/***************************************************************************
* 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. *
***************************************************************************/
#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"
AFFECT_DATA *affect_free;
/*
* Local functions.
*/
void affect_modify args( ( CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd ) );
/*
* Retrieve a character's trusted level for permission checking.
*/
int get_trust( CHAR_DATA * ch )
{
if( ch->desc != NULL && ch->desc->original != NULL )
ch = ch->desc->original;
if( ch->trust != 0 )
return ch->trust;
if( IS_NPC( ch ) && ch->level >= LEVEL_HERO )
return LEVEL_HERO - 1;
else
return ch->level;
}
/*
* Retrieve a character's age.
*/
int get_age( CHAR_DATA * ch )
{
return 17 + ( ch->played + ( int )( current_time - ch->logon ) ) / 14400;
/*
* 12240 assumes 30 second hours, 24 hours a day, 20 day - Kahn
*/
}
/*
* Retrieve character's current strength.
*/
int get_curr_str( CHAR_DATA * ch )
{
int max;
if( IS_NPC( ch ) )
return 13;
if( class_table[ch->class].attr_prime == APPLY_STR )
max = 25;
else
max = 22;
return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max );
}
/*
* Retrieve character's current intelligence.
*/
int get_curr_int( CHAR_DATA * ch )
{
int max;
if( IS_NPC( ch ) )
return 13;
if( class_table[ch->class].attr_prime == APPLY_INT )
max = 25;
else
max = 22;
return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max );
}
/*
* Retrieve character's current wisdom.
*/
int get_curr_wis( CHAR_DATA * ch )
{
int max;
if( IS_NPC( ch ) )
return 13;
if( class_table[ch->class].attr_prime == APPLY_WIS )
max = 25;
else
max = 22;
return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max );
}
/*
* Retrieve character's current dexterity.
*/
int get_curr_dex( CHAR_DATA * ch )
{
int max;
if( IS_NPC( ch ) )
return 13;
if( class_table[ch->class].attr_prime == APPLY_DEX )
max = 25;
else
max = 22;
return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max );
}
/*
* Retrieve character's current constitution.
*/
int get_curr_con( CHAR_DATA * ch )
{
int max;
if( IS_NPC( ch ) )
return 13;
if( class_table[ch->class].attr_prime == APPLY_CON )
max = 25;
else
max = 22;
return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max );
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_n( CHAR_DATA * ch )
{
if( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL )
return 1000;
if( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) )
return 0;
return MAX_WEAR + 2 * get_curr_dex( ch ) / 2;
}
/*
* Retrieve a character's carry capacity.
*/
int can_carry_w( CHAR_DATA * ch )
{
if( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL )
return 1000000;
if( IS_NPC( ch ) && IS_SET( ch->act, ACT_PET ) )
return 0;
return str_app[get_curr_str( ch )].carry;
}
/*
* See if a string is one of the names of an object.
*/
/*
* New is_name sent in by Alander.
*/
bool is_name( const char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH];
for( ;; )
{
namelist = one_argument( namelist, name );
if( name[0] == '\0' )
return FALSE;
if( !str_cmp( str, name ) )
return TRUE;
}
}
/*
* Apply or remove an affect to a character.
