/* ************************************************************************
* File: handler.c EmpireMUD AD 1.0 *
* Usage: internal funcs: moving and finding chars/objs *
* *
* All rights reserved. See license.doc for complete information. *
* *
* Code base by Paul Clarke. EmpireMUD Project, a tbgMUD Production. *
* Based upon CircleMUD 3.0, beta patch level 17, by Jeremy Elson. *
* *
* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
************************************************************************ */
#include "conf.h"
#include "sysdep.h"
#include "structs.h"
#include "utils.h"
#include "comm.h"
#include "db.h"
#include "handler.h"
#include "interpreter.h"
#include "empire.h"
#include "skills.h"
/* external vars */
extern Creature combat_list;
extern const char *MENU;
/* external functions */
void remove_follower(Creature ch);
void die_follower(Creature ch);
ACMD(do_return);
/* Returns the maximum an attribute may be for a given ch (or void, for normal max) */
int att_max(Creature ch) {
if (ch && !IS_NPC(ch)) {
/* morph accounts for werewolves */
if (GET_MORPH(ch) != MORPH_NONE)
return 10;
if (IS_VAMPIRE(ch))
return (GET_GENERATION(ch) < 8 ? (5 + 8 - GET_GENERATION(ch)) : 5);
return 5;
}
return 5;
}
/* Returns the maximum a discipline may be */
int disc_max(Creature ch) {
if (IS_NPC(ch) || IS_HUMAN(ch))
return 0;
if (IS_VAMPIRE(ch))
return att_max(ch);
if (IS_GHOUL(ch))
switch (GET_GENERATION(ch)) {
case 7: return 2;
case 6: return 3;
case 5: return 4;
case 4: return 5;
case 3: return 6;
case 2: return 7;
case 1: return 8;
default: return 1;
}
return 0;
}
void gain_experience(Creature ch, int amt) {
if (IS_NPC(ch))
return;
/* Experience may be 0 to 250 */
GET_EXPERIENCE(ch) = MAX(0, MIN(EXP_CAP, GET_EXPERIENCE(ch) + amt));
}
char *fname(const char *namelist) {
static char holder[30];
register char *point;
for (point = holder; isalpha(*namelist); namelist++, point++)
*point = *namelist;
*point = '\0';
return (holder);
}
#define WHITESPACE " \t"
int isname(char *str, char *namelist) {
char *newlist;
char *curtok;
newlist = strdup(namelist);
for (curtok = strtok(newlist, WHITESPACE); curtok; curtok = strtok(NULL, WHITESPACE))
if (curtok && is_abbrev(str, curtok)) {
free(newlist);
return 1;
}
free(newlist);
return 0;
}
int iname(char *str, char *namelist) {
char *newlist;
char *curtok;
newlist = strdup(namelist);
for (curtok = strtok(newlist, WHITESPACE); curtok; curtok = strtok(NULL, WHITESPACE))
if (curtok && !str_cmp(str, curtok)) {
free(newlist);
return 1;
}
free(newlist);
return 0;
}
void affect_modify(Creature ch, byte loc, sh_int mod, bitvector_t bitv, bitvector_t disc_bit, bool add) {
if (add) {
SET_BIT(AFF_FLAGS(ch), bitv);
SET_BIT(DSC_FLAGS(ch), disc_bit);
}
else {
REMOVE_BIT(AFF_FLAGS(ch), bitv);
REMOVE_BIT(DSC_FLAGS(ch), disc_bit);
mod = -mod;
}
switch (loc) {
case APPLY_NONE:
break;
case APPLY_STRENGTH:
GET_STRENGTH(ch) += mod;
break;
case APPLY_DEXTERITY:
GET_DEXTERITY(ch) += mod;
break;
case APPLY_STAMINA:
GET_STAMINA(ch) += mod;
break;
case APPLY_CHARISMA:
GET_CHARISMA(ch) += mod;
break;
case APPLY_MANIPULATION:
GET_MANIPULATION(ch) += mod;
break;
case APPLY_APPEARANCE:
/* Clan Weakness: Nosferatu */
if (GET_CLAN(ch) != CLAN_NOSFERATU)
GET_APPEARANCE(ch) += mod;
break;
case APPLY_PERCEPTION:
GET_PERCEPTION(ch) += mod;
break;
case APPLY_INTELLIGENCE:
GET_INTELLIGENCE(ch) += mod;
break;
case APPLY_WITS:
GET_WITS(ch) += mod;
break;
case APPLY_AGE:
ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR);
break;
case APPLY_MOVE:
GET_MAX_MOVE(ch) += mod;
GET_MOVE(ch) += mod;
break;
case APPLY_SOAK:
GET_SOAK(ch) += mod;
break;
case APPLY_BLOCK:
GET_BLOCK(ch) += mod;
break;
case APPLY_ATTACKS:
ATTACK_BONUS(ch) += mod;
break;
case APPLY_FORTITUDE:
GET_REAL_DISC(ch, DISC_FORTITUDE) += mod;
break;
default:
log("SYSERR: Unknown apply adjust %d attempt (%s, affect_modify).", loc, __FILE__);
break;
} /* switch */
}
/* This updates a character by subtracting everything he is affected by */
/* restoring original abilities, and then affecting all again */
