/***************************************************************************
* 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.
* Obselete, now returns 0. -Ant
*/
int get_trust( CHAR_DATA *ch )
{
return 0;
}
/*
* 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 50;
if( ch->class->attr_prime == APPLY_STR || IS_IMMORTAL( ch ) )
max = 100;
else
max = ch->race->max_stats[ APPLY_STR ];
return URANGE( 1, 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 50;
if( ch->class->attr_prime == APPLY_INT || IS_IMMORTAL( ch ) )
max = 100;
else
max = ch->race->max_stats[ APPLY_INT ];
return URANGE( 1, 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 50;
if( ch->class->attr_prime == APPLY_WIS || IS_IMMORTAL( ch ) )
max = 100;
else
max = ch->race->max_stats[ APPLY_WIS ];
return URANGE( 1, 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( ch->class->attr_prime == APPLY_DEX || IS_IMMORTAL( ch ) )
max = 100;
else
max = ch->race->max_stats[ APPLY_DEX ];
return URANGE( 1, 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( ch->class->attr_prime == APPLY_CON || IS_IMMORTAL( ch ) )
max = 100;
else
max = ch->race->max_stats[ APPLY_CON ];
return URANGE( 1, 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) && 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) && 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.
* Completly new version to handle the new naming system.
* -Ant May '96
* Returned to an older method cos it was going to take too
* long to do compared to a small change in performance.
* -Ant May '96
*/
bool is_name( char *str, char *namelist )
{
char name[ MAX_INPUT_LENGTH ];
char part[ MAX_INPUT_LENGTH ];
char *list;
char *string;
if( !namelist || namelist[ 0 ] == '\0' )
return FALSE;
if( str[ 0 ] == '\0' )
return FALSE;
string = str;
for( ; ; )
{
str = one_argument( str, part );
if( part[ 0 ] == '\0' )
return TRUE;
list = namelist;
for( ; ; )
{
list = one_argument( list, name );
if( name[ 0 ] == '\0' )
return FALSE;
if( !str_prefix( string, name ) )
return TRUE;
if( !str_prefix( part, name ) )
break;
}
}
}
/*
* To allow searches that require that we check for a complete
* word match.
*/
bool is_name_old( char *str, char *namelist )
{
char name[ MAX_INPUT_LENGTH ];
char part[ MAX_INPUT_LENGTH ];
char *list;
char *string;
if( !namelist || namelist[ 0 ] == '\0' )
return FALSE;
if( str[ 0 ] == '\0' )
return FALSE;
string = str;
for( ; ; )
{
str = one_argument( str, part );
if( part[ 0 ] == '\0' )
return TRUE;
list = namelist;
for( ; ; )
{
list = one_argument( list, name );
if( name[ 0 ] == '\0' )
return FALSE;
if( !strcmp( string, name ) )
return TRUE;
if( !strcmp( part, name ) )
break;
}
}
}
/*
* 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->armour += 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 ) )
&& get_obj_weight( wield ) > ( get_curr_str( ch ) / 2 ) )
{
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 )
{
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->light->duration != 0
&& ch->in_room->light > 0 )
ch->in_room->light -= obj->light->intensity;
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.
* Return NULL if a null room target...not.
* -Lope
*/
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
OBJ_DATA *obj;
if( pRoomIndex == NULL )
{
bug( "Char_to_room: NULL.", 0 );
bug( "Char_to_room: Sent to Limbo.", 0 );
pRoomIndex = get_room_index( ROOM_VNUM_LIMBO );
}
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->light->duration != 0 )
ch->in_room->light += obj->light->intensity;
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.
* Needs further work, -Ant
*/
int apply_ac( OBJ_DATA *obj, int iWear )
{
if( !IS_SET( obj->item_type, ITEM_ARMOUR ) )
return 0;
switch( iWear )
{
case WEAR_BODY: return 3 * obj->armour->ac[0];
case WEAR_HEAD: return 2 * obj->armour->ac[0];
case WEAR_LEGS: return 2 * obj->armour->ac[0];
case WEAR_FEET: return obj->armour->ac[0];
case WEAR_HANDS: return obj->armour->ac[0];
case WEAR_ARMS: return obj->armour->ac[0];
case WEAR_SHIELD: return obj->armour->ac[0];
case WEAR_FINGER_L: return obj->armour->ac[0];
case WEAR_FINGER_R: return obj->armour->ac[0];
case WEAR_NECK_1: return obj->armour->ac[0];
case WEAR_NECK_2: return obj->armour->ac[0];
case WEAR_ABOUT: return 2 * obj->armour->ac[0];
case WEAR_WAIST: return obj->armour->ac[0];
case WEAR_WRIST_L: return obj->armour->ac[0];
case WEAR_WRIST_R: return obj->armour->ac[0];
case WEAR_HOLD: return obj->armour->ac[0];
}
return 0;
}
/*
* Find a piece of eq on a character.