*/
void affect_modify( CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd )
{
OBJ_DATA *wield;
int mod;
mod = paf->modifier;
if( fAdd )
{
SET_BIT( ch->affected_by, paf->bitvector );
}
else
{
REMOVE_BIT( ch->affected_by, paf->bitvector );
mod = 0 - mod;
}
if( IS_NPC( ch ) )
return;
switch ( paf->location )
{
default:
bug( "Affect_modify: unknown location %d.", paf->location );
return;
case APPLY_NONE:
break;
case APPLY_STR:
ch->pcdata->mod_str += mod;
break;
case APPLY_DEX:
ch->pcdata->mod_dex += mod;
break;
case APPLY_INT:
ch->pcdata->mod_int += mod;
break;
case APPLY_WIS:
ch->pcdata->mod_wis += mod;
break;
case APPLY_CON:
ch->pcdata->mod_con += mod;
break;
case APPLY_SEX:
ch->sex += mod;
break;
case APPLY_CLASS:
break;
case APPLY_LEVEL:
break;
case APPLY_AGE:
break;
case APPLY_HEIGHT:
break;
case APPLY_WEIGHT:
break;
case APPLY_MANA:
ch->max_mana += mod;
break;
case APPLY_HIT:
ch->max_hit += mod;
break;
case APPLY_MOVE:
ch->max_move += mod;
break;
case APPLY_GOLD:
break;
case APPLY_EXP:
break;
case APPLY_AC:
ch->armor += mod;
break;
case APPLY_HITROLL:
ch->hitroll += mod;
break;
case APPLY_DAMROLL:
ch->damroll += mod;
break;
case APPLY_SAVING_PARA:
ch->saving_throw += mod;
break;
case APPLY_SAVING_ROD:
ch->saving_throw += mod;
break;
case APPLY_SAVING_PETRI:
ch->saving_throw += mod;
break;
case APPLY_SAVING_BREATH:
ch->saving_throw += mod;
break;
case APPLY_SAVING_SPELL:
ch->saving_throw += mod;
break;
}
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL && get_obj_weight( wield ) > str_app[get_curr_str( ch )].wield )
{
static int depth;
if( depth == 0 )
{
depth++;
act( "You drop $p.", ch, wield, NULL, TO_CHAR );
act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
obj_from_char( wield );
obj_to_room( wield, ch->in_room );
depth--;
}
}
return;
}
/*
* Give an affect to a char.
*/
void affect_to_char( CHAR_DATA * ch, AFFECT_DATA * paf )
{
AFFECT_DATA *paf_new;
if( affect_free == NULL )
{
paf_new = alloc_perm( sizeof( *paf_new ) );
}
else
{
paf_new = affect_free;
affect_free = affect_free->next;
}
*paf_new = *paf;
paf_new->next = ch->affected;
ch->affected = paf_new;
affect_modify( ch, paf_new, TRUE );
return;
}
/*
* Remove an affect from a char.
*/
void affect_remove( CHAR_DATA * ch, AFFECT_DATA * paf )
{
if( ch->affected == NULL )
{
bug( "Affect_remove: no affect.", 0 );
return;
}
affect_modify( ch, paf, FALSE );
if( paf == ch->affected )
{
ch->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for( prev = ch->affected; prev != NULL; prev = prev->next )
{
if( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if( prev == NULL )
{
bug( "Affect_remove: cannot find paf.", 0 );
return;
}
}
paf->next = affect_free;
affect_free = paf->next;
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip( CHAR_DATA * ch, int sn )
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for( paf = ch->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
if( paf->type == sn )
affect_remove( ch, paf );
}
return;
}
/*
* Return true if a char is affected by a spell.
*/
bool is_affected( CHAR_DATA * ch, int sn )
{
AFFECT_DATA *paf;
for( paf = ch->affected; paf != NULL; paf = paf->next )
{
if( paf->type == sn )
return TRUE;
}
return FALSE;
}
/*
* Add or enhance an affect.
*/
void affect_join( CHAR_DATA * ch, AFFECT_DATA * paf )
{
AFFECT_DATA *paf_old;
bool found;
found = FALSE;
for( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next )
{
if( paf_old->type == paf->type )
{
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove( ch, paf_old );
break;
}
}
affect_to_char( ch, paf );
return;
}
/*
* Move a char out of a room.
*/
void char_from_room( CHAR_DATA * ch )
{
OBJ_DATA *obj;
if( ch->in_room == NULL )
{
bug( "Char_from_room: NULL.", 0 );
return;
}
if( !IS_NPC( ch ) )
--ch->in_room->area->nplayer;
if( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
&& obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room->light > 0 )
--ch->in_room->light;
if( ch == ch->in_room->people )
{
ch->in_room->people = ch->next_in_room;
}
else
{
CHAR_DATA *prev;
for( prev = ch->in_room->people; prev; prev = prev->next_in_room )
{
if( prev->next_in_room == ch )
{
prev->next_in_room = ch->next_in_room;
break;
}
}
if( prev == NULL )
bug( "Char_from_room: ch not found.", 0 );
}
ch->in_room = NULL;
ch->next_in_room = NULL;
return;
}
/*
* Move a char into a room.