void affect_total(Creature ch) {
void update_morph_stats(Creature ch, bool add);
struct affected_type *af;
int i, j;
for (i = 0; i < NUM_WEARS; i++) {
if (GET_EQ(ch, i) && i != WEAR_IN_SHEATH_1 && i != WEAR_IN_SHEATH_2 && i != WEAR_IN_SHEATH_3)
for (j = 0; j < MAX_OBJ_AFFECT; j++)
affect_modify(ch, GET_EQ(ch, i)->affected[j].location, GET_EQ(ch, i)->affected[j].modifier, GET_EQ(ch, i)->obj_flags.bitvector, 0, FALSE);
}
update_morph_stats(ch, FALSE);
for (af = ch->affected; af; af = af->next)
affect_modify(ch, af->location, af->modifier, af->bitvector, af->disc_bit, FALSE);
ch->aff_abils = ch->real_abils;
GET_MAX_MOVE(ch) = 100;
for (i = 0; i < NUM_WEARS; i++) {
if (GET_EQ(ch, i) && i != WEAR_IN_SHEATH_1 && i != WEAR_IN_SHEATH_2 && i != WEAR_IN_SHEATH_3)
for (j = 0; j < MAX_OBJ_AFFECT; j++)
affect_modify(ch, GET_EQ(ch, i)->affected[j].location, GET_EQ(ch, i)->affected[j].modifier, GET_EQ(ch, i)->obj_flags.bitvector, 0, TRUE);
}
update_morph_stats(ch, TRUE);
for (af = ch->affected; af; af = af->next)
affect_modify(ch, af->location, af->modifier, af->bitvector, af->disc_bit, TRUE);
/* Make sure maximums are considered */
GET_STRENGTH(ch) = MAX(0, MIN(GET_STRENGTH(ch), att_max(ch)));
GET_DEXTERITY(ch) = MAX(0, MIN(GET_DEXTERITY(ch), att_max(ch)));
GET_STAMINA(ch) = MAX(0, MIN(GET_STAMINA(ch), att_max(ch)));
GET_CHARISMA(ch) = MAX(0, MIN(GET_CHARISMA(ch), att_max(ch)));
GET_MANIPULATION(ch) = MAX(0, MIN(GET_MANIPULATION(ch), att_max(ch)));
/* Clan Weakness: Nosferatu */
if (GET_CLAN(ch) == CLAN_NOSFERATU)
GET_APPEARANCE(ch) = 0;
else
GET_APPEARANCE(ch) = MAX(0, MIN(GET_APPEARANCE(ch), att_max(ch)));
GET_PERCEPTION(ch) = MAX(0, MIN(GET_PERCEPTION(ch), att_max(ch)));
GET_INTELLIGENCE(ch) = MAX(0, MIN(GET_INTELLIGENCE(ch), att_max(ch)));
GET_WITS(ch) = MAX(0, MIN(GET_WITS(ch), att_max(ch)));
}
/*
* Insert an affect_type in a char_data structure
* Automatically sets apropriate bits and apply's
*/
void affect_to_char(Creature ch, struct affected_type *af) {
struct affected_type *affected_alloc;
CREATE(affected_alloc, struct affected_type, 1);
*affected_alloc = *af;
affected_alloc->next = ch->affected;
ch->affected = affected_alloc;
affect_modify(ch, af->location, af->modifier, af->bitvector, af->disc_bit, TRUE);
affect_total(ch);
}
/* Add an affect to a room */
void affect_to_room(room_rnum room, struct affected_type *af) {
struct affected_type *affected_alloc;
CREATE(affected_alloc, struct affected_type, 1);
*affected_alloc = *af;
affected_alloc->next = world[room].af;
world[room].af = affected_alloc;
SET_BIT(world[room].affects, af->bitvector);
}
/*
* Remove an affected_type structure from a char (called when duration
* reaches zero). Pointer *af must never be NIL! Frees mem and calls
* affect_location_apply
*/
void affect_remove(Creature ch, struct affected_type *af) {
struct affected_type *temp;
if (ch->affected == NULL)
return;
affect_modify(ch, af->location, af->modifier, af->bitvector, af->disc_bit, FALSE);
REMOVE_FROM_LIST(af, ch->affected, next);
free(af);
affect_total(ch);
}
/*
* Remove an affected_type structure from a room (called when duration
* reaches zero). Pointer *af must never be NIL! Frees mem and calls
* affect_location_apply
*/
void affect_remove_room(room_rnum room, struct affected_type *af) {
struct affected_type *temp;
if (world[room].af == NULL)
return;
REMOVE_BIT(world[room].affects, af->bitvector);
REMOVE_FROM_LIST(af, world[room].af, next);
free(af);
}
/* Call affect_remove with every skill named "type" */
void affect_from_char(Creature ch, int type) {
struct affected_type *hjp, *next;
for (hjp = ch->affected; hjp; hjp = next) {
next = hjp->next;
if (hjp->type == type)
affect_remove(ch, hjp);
}
}
/* Call affect_remove_room with every skill named "type" */
void affect_from_room(room_rnum room, int type) {
struct affected_type *hjp, *next;
for (hjp = world[room].af; hjp; hjp = next) {
next = hjp->next;
if (hjp->type == type)
affect_remove_room(room, hjp);
}
}
/*
* Return TRUE if a char is affected by an ability,
* FALSE indicates not affected.
