/***************************************************************************
* 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. *
* *
* Envy Diku Mud improvements copyright (C) 1994 by Michael Quan, David *
* Love, Guilherme 'Willie' Arnold, and Mitchell Tse. *
* *
* EnvyMud 2.0 improvements copyright (C) 1995 by Michael Quan and *
* Mitchell Tse. *
* *
* In order to use any part of this Envy Diku Mud, you must comply with *
* the original Diku license in 'license.doc', the Merc license in *
* 'license.txt', as well as the Envy license in 'license.nvy'. *
* 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 && ch->desc->original )
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 ) ) / 428400;
/* 428400 assumes 30 secs/mud hour * 24 hours/day * 35 days/month *
17 months/year - Kahn */
}
/*
* Retrieve character's current strength.
*/
int get_curr_str( CHAR_DATA *ch )
{
int max;
int mod;
int value;
mod = race_table[ch->race].str_mod;
value = 13 + mod;
if ( IS_NPC( ch ) )
return value;
if ( class_table[ch->class].attr_prime == APPLY_STR )
max = UMIN( 25, 25 + mod );
else
max = UMIN( 22 + mod, 25 );
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;
int mod;
int value;
mod = race_table[ch->race].int_mod;
value = 13 + mod;
if ( IS_NPC( ch ) )
return value;
if ( class_table[ch->class].attr_prime == APPLY_INT )
max = UMIN( 25, 25 + mod );
else
max = UMIN( 22 + mod, 25 );
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;
int mod;
int value;
mod = race_table[ch->race].wis_mod;
value = 13 + mod;
if ( IS_NPC( ch ) )
return value;
if ( class_table[ch->class].attr_prime == APPLY_WIS )
max = UMIN( 25, 25 + mod );
else
max = UMIN( 22 + mod, 25 );
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;
int mod;
int value;
mod = race_table[ch->race].dex_mod;
value = 13 + mod;
if ( IS_NPC( ch ) )
return value;
if ( class_table[ch->class].attr_prime == APPLY_DEX )
max = UMIN( 25, 25 + mod );
else
max = UMIN( 22 + mod, 25 );
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;
int mod;
int value;
mod = race_table[ch->race].con_mod;
value = 13 + mod;
if ( IS_NPC( ch ) )
return value;
if ( class_table[ch->class].attr_prime == APPLY_CON )
max = UMIN( 25, 25 + mod );
else
max = UMIN( 22 + mod, 25 );
return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max );
}
/*
* Retrieve character's current hitroll for given weapon location
*/
int get_hitroll( CHAR_DATA *ch, int wpn )
{
OBJ_DATA *other_wield;
AFFECT_DATA *paf;
int other_wpn;
int hitroll;
if ( wpn == WEAR_WIELD)
other_wpn = WEAR_WIELD_2;
else if ( wpn == WEAR_WIELD_2 )
other_wpn = WEAR_WIELD;
else
{
char buf [ MAX_STRING_LENGTH ];
sprintf( buf, "get_hitroll: Invalid weapon location %d on %s.",
wpn, ch->name );
bug( buf, 0 );
return 0;
}
hitroll = ch->hitroll + str_app[get_curr_str( ch )].tohit;
if ( !( other_wield = get_eq_char( ch, other_wpn ) ) )
return hitroll;
for( paf = other_wield->pIndexData->affected; paf; paf = paf->next )
if ( paf->location == APPLY_HITROLL )
hitroll -= paf->modifier;
for( paf = other_wield->affected; paf; paf = paf->next )
if ( paf->location == APPLY_HITROLL )
hitroll -= paf->modifier;
return hitroll;
}
/*
* Retrieve character's current damroll for given weapon location
*/
int get_damroll( CHAR_DATA *ch, int wpn )
{
OBJ_DATA *other_wield;
AFFECT_DATA *paf;
int other_wpn;
int damroll;
if ( wpn == WEAR_WIELD)
other_wpn = WEAR_WIELD_2;
else if ( wpn == WEAR_WIELD_2 )
other_wpn = WEAR_WIELD;
else
{
char buf [ MAX_STRING_LENGTH ];
sprintf( buf, "get_damroll: Invalid weapon location %d on %s.",
wpn, ch->name );
bug( buf, 0 );
return 0;
}
damroll = ch->damroll + str_app[get_curr_str( ch )].todam;
if ( !( other_wield = get_eq_char( ch, other_wpn ) ) )
return damroll;
for( paf = other_wield->pIndexData->affected; paf; paf = paf->next )
if ( paf->location == APPLY_DAMROLL )
damroll -= paf->modifier;
for( paf = other_wield->affected; paf; paf = paf->next )
if ( paf->location == APPLY_DAMROLL )
damroll -= paf->modifier;
return damroll;
}
/*
* 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;
OBJ_DATA *wield2;
char buf [ MAX_STRING_LENGTH ];
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;
}
switch ( paf->location )
{
default:
sprintf( buf, "Affect_modify: unknown location %d on %s.",
paf->location, ch->name );
bug ( buf, 0 );
return;
case APPLY_NONE: break;
case APPLY_STR:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_str += mod; break;
case APPLY_DEX:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_dex += mod; break;
case APPLY_INT:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_int += mod; break;
case APPLY_WIS:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_wis += mod; break;
case APPLY_CON:
if ( !IS_NPC( ch ) )
ch->pcdata->mod_con += mod; break;
case APPLY_SEX: ch->sex += mod; break;
case APPLY_RACE: ch->race += 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;
}
/* Remove the excess general stats */
ch->hit = UMIN( ch->hit, ch->max_hit );
ch->mana = UMIN( ch->mana, ch->max_mana );
ch->move = UMIN( ch->move, ch->max_move );
if ( IS_NPC( ch ) )
return;
/*
* Check for PC weapon wielding.