* Flag version. -Lope
*/
OBJ_DATA *get_eq_char( CHAR_DATA *ch, long WearFlag )
{
OBJ_DATA *obj;
for( obj = ch->carrying ; obj ; obj = obj->next_content )
{
if( WearFlag == 0 )
return NULL;
if( obj->wear_loc == WearFlag )
return obj;
}
return NULL;
}
/*
* Equip a char with an obj.
* Flag version. -Lope
*/
void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, long WearFlag )
{
AFFECT_DATA *paf;
if( get_eq_char( ch, WearFlag ) )
{
bug( "Equip_char: already equipped (%ld).", WearFlag );
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->armour -= apply_ac( obj, WearFlag );
obj->wear_loc = WearFlag;
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->light->duration != 0
&& ch->in_room )
ch->in_room->light += obj->light->intensity;
return;
}
/*
* Unequip a char with an obj.
* Flag version. -Lope
*/
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->armour += apply_ac( obj, obj->wear_loc );
obj->wear_loc = WEAR_NONE;
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( IS_SET( obj->item_type, ITEM_LIGHT )
&& obj->light->duration != 0
&& ch->in_room
&& ch->in_room->light > 0 )
ch->in_room->light -= obj->light->intensity;
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->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 )
{
bug( "Obj_from_room: NULL obj.", 0 );
return;
}
if( !( in_room = obj->in_room ) )
{
bug( "obj_from_room: NULL.", 0 );
return;
}
if( obj == in_room->contents )
{
in_room->contents = obj->next_content;
if( in_room->contents )
in_room->contents->prev_content = NULL;
}
else if( !obj->next_content )
{
obj->prev_content->next_content = NULL;
}
else
{
obj->next_content->prev_content = obj->prev_content;
obj->prev_content->next_content = obj->next_content;
}
obj->in_room = NULL;
obj->next_content = NULL;
obj->prev_content = NULL;
return;
}
/*
* Move an obj into a room.
*/
void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
{
obj->prev_content = NULL;
obj->next_content = pRoomIndex->contents;
if( pRoomIndex->contents )
pRoomIndex->contents->prev_content = obj;
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->prev_content = NULL;
obj->next_content = obj_to->contains;
if( obj->next_content )
obj->next_content->prev_content = obj;
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->carried_by )
{
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;
if( obj_from->contains )
obj_from->contains->prev_content = NULL;
}
else if( !obj->next_content )
{
obj->prev_content->next_content = NULL;
}
else
{
obj->next_content->prev_content = obj->prev_content;
obj->prev_content->next_content = obj->next_content;
}
obj->next_content = NULL;
obj->prev_content = NULL;
obj->in_obj = NULL;
for( ; obj_from ; obj_from = obj_from->in_obj )
{
if( obj_from->carried_by )
{
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 )
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;
extract_obj( obj->contains );
}
UNLINK( obj, object_list );
{
AFFECT_DATA *paf;
AFFECT_DATA *paf_next;
for( paf = obj->affected ; paf ; 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 ; 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;
LINK( obj, obj_free );
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;
}
UNLINK( ch, char_list );
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_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_old( 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->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_old( arg, obj->name ) )
{
if( ++count == number )
return obj;
}
}
return NULL;
}
/*
* Create a 'money' obj.
*/
OBJ_DATA *create_money( int amount )
{
OBJ_DATA *obj;
char buf[MAX_STRING_LENGTH];
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 ) );
}
else
{
obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ) );
sprintf( buf, obj->short_descr, amount );
free_string( obj->short_descr );
obj->short_descr = str_dup( buf );
obj->money->gold = 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( IS_SET( obj->item_type, ITEM_CONTAINER ) )
for( obj = obj->contains ; obj ; obj = obj->next_content )
number += get_obj_number( obj );
else
number = 1;
*/
return 1;
}
/*
* 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 )
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 ; 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( IS_SET( obj->item_type, ITEM_POTION ) )
return TRUE;
if( IS_AFFECTED( ch, AFF_BLIND ) )
return FALSE;
if( IS_SET( obj->item_type, ITEM_LIGHT ) && obj->light->duration != 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;
return FALSE;
}
/*
* Return ascii name of an item type.
