wmud/old-codebase/src/handler.c

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2012-03-03 20:35:30 +00:00
/* ************************************************************************
* File: handler.c Part of CircleMUD *
* Usage: internal funcs: moving and finding chars/objs *
* *
* All rights reserved. See license.doc for complete information. *
* *
* 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 "spells.h"
/* local vars */
int extractions_pending = 0;
/* external vars */
extern struct char_data *combat_list;
extern const char *MENU;
/* local functions */
int apply_ac(struct char_data *ch, int eq_pos);
void update_object(struct obj_data *obj, int use);
void update_char_objects(struct char_data *ch);
/* external functions */
int invalid_class(struct char_data *ch, struct obj_data *obj);
void remove_follower(struct char_data *ch);
void clearMemory(struct char_data *ch);
ACMD(do_return);
char *fname(const char *namelist)
{
static char holder[30];
char *point;
for (point = holder; isalpha(*namelist); namelist++, point++)
*point = *namelist;
*point = '\0';
return (holder);
}
int isname(const char *str, const char *namelist)
{
const char *curname, *curstr;
curname = namelist;
for (;;) {
for (curstr = str;; curstr++, curname++) {
if (!*curstr && !isalpha(*curname))
return (1);
if (!*curname)
return (0);
if (!*curstr || *curname == ' ')
break;
if (LOWER(*curstr) != LOWER(*curname))
break;
}
/* skip to next name */
for (; isalpha(*curname); curname++);
if (!*curname)
return (0);
curname++; /* first char of new name */
}
}
void affect_modify(struct char_data *ch, byte loc, sbyte mod,
bitvector_t bitv, bool add)
{
if (add)
SET_BIT(AFF_FLAGS(ch), bitv);
else {
REMOVE_BIT(AFF_FLAGS(ch), bitv);
mod = -mod;
}
switch (loc) {
case APPLY_NONE:
break;
case APPLY_STR:
GET_STR(ch) += mod;
break;
case APPLY_DEX:
GET_DEX(ch) += mod;
break;
case APPLY_INT:
GET_INT(ch) += mod;
break;
case APPLY_WIS:
GET_WIS(ch) += mod;
break;
case APPLY_CON:
GET_CON(ch) += mod;
break;
case APPLY_CHA:
GET_CHA(ch) += mod;
break;
case APPLY_CLASS:
/* ??? GET_CLASS(ch) += mod; */
break;
/*
* My personal thoughts on these two would be to set the person to the
* value of the apply. That way you won't have to worry about people
* making +1 level things to be imp (you restrict anything that gives
* immortal level of course). It also makes more sense to set someone
* to a class rather than adding to the class number. -gg
*/
case APPLY_LEVEL:
/* ??? GET_LEVEL(ch) += mod; */
break;
case APPLY_AGE:
ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR);
break;
case APPLY_CHAR_WEIGHT:
GET_WEIGHT(ch) += mod;
break;
case APPLY_CHAR_HEIGHT:
GET_HEIGHT(ch) += mod;
break;
case APPLY_MANA:
GET_MAX_MANA(ch) += mod;
break;
case APPLY_HIT:
GET_MAX_HIT(ch) += mod;
break;
case APPLY_MOVE:
GET_MAX_MOVE(ch) += mod;
break;
case APPLY_GOLD:
break;
case APPLY_EXP:
break;
case APPLY_AC:
GET_AC(ch) += mod;
break;
case APPLY_HITROLL:
GET_HITROLL(ch) += mod;
break;
case APPLY_DAMROLL:
GET_DAMROLL(ch) += mod;
break;
case APPLY_SAVING_PARA:
GET_SAVE(ch, SAVING_PARA) += mod;
break;
case APPLY_SAVING_ROD:
GET_SAVE(ch, SAVING_ROD) += mod;
break;
case APPLY_SAVING_PETRI:
GET_SAVE(ch, SAVING_PETRI) += mod;
break;
case APPLY_SAVING_BREATH:
GET_SAVE(ch, SAVING_BREATH) += mod;
break;
case APPLY_SAVING_SPELL:
GET_SAVE(ch, SAVING_SPELL) += 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(struct char_data *ch)