*/
void char_to_room( CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex )
{
OBJ_DATA *obj;
if( pRoomIndex == NULL )
{
bug( "Char_to_room: NULL.", 0 );
return;
}
ch->in_room = pRoomIndex;
ch->next_in_room = pRoomIndex->people;
pRoomIndex->people = ch;
if( !IS_NPC( ch ) )
++ch->in_room->area->nplayer;
if( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL && obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
++ch->in_room->light;
return;
}
/*
* Give an obj to a char.
*/
void obj_to_char( OBJ_DATA * obj, CHAR_DATA * ch )
{
obj->next_content = ch->carrying;
ch->carrying = obj;
obj->carried_by = ch;
obj->in_room = NULL;
obj->in_obj = NULL;
ch->carry_number += get_obj_number( obj );
ch->carry_weight += get_obj_weight( obj );
}
/*
* Take an obj from its character.
*/
void obj_from_char( OBJ_DATA * obj )
{
CHAR_DATA *ch;
if( ( ch = obj->carried_by ) == NULL )
{
bug( "Obj_from_char: null ch.", 0 );
return;
}
if( obj->wear_loc != WEAR_NONE )
unequip_char( ch, obj );
if( ch->carrying == obj )
{
ch->carrying = obj->next_content;
}
else
{
OBJ_DATA *prev;
for( prev = ch->carrying; prev != NULL; prev = prev->next_content )
{
if( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if( prev == NULL )
bug( "Obj_from_char: obj not in list.", 0 );
}
obj->carried_by = NULL;
obj->next_content = NULL;
ch->carry_number -= get_obj_number( obj );
ch->carry_weight -= get_obj_weight( obj );
return;
}
/*
* Find the ac value of an obj, including position effect.
*/
int apply_ac( OBJ_DATA * obj, int iWear )
{
if( obj->item_type != ITEM_ARMOR )
return 0;
switch ( iWear )
{
case WEAR_BODY:
return 3 * obj->value[0];
case WEAR_HEAD:
return 2 * obj->value[0];
case WEAR_LEGS:
return 2 * obj->value[0];
case WEAR_FEET:
return obj->value[0];
case WEAR_HANDS:
return obj->value[0];
case WEAR_ARMS:
return obj->value[0];
case WEAR_SHIELD:
return obj->value[0];
case WEAR_FINGER_L:
return obj->value[0];
case WEAR_FINGER_R:
return obj->value[0];
case WEAR_NECK_1:
return obj->value[0];
case WEAR_NECK_2:
return obj->value[0];
case WEAR_ABOUT:
return 2 * obj->value[0];
case WEAR_WAIST:
return obj->value[0];
case WEAR_WRIST_L:
return obj->value[0];
case WEAR_WRIST_R:
return obj->value[0];
case WEAR_HOLD:
return obj->value[0];
}
return 0;
}
/*
* 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 )
{
AFFECT_DATA *paf;
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 );
return;
}
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 )
affect_modify( ch, paf, TRUE );
if( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 && ch->in_room != NULL )
++ch->in_room->light;
return;
}
/*
* Unequip a char with an obj.
*/
void unequip_char( CHAR_DATA * ch, OBJ_DATA * obj )
{
AFFECT_DATA *paf;
if( obj->wear_loc == WEAR_NONE )
{
bug( "Unequip_char: already unequipped.", 0 );
return;
}
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 )
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;
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( ( 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 )
{
obj->next_content = pRoomIndex->contents;
pRoomIndex->contents = obj;
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
return;
}
/*
* Move an object into an object.
*/
void obj_to_obj( OBJ_DATA * obj, OBJ_DATA * obj_to )
{
obj->next_content = obj_to->contains;
obj_to->contains = obj;
obj->in_obj = obj_to;
obj->in_room = NULL;
obj->carried_by = NULL;
for( ; obj_to != NULL; obj_to = obj_to->in_obj )
{
if( obj_to->carried_by != NULL )
{
obj_to->carried_by->carry_number += get_obj_number( obj );
obj_to->carried_by->carry_weight += get_obj_weight( obj );
}
}
return;
}
/*
* Move an object out of an object.
