HANDLER.C
资源名称:mercwsrc.zip [点击查看]
上传用户:kesirui
上传日期:2007-01-07
资源大小:263k
文件大小:35k
源码类别:
Internet/网络编程
开发平台:
WINDOWS
- /***************************************************************************
- * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, *
- * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. *
- * *
- * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael *
- * Chastain, Michael Quan, and Mitchell Tse. *
- * *
- * In order to use any part of this Merc Diku Mud, you must comply with *
- * both the original Diku license in 'license.doc' as well the Merc *
- * license in 'license.txt'. In particular, you may not remove either of *
- * these copyright notices. *
- * *
- * Much time and thought has gone into this software and you are *
- * benefitting. We hope that you share your changes too. What goes *
- * around, comes around. *
- ***************************************************************************/
- #if defined(macintosh)
- #include <types.h>
- #else
- #include <sys/types.h>
- #endif
- #include <ctype.h>
- #include <stdio.h>
- #include <string.h>
- #include <time.h>
- #include "merc.h"
- AFFECT_DATA * affect_free;
- /*
- * Local functions.
- */
- void affect_modify args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );
- /*
- * Retrieve a character's trusted level for permission checking.
- */
- int get_trust( CHAR_DATA *ch )
- {
- if ( ch->desc != NULL && ch->desc->original != NULL )
- ch = ch->desc->original;
- if ( ch->trust != 0 )
- return ch->trust;
- if ( IS_NPC(ch) && ch->level >= LEVEL_HERO )
- return LEVEL_HERO - 1;
- else
- return ch->level;
- }
- /*
- * Retrieve a character's age.
- */
- int get_age( CHAR_DATA *ch )
- {
- return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 14400;
- /* 12240 assumes 30 second hours, 24 hours a day, 20 day - Kahn */
- }
- /*
- * Retrieve character's current strength.
- */
- int get_curr_str( CHAR_DATA *ch )
- {
- int max;
- if ( IS_NPC(ch) )
- return 13;
- if ( class_table[ch->class].attr_prime == APPLY_STR )
- max = 25;
- else
- max = 22;
- return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max );
- }
- /*
- * Retrieve character's current intelligence.
- */
- int get_curr_int( CHAR_DATA *ch )
- {
- int max;
- if ( IS_NPC(ch) )
- return 13;
- if ( class_table[ch->class].attr_prime == APPLY_INT )
- max = 25;
- else
- max = 22;
- return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max );
- }
- /*
- * Retrieve character's current wisdom.
- */
- int get_curr_wis( CHAR_DATA *ch )
- {
- int max;
- if ( IS_NPC(ch) )
- return 13;
- if ( class_table[ch->class].attr_prime == APPLY_WIS )
- max = 25;
- else
- max = 22;
- return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max );
- }
- /*
- * Retrieve character's current dexterity.
- */
- int get_curr_dex( CHAR_DATA *ch )
- {
- int max;
- if ( IS_NPC(ch) )
- return 13;
- if ( class_table[ch->class].attr_prime == APPLY_DEX )
- max = 25;
- else
- max = 22;
- return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max );
- }
- /*
- * Retrieve character's current constitution.
- */
- int get_curr_con( CHAR_DATA *ch )
- {
- int max;
- if ( IS_NPC(ch) )
- return 13;
- if ( class_table[ch->class].attr_prime == APPLY_CON )
- max = 25;
- else
- max = 22;
- return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max );
- }
- /*
- * Retrieve a character's carry capacity.
- */
- int can_carry_n( CHAR_DATA *ch )
- {
- if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
- return 1000;
- if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
- return 0;
- return MAX_WEAR + 2 * get_curr_dex( ch ) / 2;
- }
- /*
- * Retrieve a character's carry capacity.
- */
- int can_carry_w( CHAR_DATA *ch )
- {
- if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
- return 1000000;
- if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
- return 0;
- return str_app[get_curr_str(ch)].carry;
- }
- /*
- * See if a string is one of the names of an object.
- */
- /*
- * New is_name sent in by Alander.
- */
- bool is_name( const char *str, char *namelist )
- {
- char name[MAX_INPUT_LENGTH];
- for ( ; ; )
- {
- namelist = one_argument( namelist, name );
- if ( name[0] == ' ' )
- return FALSE;
- if ( !str_cmp( str, name ) )
- return TRUE;
- }
- }
- /*
- * Apply or remove an affect to a character.
