/* ************************************************************************ * 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 = 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 = 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 = get_number(&name); } /* JE 7/18/94 :-) :-) */ if (!str_cmp(name, "self") || !str_cmp(name, "me")) return (ch); /* 0. 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 = 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 = 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 = 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 = 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 = 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); }