/***************************************************************************
* Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
* Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
* *
* Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
* Chastain, Michael Quan, and Mitchell Tse. *
* *
* In order to use any part of this Merc Diku Mud, you must comply with *
* both the original Diku license in 'license.doc' as well the Merc *
* license in 'license.txt'. In particular, you may not remove either of *
* these copyright notices. *
* *
* Much time and thought has gone into this software and you are *
* benefitting. We hope that you share your changes too. What goes *
* around, comes around. *
***************************************************************************/
#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <time.h>
#include "merc.h"
#include "olc.h"
/* command procedures needed */
DECLARE_DO_FUN( do_return );
AFFECT_DATA *affect_free;
NEWAFFECT_DATA *newaffect_free;
char thedate[10];
char thetime[7];
/*
* Local functions.
*/
void affect_modify args( ( CHAR_DATA * ch, AFFECT_DATA * paf, bool fAdd ) );
/* get_date() - Return current date in mm/dd/yy format */
char *get_curdate( )
{
time_t tm;
struct tm now;
thedate[9] = '\0';
time( &tm );
now = *localtime( &tm );
sprintf( thedate, "%02d/%02d/%02d", now.tm_mon + 1, now.tm_mday,
now.tm_year );
return thedate;
}
/* get_curtime() - Return current time in hh:mm format */
char *get_curtime( )
{
time_t tm;
struct tm now;
thetime[6] = '\0';
time( &tm );
now = *localtime( &tm );
if ( now.tm_hour == 0 )
{
now.tm_hour = 12;
sprintf( thetime, "%02d:%02dam", now.tm_hour, now.tm_min );
}
else if ( now.tm_hour > 12 )
{
now.tm_hour = now.tm_hour - 12;
sprintf( thetime, "%02d:%02dpm", now.tm_hour, now.tm_min );
}
else if ( now.tm_hour == 12 )
{
sprintf( thetime, "%02d:%02dpm", now.tm_hour, now.tm_min );
}
else if ( now.tm_hour < 12 )
{
sprintf( thetime, "%02d:%02dam", now.tm_hour, now.tm_min );
}
return thetime;
}
char *get_date( time_t tm )
{
struct tm then;
thedate[9] = '\0';
then = *localtime( &tm );
sprintf( thedate, "%02d/%02d/%02d", then.tm_mon + 1, then.tm_mday,
then.tm_year % 100 );
return thedate;
}
char *get_time( time_t tm )
{
struct tm stuff;
thetime[6] = '\0';
stuff = *localtime( &tm );
sprintf( thetime, "%02d:%02d", stuff.tm_hour, stuff.tm_min );
return thetime;
}
/* returns number of people on an object */
int count_users( OBJ_DATA * obj )
{
CHAR_DATA *fch;
int count = 0;
if ( obj->in_room == NULL )
return 0;
for ( fch = obj->in_room->people; fch != NULL; fch = fch->next_in_room )
if ( fch->on == obj )
count++;
return count;
}
/* returns material number */
int material_lookup( const char *name )
{
return 0;
}
/* returns material name -- ROM OLC temp patch */
char *material_name( sh_int num )
{
return "unknown";
}
/* returns race number */
int race_lookup( const char *name )
{
int race;
for ( race = 0; race_table[race].name != NULL; race++ )
{
if ( LOWER( name[0] ) == LOWER( race_table[race].name[0] )
&& !str_prefix( name, race_table[race].name ) )
return race;
}
return 0;
}
/* returns class number */
int class_lookup( const char *name )
{
int Class;
for ( Class = 0; Class < MAX_CLASS; Class++ )
{
if ( !str_prefix( name, class_table[Class].name ) )
return Class;
}
return -1;
}
/* for immunity, vulnerabiltiy, and resistant
* the 'globals' (magic and weapons) may be overriden
* three other cases -- wood, silver, and iron -- are checked in fight.c */
int check_immune( CHAR_DATA * ch, int dam_type )
{
int immune;
int bit;
immune = IS_NORMAL;
if ( dam_type == DAM_NONE )
return immune;
if ( dam_type <= 3 )
{
if ( IS_SET( ch->imm_flags, IMM_WEAPON ) )
immune = IS_IMMUNE;
else if ( IS_SET( ch->res_flags, RES_WEAPON ) )
immune = IS_RESISTANT;
else if ( IS_SET( ch->vuln_flags, VULN_WEAPON ) )
immune = IS_VULNERABLE;
}
else /* magical attack */
{
if ( IS_SET( ch->imm_flags, IMM_MAGIC ) )
immune = IS_IMMUNE;
else if ( IS_SET( ch->res_flags, RES_MAGIC ) )
immune = IS_RESISTANT;
else if ( IS_SET( ch->vuln_flags, VULN_MAGIC ) )
immune = IS_VULNERABLE;
}
/* set bits to check -- VULN etc. must ALL be the same or this will fail */
switch ( dam_type )
{
case ( DAM_BASH ):
bit = IMM_BASH;
break;
case ( DAM_PIERCE ):
bit = IMM_PIERCE;
break;
case ( DAM_SLASH ):
bit = IMM_SLASH;
break;
case ( DAM_FIRE ):
bit = IMM_FIRE;
break;
case ( DAM_COLD ):
bit = IMM_COLD;
break;
case ( DAM_LIGHTNING ):
bit = IMM_LIGHTNING;
break;
case ( DAM_ACID ):
bit = IMM_ACID;
break;
case ( DAM_POISON ):
bit = IMM_POISON;
break;
case ( DAM_NEGATIVE ):
bit = IMM_NEGATIVE;
break;
case ( DAM_HOLY ):
bit = IMM_HOLY;
break;
case ( DAM_ENERGY ):
bit = IMM_ENERGY;
break;
case ( DAM_MENTAL ):
bit = IMM_MENTAL;
break;
case ( DAM_DISEASE ):
bit = IMM_DISEASE;
break;
case ( DAM_DROWNING ):
bit = IMM_DROWNING;
break;
case ( DAM_LIGHT ):
bit = IMM_LIGHT;
break;
default:
return immune;
}
if ( IS_SET( ch->imm_flags, bit ) )
immune = IS_IMMUNE;
else if ( IS_SET( ch->res_flags, bit ) )
immune = IS_RESISTANT;
else if ( IS_SET( ch->vuln_flags, bit ) )
immune = IS_VULNERABLE;
return immune;
}
/* for returning skill information */
int get_skill( CHAR_DATA * ch, int sn )
{
int skill;
if ( sn == -1 ) /* shorthand for level based skills */
{
skill = ch->level * 5 / 2;
}
else if ( sn < -1 || sn > MAX_SKILL )
{
bug( "Bad sn %d in get_skill.", sn );
skill = 0;
}
else if ( !IS_NPC( ch ) )
{
if ( ch->level < skill_table[sn].skill_level[ch->Class] )
skill = 0;
else
skill = ch->pcdata->learned[sn];
}
else /* mobiles */
{
if ( sn == gsn_sneak )
skill = ch->level * 2 + 20;
if ( sn == gsn_second_attack
&& ( IS_SET( ch->act, ACT_WARRIOR )
|| IS_SET( ch->act, ACT_THIEF ) ) )
skill = 10 + 3 * ch->level;
else if ( sn == gsn_third_attack && IS_SET( ch->act, ACT_WARRIOR ) )
skill = 4 * ch->level - 40;
else if ( sn == gsn_fourth_attack && IS_SET( ch->act, ACT_WARRIOR ) )
skill = 4 * ch->level - 50;
else if ( sn == gsn_hand_to_hand )
skill = 40 + 2 * ch->level;
else if ( sn == gsn_trip && IS_SET( ch->off_flags, OFF_TRIP ) )
skill = 10 + 3 * ch->level;
else if ( sn == gsn_bash && IS_SET( ch->off_flags, OFF_BASH ) )
skill = 10 + 3 * ch->level;
else if ( sn == gsn_disarm
&& ( IS_SET( ch->off_flags, OFF_DISARM )
|| IS_SET( ch->off_flags, ACT_WARRIOR )
|| IS_SET( ch->off_flags, ACT_THIEF ) ) )
skill = 20 + 3 * ch->level;
else if ( sn == gsn_grip
&& ( IS_SET( ch->act, ACT_WARRIOR )
|| IS_SET( ch->act, ACT_THIEF ) ) )
skill = ch->level;
else if ( sn == gsn_berserk && IS_SET( ch->off_flags, OFF_BERSERK ) )
skill = 3 * ch->level;
else if ( sn == gsn_sword
|| sn == gsn_dagger
|| sn == gsn_spear
|| sn == gsn_mace
|| sn == gsn_axe