- */
- void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
- {
- OBJ_DATA *wield;
- int mod;
- mod = paf->modifier;
- if ( fAdd )
- {
- SET_BIT( ch->affected_by, paf->bitvector );
- }
- else
- {
- REMOVE_BIT( ch->affected_by, paf->bitvector );
- mod = 0 - mod;
- }
- if ( IS_NPC(ch) )
- return;
- switch ( paf->location )
- {
- default:
- bug( "Affect_modify: unknown location %d.", paf->location );
- return;
- case APPLY_NONE: break;
- case APPLY_STR: ch->pcdata->mod_str += mod; break;
- case APPLY_DEX: ch->pcdata->mod_dex += mod; break;
- case APPLY_INT: ch->pcdata->mod_int += mod; break;
- case APPLY_WIS: ch->pcdata->mod_wis += mod; break;
- case APPLY_CON: ch->pcdata->mod_con += mod; break;
- case APPLY_SEX: ch->sex += mod;
- // @@@ This next bit is from the net...
- if ( ch->sex < 0 || ch->sex > 2 )
- ch->sex = 0;
- break;
- case APPLY_CLASS: break;
- case APPLY_LEVEL: break;
- case APPLY_AGE: break;
- case APPLY_HEIGHT: break;
- case APPLY_WEIGHT: break;
- case APPLY_MANA: ch->max_mana += mod; break;
- case APPLY_HIT: ch->max_hit += mod; break;
- case APPLY_MOVE: ch->max_move += mod; break;
- case APPLY_GOLD: break;
- case APPLY_EXP: break;
- case APPLY_AC: ch->armor += mod; break;
- case APPLY_HITROLL: ch->hitroll += mod; break;
- case APPLY_DAMROLL: ch->damroll += mod; break;
- case APPLY_SAVING_PARA: ch->saving_throw += mod; break;
- case APPLY_SAVING_ROD: ch->saving_throw += mod; break;
- case APPLY_SAVING_PETRI: ch->saving_throw += mod; break;
- case APPLY_SAVING_BREATH: ch->saving_throw += mod; break;
- case APPLY_SAVING_SPELL: ch->saving_throw += mod; break;
- // Don't fault on TFC zones
- case APPLY_CHARISMA: break;
- case APPLY_LUC: break; case APPLY_NOSTEAL: break; case APPLY_NOSLEEP: break; case APPLY_NOSUMMON: break; case APPLY_NOCHARM: break; case APPLY_NOSEXCHANGE: break; case APPLY_TRUESEE: break; case APPLY_NOINFO: break;
- }
- /*
- * Check for weapon wielding.
- * Guard against recursion (for weapons with affects).
- */
- if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
- && get_obj_weight(wield) > str_app[get_curr_str(ch)].wield )
- {
- static int depth;
- if ( depth == 0 )
- {
- depth++;
- act( "You drop $p.", ch, wield, NULL, TO_CHAR );
- act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
- obj_from_char( wield );
- obj_to_room( wield, ch->in_room );
- depth--;
- }
- }
- return;
- }
- /*
- * Give an affect to a char.
- */
- void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf )
- {
- AFFECT_DATA *paf_new;
- if ( affect_free == NULL )
- {
- paf_new = alloc_perm( sizeof(*paf_new) );
- }
- else
- {
- paf_new = affect_free;
- affect_free = affect_free->next;
- }
- *paf_new = *paf;
- paf_new->next = ch->affected;
- ch->affected = paf_new;
- affect_modify( ch, paf_new, TRUE );
- return;
- }
- /*
- * Remove an affect from a char.
- */
- void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf )
- {
- if ( ch->affected == NULL )
- {
- bug( "Affect_remove: no affect.", 0 );
- return;
- }
- affect_modify( ch, paf, FALSE );
- if ( paf == ch->affected )
- {
- ch->affected = paf->next;
- }
- else
- {
- AFFECT_DATA *prev;
- for ( prev = ch->affected; prev != NULL; prev = prev->next )
- {
- if ( prev->next == paf )
- {
- prev->next = paf->next;
- break;
- }
- }
- if ( prev == NULL )
- {
- bug( "Affect_remove: cannot find paf.", 0 );
- return;
- }
- }
- paf->next = affect_free;
- affect_free = paf->next;
- return;
- }
- /*
- * Strip all affects of a given sn.
- */
- void affect_strip( CHAR_DATA *ch, int sn )
- {
- AFFECT_DATA *paf;
- AFFECT_DATA *paf_next;
- for ( paf = ch->affected; paf != NULL; paf = paf_next )
- {
- paf_next = paf->next;
- if ( paf->type == sn )
- affect_remove( ch, paf );
- }
- return;
- }
- /*
- * Return true if a char is affected by a spell.
- */
- bool is_affected( CHAR_DATA *ch, int sn )
- {
- AFFECT_DATA *paf;
- for ( paf = ch->affected; paf != NULL; paf = paf->next )
- {
- if ( paf->type == sn )
- return TRUE;
- }
- return FALSE;
- }
- /*
- * Add or enhance an affect.
- */
- void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf )
- {
- AFFECT_DATA *paf_old;
- bool found;
- found = FALSE;
- for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next )
- {
- if ( paf_old->type == paf->type )
- {
- paf->duration += paf_old->duration;
- paf->modifier += paf_old->modifier;
- affect_remove( ch, paf_old );
- break;
- }
- }
- affect_to_char( ch, paf );
- return;
- }
- /*
- * Move a char out of a room.