* Guard against recursion (for weapons with affects).
* If more than one weapon, drop weapon 2 first, then recheck.
* And yes, it does work. :) --- Thelonius (Monk)
*/
if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) )
{
if ( ( wield2 = get_eq_char( ch, WEAR_WIELD_2 ) ) )
{
if ( ( ( get_obj_weight( wield ) + get_obj_weight( wield2 ) )
> str_app[get_curr_str( ch )].wield )
|| !IS_SET( race_table[ ch->race ].race_abilities,
RACE_WEAPON_WIELD ) )
{
static int depth;
if ( depth == 0 )
{
depth++;
act( "You drop $p.", ch, wield2, NULL, TO_CHAR );
act( "$n drops $p.", ch, wield2, NULL, TO_ROOM );
obj_from_char( wield2 );
obj_to_room( wield2, ch->in_room );
depth--;
}
}
}
else
if ( ( get_obj_weight( wield ) > str_app[get_curr_str( ch )].wield )
|| !IS_SET( race_table[ ch->race ].race_abilities,
RACE_WEAPON_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--;
}
}
}
else if ( ( wield2 = get_eq_char( ch, WEAR_WIELD_2 ) )
&& ( get_obj_weight( wield2 ) > str_app[get_curr_str( ch )].wield
|| !IS_SET( race_table[ ch->race ].race_abilities,
RACE_WEAPON_WIELD ) ) )
{
static int depth;
if ( depth == 0 )
{
depth++;
act( "You drop $p.", ch, wield2, NULL, TO_CHAR );
act( "$n drops $p.", ch, wield2, NULL, TO_ROOM );
obj_from_char( wield2 );
obj_to_room( wield2, 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 )
{
paf_new = alloc_perm( sizeof( *paf_new ) );
}
else
{
paf_new = affect_free;
affect_free = affect_free->next;
}
*paf_new = *paf;
paf_new->deleted = FALSE;
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 )
{
bug( "Affect_remove: no affect.", 0 );
return;
}
affect_modify( ch, paf, FALSE );
paf->deleted = TRUE;
return;
}
/*
* Strip all affects of a given sn.
*/
void affect_strip( CHAR_DATA *ch, int sn )
{
AFFECT_DATA *paf;
for ( paf = ch->affected; paf; paf = paf->next )
{
if ( paf->deleted )
continue;
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; paf = paf->next )
{
if ( paf->deleted )
continue;
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;
for ( paf_old = ch->affected; paf_old; paf_old = paf_old->next )
{
if ( paf_old->deleted )
continue;
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 )
{
bug( "Char_from_room: NULL.", 0 );
return;
}
if ( !IS_NPC( ch ) )
--ch->in_room->area->nplayer;
if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) )
&& 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 )
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 )
{
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 ) )
&& 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 ) )
{
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; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( !prev )
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; obj = obj->next_content )
{
if ( obj->deleted )
continue;
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;
char buf [ MAX_STRING_LENGTH ];
if ( get_eq_char( ch, iWear ) )
{
sprintf( buf, "Equip_char: %s already equipped at %d.",
ch->name, iWear );
bug( buf, 0 );
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; paf = paf->next )
affect_modify( ch, paf, TRUE );
for ( paf = obj->affected; paf; paf = paf->next )
affect_modify( ch, paf, TRUE );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room )
++ch->in_room->light;
return;
}
/*
* Unequip a char with an obj.