|| sn == gsn_flail || sn == gsn_whip || sn == gsn_polearm )
skill = 40 + 5 * ch->level / 2;
else
skill = 0;
}
if ( IS_AFFECTED( ch, AFF_BERSERK ) )
skill -= ch->level / 2;
return URANGE( 0, skill, 100 );
}
/* for returning weapon information */
int get_weapon_sn( CHAR_DATA * ch )
{
OBJ_DATA *wield;
int sn;
wield = get_eq_char( ch, WEAR_WIELD );
if ( wield == NULL || wield->item_type != ITEM_WEAPON )
sn = gsn_hand_to_hand;
else
switch ( wield->value[0] )
{
default:
sn = -1;
break;
case ( WEAPON_SWORD ):
sn = gsn_sword;
break;
case ( WEAPON_DAGGER ):
sn = gsn_dagger;
break;
case ( WEAPON_SPEAR ):
sn = gsn_spear;
break;
case ( WEAPON_MACE ):
sn = gsn_mace;
break;
case ( WEAPON_AXE ):
sn = gsn_axe;
break;
case ( WEAPON_FLAIL ):
sn = gsn_flail;
break;
case ( WEAPON_WHIP ):
sn = gsn_whip;
break;
case ( WEAPON_POLEARM ):
sn = gsn_polearm;
break;
}
return sn;
}
int get_second_weapon_sn( CHAR_DATA * ch )
{
OBJ_DATA *wield;
int sn;
wield = get_eq_char( ch, WEAR_SECOND_WIELD );
if ( wield == NULL || wield->item_type != ITEM_WEAPON )
sn = gsn_hand_to_hand;
else
switch ( wield->value[0] )
{
default:
sn = -1;
break;
case ( WEAPON_SWORD ):
sn = gsn_sword;
break;
case ( WEAPON_DAGGER ):
sn = gsn_dagger;
break;
case ( WEAPON_SPEAR ):
sn = gsn_spear;
break;
case ( WEAPON_MACE ):
sn = gsn_mace;
break;
case ( WEAPON_AXE ):
sn = gsn_axe;
break;
case ( WEAPON_FLAIL ):
sn = gsn_flail;
break;
case ( WEAPON_WHIP ):
sn = gsn_whip;
break;
case ( WEAPON_POLEARM ):
sn = gsn_polearm;
break;
}
return sn;
}
int get_weapon_skill( CHAR_DATA * ch, int sn )
{
int skill;
/* -1 is exotic */
if ( IS_NPC( ch ) )
{
if ( sn == -1 )
skill = 3 * ch->level;
else if ( sn == gsn_hand_to_hand )
skill = 40 + 2 * ch->level;
else
skill = 40 + 5 * ch->level / 2;
}
else
{
if ( sn == -1 )
skill = 3 * ch->level;
else
skill = ch->pcdata->learned[sn];
}
return URANGE( 0, skill, 100 );
}
/* used to de-screw characters */
void reset_char( CHAR_DATA * ch )
{
int loc, mod, stat;
OBJ_DATA *obj;
AFFECT_DATA *af;
NEWAFFECT_DATA *naf;
int i;
if ( IS_NPC( ch ) )
return;
if ( ch->pcdata->perm_hit == 0
|| ch->pcdata->perm_mana == 0
|| ch->pcdata->perm_move == 0 || ch->pcdata->last_level == 0 )
{
/* do a FULL reset */
for ( loc = 0; loc < MAX_WEAR; loc++ )
{
obj = get_eq_char( ch, loc );
if ( obj == NULL )
continue;
if ( !obj->enchanted )
for ( af = obj->pIndexData->affected; af != NULL;
af = af->next )
{
mod = af->modifier;
switch ( af->location )
{
case APPLY_SEX:
ch->sex -= mod;
if ( ch->sex < 0 || ch->sex > 2 )
ch->sex = IS_NPC( ch ) ? 0 : ch->pcdata->true_sex;
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;
}
}
for ( af = obj->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch ( af->location )
{
case APPLY_SEX:
ch->sex -= mod;
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;
}
}
}
/* now reset the permanent stats */
ch->pcdata->perm_hit = ch->max_hit;
ch->pcdata->perm_mana = ch->max_mana;
ch->pcdata->perm_move = ch->max_move;
ch->pcdata->last_level = ch->played / 3600;
if ( ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2 )
{
if ( ch->sex > 0 && ch->sex < 3 )
ch->pcdata->true_sex = ch->sex;
else
ch->pcdata->true_sex = 0;
}
}
/* now restore the character to his/her true condition */
for ( stat = 0; stat < MAX_STATS; stat++ )
ch->mod_stat[stat] = 0;
if ( ch->pcdata->true_sex < 0 || ch->pcdata->true_sex > 2 )
ch->pcdata->true_sex = 0;
ch->sex = ch->pcdata->true_sex;
ch->max_hit = ch->pcdata->perm_hit;
ch->max_mana = ch->pcdata->perm_mana;
ch->max_move = ch->pcdata->perm_move;
for ( i = 0; i < 4; i++ )
ch->armor[i] = 100;
ch->hitroll = 0;
ch->damroll = 0;
ch->saving_throw = 0;
/* now start adding back the effects */
for ( loc = 0; loc < MAX_WEAR; loc++ )
{
obj = get_eq_char( ch, loc );
if ( obj == NULL )
continue;
for ( i = 0; i < 4; i++ )
ch->armor[i] -= apply_ac( obj, loc, i );
if ( !obj->enchanted )
for ( af = obj->pIndexData->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch ( af->location )
{
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
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_AC:
for ( i = 0; i < 4; i++ )
ch->armor[i] += 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;
case APPLY_ALIGN:
ch->alignment += mod;
break;
}
}
for ( af = obj->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch ( af->location )
{
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
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_AC:
for ( i = 0; i < 4; i++ )
ch->armor[i] += 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;
case APPLY_ALIGN:
ch->alignment += mod;
break;
}
}
}
/* now add back spell effects */
for ( af = ch->affected; af != NULL; af = af->next )
{
mod = af->modifier;
switch ( af->location )
{
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
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_AC:
for ( i = 0; i < 4; i++ )
ch->armor[i] += 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;
case APPLY_ALIGN:
ch->alignment += mod;
break;
}
}
for ( naf = ch->newaffected; naf != NULL; naf = naf->next )
{
mod = naf->modifier;
switch ( naf->location )
{
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_CON] += mod;
break;
case APPLY_SEX:
ch->sex += mod;
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_AC:
for ( i = 0; i < 4; i++ )
ch->armor[i] += 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;
case APPLY_ALIGN:
ch->alignment += mod;
break;
}
}
/* make sure sex is RIGHT!!!! */
if ( ch->sex < 0 || ch->sex > 2 )
ch->sex = ch->pcdata->true_sex;
}
/*
* 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 ) ) / 72000;
}
/* command for retrieving stats */
int get_curr_stat( CHAR_DATA * ch, int stat )
{
int max;
if ( IS_NPC( ch ) || ch->level > LEVEL_IMMORTAL )
max = MAX_ATTAINABLE_STATS;
else
{
max = pc_race_table[ch->race].max_stats[stat] + 4;
if ( class_table[ch->Class].attr_prime == stat )
max += 2;
if ( ch->race == race_lookup( "human" ) )
max += 1;
max = UMIN( max, MAX_ATTAINABLE_STATS );
}
return URANGE( 3, ch->perm_stat[stat] + ch->mod_stat[stat], max );
}
/* command for returning max training score */
int get_max_train( CHAR_DATA * ch, int stat )
{
int max;
if ( IS_NPC( ch ) || ch->level > LEVEL_IMMORTAL )
return MAX_ATTAINABLE_STATS;
max = pc_race_table[ch->race].max_stats[stat];
if ( class_table[ch->Class].attr_prime == stat )
{
if ( ch->race == race_lookup( "human" ) )
max += 3;
else
max += 2;
}
return UMIN( max, MAX_ATTAINABLE_STATS );
}
/*
* 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_stat( ch, STAT_DEX ) + ch->level;
}
/*
* 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_stat( ch, STAT_STR )].carry + ch->level * 5 / 2;
}
/*
* See if a string is one of the names of an object.