*/
bool affected_by_spell(Creature ch, int type) {
struct affected_type *hjp;
for (hjp = ch->affected; hjp; hjp = hjp->next)
if (hjp->type == type)
return (TRUE);
return (FALSE);
}
bool room_affected_by_spell(room_rnum room, int type) {
struct affected_type *hjp;
for (hjp = world[room].af; hjp; hjp = hjp->next)
if (hjp->type == type)
return (TRUE);
return (FALSE);
}
void affect_join(Creature ch, struct affected_type * af, bool add_dur, bool avg_dur, bool add_mod, bool avg_mod) {
struct affected_type *hjp;
bool found = FALSE;
for (hjp = ch->affected; !found && hjp; hjp = hjp->next) {
if ((hjp->type == af->type) && (hjp->location == af->location)) {
if (add_dur)
af->duration += hjp->duration;
if (avg_dur)
af->duration = (af->duration + hjp->duration) / 2;
if (add_mod)
af->modifier += hjp->modifier;
if (avg_mod)
af->modifier = (af->modifier + hjp->modifier) / 2;
affect_remove(ch, hjp);
affect_to_char(ch, af);
found = TRUE;
}
}
if (!found)
affect_to_char(ch, af);
}
/* move a player out of a room */
void char_from_room(Creature ch) {
extern int char_from_chair(Creature ch);
Creature temp;
Object obj;
int pos;
if (ch == NULL || ch->in_room == NOWHERE) {
log("SYSERR: NULL character or NOWHERE in %s, char_from_room", __FILE__);
exit(1);
}
if (ON_CHAIR(ch))
char_from_chair(ch);
if (FIGHTING(ch) != NULL)
stop_fighting(ch);
for (pos = 0; pos < NUM_WEARS; pos++)
if (GET_EQ(ch, pos) && OBJ_FLAGGED(GET_EQ(ch, pos), ITEM_LIGHT))
world[ch->in_room].light--;
for (obj = ch->carrying; obj; obj = obj->next_content)
if (OBJ_FLAGGED(obj, ITEM_LIGHT))
world[ch->in_room].light--;
REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room);
ch->in_room = NOWHERE;
ch->next_in_room = NULL;
}
/* place a character in a room */
void char_to_room(Creature ch, room_rnum room) {
int pos;
Object obj;
if (ch == NULL || room < 0 || room > top_of_world)
log("SYSERR: Illegal value(s) passed to char_to_room. (Room: %d/%d Ch: %p", room, top_of_world, ch);
else {
if (ch->in_room != NOWHERE)
char_from_room(ch);
ch->next_in_room = world[room].people;
world[room].people = ch;
ch->in_room = room;
for (pos = 0; pos < NUM_WEARS; pos++)
if (GET_EQ(ch, pos) && OBJ_FLAGGED(GET_EQ(ch, pos), ITEM_LIGHT))
world[room].light++;
for (obj = ch->carrying; obj; obj = obj->next_content)
if (OBJ_FLAGGED(obj, ITEM_LIGHT))
world[room].light++;
/* Stop fighting now, if we left. */
if (FIGHTING(ch) && IN_ROOM(ch) != IN_ROOM(FIGHTING(ch))) {
stop_fighting(FIGHTING(ch));
stop_fighting(ch);
}
}
if (GET_RIDING(ch))
char_to_room(GET_RIDING(ch), ch->in_room);
}
/* Make sure an object is NOWHERE! */
void check_obj_in_void(Object obj) {
if (!obj) return;
if (obj->in_room != NOWHERE) obj_from_room(obj);
if (obj->in_obj) obj_from_obj(obj);
if (obj->carried_by) obj_from_char(obj);
if (obj->worn_by)
if (unequip_char(obj->worn_by, obj->worn_on) != obj)
log("SYSERR: Inconsistent worn_by and worn_on pointers!!");
}
/* give an object to a char */
void obj_to_char(Object object, Creature ch) {
check_obj_in_void(object);
if (object && ch) {
object->next_content = ch->carrying;
ch->carrying = object;
object->carried_by = ch;
object->in_room = NOWHERE;
IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object);
IS_CARRYING_N(ch)++;
if (ch->in_room != NOWHERE && OBJ_FLAGGED(object, ITEM_LIGHT))
world[ch->in_room].light++;
}
else
log("SYSERR: NULL obj (%p) or char (%p) passed to obj_to_char.", object, ch);
}
/* take an object from a char */
void obj_from_char(Object object) {
Object temp;
if (object == NULL) {
log("SYSERR: NULL object passed to obj_from_char.");
return;
}
REMOVE_FROM_LIST(object, object->carried_by->carrying, next_content);
IS_CARRYING_W(object->carried_by) -= GET_OBJ_WEIGHT(object);
IS_CARRYING_N(object->carried_by)--;
if (object->carried_by->in_room != NOWHERE && OBJ_FLAGGED(object, ITEM_LIGHT))
world[object->carried_by->in_room].light++;
object->carried_by = NULL;
object->next_content = NULL;
}
void equip_char(Creature ch, Object obj, int pos) {
int j;
if (pos < 0 || pos >= NUM_WEARS)
return;
if (GET_EQ(ch, pos)) {