*/
void obj_from_obj( OBJ_DATA * obj )
{
OBJ_DATA *obj_from;
if( ( obj_from = obj->in_obj ) == NULL )
{
bug( "Obj_from_obj: null obj_from.", 0 );
return;
}
if( obj == obj_from->contains )
{
obj_from->contains = obj->next_content;
}
else
{
OBJ_DATA *prev;
for( prev = obj_from->contains; prev; prev = prev->next_content )
{
if( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if( prev == NULL )
{
bug( "Obj_from_obj: obj not found.", 0 );
return;
}
}
obj->next_content = NULL;
obj->in_obj = NULL;
for( ; obj_from != NULL; obj_from = obj_from->in_obj )
{
if( obj_from->carried_by != NULL )
{
obj_from->carried_by->carry_number -= get_obj_number( obj );
obj_from->carried_by->carry_weight -= get_obj_weight( obj );
}
}
return;
}
/*
* Extract an obj from the world.
*/
void extract_obj( OBJ_DATA * obj )
{
OBJ_DATA *obj_content;
OBJ_DATA *obj_next;
if( obj->in_room != NULL )
obj_from_room( obj );
else if( obj->carried_by != NULL )
obj_from_char( obj );
else if( obj->in_obj != NULL )
obj_from_obj( obj );
for( obj_content = obj->contains; obj_content; obj_content = obj_next )
{
obj_next = obj_content->next_content;
extract_obj( obj->contains );
}
if( object_list == obj )
{
object_list = obj->next;
}
else
{
OBJ_DATA *prev;
for( prev = object_list; prev != NULL; prev = prev->next )
{
if( prev->next == obj )
{
prev->next = obj->next;
break;
}
}
if( prev == NULL )
{
bug( "Extract_obj: obj %d not found.", obj->pIndexData->vnum );
return;
}
}
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for( paf = obj->affected; paf != NULL; paf = paf_next )
{
paf_next = paf->next;
paf->next = affect_free;
affect_free = paf;
}
}
{
EXTRA_DESCR_DATA *ed;
EXTRA_DESCR_DATA *ed_next;
for( ed = obj->extra_descr; ed != NULL; ed = ed_next )
{
ed_next = ed->next;
free_string( ed->description );
free_string( ed->keyword );
extra_descr_free = ed;
}
}
free_string( obj->name );
free_string( obj->description );
free_string( obj->short_descr );
--obj->pIndexData->count;
obj->next = obj_free;
obj_free = obj;
return;
}
/*
* Extract a char from the world.
*/
void extract_char( CHAR_DATA * ch, bool fPull )
{
CHAR_DATA *wch;
OBJ_DATA *obj;
OBJ_DATA *obj_next;
if( ch->in_room == NULL )
{
bug( "Extract_char: NULL.", 0 );
return;
}
if( fPull )
die_follower( ch );
stop_fighting( ch, TRUE );
for( obj = ch->carrying; obj != NULL; obj = obj_next )
{
obj_next = obj->next_content;
extract_obj( obj );
}
char_from_room( ch );
if( !fPull )
{
char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );
return;
}
if( IS_NPC( ch ) )
--ch->pIndexData->count;
if( ch->desc != NULL && ch->desc->original != NULL )
do_return( ch, "" );
for( wch = char_list; wch != NULL; wch = wch->next )
{
if( wch->reply == ch )
wch->reply = NULL;
}
if( ch == char_list )
{
char_list = ch->next;
}
else
{
CHAR_DATA *prev;
for( prev = char_list; prev != NULL; prev = prev->next )
{
if( prev->next == ch )
{
prev->next = ch->next;
break;
}
}
if( prev == NULL )
{
bug( "Extract_char: char not found.", 0 );
return;
}
}
if( ch->desc )
ch->desc->character = NULL;
free_char( ch );
return;
}
/*
* Find a char in the room.