- */
- void char_from_room( CHAR_DATA *ch )
- {
- OBJ_DATA *obj;
- if ( ch->in_room == NULL )
- {
- bug( "Char_from_room: NULL.", 0 );
- return;
- }
- if ( !IS_NPC(ch) )
- --ch->in_room->area->nplayer;
- if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
- && obj->item_type == ITEM_LIGHT
- && obj->value[2] != 0
- && ch->in_room->light > 0 )
- --ch->in_room->light;
- if ( ch == ch->in_room->people )
- {
- ch->in_room->people = ch->next_in_room;
- }
- else
- {
- CHAR_DATA *prev;
- for ( prev = ch->in_room->people; prev; prev = prev->next_in_room )
- {
- if ( prev->next_in_room == ch )
- {
- prev->next_in_room = ch->next_in_room;
- break;
- }
- }
- if ( prev == NULL )
- bug( "Char_from_room: ch not found.", 0 );
- }
- ch->in_room = NULL;
- ch->next_in_room = NULL;
- return;
- }
- /*
- * Move a char into a room.
- */
- void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
- {
- OBJ_DATA *obj;
- if ( pRoomIndex == NULL )
- {
- bug( "Char_to_room: NULL.", 0 );
- return;
- }
- ch->in_room = pRoomIndex;
- ch->next_in_room = pRoomIndex->people;
- pRoomIndex->people = ch;
- if ( !IS_NPC(ch) )
- ++ch->in_room->area->nplayer;
- if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
- && obj->item_type == ITEM_LIGHT
- && obj->value[2] != 0 )
- ++ch->in_room->light;
- return;
- }
- /*
- * Give an obj to a char.
- */
- void obj_to_char( OBJ_DATA *obj, CHAR_DATA *ch )
- {
- obj->next_content = ch->carrying;
- ch->carrying = obj;
- obj->carried_by = ch;
- obj->in_room = NULL;
- obj->in_obj = NULL;
- ch->carry_number += get_obj_number( obj );
- ch->carry_weight += get_obj_weight( obj );
- }
- /*
- * Take an obj from its character.
- */
- void obj_from_char( OBJ_DATA *obj )
- {
- CHAR_DATA *ch;
- if ( ( ch = obj->carried_by ) == NULL )
- {
- bug( "Obj_from_char: null ch.", 0 );
- return;
- }
- if ( obj->wear_loc != WEAR_NONE )
- unequip_char( ch, obj );
- if ( ch->carrying == obj )
- {
- ch->carrying = obj->next_content;
- }
- else
- {
- OBJ_DATA *prev;
- for ( prev = ch->carrying; prev != NULL; prev = prev->next_content )
- {
- if ( prev->next_content == obj )
- {
- prev->next_content = obj->next_content;
- break;
- }
- }
- if ( prev == NULL )
- bug( "Obj_from_char: obj not in list.", 0 );
- }
- obj->carried_by = NULL;
- obj->next_content = NULL;
- ch->carry_number -= get_obj_number( obj );
- ch->carry_weight -= get_obj_weight( obj );
- return;
- }
- /*
- * Find the ac value of an obj, including position effect.
- */
- int apply_ac( OBJ_DATA *obj, int iWear )
- {
- if ( obj->item_type != ITEM_ARMOR )
- return 0;
- switch ( iWear )
- {
- case WEAR_BODY: return 3 * obj->value[0];
- case WEAR_HEAD: return 2 * obj->value[0];
- case WEAR_LEGS: return 2 * obj->value[0];
- case WEAR_FEET: return obj->value[0];
- case WEAR_HANDS: return obj->value[0];
- case WEAR_ARMS: return obj->value[0];
- case WEAR_SHIELD: return obj->value[0];
- case WEAR_FINGER_L: return obj->value[0];
- case WEAR_FINGER_R: return obj->value[0];
- case WEAR_NECK_1: return obj->value[0];
- case WEAR_NECK_2: return obj->value[0];
- case WEAR_ABOUT: return 2 * obj->value[0];
- case WEAR_WAIST: return obj->value[0];
- case WEAR_WRIST_L: return obj->value[0];
- case WEAR_WRIST_R: return obj->value[0];
- case WEAR_HOLD: return obj->value[0];
- }
- return 0;
- }
- /*
- * Find a piece of eq on a character.
- */
- OBJ_DATA *get_eq_char( CHAR_DATA *ch, int iWear )
- {
- OBJ_DATA *obj;
- for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
- {
- if ( obj->wear_loc == iWear )
- return obj;
- }
- return NULL;
- }
- /*
- * Equip a char with an obj.