log("SYSERR: Char is already equipped: %s, %s", GET_NAME(ch), obj->short_description);
return;
}
check_obj_in_void(obj);
if (obj->carried_by) {
log("SYSERR: EQUIP: Obj is carried_by when equip.");
return;
}
if (obj->in_room != NOWHERE) {
log("SYSERR: EQUIP: Obj is in_room when equip.");
return;
}
GET_EQ(ch, pos) = obj;
obj->worn_by = ch;
obj->worn_on = pos;
if (ch->in_room != NOWHERE && OBJ_FLAGGED(obj, ITEM_LIGHT))
world[ch->in_room].light++;
if (pos != WEAR_IN_SHEATH_1 && pos != WEAR_IN_SHEATH_2 && pos != WEAR_IN_SHEATH_3)
for (j = 0; j < MAX_OBJ_AFFECT; j++)
affect_modify(ch, obj->affected[j].location, obj->affected[j].modifier, obj->obj_flags.bitvector, 0, TRUE);
affect_total(ch);
}
Object unequip_char(Creature ch, int pos) {
int j;
Object obj;
if ((pos < 0 || pos >= NUM_WEARS) || GET_EQ(ch, pos) == NULL)
return (NULL);
obj = GET_EQ(ch, pos);
obj->worn_by = NULL;
obj->worn_on = -1;
if (ch->in_room != NOWHERE && OBJ_FLAGGED(obj, ITEM_LIGHT))
world[ch->in_room].light--;
GET_EQ(ch, pos) = NULL;
if (pos != WEAR_IN_SHEATH_1 && pos != WEAR_IN_SHEATH_2 && pos != WEAR_IN_SHEATH_3)
for (j = 0; j < MAX_OBJ_AFFECT; j++)
affect_modify(ch, obj->affected[j].location, obj->affected[j].modifier, obj->obj_flags.bitvector, 0, FALSE);
affect_total(ch);
return (obj);
}
int get_number(char **name) {
int i;
char *ppos;
char number[MAX_INPUT_LENGTH];
*number = '\0';
if ((ppos = strchr(*name, '.')) != NULL) {
*ppos++ = '\0';
strcpy(number, *name);
strcpy(*name, ppos);
for (i = 0; *(number + i); i++)
if (!isdigit(*(number + i)))
return (0);
return (atoi(number));
}
return (1);
}
/* Search a given list for an object number, and return a ptr to that obj */
Object get_obj_in_list_num(int num, Object list) {
Object i;
for (i = list; i; i = i->next_content)
if (GET_OBJ_RNUM(i) == num)
return (i);
return (NULL);
}
/* search the entire world for an object number, and return a pointer */
Object get_obj_num(obj_rnum nr) {
Object i;
for (i = object_list; i; i = i->next)
if (GET_OBJ_RNUM(i) == nr)
return (i);
return (NULL);
}
/* search a room for a char, and return a pointer if found.. */
Creature get_char_room(char *name, room_rnum room) {
Creature i;
int j = 0, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp = tmpname;
strcpy(tmp, name);
if (!(number = get_number(&tmp)))
return (NULL);
for (i = world[room].people; i && (j <= number); i = i->next_in_room)
if (isname(tmp, i->player.name) || isname(tmp, PERS(i, i, 0)) || isname(tmp, PERS(i, i, 1)) || (GET_LASTNAME(i) && isname(name, GET_LASTNAME(i))))
if (++j == number)
return (i);
return (NULL);
}
/* search all over the world for a char num, and return a pointer if found */
Creature get_char_num(mob_rnum nr) {
Creature i;
for (i = character_list; i; i = i->next)
if (GET_MOB_RNUM(i) == nr)
return (i);
return (NULL);
}
/* put an object in a room */
void obj_to_room(Object object, room_rnum room) {
check_obj_in_void(object);
if (!object || room < 0 || room > top_of_world)
log("SYSERR: Illegal value(s) passed to obj_to_room. (Room #%d/%d, obj %p)", room, top_of_world, object);
else {
object->next_content = world[room].contents;
world[room].contents = object;
object->in_room = room;
object->carried_by = NULL;
if (OBJ_FLAGGED(object, ITEM_LIGHT))
world[object->in_room].light++;
ROOM_WEIGHT(room) += GET_OBJ_WEIGHT(object);
}
}
/* Take an object from a room */
void obj_from_room(Object object) {
extern int char_from_chair(Creature ch);
Object temp;
if (!object || object->in_room == NOWHERE) {
log("SYSERR: NULL object (%p) or obj not in a room (%d) passed to obj_from_room", object, object->in_room);
return;
}
if (IN_CHAIR(object))
char_from_chair(IN_CHAIR(object));
if (OBJ_FLAGGED(object, ITEM_LIGHT))
world[object->in_room].light--;
ROOM_WEIGHT(object->in_room) -= GET_OBJ_WEIGHT(object);
REMOVE_FROM_LIST(object, world[object->in_room].contents, next_content);
object->in_room = NOWHERE;
object->next_content = NULL;
}
/* put an object in an object (quaint) */
void obj_to_obj(Object obj, Object obj_to) {
Object tmp_obj;