*/
/*
* 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;
* }
* }
*
*/
/*
* See if a string is one of the names of an object.
*/
bool is_full_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;
}
}
bool is_exact_name( char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH];
char *list, *string;
string = str;
/* we need ALL parts of string to match part of namelist */
for ( ;; ) /* start parsing string */
{
str = one_argument( str, part );
if ( part[0] == '\0' )
return TRUE;
/* check to see if this is part of namelist */
list = namelist;
for ( ;; ) /* start parsing namelist */
{
list = one_argument( list, name );
if ( name[0] == '\0' ) /* this name was not found */
return FALSE;
if ( !str_cmp( string, name ) )
return TRUE; /* full pattern match */
if ( !str_cmp( part, name ) )
break;
}
}
}
bool is_name( char *str, char *namelist )
{
char name[MAX_INPUT_LENGTH], part[MAX_INPUT_LENGTH];
char *list, *string;
string = str;
/* we need ALL parts of string to match part of namelist */
for ( ;; ) /* start parsing string */
{
str = one_argument( str, part );
if ( part[0] == '\0' )
return TRUE;
/* check to see if this is part of namelist */
list = namelist;
for ( ;; ) /* start parsing namelist */
{
list = one_argument( list, name );
if ( name[0] == '\0' ) /* this name was not found */
return FALSE;
if ( !str_prefix( string, name ) )
return TRUE; /* full pattern match */
if ( !str_prefix( 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, i;
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:
bug( "Affect_modify: unknown location %d.", paf->location );
return;
case APPLY_NONE:
break;
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_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;
if ( ch->mana > ch->max_mana )
ch->mana = ch->max_mana;
break;
case APPLY_HIT:
ch->max_hit += mod;
if ( ch->hit > ch->max_hit )
ch->hit = ch->max_hit;
break;
case APPLY_MOVE:
ch->max_move += mod;
if ( ch->move > ch->max_move )
ch->move = ch->max_move;
break;
case APPLY_GOLD:
break;
case APPLY_EXP:
break;
case APPLY_AC:
for ( i = 0; i < 4; i++ )
ch->armor[i] += 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;
case APPLY_ALIGN:
ch->alignment += mod;
break;
}
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if ( !IS_NPC( ch ) && ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& get_obj_weight( wield ) >
str_app[get_curr_stat( ch, STAT_STR )].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;
}
void newaffect_modify( CHAR_DATA * ch, NEWAFFECT_DATA * npaf, bool fAdd )
{
OBJ_DATA *wield;
int mod, i;
mod = npaf->modifier;
if ( fAdd )
{
SET_NEWAFF( ch->newaff, npaf->bitvector );
}
else
{
REMOVE_NEWAFF( ch->newaff, npaf->bitvector );
mod = 0 - mod;
}
switch ( npaf->location )
{
default:
bug( "newaffect_modify: unknown location %d.", npaf->location );
return;
case APPLY_NONE:
break;
case APPLY_STR:
ch->mod_stat[STAT_STR] += mod;
break;
case APPLY_DEX:
ch->mod_stat[STAT_DEX] += mod;
break;
case APPLY_INT:
ch->mod_stat[STAT_INT] += mod;
break;
case APPLY_WIS:
ch->mod_stat[STAT_WIS] += mod;
break;
case APPLY_CON:
ch->mod_stat[STAT_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;
if ( ch->mana > ch->max_mana )
ch->mana = ch->max_mana;
break;
case APPLY_HIT:
ch->max_hit += mod;
if ( ch->hit > ch->max_hit )
ch->hit = ch->max_hit;
break;
case APPLY_MOVE:
ch->max_move += mod;
if ( ch->move > ch->max_move )
ch->move = ch->max_move;
break;
case APPLY_GOLD:
break;
case APPLY_EXP:
break;
case APPLY_AC:
for ( i = 0; i < 4; i++ )
ch->armor[i] += 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;
case APPLY_ALIGN:
ch->alignment += mod;
break;
}
/*
* Check for weapon wielding.
* Guard against recursion (for weapons with affects).