- */
- void equip_char( CHAR_DATA *ch, OBJ_DATA *obj, int iWear )
- {
- AFFECT_DATA *paf;
- if ( get_eq_char( ch, iWear ) != NULL )
- {
- bug( "Equip_char: already equipped (%d).", iWear );
- return;
- }
- if ( ( IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch) )
- || ( IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch) )
- || ( IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch) ) )
- {
- /*
- * Thanks to Morgenes for the bug fix here!
- */
- act( "You are zapped by $p and drop it.", ch, obj, NULL, TO_CHAR );
- act( "$n is zapped by $p and drops it.", ch, obj, NULL, TO_ROOM );
- obj_from_char( obj );
- obj_to_room( obj, ch->in_room );
- return;
- }
- ch->armor -= apply_ac( obj, iWear );
- obj->wear_loc = iWear;
- for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
- affect_modify( ch, paf, TRUE );
- for ( paf = obj->affected; paf != NULL; paf = paf->next )
- affect_modify( ch, paf, TRUE );
- if ( obj->item_type == ITEM_LIGHT
- && obj->value[2] != 0
- && ch->in_room != NULL )
- ++ch->in_room->light;
- return;
- }
- /*
- * Unequip a char with an obj.
- */
- void unequip_char( CHAR_DATA *ch, OBJ_DATA *obj )
- {
- AFFECT_DATA *paf;
- if ( obj->wear_loc == WEAR_NONE )
- {
- bug( "Unequip_char: already unequipped.", 0 );
- return;
- }
- ch->armor += apply_ac( obj, obj->wear_loc );
- obj->wear_loc = -1;
- for ( paf = obj->pIndexData->affected; paf != NULL; paf = paf->next )
- affect_modify( ch, paf, FALSE );
- for ( paf = obj->affected; paf != NULL; paf = paf->next )
- affect_modify( ch, paf, FALSE );
- if ( obj->item_type == ITEM_LIGHT
- && obj->value[2] != 0
- && ch->in_room != NULL
- && ch->in_room->light > 0 )
- --ch->in_room->light;
- return;
- }
- /*
- * Count occurrences of an obj in a list.
- */
- int count_obj_list( OBJ_INDEX_DATA *pObjIndex, OBJ_DATA *list )
- {
- OBJ_DATA *obj;
- int nMatch;
- nMatch = 0;
- for ( obj = list; obj != NULL; obj = obj->next_content )
- {
- if ( obj->pIndexData == pObjIndex )
- nMatch++;
- }
- return nMatch;
- }
- /*
- * Move an obj out of a room.
- */
- void obj_from_room( OBJ_DATA *obj )
- {
- ROOM_INDEX_DATA *in_room;
- if ( ( in_room = obj->in_room ) == NULL )
- {
- bug( "obj_from_room: NULL.", 0 );
- return;
- }
- if ( obj == in_room->contents )
- {
- in_room->contents = obj->next_content;
- }
- else
- {
- OBJ_DATA *prev;
- for ( prev = in_room->contents; prev; prev = prev->next_content )
- {
- if ( prev->next_content == obj )
- {
- prev->next_content = obj->next_content;
- break;
- }
- }
- if ( prev == NULL )
- {
- bug( "Obj_from_room: obj not found.", 0 );
- return;
- }
- }
- obj->in_room = NULL;
- obj->next_content = NULL;
- return;
- }
- /*
- * Move an obj into a room.
- */
- void obj_to_room( OBJ_DATA *obj, ROOM_INDEX_DATA *pRoomIndex )
- {
- obj->next_content = pRoomIndex->contents;
- pRoomIndex->contents = obj;
- obj->in_room = pRoomIndex;
- obj->carried_by = NULL;
- obj->in_obj = NULL;
- return;
- }
- /*
- * Move an object into an object.
- */
- void obj_to_obj( OBJ_DATA *obj, OBJ_DATA *obj_to )
- {
- obj->next_content = obj_to->contains;
- obj_to->contains = obj;
- obj->in_obj = obj_to;
- obj->in_room = NULL;
- obj->carried_by = NULL;
- for ( ; obj_to != NULL; obj_to = obj_to->in_obj )
- {
- if ( obj_to->carried_by != NULL )
- {
- // obj_to->carried_by->carry_number += get_obj_number( obj );
- obj_to->carried_by->carry_weight += get_obj_weight( obj );
- }
- }
- return;
- }
- /*
- * Move an object out of an object.
- */
- void obj_from_obj( OBJ_DATA *obj )
- {
- OBJ_DATA *obj_from;
- if ( ( obj_from = obj->in_obj ) == NULL )
- {
- bug( "Obj_from_obj: null obj_from.", 0 );
- return;
- }
- if ( obj == obj_from->contains )
- {
- obj_from->contains = obj->next_content;
- }
- else
- {
- OBJ_DATA *prev;
- for ( prev = obj_from->contains; prev; prev = prev->next_content )
- {
- if ( prev->next_content == obj )
- {
- prev->next_content = obj->next_content;
- break;
- }
- }
- if ( prev == NULL )
- {
- bug( "Obj_from_obj: obj not found.", 0 );
- return;
- }
- }
- obj->next_content = NULL;
- obj->in_obj = NULL;
- for ( ; obj_from != NULL; obj_from = obj_from->in_obj )
- {
- if ( obj_from->carried_by != NULL )
- {
- // obj_from->carried_by->carry_number -= get_obj_number( obj );
- obj_from->carried_by->carry_weight -= get_obj_weight( obj );
- }
- }
- return;
- }
- /*
- * Extract an obj from the world.