if (!obj || !obj_to || obj == obj_to) {
log("SYSERR: NULL object (%p) or same source (%p) and target (%p) obj passed to obj_to_obj.", obj, obj, obj_to);
return;
}
check_obj_in_void(obj);
obj->next_content = obj_to->contains;
obj_to->contains = obj;
obj->in_obj = obj_to;
for (tmp_obj = obj->in_obj; tmp_obj->in_obj; tmp_obj = tmp_obj->in_obj)
GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj);
/* top level object. Subtract weight from inventory if necessary. */
GET_OBJ_WEIGHT(tmp_obj) += GET_OBJ_WEIGHT(obj);
if (tmp_obj->carried_by)
IS_CARRYING_W(tmp_obj->carried_by) += GET_OBJ_WEIGHT(obj);
}
/* remove an object from an object */
void obj_from_obj(Object obj) {
Object temp, obj_from;
if (obj->in_obj == NULL) {
log("SYSERR: (%s): trying to illegally extract obj from obj.", __FILE__);
return;
}
obj_from = obj->in_obj;
REMOVE_FROM_LIST(obj, obj_from->contains, next_content);
/* Subtract weight from containers container */
for (temp = obj->in_obj; temp->in_obj; temp = temp->in_obj)
GET_OBJ_WEIGHT(temp) -= GET_OBJ_WEIGHT(obj);
/* Subtract weight from char that carries the object */
GET_OBJ_WEIGHT(temp) -= GET_OBJ_WEIGHT(obj);
if (temp->carried_by)
IS_CARRYING_W(temp->carried_by) -= GET_OBJ_WEIGHT(obj);
obj->in_obj = NULL;
obj->next_content = NULL;
}
/* Set all carried_by to point to new owner */
void object_list_new_owner(Object list, Creature ch) {
if (list) {
object_list_new_owner(list->contains, ch);
object_list_new_owner(list->next_content, ch);
list->carried_by = ch;
}
}
/* Extract an object from the world */
void extract_obj(Object obj) {
Object temp;
check_obj_in_void(obj);
/* Get rid of the contents of the object, as well. */
while (obj->contains)
extract_obj(obj->contains);
REMOVE_FROM_LIST(obj, object_list, next);
if (GET_OBJ_RNUM(obj) >= 0)
(obj_index[GET_OBJ_RNUM(obj)].number)--;
free_obj(obj);
}
/* Extract a ch completely from the world, and leave his stuff behind */
void extract_char(Creature ch) {
void display_statistics_to_char(Creature ch);
Creature k, temp;
Descr t_desc;
Object obj;
int i, freed = 0;
perform_dismount(ch);
if (GET_FED_ON_BY(ch)) {
GET_FEEDING_FROM(GET_FED_ON_BY(ch)) = NULL;
GET_FED_ON_BY(ch) = NULL;
}
if (GET_FEEDING_FROM(ch)) {
GET_FED_ON_BY(GET_FEEDING_FROM(ch)) = NULL;
GET_FEEDING_FROM(ch) = NULL;
}
if (GET_LEADING(ch)) {
GET_LED_BY(GET_LEADING(ch)) = NULL;
GET_LEADING(ch) = NULL;
}
if (GET_LED_BY(ch)) {
GET_LEADING(GET_LED_BY(ch)) = NULL;
GET_LED_BY(ch) = NULL;
}
if (GET_PULLING(ch)) {
if (GET_PULLED_BY(GET_PULLING(ch), 0) == ch)
GET_PULLED_BY(GET_PULLING(ch), 0) = NULL;
if (GET_PULLED_BY(GET_PULLING(ch), 1) == ch)
GET_PULLED_BY(GET_PULLING(ch), 1) = NULL;
GET_PULLING(ch) = NULL;
}
if (!IS_NPC(ch) && !ch->desc) {
for (t_desc = descriptor_list; t_desc; t_desc = t_desc->next)
if (t_desc->original == ch)
do_return(t_desc->character, NULL, 0, 0);
}
if (ch->in_room == NOWHERE) {
log("SYSERR: NOWHERE extracting char %s. (%s, extract_char)", GET_NAME(ch), __FILE__);
exit(1);
}
if (ch->followers || ch->master)
die_follower(ch);
/* Forget snooping, if applicable */
if (ch->desc) {
if (ch->desc->snooping) {
ch->desc->snooping->snoop_by = NULL;
ch->desc->snooping = NULL;
}
if (ch->desc->snoop_by) {
SEND_TO_Q("Your victim is no longer among us.\r\n", ch->desc->snoop_by);
ch->desc->snoop_by->snooping = NULL;
ch->desc->snoop_by = NULL;
}
}
/* transfer objects to room, if any */
while (ch->carrying) {
obj = ch->carrying;
obj_from_char(obj);
obj_to_room(obj, ch->in_room);
}
/* transfer equipment to room, if any */
for (i = 0; i < NUM_WEARS; i++)
if (GET_EQ(ch, i))
obj_to_room(unequip_char(ch, i), ch->in_room);
if (FIGHTING(ch))
stop_fighting(ch);
for (k = combat_list; k; k = temp) {
temp = k->next_fighting;
if (FIGHTING(k) == ch)
stop_fighting(k);
}
char_from_room(ch);
/* pull the char from the list */
REMOVE_FROM_LIST(ch, character_list, next);
if (ch->desc && ch->desc->original)
do_return(ch, NULL, 0, 0);
if (!IS_NPC(ch))
Crash_delete_crashfile(ch);
else {
if (GET_MOB_RNUM(ch) > -1) /* if mobile */
mob_index[GET_MOB_RNUM(ch)].number--;