* bitvector version -Ant
*/
char *item_type_name( OBJ_DATA *obj )
{
static char buf[ 512 ];
int bit;
bit = obj->item_type;
buf[0] = '\0';
if( bit & ITEM_LIGHT ) strcat( buf, " light" );
if( bit & ITEM_SCROLL ) strcat( buf, " scroll" );
if( bit & ITEM_WAND ) strcat( buf, " wand" );
if( bit & ITEM_STAFF ) strcat( buf, " staff" );
if( bit & ITEM_WEAPON ) strcat( buf, " weapon" );
if( bit & ITEM_TREASURE ) strcat( buf, " treasure" );
if( bit & ITEM_ARMOUR ) strcat( buf, " armour" );
if( bit & ITEM_POTION ) strcat( buf, " potion" );
if( bit & ITEM_FURNITURE ) strcat( buf, " furniture" );
if( bit & ITEM_TRASH ) strcat( buf, " trash" );
if( bit & ITEM_CONTAINER ) strcat( buf, " container" );
if( bit & ITEM_DRINK_CON ) strcat( buf, " drink-container" );
if( bit & ITEM_KEY ) strcat( buf, " key" );
if( bit & ITEM_FOOD ) strcat( buf, " food" );
if( bit & ITEM_MONEY ) strcat( buf, " money" );
if( bit & ITEM_BOAT ) strcat( buf, " boat" );
if( bit & ITEM_CORPSE_NPC ) strcat( buf, " npc-corpse" );
if( bit & ITEM_CORPSE_PC ) strcat( buf, " pc-corpse" );
if( bit & ITEM_FOUNTAIN ) strcat( buf, " fountain" );
if( bit & ITEM_PILL ) strcat( buf, " pill" );
return( buf[0] != '\0' ) ? buf+1 : "none";
}
/*
* 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 "armour 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";
}
void default_colour( CHAR_DATA *ch )
{
if( IS_NPC( ch ) )
return;
if( !ch->pcdata )
return;
ch->pcdata->code->text[1] = ( WHITE );
ch->pcdata->code->auction[1] = ( YELLOW );
ch->pcdata->code->chat[1] = ( MAGENTA );
ch->pcdata->code->music[1] = ( YELLOW );
ch->pcdata->code->question[1] = ( YELLOW );
ch->pcdata->code->answer[1] = ( YELLOW );
ch->pcdata->code->class_text[1] = ( YELLOW );
ch->pcdata->code->class_name[1] = ( GREEN );
ch->pcdata->code->immtalk_text[1] = ( CYAN );
ch->pcdata->code->immtalk_type[1] = ( YELLOW );
ch->pcdata->code->info[1] = ( YELLOW );
ch->pcdata->code->tell[1] = ( GREEN );
ch->pcdata->code->reply[1] = ( GREEN );
ch->pcdata->code->gtell_text[1] = ( GREEN );
ch->pcdata->code->gtell_type[1] = ( RED );
ch->pcdata->code->bbro[1] = ( GREEN );
ch->pcdata->code->room_title[1] = ( CYAN );
ch->pcdata->code->room_text[1] = ( CYAN );
ch->pcdata->code->room_exits[1] = ( GREEN );
ch->pcdata->code->room_things[1] = ( CYAN );
ch->pcdata->code->prompt[1] = ( CYAN );
ch->pcdata->code->fight_death[1] = ( RED );
ch->pcdata->code->fight_yhit[1] = ( GREEN );
ch->pcdata->code->fight_ohit[1] = ( YELLOW );
ch->pcdata->code->fight_thit[1] = ( RED );
ch->pcdata->code->fight_skill[1] = ( WHITE );
ch->pcdata->code->text[0] = ( NORMAL );
ch->pcdata->code->auction[0] = ( NORMAL );
ch->pcdata->code->chat[0] = ( NORMAL );
ch->pcdata->code->music[0] = ( NORMAL );
ch->pcdata->code->question[0] = ( NORMAL );
ch->pcdata->code->answer[0] = ( NORMAL );
ch->pcdata->code->class_text[0] = ( NORMAL );
ch->pcdata->code->class_name[0] = ( NORMAL );
ch->pcdata->code->immtalk_text[0] = ( NORMAL );
ch->pcdata->code->immtalk_type[0] = ( NORMAL );
ch->pcdata->code->info[0] = ( NORMAL );