*/
CHAR_DATA *get_char_room( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *rch;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
if( !str_cmp( arg, "self" ) )
return ch;
for( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if( !can_see( ch, rch ) || !is_name( arg, rch->name ) )
continue;
if( ++count == number )
return rch;
}
return NULL;
}
/*
* Find a char in the world.
*/
CHAR_DATA *get_char_world( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if( ( wch = get_char_room( ch, argument ) ) != NULL )
return wch;
number = number_argument( argument, arg );
count = 0;
for( wch = char_list; wch != NULL; wch = wch->next )
{
if( !can_see( ch, wch ) || !is_name( arg, wch->name ) )
continue;
if( ++count == number )
return wch;
}
return NULL;
}
/*
* Find some object with a given index data.
* Used by area-reset 'P' command.
*/
OBJ_DATA *get_obj_type( OBJ_INDEX_DATA * pObjIndex )
{
OBJ_DATA *obj;
for( obj = object_list; obj != NULL; obj = obj->next )
{
if( obj->pIndexData == pObjIndex )
return obj;
}
return NULL;
}
/*
* Find an obj in a list.
*/
OBJ_DATA *get_obj_list( CHAR_DATA * ch, char *argument, OBJ_DATA * list )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for( obj = list; obj != NULL; obj = obj->next_content )
{
if( can_see_obj( ch, obj ) && is_name( arg, obj->name ) )
{
if( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in player's inventory.
*/
OBJ_DATA *get_obj_carry( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) && is_name( arg, obj->name ) )
{
if( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in player's equipment.
*/
OBJ_DATA *get_obj_wear( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for( obj = ch->carrying; obj != NULL; obj = obj->next_content )
{
if( obj->wear_loc != WEAR_NONE && can_see_obj( ch, obj ) && is_name( arg, obj->name ) )
{
if( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Find an obj in the room or in inventory.
*/
OBJ_DATA *get_obj_here( CHAR_DATA * ch, char *argument )
{
OBJ_DATA *obj;
obj = get_obj_list( ch, argument, ch->in_room->contents );
if( obj != NULL )
return obj;
if( ( obj = get_obj_carry( ch, argument ) ) != NULL )
return obj;
if( ( obj = get_obj_wear( ch, argument ) ) != NULL )
return obj;
return NULL;
}
/*
* Find an obj in the world.
*/
OBJ_DATA *get_obj_world( CHAR_DATA * ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
if( ( obj = get_obj_here( ch, argument ) ) != NULL )
return obj;
number = number_argument( argument, arg );
count = 0;
for( obj = object_list; obj != NULL; obj = obj->next )
{
if( can_see_obj( ch, obj ) && is_name( arg, obj->name ) )
{
if( ++count == number )
return obj;
}
}
return NULL;
}
/*
* 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, amount );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
obj->value[0] = amount;
}
return obj;
}
/*
* Return # of objects which an object counts as.
* Thanks to Tony Chamberlain for the correct recursive code here.
*/
int get_obj_number( OBJ_DATA * obj )
{
int number;
number = 0;
if( obj->item_type == ITEM_CONTAINER )
for( obj = obj->contains; obj != NULL; obj = obj->next_content )
number += get_obj_number( obj );
else
number = 1;
return number;
}
/*
* 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;
}
/*
* True if room is dark.
*/
bool room_is_dark( ROOM_INDEX_DATA * pRoomIndex )
{
if( pRoomIndex->light > 0 )
return FALSE;
if( IS_SET( pRoomIndex->room_flags, ROOM_DARK ) )
return TRUE;
if( pRoomIndex->sector_type == SECT_INSIDE || pRoomIndex->sector_type == SECT_CITY )
return FALSE;
if( weather_info.sunlight == SUN_SET || weather_info.sunlight == SUN_DARK )
return TRUE;
return FALSE;
}
/*
* True if room is private.