free_char(ch);
freed = 1;
}
if (!freed && ch->desc != NULL) {
STATE(ch->desc) = CON_MENU;
display_statistics_to_char(ch);
SEND_TO_Q(MENU, ch->desc);
}
else { /* if a player gets purged from within the game */
if (!freed)
free_char(ch);
}
}
/* ***********************************************************************
* Here follows high-level versions of some earlier routines, ie functions*
* which incorporate the actual player-data *.
*********************************************************************** */
Creature get_player_vis(Creature ch, char *name, int inroom) {
Creature i;
for (i = character_list; i; i = i->next) {
if (IS_NPC(i))
continue;
if (IS_SET(inroom, FIND_CHAR_ROOM) && i->in_room != ch->in_room)
continue;
if (IS_SET(inroom, FIND_CHAR_ROOM) && AFF_FLAGGED(i, AFF_NO_TARGET_IN_ROOM))
continue;
if (!isname(name, i->player.name) && (!GET_LASTNAME(i) || !isname(name, GET_LASTNAME(i))) && !isname(name, PERS(i, ch, 0)) && !isname(name, PERS(i, ch, 1)))
continue;
if (!CAN_SEE(ch, i) && (!IS_SET(inroom, FIND_NO_DARK) || !CAN_SEE_NO_DARK(ch, i)))
continue;
return (i);
}
return (NULL);
}
Creature get_char_room_vis(Creature ch, char *name) {
Creature i;
int j = 0, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp = tmpname;
/* JE 7/18/94 :-) :-) */
if (!str_cmp(name, "self") || !str_cmp(name, "me"))
return (ch);
/* 0.<name> means PC with name */
strcpy(tmp, name);
if (!(number = get_number(&tmp)))
return (get_player_vis(ch, tmp, FIND_CHAR_ROOM));
for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room)
if (isname(tmp, i->player.name) || isname(tmp, PERS(i, ch, 0)) || isname(tmp, PERS(i, ch, 1)) || (GET_LASTNAME(i) && isname(name, GET_LASTNAME(i))))
if (CAN_SEE(ch, i) && !AFF_FLAGGED(i, AFF_NO_TARGET_IN_ROOM))
if (++j == number)
return (i);
return (NULL);
}
Creature get_char_vis(Creature ch, char *name, int where) {
Creature i;
int j = 0, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp = tmpname;
/* check the room first */
if (IS_SET(where, FIND_CHAR_ROOM))
return get_char_room_vis(ch, name);
else if (IS_SET(where, FIND_CHAR_WORLD)) {
if ((i = get_char_room_vis(ch, name)) != NULL)
return (i);
strcpy(tmp, name);
if (!(number = get_number(&tmp)))
return get_player_vis(ch, tmp, where);
for (i = character_list; i && (j <= number); i = i->next)
if ((isname(tmp, i->player.name) || isname(tmp, PERS(i, ch, 0)) || isname(tmp, PERS(i, ch, 1)) || (GET_LASTNAME(i) && isname(name, GET_LASTNAME(i)))) && (CAN_SEE(ch, i) || (IS_SET(where, FIND_NO_DARK) && CAN_SEE_NO_DARK(ch, i))))
if (++j == number)
return (i);
}
return (NULL);
}
Object get_obj_in_list_vis(Creature ch, char *name, Object list) {
Object i;
int j = 0, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp = tmpname;
strcpy(tmp, name);
if (!(number = get_number(&tmp)))
return (NULL);
for (i = list; i && (j <= number); i = i->next_content)
if (isname(tmp, i->name))
if (CAN_SEE_OBJ(ch, i))
if (++j == number)
return (i);
return (NULL);
}
/* search the entire world for an object, and return a pointer */
Object get_obj_vis(Creature ch, char *name) {
Object i;
int j = 0, number;
char tmpname[MAX_INPUT_LENGTH];
char *tmp = tmpname;
/* scan items carried */
if ((i = get_obj_in_list_vis(ch, name, ch->carrying)) != NULL)
return (i);
/* scan room */
if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)) != NULL)
return (i);
strcpy(tmp, name);
if ((number = get_number(&tmp)) == 0)
return (NULL);
/* ok.. no luck yet. scan the entire obj list */
for (i = object_list; i && (j <= number); i = i->next)
if (isname(tmp, i->name))
if (CAN_SEE_OBJ(ch, i))
if (++j == number)
return (i);
return (NULL);
}
Object get_object_in_equip_vis(Creature ch, char *arg, Object equipment[], int *j) {
for ((*j) = 0; (*j) < NUM_WEARS; (*j)++)
if (equipment[(*j)])
if (CAN_SEE_OBJ(ch, equipment[(*j)]))
if (isname(arg, equipment[(*j)]->name))
return (equipment[(*j)]);
return (NULL);
}
/* Generic Find, designed to find any object/character
*
* Calling:
* *arg is the pointer containing the string to be searched for.