{
struct affected_type *af;
int i, j;
for (i = 0; i < NUM_WEARS; i++) {
if (GET_EQ(ch, i))
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_OBJ_AFFECT(GET_EQ(ch, i)), FALSE);
}
for (af = ch->affected; af; af = af->next)
affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
ch->aff_abils = ch->real_abils;
for (i = 0; i < NUM_WEARS; i++) {
if (GET_EQ(ch, i))
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_OBJ_AFFECT(GET_EQ(ch, i)), TRUE);
}
for (af = ch->affected; af; af = af->next)
affect_modify(ch, af->location, af->modifier, af->bitvector, TRUE);
/* Make certain values are between 0..25, not < 0 and not > 25! */
i = (IS_NPC(ch) || GET_LEVEL(ch) >= LVL_GRGOD) ? 25 : 18;
GET_DEX(ch) = MAX(0, MIN(GET_DEX(ch), i));
GET_INT(ch) = MAX(0, MIN(GET_INT(ch), i));
GET_WIS(ch) = MAX(0, MIN(GET_WIS(ch), i));
GET_CON(ch) = MAX(0, MIN(GET_CON(ch), i));
GET_CHA(ch) = MAX(0, MIN(GET_CHA(ch), i));
GET_STR(ch) = MAX(0, GET_STR(ch));
if (IS_NPC(ch)) {
GET_STR(ch) = MIN(GET_STR(ch), i);
} else {
if (GET_STR(ch) > 18) {
i = GET_ADD(ch) + ((GET_STR(ch) - 18) * 10);
GET_ADD(ch) = MIN(i, 100);
GET_STR(ch) = 18;
}
}
}
/* Insert an affect_type in a char_data structure
Automatically sets apropriate bits and apply's */
void affect_to_char(struct char_data *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, TRUE);
affect_total(ch);
}
/*
* 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(struct char_data *ch, struct affected_type *af)
{
struct affected_type *temp;
if (ch->affected == NULL) {
core_dump();
return;
}
affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
REMOVE_FROM_LIST(af, ch->affected, next);
free(af);
affect_total(ch);
}
/* Call affect_remove with every spell of spelltype "skill" */
void affect_from_char(struct char_data *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);
}
}
/*
* Return TRUE if a char is affected by a spell (SPELL_XXX),
* FALSE indicates not affected.
*/
bool affected_by_spell(struct char_data *ch, int type)
{
struct affected_type *hjp;
for (hjp = ch->affected; hjp; hjp = hjp->next)
if (hjp->type == type)
return (TRUE);
return (FALSE);
}
void affect_join(struct char_data *ch, struct affected_type *af,
bool add_dur, bool avg_dur, bool add_mod, bool avg_mod)
{
struct affected_type *hjp, *next;
bool found = FALSE;
for (hjp = ch->affected; !found && hjp; hjp = next) {
next = hjp->next;
if ((hjp->type == af->type) && (hjp->location == af->location)) {
if (add_dur)
af->duration += hjp->duration;
if (avg_dur)
af->duration /= 2;
if (add_mod)
af->modifier += hjp->modifier;
if (avg_mod)
af->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(struct char_data *ch)
{
struct char_data *temp;
if (ch == NULL || IN_ROOM(ch) == NOWHERE) {
log("SYSERR: NULL character or NOWHERE in %s, char_from_room", __FILE__);
exit(1);
}
if (FIGHTING(ch) != NULL)
stop_fighting(ch);
if (GET_EQ(ch, WEAR_LIGHT) != NULL)
if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2)) /* Light is ON */
world[IN_ROOM(ch)].light--;
REMOVE_FROM_LIST(ch, world[IN_ROOM(ch)].people, next_in_room);
IN_ROOM(ch) = NOWHERE;
ch->next_in_room = NULL;
}
/* place a character in a room */
void char_to_room(struct char_data *ch, room_rnum room)
{
if (ch == NULL || room == NOWHERE || 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 {
ch->next_in_room = world[room].people;
world[room].people = ch;