*/
void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
{
AFFECT_DATA *paf;
char buf [ MAX_STRING_LENGTH ];
if ( obj->wear_loc == WEAR_NONE )
{
sprintf( buf, "Unequip_char: %s already unequipped with %d.",
ch->name, obj->pIndexData->vnum );
bug( buf, 0 );
return;
}
ch->armor += apply_ac( obj, obj->wear_loc );
obj->wear_loc = -1;
for ( paf = obj->pIndexData->affected; paf; paf = paf->next )
affect_modify( ch, paf, FALSE );
for ( paf = obj->affected; paf; paf = paf->next )
affect_modify( ch, paf, FALSE );
if ( obj->item_type == ITEM_LIGHT
&& obj->value[2] != 0
&& ch->in_room
&& 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; obj = obj->next_content )
{
if ( obj->deleted )
continue;
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 ) )
{
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 )
{
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 )
{
if ( obj_to->deleted )
{
bug( "Obj_to_obj: Obj_to already deleted", 0 );
return;
}
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; obj_to = obj_to->in_obj )
{
if ( obj_to->deleted )
continue;
if ( obj_to->carried_by )
{
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 ) )
{
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 )
{
bug( "Obj_from_obj: obj not found.", 0 );
return;
}
}
obj->next_content = NULL;
obj->in_obj = NULL;
for ( ; obj_from; obj_from = obj_from->in_obj )
{
if ( obj_from->deleted )
continue;
if ( obj_from->carried_by )
{
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;
extern bool delete_obj;
if ( obj->deleted )
{
bug( "Extract_obj: Obj already deleted", 0 );
return;
}
if ( obj->in_room )
obj_from_room( obj );
else if ( obj->carried_by )
obj_from_char( obj );
else if ( obj->in_obj )
obj_from_obj( obj );
for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
{
obj_next = obj_content->next_content;
if( obj_content->deleted )
continue;
extract_obj( obj_content );
}
obj->deleted = TRUE;
delete_obj = TRUE;
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;
extern bool delete_char;
if ( !ch->in_room )
{
bug( "Extract_char: NULL.", 0 );
return;
}
if ( ch->fighting )
stop_fighting( ch, TRUE );
if ( fPull )
{
char* name;
if ( IS_NPC ( ch ) )
name = ch->short_descr;
else
name = ch->name;
die_follower( ch, name );
for ( obj = ch->carrying; obj; obj = obj_next )
{
obj_next = obj->next_content;
if ( obj->deleted )
continue;
extract_obj( obj );
}
}
char_from_room( ch );
if ( !fPull )
{
ROOM_INDEX_DATA *location;
if ( !( location = get_room_index( ROOM_VNUM_PURGATORY_A ) ) )
{
bug( "Purgatory A does not exist!", 0 );
char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );
}
else
char_to_room( ch, location );
return;
}
if ( IS_NPC( ch ) )
--ch->pIndexData->count;
if ( ch->desc && ch->desc->original )
do_return( ch, "" );
for ( wch = char_list; wch; wch = wch->next )
{
if ( wch->reply == ch )
wch->reply = NULL;
}
ch->deleted = TRUE;
if ( ch->desc )
ch->desc->character = NULL;
delete_char = TRUE;
return;
}
/*
* Find a char in the room.
*/
CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument )
{
CHAR_DATA *rch;
char arg [ MAX_INPUT_LENGTH ];
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; 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_DATA *wch;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
if ( ( wch = get_char_room( ch, argument ) ) )
return wch;
number = number_argument( argument, arg );
count = 0;
for ( wch = char_list; wch ; 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; obj = obj->next )
{
if ( obj->deleted )
continue;
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 )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = list; obj; 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 )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = ch->carrying; obj; 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 )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
number = number_argument( argument, arg );
count = 0;
for ( obj = ch->carrying; obj; 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 )
return obj;
if ( ( obj = get_obj_carry( ch, argument ) ) )
return obj;
if ( ( obj = get_obj_wear( ch, argument ) ) )
return obj;
return NULL;
}
/*
* Find an obj in the world.
*/
OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argument )
{
OBJ_DATA *obj;
char arg [ MAX_INPUT_LENGTH ];
int number;
int count;
if ( ( obj = get_obj_here( ch, argument ) ) )
return obj;
number = number_argument( argument, arg );
count = 0;
for ( obj = object_list; obj; 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 )
{
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 );
}
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; obj = obj->next_content )
{
if ( obj->deleted )
continue;
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; obj = obj->next_content )
{
if ( obj->deleted )
continue;
weight += get_obj_weight( obj );
}
return weight;
}
/*
* True if room is dark.