* This string doesn't have to be a single word, the routine
* extracts the next word itself.
* bitv.. All those bits that you want to "search through".
* Bit found will be result of the function
* *ch This is the person that is trying to "find"
* **tar_ch Will be NULL if no character was found, otherwise points
* **tar_obj Will be NULL if no object was found, otherwise points
*
* The routine used to return a pointer to the next word in *arg (just
* like the one_argument routine), but now it returns an integer that
* describes what it filled in.
*/
int generic_find(char *arg, bitvector_t bitvector, Creature ch, Creature *tar_ch, Object *tar_obj) {
int i, found;
char name[256];
*tar_ch = NULL;
*tar_obj = NULL;
one_argument(arg, name);
if (!*name)
return (0);
if (IS_SET(bitvector, FIND_CHAR_ROOM)) { /* Find person in room */
if ((*tar_ch = get_char_vis(ch, name, FIND_CHAR_ROOM)) != NULL)
return (FIND_CHAR_ROOM);
}
if (IS_SET(bitvector, FIND_CHAR_WORLD)) {
if ((*tar_ch = get_char_vis(ch, name, FIND_CHAR_WORLD)) != NULL)
return (FIND_CHAR_WORLD);
}
if (IS_SET(bitvector, FIND_OBJ_EQUIP)) {
for (found = FALSE, i = 0; i < NUM_WEARS && !found; i++)
if (GET_EQ(ch, i) && isname(name, GET_EQ(ch, i)->name)) {
*tar_obj = GET_EQ(ch, i);
found = TRUE;
}
if (found)
return (FIND_OBJ_EQUIP);
}
if (IS_SET(bitvector, FIND_OBJ_INV)) {
if ((*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying)) != NULL)
return (FIND_OBJ_INV);
}
if (IS_SET(bitvector, FIND_OBJ_ROOM)) {
if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)) != NULL)
return (FIND_OBJ_ROOM);
}
if (IS_SET(bitvector, FIND_OBJ_WORLD)) {
if ((*tar_obj = get_obj_vis(ch, name)))
return (FIND_OBJ_WORLD);
}
return (0);
}
/* a function to scan for "all" or "all.x" */
int find_all_dots(char *arg) {
if (!strcmp(arg, "all"))
return (FIND_ALL);
else if (!strncmp(arg, "all.", 4)) {
strcpy(arg, arg + 4);
return (FIND_ALLDOT);
}
else
return (FIND_INDIV);
}
int char_from_chair(Creature ch) {
Object chair;
if (!ON_CHAIR(ch))
return 0;
if (!(chair = ON_CHAIR(ch))) {
log("SYSERR: No chair for char in char_from_chair");
ON_CHAIR(ch) = NULL;
return 0;
}
ON_CHAIR(ch) = NULL;
IN_CHAIR(chair) = NULL;
return 1;
}
int char_to_chair(Creature ch, Object chair) {
if (!ch || !chair)
return 0;
if (IN_CHAIR(chair) || ON_CHAIR(ch))
return 0;
IN_CHAIR(chair) = ch;
ON_CHAIR(ch) = chair;
return 1;
}
/* affect_update: called from comm.c (causes spells to wear off) */
void affect_update(void) {
extern const char *affect_wear_off_msgs[];
struct affected_type *af, *next;
Creature i;
for (i = character_list; i; i = i->next)
for (af = i->affected; af; af = next) {
next = af->next;
if (af->duration >= 1)
af->duration--;
else if (af->duration == -1) /* No action */
af->duration = -1; /* GODs only! unlimited */
else {
if ((af->type > 0))
if (!af->next || (af->next->type != af->type) || (af->next->duration > 0)) {
if (*affect_wear_off_msgs[af->type])
msg_to_char(i, "%s\r\n", affect_wear_off_msgs[af->type]);
}
affect_remove(i, af);
}
}
}
/* affect_update_room: called from comm.c (causes spells to wear off) */
void affect_update_room(void) {
extern const char *affect_wear_off_msgs[];
struct affected_type *af, *next;
room_rnum room;
for (room = 0; room <= top_of_world; room++) {
for (af = world[room].af; af; af = next) {
next = af->next;
if (af->duration >= 1)
af->duration--;
else if (af->duration == -1) /* No action */
af->duration = -1; /* GODs only! unlimited */
else {
if ((af->type > 0))