IN_ROOM(ch) = room;
if (GET_EQ(ch, WEAR_LIGHT))
if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2)) /* Light ON */
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);
}
}
}
/* give an object to a char */
void obj_to_char(struct obj_data *object, struct char_data *ch)
{
if (object && ch) {
object->next_content = ch->carrying;
ch->carrying = object;
object->carried_by = ch;
IN_ROOM(object) = NOWHERE;
IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object);
IS_CARRYING_N(ch)++;
/* set flag for crash-save system, but not on mobs! */
if (!IS_NPC(ch))
SET_BIT(PLR_FLAGS(ch), PLR_CRASH);
} 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(struct obj_data *object)
{
struct obj_data *temp;
if (object == NULL) {
log("SYSERR: NULL object passed to obj_from_char.");
return;
}
REMOVE_FROM_LIST(object, object->carried_by->carrying, next_content);
/* set flag for crash-save system, but not on mobs! */
if (!IS_NPC(object->carried_by))
SET_BIT(PLR_FLAGS(object->carried_by), PLR_CRASH);
IS_CARRYING_W(object->carried_by) -= GET_OBJ_WEIGHT(object);
IS_CARRYING_N(object->carried_by)--;
object->carried_by = NULL;
object->next_content = NULL;
}
/* Return the effect of a piece of armor in position eq_pos */
int apply_ac(struct char_data *ch, int eq_pos)
{
int factor;
if (GET_EQ(ch, eq_pos) == NULL) {
core_dump();
return (0);
}
if (!(GET_OBJ_TYPE(GET_EQ(ch, eq_pos)) == ITEM_ARMOR))
return (0);
switch (eq_pos) {
case WEAR_BODY:
factor = 3;
break; /* 30% */
case WEAR_HEAD:
factor = 2;
break; /* 20% */
case WEAR_LEGS:
factor = 2;
break; /* 20% */
default:
factor = 1;
break; /* all others 10% */
}
return (factor * GET_OBJ_VAL(GET_EQ(ch, eq_pos), 0));
}
int invalid_align(struct char_data *ch, struct obj_data *obj)
{
if (OBJ_FLAGGED(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch))
return TRUE;
if (OBJ_FLAGGED(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch))
return TRUE;
if (OBJ_FLAGGED(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))
return TRUE;
return FALSE;
}
void equip_char(struct char_data *ch, struct obj_data *obj, int pos)
{
int j;
if (pos < 0 || pos >= NUM_WEARS) {
core_dump();
return;
}
if (GET_EQ(ch, pos)) {
log("SYSERR: Char is already equipped: %s, %s", GET_NAME(ch),
obj->short_description);
return;
}
if (obj->carried_by) {
log("SYSERR: EQUIP: Obj is carried_by when equip.");
return;
}
if (IN_ROOM(obj) != NOWHERE) {
log("SYSERR: EQUIP: Obj is in_room when equip.");
return;
}
if (invalid_align(ch, obj) || invalid_class(ch, obj)) {
act("You are zapped by $p and instantly let go of it.", FALSE, ch, obj, 0, TO_CHAR);
act("$n is zapped by $p and instantly lets go of it.", FALSE, ch, obj, 0, TO_ROOM);
/* Changed to drop in inventory instead of the ground. */
obj_to_char(obj, ch);
return;
}
GET_EQ(ch, pos) = obj;
obj->worn_by = ch;
obj->worn_on = pos;
if (GET_OBJ_TYPE(obj) == ITEM_ARMOR)
GET_AC(ch) -= apply_ac(ch, pos);
if (IN_ROOM(ch) != NOWHERE) {
if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT)
if (GET_OBJ_VAL(obj, 2)) /* if light is ON */
world[IN_ROOM(ch)].light++;
} else
log("SYSERR: IN_ROOM(ch) = NOWHERE when equipping char %s.", GET_NAME(ch));
for (j = 0; j < MAX_OBJ_AFFECT; j++)
affect_modify(ch, obj->affected[j].location,
obj->affected[j].modifier,
GET_OBJ_AFFECT(obj), TRUE);
affect_total(ch);
}
struct obj_data *unequip_char(struct char_data *ch, int pos)
{
int j;