- */
- void extract_obj( OBJ_DATA *obj )
- {
- OBJ_DATA *obj_content;
- OBJ_DATA *obj_next;
- if ( obj->in_room != NULL )
- obj_from_room( obj );
- else if ( obj->carried_by != NULL )
- obj_from_char( obj );
- else if ( obj->in_obj != NULL )
- obj_from_obj( obj );
- for ( obj_content = obj->contains; obj_content; obj_content = obj_next )
- {
- obj_next = obj_content->next_content;
- extract_obj( obj->contains );
- }
- if ( object_list == obj )
- {
- object_list = obj->next;
- }
- else
- {
- OBJ_DATA *prev;
- for ( prev = object_list; prev != NULL; prev = prev->next )
- {
- if ( prev->next == obj )
- {
- prev->next = obj->next;
- break;
- }
- }
- if ( prev == NULL )
- {
- bug( "Extract_obj: obj %d not found.", obj->pIndexData->vnum );
- return;
- }
- }
- {
- AFFECT_DATA *paf;
- AFFECT_DATA *paf_next;
- for ( paf = obj->affected; paf != NULL; paf = paf_next )
- {
- paf_next = paf->next;
- paf->next = affect_free;
- affect_free = paf;
- }
- }
- {
- EXTRA_DESCR_DATA *ed;
- EXTRA_DESCR_DATA *ed_next;
- for ( ed = obj->extra_descr; ed != NULL; ed = ed_next )
- {
- ed_next = ed->next;
- free_string( ed->description );
- free_string( ed->keyword );
- extra_descr_free = ed;
- }
- }
- free_string( obj->name );
- free_string( obj->description );
- free_string( obj->short_descr );
- --obj->pIndexData->count;
- obj->next = obj_free;
- obj_free = obj;
- return;
- }
- /*
- * Extract a char from the world.
- */
- void extract_char( CHAR_DATA *ch, bool fPull )
- {
- CHAR_DATA *wch;
- OBJ_DATA *obj;
- OBJ_DATA *obj_next;
- if ( ch->in_room == NULL )
- {
- bug( "Extract_char: NULL.", 0 );
- return;
- }
- if ( fPull )
- die_follower( ch );
- stop_fighting( ch, TRUE );
- for ( obj = ch->carrying; obj != NULL; obj = obj_next )
- {
- obj_next = obj->next_content;
- extract_obj( obj );
- }
- char_from_room( ch );
- if ( !fPull )
- {
- /* char_to_room( ch, get_room_index( ROOM_VNUM_ALTAR ) );*/
- char_to_room( ch, get_room_index( race_table[ch->race].city_temple ) );
- return;
- }
- if ( IS_NPC(ch) )
- --ch->pIndexData->count;
- if ( ch->desc != NULL && ch->desc->original != NULL )
- do_return( ch, "" );
- for ( wch = char_list; wch != NULL; wch = wch->next )
- {
- if ( wch->reply == ch )
- wch->reply = NULL;
- }
- if ( ch == char_list )
- {
- char_list = ch->next;
- }
- else
- {
- CHAR_DATA *prev;
- for ( prev = char_list; prev != NULL; prev = prev->next )
- {
- if ( prev->next == ch )
- {
- prev->next = ch->next;
- break;
- }
- }
- if ( prev == NULL )
- {
- bug( "Extract_char: char not found.", 0 );
- return;
- }
- }
- if ( ch->desc )
- ch->desc->character = NULL;
- free_char( ch );
- return;
- }
- /*
- * Find a char in the room.
- */
- CHAR_DATA *get_char_room( CHAR_DATA *ch, char *argument )
- {
- char arg[MAX_INPUT_LENGTH];
- CHAR_DATA *rch;
- int number;
- int count;
- number = number_argument( argument, arg );
- count = 0;
- if ( !str_cmp( arg, "self" ) )
- return ch;
- for ( rch = ch->in_room->people; rch != NULL; rch = rch->next_in_room )
- {
- if ( !can_see( ch, rch ) || !is_name( arg, rch->name ) )
- continue;
- if ( ++count == number )
- return rch;
- }
- return NULL;
- }
- /*
- * Find a char in the world.