ch->pcdata->code->tell[0] = ( NORMAL );
ch->pcdata->code->reply[0] = ( NORMAL );
ch->pcdata->code->gtell_text[0] = ( NORMAL );
ch->pcdata->code->gtell_type[0] = ( NORMAL );
ch->pcdata->code->bbro[0] = ( NORMAL );
ch->pcdata->code->room_title[0] = ( NORMAL );
ch->pcdata->code->room_text[0] = ( NORMAL );
ch->pcdata->code->room_exits[0] = ( NORMAL );
ch->pcdata->code->room_things[0] = ( NORMAL );
ch->pcdata->code->prompt[0] = ( NORMAL );
ch->pcdata->code->fight_death[0] = ( NORMAL );
ch->pcdata->code->fight_yhit[0] = ( NORMAL );
ch->pcdata->code->fight_ohit[0] = ( NORMAL );
ch->pcdata->code->fight_thit[0] = ( NORMAL );
ch->pcdata->code->fight_skill[0] = ( NORMAL );
return;
}
void all_colour( CHAR_DATA *ch, char *argument )
{
char buf[ 100 ];
char buf2[ 100 ];
int colour;
int bright;
if( IS_NPC( ch ) || !ch->pcdata )
return;
if( !*argument )
return;
if( !str_prefix( argument, "red" ) )
{
colour = ( RED );
bright = NORMAL;
sprintf( buf2, "Red" );
}
if( !str_prefix( argument, "hi-red" ) )
{
colour = ( RED );
bright = BRIGHT;
sprintf( buf2, "Red" );
}
else if( !str_prefix( argument, "green" ) )
{
colour = ( GREEN );
bright = NORMAL;
sprintf( buf2, "Green" );
}
else if( !str_prefix( argument, "hi-green" ) )
{
colour = ( GREEN );
bright = BRIGHT;
sprintf( buf2, "Green" );
}
else if( !str_prefix( argument, "yellow" ) )
{
colour = ( YELLOW );
bright = NORMAL;
sprintf( buf2, "Yellow" );
}
else if( !str_prefix( argument, "hi-yellow" ) )
{
colour = ( YELLOW );
bright = BRIGHT;
sprintf( buf2, "Yellow" );
}
else if( !str_prefix( argument, "blue" ) )
{
colour = ( BLUE );
bright = NORMAL;
sprintf( buf2, "Blue" );
}
else if( !str_prefix( argument, "hi-blue" ) )
{
colour = ( BLUE );
bright = BRIGHT;
sprintf( buf2, "Blue" );
}
else if( !str_prefix( argument, "magenta" ) )
{
colour = ( MAGENTA );
bright = NORMAL;
sprintf( buf2, "Magenta" );
}
else if( !str_prefix( argument, "hi-magenta" ) )
{
colour = ( MAGENTA );
bright = BRIGHT;
sprintf( buf2, "Magenta" );
}
else if( !str_prefix( argument, "cyan" ) )
{
colour = ( CYAN );
bright = NORMAL;
sprintf( buf2, "Cyan" );
}
else if( !str_prefix( argument, "hi-cyan" ) )
{
colour = ( CYAN );
bright = BRIGHT;
sprintf( buf2, "Cyan" );
}
else if( !str_prefix( argument, "white" ) )
{
colour = ( WHITE );
bright = NORMAL;
sprintf( buf2, "White" );
}
else if( !str_prefix( argument, "hi-white" ) )
{
colour = ( WHITE );
bright = BRIGHT;
sprintf( buf2, "White" );
}
else if( !str_prefix( argument, "grey" ) )
{
colour = ( BLACK );
bright = BRIGHT;
sprintf( buf2, "White" );
}
else
{
send_to_char_bw( "Unrecognised colour, unchanged.\n\r", ch );
return;
}
ch->pcdata->code->text[1] = colour;
ch->pcdata->code->auction[1] = colour;
ch->pcdata->code->chat[1] = colour;
ch->pcdata->code->music[1] = colour;
ch->pcdata->code->question[1] = colour;
ch->pcdata->code->answer[1] = colour;
ch->pcdata->code->class_text[1] = colour;
ch->pcdata->code->class_name[1] = colour;
ch->pcdata->code->immtalk_text[1] = colour;
ch->pcdata->code->immtalk_type[1] = colour;
ch->pcdata->code->info[1] = colour;