*/
if ( !IS_NPC( ch ) && ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
&& get_obj_weight( wield ) >
str_app[get_curr_stat( ch, STAT_STR )].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;
}
void newaffect_to_char( CHAR_DATA * ch, NEWAFFECT_DATA * npaf )
{
NEWAFFECT_DATA *npaf_new;
if ( newaffect_free == NULL )
{
npaf_new = alloc_perm( sizeof( *npaf_new ) );
}
else
{
npaf_new = newaffect_free;
newaffect_free = newaffect_free->next;
}
*npaf_new = *npaf;
npaf_new->next = ch->newaffected;
ch->newaffected = npaf_new;
newaffect_modify( ch, npaf_new, TRUE );
return;
}
/* give an affect to an object */
void affect_to_obj( OBJ_DATA * obj, 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 = obj->affected;
obj->affected = paf_new;
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;
}
void newaffect_remove( CHAR_DATA * ch, NEWAFFECT_DATA * npaf )
{
if ( ch->newaffected == NULL )
{
bug( "Affect_remove: no affect.", 0 );
return;
}
newaffect_modify( ch, npaf, FALSE );
if ( npaf == ch->newaffected )
{
ch->newaffected = npaf->next;
}
else
{
NEWAFFECT_DATA *nprev;
for ( nprev = ch->newaffected; nprev != NULL; nprev = nprev->next )
{
if ( nprev->next == npaf )
{
nprev->next = npaf->next;
break;
}
}
if ( nprev == NULL )
{
bug( "newaffect_remove: cannot find npaf.", 0 );
return;
}
}
npaf->next = newaffect_free;
newaffect_free = npaf->next;
return;
}
void affect_remove_obj( OBJ_DATA * obj, AFFECT_DATA * paf )
{
if ( obj->affected == NULL )
{
bug( "Affect_remove_object: no affect.", 0 );
return;
}
if ( obj->carried_by != NULL && obj->wear_loc != -1 )
affect_modify( obj->carried_by, paf, FALSE );
if ( paf == obj->affected )
{
obj->affected = paf->next;
}
else
{
AFFECT_DATA *prev;
for ( prev = obj->affected; prev != NULL; prev = prev->next )
{
if ( prev->next == paf )
{
prev->next = paf->next;
break;
}
}
if ( prev == NULL )
{
bug( "Affect_remove_object: 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;
}
void newaffect_strip( CHAR_DATA * ch, int sn )
{
NEWAFFECT_DATA *npaf;
NEWAFFECT_DATA *npaf_next;
for ( npaf = ch->newaffected; npaf != NULL; npaf = npaf_next )
{
npaf_next = npaf->next;
if ( npaf->type == sn )
newaffect_remove( ch, npaf );
}
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;
}
bool is_newaffected( CHAR_DATA * ch, int sn )
{
NEWAFFECT_DATA *npaf;
for ( npaf = ch->newaffected; npaf != NULL; npaf = npaf->next )
{
if ( npaf->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->level = ( paf->level += paf_old->level ) / 2;
paf->duration += paf_old->duration;
paf->modifier += paf_old->modifier;
affect_remove( ch, paf_old );
break;
}
}
affect_to_char( ch, paf );
return;
}
void newaffect_join( CHAR_DATA * ch, NEWAFFECT_DATA * npaf )
{
NEWAFFECT_DATA *npaf_old;
bool found;
found = FALSE;
for ( npaf_old = ch->newaffected; npaf_old != NULL;
npaf_old = npaf_old->next )
{
if ( npaf_old->type == npaf->type )
{
npaf->level = ( npaf->level += npaf_old->level ) / 2;
npaf->duration += npaf_old->duration;
npaf->modifier += npaf_old->modifier;
newaffect_remove( ch, npaf_old );
break;
}
}
newaffect_to_char( ch, npaf );
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;
ch->on = NULL; /* sanity check! */
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. - ch->name = %s", ch->name );
return;
}
ch->in_room = pRoomIndex;
ch->next_in_room = pRoomIndex->people;
pRoomIndex->people = ch;
if ( !IS_NPC( ch ) )
{
if ( ch->in_room->area->empty )
{
ch->in_room->area->empty = FALSE;
ch->in_room->area->age = 0;
}
++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;
if ( IS_AFFECTED( ch, AFF_PLAGUE ) )
{
AFFECT_DATA *af, plague;
CHAR_DATA *vch;
int save;
for ( af = ch->affected; af != NULL; af = af->next )
{
if ( af->type == gsn_plague )
break;
}
if ( af == NULL )
{
REMOVE_BIT( ch->affected_by, AFF_PLAGUE );
return;
}
if ( af->level == 1 )
return;
plague.type = gsn_plague;
plague.level = af->level - 1;
plague.duration = number_range( 1, 2 * plague.level );
plague.location = APPLY_STR;
plague.modifier = -5;
plague.bitvector = AFF_PLAGUE;
for ( vch = ch->in_room->people; vch != NULL; vch = vch->next_in_room )
{
switch ( check_immune( vch, DAM_DISEASE ) )
{
case ( IS_NORMAL ):
save = af->level - 4;
break;
case ( IS_IMMUNE ):
save = 0;
break;
case ( IS_RESISTANT ):
save = af->level - 8;
break;
case ( IS_VULNERABLE ):
save = af->level;
break;
default:
save = af->level - 4;
break;
}
if ( save != 0 && !saves_spell( save, vch ) && !IS_IMMORTAL( vch )
&& !IS_AFFECTED( vch, AFF_PLAGUE ) && number_bits( 6 ) == 0 )
{
send_to_char( "You feel hot and feverish.\n\r", vch );
act( "$n shivers and looks very ill.", vch, NULL, NULL,
TO_ROOM );
affect_join( vch, &plague );
}
}
}
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, int type )
{
if ( obj->item_type != ITEM_ARMOR )
return 0;
switch ( iWear )
{
case WEAR_BODY:
return 3 * obj->value[type];
case WEAR_HEAD:
return 2 * obj->value[type];
case WEAR_LEGS:
return 2 * obj->value[type];
case WEAR_FEET:
return obj->value[type];
case WEAR_HANDS:
return obj->value[type];
case WEAR_ARMS:
return obj->value[type];
case WEAR_SHIELD:
return obj->value[type];
case WEAR_FINGER_L:
return obj->value[type];
case WEAR_FINGER_R:
return obj->value[type];
case WEAR_NECK_1:
return obj->value[type];
case WEAR_NECK_2:
return obj->value[type];
case WEAR_ABOUT:
return 2 * obj->value[type];
case WEAR_WAIST:
return obj->value[type];
case WEAR_WRIST_L:
return obj->value[type];
case WEAR_WRIST_R:
return obj->value[type];
case WEAR_HOLD:
return obj->value[type];
}
return 0;
}
/*
* Find a piece of eq on a character.
*/
OBJ_DATA *get_eq_char( CHAR_DATA * ch, int iWear )
{
OBJ_DATA *obj;
if ( ch == NULL )
return NULL;
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;
int i;
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 ) )
|| ( IS_OBJ_STAT( obj, ITEM_ANTI_MAGE ) && ch->Class == CLASS_MAGE
&& !IS_NPC( ch ) ) || ( IS_OBJ_STAT( obj, ITEM_ANTI_CLERIC )
&& ch->Class == CLASS_CLERIC )
|| ( IS_OBJ_STAT( obj, ITEM_ANTI_THIEF ) && ch->Class == CLASS_THIEF )
|| ( IS_OBJ_STAT( obj, ITEM_ANTI_WARRIOR )
&& ch->Class == CLASS_WARRIOR )
/* adding lines for anti_gender */
|| ( IS_OBJ_STAT( obj, ITEM_ANTI_MALE ) && ch->sex == SEX_MALE )
|| ( IS_OBJ_STAT( obj, ITEM_ANTI_FEMALE ) && ch->sex == SEX_FEMALE )
|| ( IS_OBJ_STAT( obj, ITEM_ANTI_NEUTER ) && ch->sex == SEX_NEUTRAL )
/* end of lines for anti_gender */
|| ( obj->clan > 0 && !IS_NPC( ch )
&& ch->pcdata->clan != obj->clan ) )
{
/*
* 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;
}
for ( i = 0; i < 4; i++ )
ch->armor[i] -= apply_ac( obj, iWear, i );
obj->wear_loc = iWear;
if ( !obj->enchanted )
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;
int i;
if ( obj->wear_loc == WEAR_NONE )
{
bug( "Unequip_char: already unequipped.", 0 );
return;
}
for ( i = 0; i < 4; i++ )
ch->armor[i] += apply_ac( obj, obj->wear_loc, i );
obj->wear_loc = -1;
if ( !obj->enchanted )
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;
CHAR_DATA *ch;
if ( ( in_room = obj->in_room ) == NULL )
{
bug( "obj_from_room: NULL.", 0 );
return;
}
for ( ch = in_room->people; ch != NULL; ch = ch->next_in_room )
if ( ch->on == obj )
ch->on = NULL;
if ( obj == in_room->contents )
{
in_room->contents = obj->next_content;
}
else
{
OBJ_DATA *prev;
for ( prev = in_room->contents; prev; prev = prev->next_content )
{
if ( prev->next_content == obj )
{
prev->next_content = obj->next_content;
break;
}
}
if ( prev == NULL )
{
bug( "Obj_from_room: obj not found.", 0 );
return;
}
}
obj->in_room = NULL;
obj->next_content = NULL;
return;
}
/*
* Move an obj into a room.