- */
- CHAR_DATA *get_char_world( CHAR_DATA *ch, char *argument )
- {
- char arg[MAX_INPUT_LENGTH];
- CHAR_DATA *wch;
- int number;
- int count;
- if ( ( wch = get_char_room( ch, argument ) ) != NULL )
- return wch;
- number = number_argument( argument, arg );
- count = 0;
- for ( wch = char_list; wch != NULL ; wch = wch->next )
- {
- if ( !can_see( ch, wch ) || !is_name( arg, wch->name ) )
- continue;
- if ( ++count == number )
- return wch;
- }
- return NULL;
- }
- /*
- * Find some object with a given index data.
- * Used by area-reset 'P' command.
- */
- OBJ_DATA *get_obj_type( OBJ_INDEX_DATA *pObjIndex )
- {
- OBJ_DATA *obj;
- for ( obj = object_list; obj != NULL; obj = obj->next )
- {
- if ( obj->pIndexData == pObjIndex )
- return obj;
- }
- return NULL;
- }
- /*
- * Find an obj in a list.
- */
- OBJ_DATA *get_obj_list( CHAR_DATA *ch, char *argument, OBJ_DATA *list )
- {
- char arg[MAX_INPUT_LENGTH];
- OBJ_DATA *obj;
- int number;
- int count;
- number = number_argument( argument, arg );
- count = 0;
- for ( obj = list; obj != NULL; obj = obj->next_content )
- {
- if ( can_see_obj( ch, obj ) && is_name( arg, obj->name ) )
- {
- if ( ++count == number )
- return obj;
- }
- }
- return NULL;
- }
- /*
- * Find an obj in player's inventory.
- */
- OBJ_DATA *get_obj_carry( CHAR_DATA *ch, char *argument )
- {
- char arg[MAX_INPUT_LENGTH];
- OBJ_DATA *obj;
- int number;
- int count;
- number = number_argument( argument, arg );
- count = 0;
- for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
- {
- if ( obj->wear_loc == WEAR_NONE
- && can_see_obj( ch, obj )
- && is_name( arg, obj->name ) )
- {
- if ( ++count == number )
- return obj;
- }
- }
- return NULL;
- }
- /*
- * Find an obj in player's equipment.
- */
- OBJ_DATA *get_obj_wear( CHAR_DATA *ch, char *argument )
- {
- char arg[MAX_INPUT_LENGTH];
- OBJ_DATA *obj;
- int number;
- int count;
- number = number_argument( argument, arg );
- count = 0;
- for ( obj = ch->carrying; obj != NULL; obj = obj->next_content )
- {
- if ( obj->wear_loc != WEAR_NONE
- && can_see_obj( ch, obj )
- && is_name( arg, obj->name ) )
- {
- if ( ++count == number )
- return obj;
- }
- }
- return NULL;
- }
- /*
- * Find an obj in the room or in inventory.
- */
- OBJ_DATA *get_obj_here( CHAR_DATA *ch, char *argument )
- {
- OBJ_DATA *obj;
- obj = get_obj_list( ch, argument, ch->in_room->contents );
- if ( obj != NULL )
- return obj;
- if ( ( obj = get_obj_carry( ch, argument ) ) != NULL )
- return obj;
- if ( ( obj = get_obj_wear( ch, argument ) ) != NULL )
- return obj;
- return NULL;
- }
- /*
- * Find an obj in the world.
- */
- OBJ_DATA *get_obj_world( CHAR_DATA *ch, char *argument )
- {
- char arg[MAX_INPUT_LENGTH];
- OBJ_DATA *obj;
- int number;
- int count;
- if ( ( obj = get_obj_here( ch, argument ) ) != NULL )
- return obj;
- number = number_argument( argument, arg );
- count = 0;
- for ( obj = object_list; obj != NULL; obj = obj->next )
- {
- if ( can_see_obj( ch, obj ) && is_name( arg, obj->name ) )
- {
- if ( ++count == number )
- return obj;
- }
- }
- return NULL;
- }
- /*
- * Create a 'money' obj.
- */
- OBJ_DATA *create_money( int amount )
- {
- char buf[MAX_STRING_LENGTH];
- OBJ_DATA *obj;
- if ( amount <= 0 )
- {
- bug( "Create_money: zero or negative money %d.", amount );
- amount = 1;
- }
- if ( amount == 1 )
- {
- obj = create_object( get_obj_index( OBJ_VNUM_MONEY_ONE ), 0 );
- }
- else
- {
- obj = create_object( get_obj_index( OBJ_VNUM_MONEY_SOME ), 0 );
- sprintf( buf, obj->short_descr, amount );
- free_string( obj->short_descr );
- obj->short_descr = str_dup( buf );
- obj->value[0] = amount;
- }
- return obj;
- }
- /*
- * Return # of objects which an object counts as.
- * Thanks to Tony Chamberlain for the correct recursive code here.
- */
- int get_obj_number( OBJ_DATA *obj )
- {
- /*
- int number;
- number = 0;
- if ( obj->item_type == ITEM_CONTAINER )
- for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
- number += get_obj_number( obj );
- else
- number = 1;
- return number;
- */
- return 1;
- }
- /*
- * Return weight of an object, including weight of contents.