*/
bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex )
{
OBJ_DATA *obj;
if ( pRoomIndex->light > 0 )
return FALSE;
for ( obj = pRoomIndex->contents; obj; obj = obj->next_content )
{
if ( obj->deleted )
continue;
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 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; rch = rch->next_in_room )
{
if ( rch->deleted )
continue;
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 ( victim->deleted )
return FALSE;
if ( ch == victim )
return TRUE;
/* All mobiles cannot see wizinvised immorts */
if ( IS_NPC( ch )
&& !IS_NPC( victim ) && IS_SET( victim->act, PLR_WIZINVIS ) )
return FALSE;
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_SET( race_table[ ch->race ].race_abilities, RACE_INFRAVISION )
&& !IS_AFFECTED( ch, AFF_INFRARED ) )
return FALSE;
if ( victim->position == POS_DEAD )
return TRUE;
if ( IS_AFFECTED( victim, AFF_INVISIBLE )
&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_DETECT_INVIS )
&& !IS_AFFECTED( ch, AFF_DETECT_INVIS ) )
return FALSE;
if ( IS_AFFECTED( victim, AFF_HIDE )
&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_DETECT_HIDDEN )
&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN )
&& !victim->fighting )
return FALSE;
return TRUE;
}
/*
* True if char can see obj.
*/
bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj )
{
if ( obj->deleted )
return FALSE;
if ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_HOLYLIGHT ) )
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_SET( race_table[ ch->race ].race_abilities, RACE_INFRAVISION )
&& !IS_AFFECTED( ch, AFF_INFRARED ) )
return FALSE;
if ( IS_SET( obj->extra_flags, ITEM_INVIS )
&& !IS_SET( race_table[ ch->race ].race_abilities, RACE_DETECT_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 )
{
OBJ_DATA *in_obj;
char buf [ MAX_STRING_LENGTH ];
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";
}
for ( in_obj = obj; in_obj->in_obj; in_obj = in_obj->in_obj )
;
if ( in_obj->carried_by )
sprintf( buf, "Item_type_name: unknown type %d from %s owned by %s.",
obj->item_type, obj->name, obj->carried_by->name );
else
sprintf( buf,
"Item_type_name: unknown type %d from %s owned by (unknown).",
obj->item_type, obj->name );
bug( buf, 0 );
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_HEIGHT: return "height";
case APPLY_WEIGHT: return "weight";
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";
case APPLY_RACE: return "race";
}
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_CHANGE_SEX ) strcat( buf, " change_sex" );
if ( vector & AFF_POISON ) strcat( buf, " poison" );
if ( vector & AFF_PROTECT ) strcat( buf, " protect" );
if ( vector & AFF_POLYMORPH ) strcat( buf, " polymorph" );
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" );
if ( vector & AFF_MUTE ) strcat( buf, " mute" );
if ( vector & AFF_GILLS ) strcat( buf, " gills" );
if ( vector & AFF_VAMP_BITE ) strcat( buf, " vampiric curse" );
if ( vector & AFF_GHOUL ) strcat( buf, " ghoulic curse" );
if ( vector & AFF_FLAMING ) strcat( buf, " flaming shield" );
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" );
if ( extra_flags & ITEM_POISONED ) strcat( buf, " poisoned" );
if ( extra_flags & ITEM_VAMPIRE_BANE ) strcat( buf, " vampire bane" );
if ( extra_flags & ITEM_HOLY ) strcat( buf, " holy" );
return ( buf[0] != '\0' ) ? buf+1 : "none";
}
CHAR_DATA *get_char( CHAR_DATA *ch )
{
if ( !ch->pcdata )
return ch->desc->original;
else
return ch;
}
bool longstring( CHAR_DATA *ch, char *argument )
{
if ( strlen( argument) > 60 )
{
send_to_char( "No more than 60 characters in this field.\r\n", ch );
return TRUE;
}
else
return FALSE;
}
bool authorized( CHAR_DATA *ch, char *skllnm )
{
char buf [ MAX_STRING_LENGTH ];
if ( ( !IS_NPC( ch ) && str_infix( skllnm, ch->pcdata->immskll ) )
|| IS_NPC( ch ) )
{
sprintf( buf, "Sorry, you are not authorized to use %s.\r\n", skllnm );
send_to_char( buf, ch );
return FALSE;
}
return TRUE;
}
void end_of_game( void )
{
DESCRIPTOR_DATA *d;
DESCRIPTOR_DATA *d_next;
for ( d = descriptor_list; d; d = d_next )
{
d_next = d->next;
if ( d->connected == CON_PLAYING )
{
if ( d->character->position == POS_FIGHTING )
interpret( d->character, "save" );
else
interpret( d->character, "quit" );
}
else
close_socket( d );
}
return;
}
int race_lookup( const char *race )
{
int index;
for ( index = 0; index < MAX_RACE; index++ )
if ( !str_prefix( race, race_table[index].name ) )
return index;
return -1;
}
int affect_lookup( const char *affectname )
{
int index;
for ( index = 0; index < MAX_SKILL; index++ )
if ( !str_cmp( affectname, skill_table[index].name ) )
return index;
return -1;
}