*/
void obj_to_room( OBJ_DATA * obj, ROOM_INDEX_DATA * pRoomIndex )
{
if ( pRoomIndex == NULL )
{
bug( "NULL pRoomIndex in obj_to_room.", 0 );
if ( obj )
extract_obj( obj );
return;
}
if ( obj == NULL )
{
bug( "NULL obj in obj_to_room.", 0 );
return;
}
obj->next_content = pRoomIndex->contents;
pRoomIndex->contents = obj;
obj->in_room = pRoomIndex;
obj->carried_by = NULL;
obj->in_obj = NULL;
return;
}
/*
* Move an object 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;
if ( obj_to->pIndexData->vnum == OBJ_VNUM_PIT )
obj->cost = 0;
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 );
free_string( &obj->owner );
--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;
}
nuke_pets( ch );
ch->pet = NULL; /* just in case */
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->reset_count )
( *ch->reset_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;
}
}
/* Remove from the list of Char objects */
if ( ch == char_list )
{
char_list = ch->next;
}
else
{
CHAR_DATA *prev;
for ( prev = char_list; prev != NULL && prev->next != ch;
prev = prev->next );
if ( prev )
{
prev->next = ch->next;
}
else
{
bug( "Extract_char: char not found in char_list.", 0 );
return;
}
}
/* Remove from the list of players */
if ( !IS_NPC( ch ) )
{
if ( ch == player_list )
{
player_list = ch->next_player;
}
else
{
CHAR_DATA *prev;
for ( prev = player_list; prev && prev->next_player != ch;
prev = prev->next_player );
if ( prev )
{
prev->next_player = ch->next_player;
}
else
{
bug( "Extract_char: char not found in player_list.", 0 );
return;
}
}
}
if ( ch->desc )
{
ch->desc->character = NULL;
}
free_char( ch );
return;
}
void pk_extract_char( CHAR_DATA * ch, bool fPull )
{
CHAR_DATA *wch;
if ( ch->in_room == NULL )
{
bug( "Extract_char: NULL.", 0 );
return;
}
nuke_pets( ch );
ch->pet = NULL; /* just in case */
if ( fPull )
die_follower( ch );
stop_fighting( ch, TRUE );
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->reset_count )
( *ch->reset_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;
}
/* Remove from the list of Char objects */
if ( ch == char_list )
char_list = ch->next;
else
{
CHAR_DATA *prev;
for ( prev = char_list; prev && prev->next != ch; prev = prev->next )
;
if ( prev )
prev->next = ch->next;
else
{
bug( "Extract_char: char not found.", 0 );
return;
}
}
/* Remove from the list of players */
if ( !IS_NPC( ch ) )
{
if ( ch == player_list )
player_list = ch->next_player;
else
{
CHAR_DATA *prev;
for ( prev = player_list; prev && prev->next != ch;
prev = prev->next_player )
;
if ( prev )
prev->next_player = ch->next_player;
else
{
bug( "Extract_char: char not found in player_list.", 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 arg2[MAX_INPUT_LENGTH];
CHAR_DATA *rch;
int number;
int count;
number = number_argument( argument, arg2 );
count = 0;
if ( !str_cmp( arg2, "self" ) )
return ch;
if ( !ch->in_room ) /* Make sure in_room isn't NULL (ConsoleChar) - Zane */
return NULL;
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( !can_see( ch, rch ) || !is_name( arg2, rch->name ) )
continue;
if ( ++count == number )
return rch;
}
return NULL;
}
/*
* Find a mob in the room.
*/
CHAR_DATA *get_mob_room( CHAR_DATA * ch, char *argument )
{
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *rch;
int number;
int count;
number = number_argument( argument, arg2 );
count = 0;
if ( !str_cmp( arg2, "self" ) )
return ch;
if ( !ch->in_room ) /* Make sure in_room isn't NULL (ConsoleChar) - Zane */
return NULL;
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( !IS_NPC( rch ) || !can_see( ch, rch )
|| !is_name( arg2, rch->name ) )
continue;
if ( ++count == number )
return rch;
}
return NULL;
}
/*
* Find a player in the room.
*/
CHAR_DATA *get_player_room( CHAR_DATA * ch, char *argument )
{
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *rch;
int number;
int count;
number = number_argument( argument, arg2 );
count = 0;
if ( !str_cmp( arg2, "self" ) )
return ch;
if ( !ch->in_room ) /* Make sure in_room isn't NULL (ConsoleChar) - Zane */
return NULL;
for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
{
if ( IS_NPC( rch ) || !can_see( ch, rch )
|| !is_name( arg2, 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 arg2[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if ( ( wch = get_char_room( ch, argument ) ) != NULL )
return wch;
number = number_argument( argument, arg2 );
count = 0;
for ( wch = char_list; wch != NULL; wch = wch->next )
{
if ( wch->in_room == NULL || !can_see( ch, wch )
|| !is_name( arg2, wch->name ) )
continue;
if ( ++count == number )
return wch;
}
return NULL;
}
/*
* Find a mob in the world.
* (Just like get_char_world() only it doesn't search PCs)
*/
CHAR_DATA *get_mob_world( CHAR_DATA * ch, char *argument )
{
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if ( ( wch = get_mob_room( ch, argument ) ) != NULL )
return wch;
number = number_argument( argument, arg2 );
count = 0;
for ( wch = char_list; wch != NULL; wch = wch->next )
{
if ( wch->in_room == NULL || !can_see( ch, wch )
|| !IS_NPC( wch ) || !is_name( arg2, wch->name ) )
continue;
if ( ++count == number )
return wch;
}
return NULL;
}
/*
* Find a player in the world.
