj_data *create_money(int amount)
{
struct obj_data *obj;
struct extra_descr_data *new_descr;
char buf[200];
if (amount <= 0) {
log("SYSERR: Try to create negative or 0 money.");
return NULL;
}
obj = create_obj();
CREATE(new_descr, struct extra_descr_data, 1);
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 is lying here.");
new_descr->keyword = str_dup("coin gold");
new_descr->description = str_dup("It's just one miserable little gold coin.");
} else {
obj->name = str_dup("coins gold");
obj->short_description = str_dup(money_desc(amount));
sprintf(buf, "%s is lying here.", money_desc(amount));
obj->description = str_dup(CAP(buf));
new_descr->keyword = str_dup("coins gold");
if (amount < 10) {
sprintf(buf, "There are %d coins.", amount);
new_descr->description = str_dup(buf);
} else if (amount < 100) {
sprintf(buf, "There are about %d coins.", 10 * (amount / 10));
new_descr->description = str_dup(buf);
} else if (amount < 1000) {
sprintf(buf, "It looks to be about %d coins.", 100 * (amount / 100));
new_descr->description = str_dup(buf);
} else if (amount < 100000) {
sprintf(buf, "You guess there are, maybe, %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 = NULL;
obj->ex_description = new_descr;
GET_OBJ_TYPE(obj) = ITEM_MONEY;
GET_OBJ_WEAR(obj) = ITEM_WEAR_TAKE;
GET_OBJ_VAL(obj, 0) = amount;
GET_OBJ_COST(obj) = amount;
obj->item_number = NOTHING;
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)
{
int i, found;
char name[256];
one_argument(arg, name);
if (!*name)
return (0);
*tar_ch = NULL;
*tar_obj = NULL;
if (IS_SET(bitvector, FIND_CHAR_ROOM)) { /* Find person in room */
if ((*tar_ch = get_char_room_vis(ch, name))) {
return (FIND_CHAR_ROOM);
}
}
if (IS_SET(bitvector, FIND_CHAR_WORLD)) {
if ((*tar_ch = get_char_vis(ch, name))) {
return (FIND_CHAR_WORLD);
}
}
if (IS_SET(bitvector, FIND_OBJ_EQUIP)) {
for (found = FALSE, i = 0; i < NUM_WEARS && !found; i++)
if (GET_EQ(ch, i) && isname(name, GET_EQ(ch, i)->name)) {
*tar_obj = GET_EQ(ch, 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))) {
return (FIND_OBJ_INV);
}
}
if (IS_SET(bitvector, FIND_OBJ_ROOM)) {
if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents))) {
return (FIND_OBJ_ROOM);
}
}
if (IS_SET(bitvector, FIND_OBJ_WORLD)) {
if ((*tar_obj = get_obj_vis(ch, name))) {
return (FIND_OBJ_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);
return FIND_ALLDOT;
} else
return FIND_INDIV;
}