- */
- int get_obj_weight( OBJ_DATA *obj )
- {
- int weight;
- weight = obj->weight;
- for ( obj = obj->contains; obj != NULL; obj = obj->next_content )
- weight += get_obj_weight( obj );
- return weight;
- }
- /*
- * True if room is dark.
- */
- bool room_is_dark( ROOM_INDEX_DATA *pRoomIndex )
- {
- if ( pRoomIndex->light > 0 )
- return FALSE;
- if ( IS_SET(pRoomIndex->room_flags, ROOM_DARK) )
- return TRUE;
- if ( pRoomIndex->sector_type == SECT_INSIDE
- || pRoomIndex->sector_type == SECT_CITY )
- return FALSE;
- if ( weather_info.sunlight == SUN_SET
- || weather_info.sunlight == SUN_DARK )
- return TRUE;
- return FALSE;
- }
- /*
- * True if room is private.
- */
- bool room_is_private( ROOM_INDEX_DATA *pRoomIndex )
- {
- CHAR_DATA *rch;
- int count;
- count = 0;
- for ( rch = pRoomIndex->people; rch != NULL; rch = rch->next_in_room )
- count++;
- if ( IS_SET(pRoomIndex->room_flags, ROOM_PRIVATE) && count >= 2 )
- return TRUE;
- if ( IS_SET(pRoomIndex->room_flags, ROOM_SOLITARY) && count >= 1 )
- return TRUE;
- return FALSE;
- }
- /*
- * True if char can see victim.
- */
- bool can_see( CHAR_DATA *ch, CHAR_DATA *victim )
- {
- if ( ch == victim )
- return TRUE;
- if ( !IS_NPC(victim)
- && IS_SET(victim->act, PLR_WIZINVIS)
- && get_trust( ch ) < get_trust( victim ) )
- return FALSE;
- if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
- return TRUE;
- if ( IS_AFFECTED(ch, AFF_BLIND) )
- return FALSE;
- if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) )
- return FALSE;
- if ( IS_AFFECTED(victim, AFF_INVISIBLE)
- && !IS_AFFECTED(ch, AFF_DETECT_INVIS) )
- return FALSE;
- if ( IS_AFFECTED(victim, AFF_HIDE)
- && !IS_AFFECTED(ch, AFF_DETECT_HIDDEN)
- && victim->fighting == NULL
- && ( IS_NPC(ch) ? !IS_NPC(victim) : IS_NPC(victim) ) )
- return FALSE;
- return TRUE;
- }
- /*
- * True if char can see obj.
- */
- bool can_see_obj( CHAR_DATA *ch, OBJ_DATA *obj )
- {
- if ( !IS_NPC(ch) && IS_SET(ch->act, PLR_HOLYLIGHT) )
- return TRUE;
- if ( obj->item_type == ITEM_POTION )
- return TRUE;
- if ( IS_AFFECTED( ch, AFF_BLIND ) )
- return FALSE;
- if ( obj->item_type == ITEM_LIGHT && obj->value[2] != 0 )
- return TRUE;
- if ( room_is_dark( ch->in_room ) && !IS_AFFECTED(ch, AFF_INFRARED) )
- return FALSE;
- if ( IS_SET(obj->extra_flags, ITEM_INVIS)
- && !IS_AFFECTED(ch, AFF_DETECT_INVIS) )
- return FALSE;
- return TRUE;
- }
- /*
- * True if char can drop obj.
- */
- bool can_drop_obj( CHAR_DATA *ch, OBJ_DATA *obj )
- {
- if ( !IS_SET(obj->extra_flags, ITEM_NODROP) )
- return TRUE;
- if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
- return TRUE;
- return FALSE;
- }
- /*
- * Return ascii name of an item type.
- */
- char *item_type_name( OBJ_DATA *obj )
- {
- switch ( obj->item_type )
- {
- case ITEM_LIGHT: return "light";
- case ITEM_SCROLL: return "scroll";
- case ITEM_WAND: return "wand";
- case ITEM_STAFF: return "staff";
- case ITEM_WEAPON: return "weapon";
- case ITEM_TREASURE: return "treasure";
- case ITEM_ARMOR: return "armor";
- case ITEM_POTION: return "potion";
- case ITEM_FURNITURE: return "furniture";
- case ITEM_TRASH: return "trash";
- case ITEM_CONTAINER: return "container";
- case ITEM_DRINK_CON: return "drink container";
- case ITEM_KEY: return "key";
- case ITEM_FOOD: return "food";
- case ITEM_MONEY: return "money";
- case ITEM_BOAT: return "boat";
- case ITEM_CORPSE_NPC: return "npc corpse";
- case ITEM_CORPSE_PC: return "pc corpse";
- case ITEM_FOUNTAIN: return "fountain";
- case ITEM_PILL: return "pill";
- }
- bug( "Item_type_name: unknown type %d.", obj->item_type );
- return "(unknown)";
- }
- /*
- * Return ascii name of an affect location.