* (Just like get_char_world() only it doesn't search NPCs)
*/
CHAR_DATA *get_player_world( CHAR_DATA * ch, char *argument )
{
char arg2[MAX_INPUT_LENGTH];
CHAR_DATA *wch;
int number;
int count;
if ( ( wch = get_player_room( ch, argument ) ) != NULL )
return wch;
number = number_argument( argument, arg2 );
count = 0;
for ( wch = player_list; wch != NULL; wch = wch->next_player )
{
if ( wch->in_room == NULL || !can_see( ch, wch )
|| !is_name( arg2, 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 arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg2 );
count = 0;
for ( obj = list; obj != NULL; obj = obj->next_content )
{
if ( can_see_obj( ch, obj ) && is_name( arg2, 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 arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg2 );
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( arg2, 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 arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
number = number_argument( argument, arg2 );
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( arg2, 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 arg2[MAX_INPUT_LENGTH];
OBJ_DATA *obj;
int number;
int count;
if ( ( obj = get_obj_here( ch, argument ) ) != NULL )
return obj;
number = number_argument( argument, arg2 );
count = 0;
for ( obj = object_list; obj != NULL; obj = obj->next )
{
if ( can_see_obj( ch, obj ) && is_name( arg2, 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;
obj->cost = 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;
if ( obj->item_type == ITEM_CONTAINER || obj->item_type == ITEM_MONEY )
number = 0;
else
number = 1;
for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
number += get_obj_number( obj );
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;
if ( IS_SET( pRoomIndex->room_flags, ROOM_IMP_ONLY ) )
return TRUE;
return FALSE;
}
/* visibility on a room -- for entering and exits */
bool can_see_room( CHAR_DATA * ch, ROOM_INDEX_DATA * pRoomIndex )
{
if ( IS_SET( pRoomIndex->room_flags, ROOM_IMP_ONLY )
&& get_trust( ch ) < MAX_LEVEL )
return FALSE;
if ( IS_SET( pRoomIndex->room_flags, ROOM_GODS_ONLY )
&& !IS_IMMORTAL( ch ) )
return FALSE;
if ( IS_SET( pRoomIndex->room_flags, ROOM_HEROES_ONLY ) && !IS_HERO( ch ) )
return FALSE;
if ( IS_SET( pRoomIndex->room_flags, ROOM_ADMIN_ONLY ) && !IS_ADMIN( ch ) )
return FALSE;
if ( IS_SET( pRoomIndex->room_flags, ROOM_NEWBIES_ONLY )
&& ch->level > 5 && !IS_IMMORTAL( ch ) )
return FALSE;
return TRUE;
}
/*
* True if char's race has access to the given skill
*/
bool has_racial_skill( CHAR_DATA * ch, long sn )
{
long x;
for ( x = 0; x < 5; x++ )
{
char *skill = pc_race_table[ch->race].skills[x];
if ( skill == NULL )
break;
if ( sn == skill_lookup( skill ) )
return TRUE;
}
return FALSE;
}
/*
* True if char has access to the given skill
*/
bool can_use( CHAR_DATA * ch, long sn )
{
/* NPC's can do anything */
if ( IS_NPC( ch ) )
return TRUE;
/* Can the char's race do the skill? */
if ( has_racial_skill( ch, sn ) )
return TRUE;
/* Otherwise, check the char's level against the minimum level
* for the skill for the char's class.
*/
if ( ch->level >= skill_table[sn].skill_level[ch->Class] )
return TRUE;
/* Otherwise, the char can't do that skill */
return FALSE;
}
/*
* True if char can practice a given skill
*/
bool can_practice( CHAR_DATA * ch, long sn )
{
/* if ( sn == gsn_alcohol_tolerance )
* return FALSE;
*/
if ( sn < 0 || !can_use( ch, sn ) )
return FALSE;
if ( !IS_NPC( ch ) )
{
if ( ch->pcdata->learned[sn] < 1 )
return FALSE;
}
return TRUE;
}
/*
* True if char can see victim.
*/
bool can_see( CHAR_DATA * ch, CHAR_DATA * victim )
{
/* RT changed so that WIZ_INVIS has levels */
if ( ch == victim )
return TRUE;
if ( IS_SET( victim->comm, VIS_CONSOLE )
|| IS_SET( ch->comm, VIS_CONSOLE ) )
return TRUE;
if ( !IS_NPC( victim )
&& IS_SET( victim->act, PLR_WIZINVIS )
&& get_trust( ch ) < victim->invis_level )
return FALSE;
if ( ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_HOLYLIGHT ) )
|| ( IS_NPC( ch ) && IS_IMMORTAL( ch ) ) )
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;
/* sneaking */
if ( IS_AFFECTED( victim, AFF_SNEAK )
&& !IS_AFFECTED( ch, AFF_DETECT_HIDDEN )
&& victim->fighting == NULL
&& ( IS_NPC( ch ) ? !IS_NPC( victim ) : IS_NPC( victim ) ) )
{
int chance;
chance = get_skill( victim, gsn_sneak );
chance += get_curr_stat( ch, STAT_DEX ) * 3 / 2;
chance -= get_curr_stat( ch, STAT_INT ) * 2;
chance += ch->level - victim->level * 3 / 2;
if ( number_percent( ) < chance )
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->extra_flags, ITEM_VIS_DEATH ) )
return FALSE;
if ( IS_AFFECTED( ch, AFF_BLIND ) && obj->item_type != ITEM_POTION )
return FALSE;
if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
return TRUE;
if ( IS_SET( obj->extra_flags, ITEM_INVIS )
&& !IS_AFFECTED( ch, AFF_DETECT_INVIS ) )
return FALSE;
if ( IS_OBJ_STAT( obj, ITEM_GLOW ) )
return TRUE;
if ( room_is_dark( ch->in_room ) && !IS_AFFECTED( ch, AFF_INFRARED ) )
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_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";
case ITEM_MAP:
return "map";
case ITEM_FURNITURE:
return "furniture";
case ITEM_PORTAL:
return "portal";
}
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";
case APPLY_ALIGN:
return "alignment";
}
bug( "Affect_location_name: unknown location %d.", location );
return "(unknown)";
}
/*
* Return ascii name of an affect bit vector.
*/
char *affect_bit_name( int vector )
{
char buf[MAX_STRING_LENGTH];
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" );
if ( vector & AFF_BERSERK )
strcat( buf, " berserk" );
if ( vector & AFF_CALM )
strcat( buf, " calm" );
if ( vector & AFF_HASTE )
strcat( buf, " haste" );
if ( vector & AFF_PLAGUE )
strcat( buf, " plague" );
if ( vector & AFF_DARK_VISION )
strcat( buf, " dark_vision" );
if ( vector & AFF_SWIM )
strcat( buf, " swim" );
if ( vector & AFF_REGENERATION )
strcat( buf, " regeneration" );
if ( vector & AFF_WEB )
strcat( buf, " web" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
/*
* Return ascii name of extra flags vector.