struct obj_data *obj;
if ((pos < 0 || pos >= NUM_WEARS) || GET_EQ(ch, pos) == NULL) {
core_dump();
return (NULL);
}
obj = GET_EQ(ch, pos);
obj->worn_by = NULL;
obj->worn_on = -1;
if (GET_OBJ_TYPE(obj) == ITEM_ARMOR)
GET_AC(ch) += apply_ac(ch, pos);
if (IN_ROOM(ch) != NOWHERE) {
if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT)
if (GET_OBJ_VAL(obj, 2)) /* if light is ON */
world[IN_ROOM(ch)].light--;
} else
log("SYSERR: IN_ROOM(ch) = NOWHERE when unequipping char %s.", GET_NAME(ch));
GET_EQ(ch, pos) = NULL;
for (j = 0; j < MAX_OBJ_AFFECT; j++)
affect_modify(ch, obj->affected[j].location,
obj->affected[j].modifier,
GET_OBJ_AFFECT(obj), 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';
strlcpy(number, *name, sizeof(number));
strcpy(*name, ppos); /* strcpy: OK (always smaller) */
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 */
struct obj_data *get_obj_in_list_num(int num, struct obj_data *list)
{
struct obj_data *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 */
struct obj_data *get_obj_num(obj_rnum nr)
{
struct obj_data *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.. */
struct char_data *get_char_room(char *name, int *number, room_rnum room)
{
struct char_data *i;
int num;
if (!number) {
number = &num;
num = get_number(&name);
}
if (*number == 0)
return (NULL);
for (i = world[room].people; i && *number; i = i->next_in_room)
if (isname(name, i->player.name))
if (--(*number) == 0)
return (i);
return (NULL);
}
/* search all over the world for a char num, and return a pointer if found */
struct char_data *get_char_num(mob_rnum nr)
{
struct char_data *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(struct obj_data *object, room_rnum room)
{
if (!object || room == NOWHERE || 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;
IN_ROOM(object) = room;
object->carried_by = NULL;
if (ROOM_FLAGGED(room, ROOM_HOUSE))
SET_BIT(ROOM_FLAGS(room), ROOM_HOUSE_CRASH);
}
}
/* Take an object from a room */
void obj_from_room(struct obj_data *object)
{
struct obj_data *temp;
if (!object || IN_ROOM(object) == NOWHERE) {
log("SYSERR: NULL object (%p) or obj not in a room (%d) passed to obj_from_room",
object, IN_ROOM(object));
return;
}
REMOVE_FROM_LIST(object, world[IN_ROOM(object)].contents, next_content);
if (ROOM_FLAGGED(IN_ROOM(object), ROOM_HOUSE))
SET_BIT(ROOM_FLAGS(IN_ROOM(object)), ROOM_HOUSE_CRASH);
IN_ROOM(object) = NOWHERE;
object->next_content = NULL;
}
/* put an object in an object (quaint) */
void obj_to_obj(struct obj_data *obj, struct obj_data *obj_to)
{
struct obj_data *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;
}
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(struct obj_data *obj)
{
struct obj_data *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(struct obj_data *list, struct char_data *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(struct obj_data *obj)
{
struct obj_data *temp;
if (obj->worn_by != NULL)
if (unequip_char(obj->worn_by, obj->worn_on) != obj)
log("SYSERR: Inconsistent worn_by and worn_on pointers!!");
if (IN_ROOM(obj) != NOWHERE)
obj_from_room(obj);
else if (obj->carried_by)
obj_from_char(obj);
else if (obj->in_obj)
obj_from_obj(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) != NOTHING)
(obj_index[GET_OBJ_RNUM(obj)].number)--;
free_obj(obj);
}
void update_object(struct obj_data *obj, int use)
{
if (GET_OBJ_TIMER(obj) > 0)