if (!af->next || (af->next->type != af->type) || (af->next->duration > 0)) {
if (*affect_wear_off_msgs[af->type] && world[room].people)
act(affect_wear_off_msgs[af->type], FALSE, world[room].people, 0, 0, TO_CHAR | TO_ROOM);
}
affect_remove_room(room, af);
}
}
SET_BIT(ROOM_AFF_FLAGS(room), world[room].base_affects);
}
}
void perform_dismount(Creature ch) {
if (GET_RIDING(ch)) {
GET_RIDDEN_BY(GET_RIDING(ch)) = NULL;
GET_RIDING(ch) = NULL;
}
else if (GET_RIDDEN_BY(ch)) {
GET_RIDING(GET_RIDDEN_BY(ch)) = NULL;
GET_RIDDEN_BY(ch) = NULL;
}
}
void perform_mount(Creature ch, Creature mount) {
perform_dismount(ch);
/* Just in case */
if (GET_RIDDEN_BY(mount))
return;
GET_RIDING(ch) = mount;
GET_RIDDEN_BY(mount) = ch;
}
/* Find an optimal place to start */
room_rnum find_load_room(Creature ch) {
extern int num_of_start_locs;
extern int *start_locs;
if (num_of_start_locs < 0)
return 0;
return (real_room(start_locs[number(0, num_of_start_locs)]));
}
/* Remove specific lore */
void remove_lore_record(Creature ch, struct lore_data *lore) {
struct lore_data *temp;
if (!ch || IS_NPC(ch) || !lore)
return;
REMOVE_FROM_LIST(lore, GET_LORE(ch), next);
free(lore);
}
/* Remove all lore of a given type */
void remove_lore(Creature ch, int type, long value) {
struct lore_data *lore, *next_lore;
if (IS_NPC(ch))
return;
for (lore = GET_LORE(ch); lore; lore = next_lore) {
next_lore = lore->next;
if (lore->type == type)
if (value == -1 || value == lore->value)
remove_lore_record(ch, lore);
}
}
/* Clean up old kill/death lore */
void clean_lore(Creature ch) {
extern struct time_info_data *mud_time_passed(time_t t2, time_t t1);
extern long load_time();
extern struct time_info_data time_info;
struct lore_data *lore, *next_lore;
struct time_info_data t;
long beginning_of_time = load_time();
if (IS_NPC(ch))
return;
for (lore = GET_LORE(ch); lore; lore = next_lore) {
next_lore = lore->next;
if (lore->type == LORE_PLAYER_KILL || lore->type == LORE_PLAYER_DEATH || lore->type == LORE_TOWER_DEATH) {
t = *mud_time_passed((time_t) beginning_of_time, (time_t) lore->date);
if (time_info.year - (-t.year + YEAR_ADD * 2) >= 1)
remove_lore_record(ch, lore);
}
}
}
/* Add lore to a character's list */
void add_lore(Creature ch, int type, long value) {
void write_lore(Creature ch);
struct lore_data *new, *lore;
if (IS_NPC(ch))
return;
/* Clean old records */
switch (type) {
case LORE_START_VAMPIRE:
case LORE_EMBRACE_VAMPIRE:
case LORE_MAKE_GHOUL:
remove_lore(ch, LORE_START_VAMPIRE, -1);
remove_lore(ch, LORE_EMBRACE_VAMPIRE, -1);
remove_lore(ch, LORE_MAKE_GHOUL, -1);
break;
case LORE_JOIN_EMPIRE:
remove_lore(ch, LORE_DEFECT_EMPIRE, -1);
remove_lore(ch, LORE_KICKED_EMPIRE, -1);
remove_lore(ch, LORE_FOUND_EMPIRE, -1);
break;
case LORE_DEFECT_EMPIRE:
case LORE_KICKED_EMPIRE:
remove_lore(ch, LORE_JOIN_EMPIRE, -1);
remove_lore(ch, LORE_FOUND_EMPIRE, -1);
break;
case LORE_FOUND_EMPIRE:
remove_lore(ch, LORE_FOUND_EMPIRE, -1);
remove_lore(ch, LORE_JOIN_EMPIRE, -1);
remove_lore(ch, LORE_KICKED_EMPIRE, -1);
remove_lore(ch, LORE_DEFECT_EMPIRE, -1);
break;
}
/* Find the last entry in ch's lore */
for (lore = GET_LORE(ch); lore && lore->next; lore = lore->next);
CREATE(new, struct lore_data, 1);
new->type = type;
new->value = value;
new->date = (long) time(0);
new->next = NULL;
/* If they have lore, append this to the end. Elsewise it becomes their lore */
if (lore)
lore->next = new;
else
GET_LORE(ch) = new;
/* And last but not least, save it */
write_lore(ch);
}