- */
- char *affect_loc_name( int location )
- {
- switch ( location )
- {
- case APPLY_NONE: return "none";
- case APPLY_STR: return "strength";
- case APPLY_DEX: return "dexterity";
- case APPLY_INT: return "intelligence";
- case APPLY_WIS: return "wisdom";
- case APPLY_CON: return "constitution";
- case APPLY_SEX: return "sex";
- case APPLY_CLASS: return "class";
- case APPLY_LEVEL: return "level";
- case APPLY_AGE: return "age";
- case APPLY_MANA: return "mana";
- case APPLY_HIT: return "hp";
- case APPLY_MOVE: return "moves";
- case APPLY_GOLD: return "gold";
- case APPLY_EXP: return "experience";
- case APPLY_AC: return "armor class";
- case APPLY_HITROLL: return "hit roll";
- case APPLY_DAMROLL: return "damage roll";
- case APPLY_SAVING_PARA: return "save vs paralysis";
- case APPLY_SAVING_ROD: return "save vs rod";
- case APPLY_SAVING_PETRI: return "save vs petrification";
- case APPLY_SAVING_BREATH: return "save vs breath";
- case APPLY_SAVING_SPELL: return "save vs spell";
- // Don't fault on TFC zones
- case APPLY_CHARISMA: return "chr";
- case APPLY_LUC: return "luck"; case APPLY_NOSTEAL: return "anti-theft"; case APPLY_NOSLEEP: return "nosleep"; // steadfastness? case APPLY_NOSUMMON: return "blocking"; case APPLY_NOCHARM: return "nocharm"; // steadfastness? case APPLY_NOSEXCHANGE: return "familiarity"; case APPLY_TRUESEE: return "true seeing"; case APPLY_NOINFO: return "obscurement";
- }
- bug( "Affect_location_name: unknown location %d.", location );
- return "(unknown)";
- }
- /*
- * Return ascii name of an affect bit vector.
- */
- char *affect_bit_name( int vector )
- {
- static char buf[512];
- buf[0] = ' ';
- if ( vector & AFF_BLIND ) strcat( buf, " blind" );
- if ( vector & AFF_INVISIBLE ) strcat( buf, " invisible" );
- if ( vector & AFF_DETECT_EVIL ) strcat( buf, " detect_evil" );
- if ( vector & AFF_DETECT_INVIS ) strcat( buf, " detect_invis" );
- if ( vector & AFF_DETECT_MAGIC ) strcat( buf, " detect_magic" );
- if ( vector & AFF_DETECT_HIDDEN ) strcat( buf, " detect_hidden" );
- if ( vector & AFF_HOLD ) strcat( buf, " hold" );
- if ( vector & AFF_SANCTUARY ) strcat( buf, " sanctuary" );
- if ( vector & AFF_FAERIE_FIRE ) strcat( buf, " faerie_fire" );
- if ( vector & AFF_INFRARED ) strcat( buf, " infrared" );
- if ( vector & AFF_CURSE ) strcat( buf, " curse" );
- if ( vector & AFF_FLAMING ) strcat( buf, " flaming" );
- if ( vector & AFF_POISON ) strcat( buf, " poison" );
- if ( vector & AFF_PROTECT ) strcat( buf, " protect" );
- if ( vector & AFF_PARALYSIS ) strcat( buf, " paralysis" );
- if ( vector & AFF_SLEEP ) strcat( buf, " sleep" );
- if ( vector & AFF_SNEAK ) strcat( buf, " sneak" );
- if ( vector & AFF_HIDE ) strcat( buf, " hide" );
- if ( vector & AFF_CHARM ) strcat( buf, " charm" );
- if ( vector & AFF_FLYING ) strcat( buf, " flying" );
- if ( vector & AFF_PASS_DOOR ) strcat( buf, " pass_door" );
- return ( buf[0] != ' ' ) ? buf+1 : "none";
- }
- /*
- * Return ascii name of extra flags vector.
- */
- char *extra_bit_name( int extra_flags )
- {
- static char buf[512];
- buf[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 & 16384 ) strcat( buf, " metallic" ); // @@@
- if ( extra_flags & ~(ITEM_GLOW|ITEM_HUM|ITEM_DARK|ITEM_LOCK|ITEM_EVIL|
- ITEM_INVIS|ITEM_MAGIC|ITEM_NODROP|ITEM_BLESS|ITEM_ANTI_GOOD|
- ITEM_ANTI_EVIL|ITEM_ANTI_NEUTRAL|ITEM_NOREMOVE|ITEM_INVENTORY|16384))
- strcat( buf, " (and unknown bits)" ); // @@@
- return ( buf[0] != ' ' ) ? buf+1 : "none";
- }