GET_OBJ_TIMER(obj) -= use;
if (obj->contains)
update_object(obj->contains, use);
if (obj->next_content)
update_object(obj->next_content, use);
}
void update_char_objects(struct char_data *ch)
{
int i;
if (GET_EQ(ch, WEAR_LIGHT) != NULL)
if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2) > 0) {
i = --GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2);
if (i == 1) {
send_to_char(ch, "Your light begins to flicker and fade.\r\n");
act("$n's light begins to flicker and fade.", FALSE, ch, 0, 0, TO_ROOM);
} else if (i == 0) {
send_to_char(ch, "Your light sputters out and dies.\r\n");
act("$n's light sputters out and dies.", FALSE, ch, 0, 0, TO_ROOM);
world[IN_ROOM(ch)].light--;
}
}
for (i = 0; i < NUM_WEARS; i++)
if (GET_EQ(ch, i))
update_object(GET_EQ(ch, i), 2);
if (ch->carrying)
update_object(ch->carrying, 1);
}
/* Extract a ch completely from the world, and leave his stuff behind */
void extract_char_final(struct char_data *ch)
{
struct char_data *k, *temp;
struct descriptor_data *d;
struct obj_data *obj;
int i;
if (IN_ROOM(ch) == NOWHERE) {
log("SYSERR: NOWHERE extracting char %s. (%s, extract_char_final)",
GET_NAME(ch), __FILE__);
exit(1);
}
/*
* We're booting the character of someone who has switched so first we
* need to stuff them back into their own body. This will set ch->desc
* we're checking below this loop to the proper value.
*/
if (!IS_NPC(ch) && !ch->desc) {
for (d = descriptor_list; d; d = d->next)
if (d->original == ch) {
do_return(d->character, NULL, 0, 0);
break;
}
}
if (ch->desc) {
/*
* This time we're extracting the body someone has switched into
* (not the body of someone switching as above) so we need to put
* the switcher back to their own body.
*
* If this body is not possessed, the owner won't have a
* body after the removal so dump them to the main menu.
*/
if (ch->desc->original)
do_return(ch, NULL, 0, 0);
else {
/*
* Now we boot anybody trying to log in with the same character, to
* help guard against duping. CON_DISCONNECT is used to close a
* descriptor without extracting the d->character associated with it,
* for being link-dead, so we want CON_CLOSE to clean everything up.
* If we're here, we know it's a player so no IS_NPC check required.
*/
for (d = descriptor_list; d; d = d->next) {
if (d == ch->desc)
continue;
if (d->character && GET_IDNUM(ch) == GET_IDNUM(d->character))
STATE(d) = CON_CLOSE;
}
STATE(ch->desc) = CON_MENU;
write_to_output(ch->desc, "%s", MENU);
}
}
/* On with the character's assets... */
if (ch->followers || ch->master)
die_follower(ch);
/* transfer objects to room, if any */
while (ch->carrying) {
obj = ch->carrying;
obj_from_char(obj);
obj_to_room(obj, IN_ROOM(ch));
}
/* 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), IN_ROOM(ch));
if (FIGHTING(ch))
stop_fighting(ch);
for (k = combat_list; k; k = temp) {
temp = k->next_fighting;
if (FIGHTING(k) == ch)
stop_fighting(k);
}
/* we can't forget the hunters either... */
for (temp = character_list; temp; temp = temp->next)
if (HUNTING(temp) == ch)
HUNTING(temp) = NULL;
char_from_room(ch);
if (IS_NPC(ch)) {
if (GET_MOB_RNUM(ch) != NOTHING) /* prototyped */
mob_index[GET_MOB_RNUM(ch)].number--;
clearMemory(ch);
} else {
save_char(ch);
Crash_delete_crashfile(ch);
}
/* If there's a descriptor, they're in the menu now. */
if (IS_NPC(ch) || !ch->desc)
free_char(ch);
}
/*
* Q: Why do we do this?