*/
char *extra_bit_name( int extra_flags )
{
char buf[MAX_STRING_LENGTH];
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_NOPURGE )
strcat( buf, " nopurge" );
if ( extra_flags & ITEM_VIS_DEATH )
strcat( buf, " vis_death" );
if ( extra_flags & ITEM_ROT_DEATH )
strcat( buf, " rot_death" );
if ( extra_flags & ITEM_ROT_PLAYER_DEATH )
strcat( buf, " rot_pc_death" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
/* return ascii name of an act vector */
char *act_bit_name( int act_flags )
{
char buf[MAX_STRING_LENGTH];
buf[0] = '\0';
if ( IS_SET( act_flags, ACT_IS_NPC ) )
{
strcat( buf, " npc" );
if ( act_flags & ACT_SENTINEL )
strcat( buf, " sentinel" );
if ( act_flags & ACT_SCAVENGER )
strcat( buf, " scavenger" );
if ( act_flags & ACT_AGGRESSIVE )
strcat( buf, " aggressive" );
if ( act_flags & ACT_STAY_AREA )
strcat( buf, " stay_area" );
if ( act_flags & ACT_WIMPY )
strcat( buf, " wimpy" );
if ( act_flags & ACT_PET )
strcat( buf, " pet" );
if ( act_flags & ACT_TRAIN )
strcat( buf, " train" );
if ( act_flags & ACT_PRACTICE )
strcat( buf, " practice" );
if ( act_flags & ACT_UNDEAD )
strcat( buf, " undead" );
if ( act_flags & ACT_CLERIC )
strcat( buf, " cleric" );
if ( act_flags & ACT_MAGE )
strcat( buf, " mage" );
if ( act_flags & ACT_THIEF )
strcat( buf, " thief" );
if ( act_flags & ACT_WARRIOR )
strcat( buf, " warrior" );
if ( act_flags & ACT_NOALIGN )
strcat( buf, " no_align" );
if ( act_flags & ACT_NOPURGE )
strcat( buf, " no_purge" );
if ( act_flags & ACT_IS_HEALER )
strcat( buf, " healer" );
if ( act_flags & ACT_GAIN )
strcat( buf, " skill_train" );
if ( act_flags & ACT_UPDATE_ALWAYS )
strcat( buf, " update_always" );
}
else
{
strcat( buf, " player" );
if ( act_flags & PLR_BOUGHT_PET )
strcat( buf, " owner" );
if ( act_flags & PLR_AUTOASSIST )
strcat( buf, " autoassist" );
if ( act_flags & PLR_AUTOEXIT )
strcat( buf, " autoexit" );
if ( act_flags & PLR_AUTOLOOT )
strcat( buf, " autoloot" );
if ( act_flags & PLR_AUTOSAC )
strcat( buf, " autosac" );
if ( act_flags & PLR_AUTOGOLD )
strcat( buf, " autogold" );
if ( act_flags & PLR_AUTOSPLIT )
strcat( buf, " autosplit" );
if ( act_flags & PLR_HOLYLIGHT )
strcat( buf, " holy_light" );
if ( act_flags & PLR_WIZINVIS )
strcat( buf, " wizinvis" );
if ( act_flags & PLR_CANLOOT )
strcat( buf, " loot_corpse" );
if ( act_flags & PLR_NOSUMMON )
strcat( buf, " no_summon" );
if ( act_flags & PLR_NOFOLLOW )
strcat( buf, " no_follow" );
if ( act_flags & PLR_FREEZE )
strcat( buf, " frozen" );
if ( act_flags & PLR_THIEF )
strcat( buf, " thief" );
if ( act_flags & PLR_KILLER )
strcat( buf, " killer" );
if ( act_flags & PLR_PERMIT )
strcat( buf, " permit" );
}
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
char *comm_bit_name( int comm_flags )
{
char buf[MAX_STRING_LENGTH];
buf[0] = '\0';
if ( comm_flags & COMM_QUIET )
strcat( buf, " quiet" );
if ( comm_flags & COMM_DEAF )
strcat( buf, " deaf" );
if ( comm_flags & COMM_NOWIZ )
strcat( buf, " no_wiz" );
if ( comm_flags & COMM_NOADMIN )
strcat( buf, " no_admin" );
if ( comm_flags & COMM_NOHERO )
strcat( buf, " no_hero" );
if ( comm_flags & COMM_NOAUCTION )
strcat( buf, " no_auction" );
if ( comm_flags & COMM_NOGOSSIP )
strcat( buf, " no_gossip" );
if ( comm_flags & COMM_NOMUSIC )
strcat( buf, " no_nomusic" );
if ( comm_flags & COMM_NOQUESTION )
strcat( buf, " no_question" );
if ( comm_flags & COMM_NO_OOC )
strcat( buf, " no_ooc" );
if ( comm_flags & COMM_COMPACT )
strcat( buf, " compact" );
if ( comm_flags & COMM_BRIEF )
strcat( buf, " brief" );
if ( comm_flags & COMM_PROMPT )
strcat( buf, " prompt" );
if ( comm_flags & COMM_COMBINE )
strcat( buf, " combine" );
if ( comm_flags & COMM_NOEMOTE )
strcat( buf, " no_emote" );
if ( comm_flags & COMM_NOSHOUT )
strcat( buf, " no_shout" );
if ( comm_flags & COMM_NOTELL )
strcat( buf, " no_tell" );
if ( comm_flags & COMM_NOCHANNELS )
strcat( buf, " no_channels" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
char *imm_bit_name( int imm_flags )
{
char buf[MAX_STRING_LENGTH];
buf[0] = '\0';
if ( imm_flags & IMM_SUMMON )
strcat( buf, " summon" );
if ( imm_flags & IMM_CHARM )
strcat( buf, " charm" );
if ( imm_flags & IMM_MAGIC )
strcat( buf, " magic" );
if ( imm_flags & IMM_WEAPON )
strcat( buf, " weapon" );
if ( imm_flags & IMM_BASH )
strcat( buf, " blunt" );
if ( imm_flags & IMM_PIERCE )
strcat( buf, " piercing" );
if ( imm_flags & IMM_SLASH )
strcat( buf, " slashing" );
if ( imm_flags & IMM_FIRE )
strcat( buf, " fire" );
if ( imm_flags & IMM_COLD )
strcat( buf, " cold" );
if ( imm_flags & IMM_LIGHTNING )
strcat( buf, " lightning" );
if ( imm_flags & IMM_ACID )
strcat( buf, " acid" );
if ( imm_flags & IMM_POISON )
strcat( buf, " poison" );
if ( imm_flags & IMM_NEGATIVE )
strcat( buf, " negative" );
if ( imm_flags & IMM_HOLY )
strcat( buf, " holy" );
if ( imm_flags & IMM_ENERGY )
strcat( buf, " energy" );
if ( imm_flags & IMM_MENTAL )
strcat( buf, " mental" );
if ( imm_flags & IMM_DISEASE )
strcat( buf, " disease" );
if ( imm_flags & IMM_DROWNING )
strcat( buf, " drowning" );
if ( imm_flags & IMM_LIGHT )
strcat( buf, " light" );
if ( imm_flags & VULN_IRON )
strcat( buf, " iron" );
if ( imm_flags & VULN_WOOD )
strcat( buf, " wood" );
if ( imm_flags & VULN_SILVER )
strcat( buf, " silver" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
char *wear_bit_name( int wear_flags )
{
char buf[MAX_STRING_LENGTH];
buf[0] = '\0';
if ( wear_flags & ITEM_TAKE )
strcat( buf, " take" );
if ( wear_flags & ITEM_WEAR_FINGER )
strcat( buf, " finger" );
if ( wear_flags & ITEM_WEAR_NECK )
strcat( buf, " neck" );
if ( wear_flags & ITEM_WEAR_BODY )
strcat( buf, " torso" );
if ( wear_flags & ITEM_WEAR_HEAD )
strcat( buf, " head" );
if ( wear_flags & ITEM_WEAR_LEGS )