ch->pcdata->code->tell[1] = colour;
ch->pcdata->code->reply[1] = colour;
ch->pcdata->code->gtell_text[1] = colour;
ch->pcdata->code->gtell_type[1] = colour;
ch->pcdata->code->bbro[1] = colour;
ch->pcdata->code->room_title[1] = colour;
ch->pcdata->code->room_text[1] = colour;
ch->pcdata->code->room_exits[1] = colour;
ch->pcdata->code->room_things[1] = colour;
ch->pcdata->code->prompt[1] = colour;
ch->pcdata->code->fight_death[1] = colour;
ch->pcdata->code->fight_yhit[1] = colour;
ch->pcdata->code->fight_ohit[1] = colour;
ch->pcdata->code->fight_thit[1] = colour;
ch->pcdata->code->fight_skill[1] = colour;
ch->pcdata->code->text[0] = bright;
ch->pcdata->code->auction[0] = bright;
ch->pcdata->code->chat[0] = bright;
ch->pcdata->code->music[0] = bright;
ch->pcdata->code->question[0] = bright;
ch->pcdata->code->answer[0] = bright;
ch->pcdata->code->class_text[0] = bright;
ch->pcdata->code->class_name[0] = bright;
ch->pcdata->code->immtalk_text[0] = bright;
ch->pcdata->code->immtalk_type[0] = bright;
ch->pcdata->code->info[0] = bright;
ch->pcdata->code->tell[0] = bright;
ch->pcdata->code->reply[0] = bright;
ch->pcdata->code->gtell_text[0] = bright;
ch->pcdata->code->gtell_type[0] = bright;
ch->pcdata->code->bbro[0] = bright;
ch->pcdata->code->room_title[0] = bright;
ch->pcdata->code->room_text[0] = bright;
ch->pcdata->code->room_exits[0] = bright;
ch->pcdata->code->room_things[0] = bright;
ch->pcdata->code->prompt[0] = bright;
ch->pcdata->code->fight_death[0] = bright;
ch->pcdata->code->fight_yhit[0] = bright;
ch->pcdata->code->fight_ohit[0] = bright;
ch->pcdata->code->fight_thit[0] = bright;
ch->pcdata->code->fight_skill[0] = bright;
sprintf( buf, "All Colour settings set to %s.\n\r", buf2 );
send_to_char_bw( buf, ch );
return;
}
CLASS_DATA *get_class( int number )
{
CLASS_DATA *pClass;
for( pClass = class_list ; pClass ; pClass = pClass->next )
{
if( pClass->number == number )
{
return pClass;
}
}
return NULL;
}
RACE_DATA *get_race( int number )
{
RACE_DATA *pRace;
for( pRace = race_list ; pRace ; pRace = pRace->next )
{
if( pRace->number == number )
{
return pRace;
}
}
return NULL;
}
RACE_DATA *race_lookup( char *race )
{
RACE_DATA *pRace;
for( pRace = race_list ; pRace ; pRace = pRace->next )
{
if( !strcmp( pRace->name, race ) )
{
return pRace;
}
}
return race_list;
}
RACE_DATA *race_lookup_olc( char *race )
{
RACE_DATA *pRace;
for( pRace = race_list ; pRace ; pRace = pRace->next )
{
if( !strcmp( pRace->name, race ) )
{
return pRace;
}
}
return NULL;
}
/*
* Used to strip the last line from a multi-line string...I hope,
* Mostly for note function 'note -' -Ant, Nov '94
* Updated and Bullet-proofed -Ant, Jan '96
*/
char *strip_last_line( char *buf )
{
char nbuff[ MAX_STRING_LENGTH ];
int i;
if( !buf )
return str_dup( "" );
strcat( buf, "\0" );
i = strlen( buf );
while( i >= 0 )
{
if( buf[ i ] == '\0' )
i--;
if( buf[ i - 2 ] == '\n' )
break;
if( i - 2 <= 0 )
return str_dup( "" );
i--;
}
strncpy( nbuff, buf, i );
nbuff[i] = '\0';
return str_dup( nbuff );
}