* A: Because trying to iterate over the character
* list with 'ch = ch->next' does bad things if
* the current character happens to die. The
* trivial workaround of 'vict = next_vict'
* doesn't work if the _next_ person in the list
* gets killed, for example, by an area spell.
*
* Q: Why do we leave them on the character_list?
* A: Because code doing 'vict = vict->next' would
* get really confused otherwise.
*/
void extract_char(struct char_data *ch)
{
if (IS_NPC(ch))
SET_BIT(MOB_FLAGS(ch), MOB_NOTDEADYET);
else
SET_BIT(PLR_FLAGS(ch), PLR_NOTDEADYET);
extractions_pending++;
}
/*
* I'm not particularly pleased with the MOB/PLR
* hoops that have to be jumped through but it
* hardly calls for a completely new variable.
* Ideally it would be its own list, but that
* would change the '->next' pointer, potentially
* confusing some code. Ugh. -gg 3/15/2001
*
* NOTE: This doesn't handle recursive extractions.
*/
void extract_pending_chars(void)
{
struct char_data *vict, *next_vict, *prev_vict;
if (extractions_pending < 0)
log("SYSERR: Negative (%d) extractions pending.", extractions_pending);
for (vict = character_list, prev_vict = NULL; vict && extractions_pending; vict = next_vict) {
next_vict = vict->next;
if (MOB_FLAGGED(vict, MOB_NOTDEADYET))
REMOVE_BIT(MOB_FLAGS(vict), MOB_NOTDEADYET);
else if (PLR_FLAGGED(vict, PLR_NOTDEADYET))
REMOVE_BIT(PLR_FLAGS(vict), PLR_NOTDEADYET);
else {
/* Last non-free'd character to continue chain from. */
prev_vict = vict;
continue;
}
extract_char_final(vict);
extractions_pending--;
if (prev_vict)
prev_vict->next = next_vict;
else
character_list = next_vict;
}
if (extractions_pending > 0)
log("SYSERR: Couldn't find %d extractions as counted.", extractions_pending);
extractions_pending = 0;
}
/* ***********************************************************************
* Here follows high-level versions of some earlier routines, ie functions*
* which incorporate the actual player-data *.
*********************************************************************** */
struct char_data *get_player_vis(struct char_data *ch, char *name, int *number, int inroom)
{
struct char_data *i;
int num;
if (!number) {
number = &num;
num = get_number(&name);
}
for (i = character_list; i; i = i->next) {
if (IS_NPC(i))
continue;
if (inroom == FIND_CHAR_ROOM && IN_ROOM(i) != IN_ROOM(ch))
continue;
if (str_cmp(i->player.name, name)) /* If not same, continue */
continue;
if (!CAN_SEE(ch, i))
continue;
if (--(*number) != 0)
continue;
return (i);
}
return (NULL);
}
struct char_data *get_char_room_vis(struct char_data *ch, char *name, int *number)
{
struct char_data *i;
int num;
if (!number) {
number = &num;
num = get_number(&name);
}
/* JE 7/18/94 :-) :-) */
if (!str_cmp(name, "self") || !str_cmp(name, "me"))
return (ch);
/* 0.<name> means PC with name */
if (*number == 0)
return (get_player_vis(ch, name, NULL, FIND_CHAR_ROOM));
for (i = world[IN_ROOM(ch)].people; i && *number; i = i->next_in_room)
if (isname(name, i->player.name))
if (CAN_SEE(ch, i))
if (--(*number) == 0)
return (i);
return (NULL);
}
struct char_data *get_char_world_vis(struct char_data *ch, char *name, int *number)
{