strcat( buf, " legs" );
if ( wear_flags & ITEM_WEAR_FEET )
strcat( buf, " feet" );
if ( wear_flags & ITEM_WEAR_HANDS )
strcat( buf, " hands" );
if ( wear_flags & ITEM_WEAR_ARMS )
strcat( buf, " arms" );
if ( wear_flags & ITEM_WEAR_SHIELD )
strcat( buf, " shield" );
if ( wear_flags & ITEM_WEAR_ABOUT )
strcat( buf, " body" );
if ( wear_flags & ITEM_WEAR_WAIST )
strcat( buf, " waist" );
if ( wear_flags & ITEM_WEAR_WRIST )
strcat( buf, " wrist" );
if ( wear_flags & ITEM_WIELD )
strcat( buf, " wield" );
if ( wear_flags & ITEM_HOLD )
strcat( buf, " hold" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
char *form_bit_name( int form_flags )
{
char buf[MAX_STRING_LENGTH];
buf[0] = '\0';
if ( form_flags & FORM_POISON )
strcat( buf, " poison" );
else if ( form_flags & FORM_EDIBLE )
strcat( buf, " edible" );
if ( form_flags & FORM_MAGICAL )
strcat( buf, " magical" );
if ( form_flags & FORM_INSTANT_DECAY )
strcat( buf, " instant_rot" );
if ( form_flags & FORM_OTHER )
strcat( buf, " other" );
if ( form_flags & FORM_ANIMAL )
strcat( buf, " animal" );
if ( form_flags & FORM_SENTIENT )
strcat( buf, " sentient" );
if ( form_flags & FORM_UNDEAD )
strcat( buf, " undead" );
if ( form_flags & FORM_CONSTRUCT )
strcat( buf, " construct" );
if ( form_flags & FORM_MIST )
strcat( buf, " mist" );
if ( form_flags & FORM_INTANGIBLE )
strcat( buf, " intangible" );
if ( form_flags & FORM_BIPED )
strcat( buf, " biped" );
if ( form_flags & FORM_CENTAUR )
strcat( buf, " centaur" );
if ( form_flags & FORM_INSECT )
strcat( buf, " insect" );
if ( form_flags & FORM_SPIDER )
strcat( buf, " spider" );
if ( form_flags & FORM_CRUSTACEAN )
strcat( buf, " crustacean" );
if ( form_flags & FORM_WORM )
strcat( buf, " worm" );
if ( form_flags & FORM_BLOB )
strcat( buf, " blob" );
if ( form_flags & FORM_MAMMAL )
strcat( buf, " mammal" );
if ( form_flags & FORM_BIRD )
strcat( buf, " bird" );
if ( form_flags & FORM_REPTILE )
strcat( buf, " reptile" );
if ( form_flags & FORM_SNAKE )
strcat( buf, " snake" );
if ( form_flags & FORM_DRAGON )
strcat( buf, " dragon" );
if ( form_flags & FORM_AMPHIBIAN )
strcat( buf, " amphibian" );
if ( form_flags & FORM_FISH )
strcat( buf, " fish" );
if ( form_flags & FORM_COLD_BLOOD )
strcat( buf, " cold_blooded" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
char *part_bit_name( int part_flags )
{
char buf[MAX_STRING_LENGTH];
buf[0] = '\0';
if ( part_flags & PART_HEAD )
strcat( buf, " head" );
if ( part_flags & PART_ARMS )
strcat( buf, " arms" );
if ( part_flags & PART_LEGS )
strcat( buf, " legs" );
if ( part_flags & PART_HEART )
strcat( buf, " heart" );
if ( part_flags & PART_BRAINS )
strcat( buf, " brains" );
if ( part_flags & PART_GUTS )
strcat( buf, " guts" );
if ( part_flags & PART_HANDS )
strcat( buf, " hands" );
if ( part_flags & PART_FEET )
strcat( buf, " feet" );
if ( part_flags & PART_FINGERS )
strcat( buf, " fingers" );
if ( part_flags & PART_EAR )
strcat( buf, " ears" );
if ( part_flags & PART_EYE )
strcat( buf, " eyes" );
if ( part_flags & PART_LONG_TONGUE )
strcat( buf, " long_tongue" );
if ( part_flags & PART_EYESTALKS )
strcat( buf, " eyestalks" );
if ( part_flags & PART_TENTACLES )
strcat( buf, " tentacles" );
if ( part_flags & PART_FINS )
strcat( buf, " fins" );
if ( part_flags & PART_WINGS )
strcat( buf, " wings" );
if ( part_flags & PART_TAIL )
strcat( buf, " tail" );
if ( part_flags & PART_CLAWS )
strcat( buf, " claws" );
if ( part_flags & PART_FANGS )
strcat( buf, " fangs" );
if ( part_flags & PART_HORNS )
strcat( buf, " horns" );
if ( part_flags & PART_SCALES )
strcat( buf, " scales" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
char *weapon_bit_name( int weapon_flags )
{
char buf[MAX_STRING_LENGTH];
buf[0] = '\0';
if ( weapon_flags & WEAPON_FLAMING )
strcat( buf, " flaming" );
if ( weapon_flags & WEAPON_FROST )
strcat( buf, " frost" );
if ( weapon_flags & WEAPON_VAMPIRIC )
strcat( buf, " vampiric" );
if ( weapon_flags & WEAPON_SHARP )
strcat( buf, " sharp" );
if ( weapon_flags & WEAPON_VORPAL )
strcat( buf, " vorpal" );
if ( weapon_flags & WEAPON_TWO_HANDS )
strcat( buf, " two-handed" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
char *off_bit_name( int off_flags )
{
char buf[MAX_STRING_LENGTH];
buf[0] = '\0';
if ( off_flags & OFF_AREA_ATTACK )
strcat( buf, " area attack" );
if ( off_flags & OFF_BACKSTAB )
strcat( buf, " backstab" );
if ( off_flags & OFF_BASH )
strcat( buf, " bash" );
if ( off_flags & OFF_BERSERK )
strcat( buf, " berserk" );
if ( off_flags & OFF_DISARM )
strcat( buf, " disarm" );
if ( off_flags & OFF_DODGE )
strcat( buf, " dodge" );
if ( off_flags & OFF_FADE )
strcat( buf, " fade" );
if ( off_flags & OFF_FAST )
strcat( buf, " fast" );
if ( off_flags & OFF_KICK )
strcat( buf, " kick" );
if ( off_flags & OFF_KICK_DIRT )
strcat( buf, " kick_dirt" );
if ( off_flags & OFF_PARRY )
strcat( buf, " parry" );
if ( off_flags & OFF_RESCUE )
strcat( buf, " rescue" );
if ( off_flags & OFF_TAIL )
strcat( buf, " tail" );
if ( off_flags & OFF_TRIP )
strcat( buf, " trip" );
if ( off_flags & OFF_CRUSH )
strcat( buf, " crush" );
if ( off_flags & ASSIST_ALL )
strcat( buf, " assist_all" );
if ( off_flags & ASSIST_ALIGN )
strcat( buf, " assist_align" );
if ( off_flags & ASSIST_RACE )
strcat( buf, " assist_race" );
if ( off_flags & ASSIST_PLAYERS )
strcat( buf, " assist_players" );
if ( off_flags & ASSIST_GUARD )
strcat( buf, " assist_guard" );
if ( off_flags & ASSIST_VNUM )
strcat( buf, " assist_vnum" );
return ( buf[0] != '\0' ) ? buf + 1 : "none";
}
AFFECT_DATA *affect_find( AFFECT_DATA * paf, int sn )
{
AFFECT_DATA *paf_find;
for ( paf_find = paf; paf_find != NULL; paf_find = paf_find->next )
{
if ( paf_find->type == sn )
return paf_find;
}
return NULL;
}