*/
bool room_is_private( ROOM_INDEX_DATA * pRoomIndex )
{
CHAR_DATA *rch;
int count;
count = 0;
for( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room )
count++;
if( IS_SET( pRoomIndex->room_flags, ROOM_PRIVATE ) && count >= 2 )
return TRUE;
if( IS_SET( pRoomIndex->room_flags, ROOM_SOLITARY ) && count >= 1 )
return TRUE;
return FALSE;
}
/*
* True if char can see victim.
*/
bool can_see( CHAR_DATA * ch, CHAR_DATA * victim )
{
if( ch == victim )
return TRUE;
if( !IS_NPC( victim ) && IS_SET( victim->act, PLR_WIZINVIS ) && get_trust( ch ) < get_trust( victim ) )
return FALSE;
if( !IS_NPC( ch ) && IS_SET( ch->act, PLR_HOLYLIGHT ) )
return TRUE;
if( IS_AFFECTED( ch, AFF_BLIND ) )
return FALSE;
if( room_is_dark( ch->in_room ) && !IS_AFFECTED( ch, AFF_INFRARED ) )
return FALSE;
if( IS_AFFECTED( victim, AFF_INVISIBLE ) && !IS_AFFECTED( ch, AFF_DETECT_INVIS ) )
return FALSE;
if( IS_AFFECTED( victim, AFF_HIDE )
&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN )
&& victim->fighting == NULL && ( IS_NPC( ch ) ? !IS_NPC( victim ) : IS_NPC( victim ) ) )
return FALSE;
return TRUE;
}
/*
* True if char can see obj.
*/
bool can_see_obj( CHAR_DATA * ch, OBJ_DATA * obj )
{
if( !IS_NPC( ch ) && IS_SET( ch->act, PLR_HOLYLIGHT ) )
return TRUE;
if( obj->item_type == ITEM_POTION )
return TRUE;
if( IS_AFFECTED( ch, AFF_BLIND ) )
return FALSE;
if( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
return TRUE;
if( room_is_dark( ch->in_room ) && !IS_AFFECTED( ch, AFF_INFRARED ) )
return FALSE;
if( IS_SET( obj->extra_flags, ITEM_INVIS ) && !IS_AFFECTED( ch, AFF_DETECT_INVIS ) )
return FALSE;
return TRUE;
}
/*
* True if char can drop obj.
*/
bool can_drop_obj( CHAR_DATA * ch, OBJ_DATA * obj )
{
if( !IS_SET( obj->extra_flags, ITEM_NODROP ) )
return TRUE;
if( !IS_NPC( ch ) && ch->level >= LEVEL_IMMORTAL )
return TRUE;
return FALSE;
}
/*
* Return ascii name of an item type.
*/
char *item_type_name( OBJ_DATA * obj )
{
switch ( obj->item_type )
{
case ITEM_LIGHT:
return "light";
case ITEM_SCROLL:
return "scroll";
case ITEM_WAND:
return "wand";
case ITEM_STAFF:
return "staff";
case ITEM_WEAPON:
return "weapon";
case ITEM_TREASURE:
return "treasure";
case ITEM_ARMOR:
return "armor";
case ITEM_POTION:
return "potion";
case ITEM_FURNITURE:
return "furniture";
case ITEM_TRASH:
return "trash";
case ITEM_CONTAINER:
return "container";
case ITEM_DRINK_CON:
return "drink container";
case ITEM_KEY:
return "key";
case ITEM_FOOD:
return "food";
case ITEM_MONEY:
return "money";
case ITEM_BOAT:
return "boat";
case ITEM_CORPSE_NPC:
return "npc corpse";
case ITEM_CORPSE_PC:
return "pc corpse";
case ITEM_FOUNTAIN:
return "fountain";
case ITEM_PILL:
return "pill";
}
bug( "Item_type_name: unknown type %d.", obj->item_type );
return "(unknown)";
}
/*
* Return ascii name of an affect location.