struct char_data *i;
int num;
if (!number) {
number = &num;
num = get_number(&name);
}
if ((i = get_char_room_vis(ch, name, number)) != NULL)
return (i);
if (*number == 0)
return get_player_vis(ch, name, NULL, 0);
for (i = character_list; i && *number; i = i->next) {
if (IN_ROOM(ch) == IN_ROOM(i))
continue;
if (!isname(name, i->player.name))
continue;
if (!CAN_SEE(ch, i))
continue;
if (--(*number) != 0)
continue;
return (i);
}
return (NULL);
}
struct char_data *get_char_vis(struct char_data *ch, char *name, int *number, int where)
{
if (where == FIND_CHAR_ROOM)
return get_char_room_vis(ch, name, number);
else if (where == FIND_CHAR_WORLD)
return get_char_world_vis(ch, name, number);
else
return (NULL);
}
struct obj_data *get_obj_in_list_vis(struct char_data *ch, char *name, int *number, struct obj_data *list)
{
struct obj_data *i;
int num;
if (!number) {
number = &num;
num = get_number(&name);
}
if (*number == 0)
return (NULL);
for (i = list; i && *number; i = i->next_content)
if (isname(name, i->name))
if (CAN_SEE_OBJ(ch, i))
if (--(*number) == 0)
return (i);
return (NULL);
}
/* search the entire world for an object, and return a pointer */
struct obj_data *get_obj_vis(struct char_data *ch, char *name, int *number)
{
struct obj_data *i;
int num;
if (!number) {
number = &num;
num = get_number(&name);
}
if (*number == 0)
return (NULL);
/* scan items carried */
if ((i = get_obj_in_list_vis(ch, name, number, ch->carrying)) != NULL)
return (i);
/* scan room */
if ((i = get_obj_in_list_vis(ch, name, number, world[IN_ROOM(ch)].contents)) != NULL)
return (i);
/* ok.. no luck yet. scan the entire obj list */
for (i = object_list; i && *number; i = i->next)
if (isname(name, i->name))
if (CAN_SEE_OBJ(ch, i))
if (--(*number) == 0)
return (i);
return (NULL);
}
struct obj_data *get_obj_in_equip_vis(struct char_data *ch, char *arg, int *number, struct obj_data *equipment[])
{
int j, num;
if (!number) {
number = &num;
num = get_number(&arg);
}
if (*number == 0)
return (NULL);
for (j = 0; j < NUM_WEARS; j++)
if (equipment[j] && CAN_SEE_OBJ(ch, equipment[j]) && isname(arg, equipment[j]->name))
if (--(*number) == 0)
return (equipment[j]);
return (NULL);
}
int get_obj_pos_in_equip_vis(struct char_data *ch, char *arg, int *number, struct obj_data *equipment[])
{
int j, num;
if (!number) {
number = &num;
num = get_number(&arg);
}
if (*number == 0)
return (-1);
for (j = 0; j < NUM_WEARS; j++)
if (equipment[j] && CAN_SEE_OBJ(ch, equipment[j]) && isname(arg, equipment[j]->name))
if (--(*number) == 0)
return (j);
return (-1);
}
const char *money_desc(int amount)
{
int cnt;
struct {
int limit;
const char *description;
} money_table[] = {
{ 1, "a gold coin" },
{ 10, "a tiny pile of gold coins" },
{ 20, "a handful of gold coins" },
{ 75, "a little pile of gold coins" },
{ 200, "a small pile of gold coins" },
{ 1000, "a pile of gold coins" },
{ 5000, "a big pile of gold coins" },
{ 10000, "a large heap of gold coins" },
{ 20000, "a huge mound of gold coins" },
{ 75000, "an enormous mound of gold coins" },
{ 150000, "a small mountain of gold coins" },
{ 250000, "a mountain of gold coins" },
{ 500000, "a huge mountain of gold coins" },