*/
char *affect_loc_name( int location )
{
switch ( location )
{
case APPLY_NONE:
return "none";
case APPLY_STR:
return "strength";
case APPLY_DEX:
return "dexterity";
case APPLY_INT:
return "intelligence";
case APPLY_WIS:
return "wisdom";
case APPLY_CON:
return "constitution";
case APPLY_SEX:
return "sex";
case APPLY_CLASS:
return "class";
case APPLY_LEVEL:
return "level";
case APPLY_AGE:
return "age";
case APPLY_MANA:
return "mana";
case APPLY_HIT:
return "hp";
case APPLY_MOVE:
return "moves";
case APPLY_GOLD:
return "gold";
case APPLY_EXP:
return "experience";
case APPLY_AC:
return "armor class";
case APPLY_HITROLL:
return "hit roll";
case APPLY_DAMROLL:
return "damage roll";
case APPLY_SAVING_PARA:
return "save vs paralysis";
case APPLY_SAVING_ROD:
return "save vs rod";
case APPLY_SAVING_PETRI:
return "save vs petrification";
case APPLY_SAVING_BREATH:
return "save vs breath";
case APPLY_SAVING_SPELL:
return "save vs spell";
}
bug( "Affect_location_name: unknown location %d.", location );
return "(unknown)";
}
/*
* Return ascii name of an affect bit vector.
*/
char *affect_bit_name( int vector )
{
static char buf[512];
buf[0] = '\0';
if( vector & AFF_BLIND )
strcat( buf, " blind" );
if( vector & AFF_INVISIBLE )
strcat( buf, " invisible" );
if( vector & AFF_DETECT_EVIL )
strcat( buf, " detect_evil" );
if( vector & AFF_DETECT_INVIS )
strcat( buf, " detect_invis" );
if( vector & AFF_DETECT_MAGIC )
strcat( buf, " detect_magic" );
if( vector & AFF_DETECT_HIDDEN )
strcat( buf, " detect_hidden" );
if( vector & AFF_HOLD )
strcat( buf, " hold" );
if( vector & AFF_SANCTUARY )
strcat( buf, " sanctuary" );
if( vector & AFF_FAERIE_FIRE )
strcat( buf, " faerie_fire" );
if( vector & AFF_INFRARED )
strcat( buf, " infrared" );
if( vector & AFF_CURSE )
strcat( buf, " curse" );
if( vector & AFF_FLAMING )
strcat( buf, " flaming" );
if( vector & AFF_POISON )
strcat( buf, " poison" );
if( vector & AFF_PROTECT )
strcat( buf, " protect" );
if( vector & AFF_PARALYSIS )
strcat( buf, " paralysis" );
if( vector & AFF_SLEEP )
strcat( buf, " sleep" );
if( vector & AFF_SNEAK )
strcat( buf, " sneak" );
if( vector & AFF_HIDE )
strcat( buf, " hide" );
if( vector & AFF_CHARM )
strcat( buf, " charm" );
if( vector & AFF_FLYING )
strcat( buf, " flying" );
if( vector & AFF_PASS_DOOR )
strcat( buf, " pass_door" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
/*
* Return ascii name of extra flags vector.
*/
char *extra_bit_name( int extra_flags )
{
static char buf[512];
buf[0] = '\0';
if( extra_flags & ITEM_GLOW )
strcat( buf, " glow" );
if( extra_flags & ITEM_HUM )
strcat( buf, " hum" );
if( extra_flags & ITEM_DARK )
strcat( buf, " dark" );
if( extra_flags & ITEM_LOCK )
strcat( buf, " lock" );
if( extra_flags & ITEM_EVIL )
strcat( buf, " evil" );
if( extra_flags & ITEM_INVIS )
strcat( buf, " invis" );
if( extra_flags & ITEM_MAGIC )
strcat( buf, " magic" );
if( extra_flags & ITEM_NODROP )
strcat( buf, " nodrop" );
if( extra_flags & ITEM_BLESS )
strcat( buf, " bless" );
if( extra_flags & ITEM_ANTI_GOOD )
strcat( buf, " anti-good" );
if( extra_flags & ITEM_ANTI_EVIL )
strcat( buf, " anti-evil" );
if( extra_flags & ITEM_ANTI_NEUTRAL )
strcat( buf, " anti-neutral" );
if( extra_flags & ITEM_NOREMOVE )
strcat( buf, " noremove" );
if( extra_flags & ITEM_INVENTORY )
strcat( buf, " inventory" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}