{ 1000000, "an enormous mountain of gold coins" },
{ 0, NULL },
};
if (amount <= 0) {
log("SYSERR: Try to create negative or 0 money (%d).", amount);
return (NULL);
}
for (cnt = 0; money_table[cnt].limit; cnt++)
if (amount <= money_table[cnt].limit)
return (money_table[cnt].description);
return ("an absolutely colossal mountain of gold coins");
}
struct obj_data *create_money(int amount)
{
struct obj_data *obj;
struct extra_descr_data *new_descr;
char buf[200];
if (amount <= 0) {
log("SYSERR: Try to create negative or 0 money. (%d)", amount);
return (NULL);
}
obj = create_obj();
CREATE(new_descr, struct extra_descr_data, 1);
if (amount == 1) {
obj->name = strdup("coin gold");
obj->short_description = strdup("a gold coin");
obj->description = strdup("One miserable gold coin is lying here.");
new_descr->keyword = strdup("coin gold");
new_descr->description = strdup("It's just one miserable little gold coin.");
} else {
obj->name = strdup("coins gold");
obj->short_description = strdup(money_desc(amount));
snprintf(buf, sizeof(buf), "%s is lying here.", money_desc(amount));
obj->description = strdup(CAP(buf));
new_descr->keyword = strdup("coins gold");
if (amount < 10)
snprintf(buf, sizeof(buf), "There are %d coins.", amount);
else if (amount < 100)
snprintf(buf, sizeof(buf), "There are about %d coins.", 10 * (amount / 10));
else if (amount < 1000)
snprintf(buf, sizeof(buf), "It looks to be about %d coins.", 100 * (amount / 100));
else if (amount < 100000)
snprintf(buf, sizeof(buf), "You guess there are, maybe, %d coins.",
1000 * ((amount / 1000) + rand_number(0, (amount / 1000))));
else
strcpy(buf, "There are a LOT of coins."); /* strcpy: OK (is < 200) */
new_descr->description = strdup(buf);
}
new_descr->next = NULL;
obj->ex_description = new_descr;
GET_OBJ_TYPE(obj) = ITEM_MONEY;
GET_OBJ_WEAR(obj) = ITEM_WEAR_TAKE;
GET_OBJ_VAL(obj, 0) = amount;
GET_OBJ_COST(obj) = amount;
obj->item_number = NOTHING;
return (obj);
}
/* 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, struct char_data *ch,
struct char_data **tar_ch, struct obj_data **tar_obj)
{
int i, found, number;
char name_val[MAX_INPUT_LENGTH];
char *name = name_val;
*tar_ch = NULL;
*tar_obj = NULL;
one_argument(arg, name);
if (!*name)
return (0);
if (!(number = get_number(&name)))
return (0);
if (IS_SET(bitvector, FIND_CHAR_ROOM)) { /* Find person in room */
if ((*tar_ch = get_char_room_vis(ch, name, &number)) != NULL)
return (FIND_CHAR_ROOM);
}
if (IS_SET(bitvector, FIND_CHAR_WORLD)) {
if ((*tar_ch = get_char_world_vis(ch, name, &number)) != 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) && --number == 0) {
*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, &number, ch->carrying)) != NULL)
return (FIND_OBJ_INV);
}
if (IS_SET(bitvector, FIND_OBJ_ROOM)) {
if ((*tar_obj = get_obj_in_list_vis(ch, name, &number, world[IN_ROOM(ch)].contents)) != NULL)
return (FIND_OBJ_ROOM);
}
if (IS_SET(bitvector, FIND_OBJ_WORLD)) {
if ((*tar_obj = get_obj_vis(ch, name, &number)))
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); /* strcpy: OK (always less) */
return (FIND_ALLDOT);
} else
return (FIND_INDIV);
}