1394 lines
34 KiB
C
1394 lines
34 KiB
C
/* ************************************************************************
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* File: handler.c Part of CircleMUD *
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* Usage: internal funcs: moving and finding chars/objs *
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* *
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* All rights reserved. See license.doc for complete information. *
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* *
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* Copyright (C) 1993, 94 by the Trustees of the Johns Hopkins University *
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* CircleMUD is based on DikuMUD, Copyright (C) 1990, 1991. *
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************************************************************************ */
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#include "conf.h"
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#include "sysdep.h"
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#include "structs.h"
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#include "utils.h"
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#include "comm.h"
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#include "db.h"
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#include "handler.h"
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#include "interpreter.h"
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#include "spells.h"
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/* local vars */
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int extractions_pending = 0;
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/* external vars */
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extern struct char_data *combat_list;
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extern const char *MENU;
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/* local functions */
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int apply_ac(struct char_data *ch, int eq_pos);
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void update_object(struct obj_data *obj, int use);
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void update_char_objects(struct char_data *ch);
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/* external functions */
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int invalid_class(struct char_data *ch, struct obj_data *obj);
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void remove_follower(struct char_data *ch);
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void clearMemory(struct char_data *ch);
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ACMD(do_return);
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char *fname(const char *namelist)
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{
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static char holder[30];
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char *point;
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for (point = holder; isalpha(*namelist); namelist++, point++)
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*point = *namelist;
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*point = '\0';
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return (holder);
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}
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int isname(const char *str, const char *namelist)
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{
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const char *curname, *curstr;
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curname = namelist;
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for (;;) {
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for (curstr = str;; curstr++, curname++) {
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if (!*curstr && !isalpha(*curname))
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return (1);
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if (!*curname)
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return (0);
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if (!*curstr || *curname == ' ')
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break;
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if (LOWER(*curstr) != LOWER(*curname))
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break;
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}
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/* skip to next name */
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for (; isalpha(*curname); curname++);
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if (!*curname)
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return (0);
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curname++; /* first char of new name */
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}
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}
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void affect_modify(struct char_data *ch, byte loc, sbyte mod,
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bitvector_t bitv, bool add)
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{
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if (add)
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SET_BIT(AFF_FLAGS(ch), bitv);
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else {
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REMOVE_BIT(AFF_FLAGS(ch), bitv);
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mod = -mod;
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}
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switch (loc) {
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case APPLY_NONE:
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break;
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case APPLY_STR:
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GET_STR(ch) += mod;
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break;
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case APPLY_DEX:
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GET_DEX(ch) += mod;
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break;
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case APPLY_INT:
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GET_INT(ch) += mod;
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break;
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case APPLY_WIS:
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GET_WIS(ch) += mod;
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break;
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case APPLY_CON:
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GET_CON(ch) += mod;
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break;
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case APPLY_CHA:
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GET_CHA(ch) += mod;
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break;
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case APPLY_CLASS:
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/* ??? GET_CLASS(ch) += mod; */
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break;
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/*
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* My personal thoughts on these two would be to set the person to the
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* value of the apply. That way you won't have to worry about people
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* making +1 level things to be imp (you restrict anything that gives
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* immortal level of course). It also makes more sense to set someone
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* to a class rather than adding to the class number. -gg
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*/
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case APPLY_LEVEL:
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/* ??? GET_LEVEL(ch) += mod; */
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break;
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case APPLY_AGE:
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ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR);
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break;
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case APPLY_CHAR_WEIGHT:
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GET_WEIGHT(ch) += mod;
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break;
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case APPLY_CHAR_HEIGHT:
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GET_HEIGHT(ch) += mod;
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break;
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case APPLY_MANA:
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GET_MAX_MANA(ch) += mod;
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break;
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case APPLY_HIT:
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GET_MAX_HIT(ch) += mod;
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break;
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case APPLY_MOVE:
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GET_MAX_MOVE(ch) += mod;
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break;
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case APPLY_GOLD:
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break;
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case APPLY_EXP:
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break;
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case APPLY_AC:
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GET_AC(ch) += mod;
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break;
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case APPLY_HITROLL:
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GET_HITROLL(ch) += mod;
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break;
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case APPLY_DAMROLL:
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GET_DAMROLL(ch) += mod;
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break;
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case APPLY_SAVING_PARA:
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GET_SAVE(ch, SAVING_PARA) += mod;
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break;
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case APPLY_SAVING_ROD:
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GET_SAVE(ch, SAVING_ROD) += mod;
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break;
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case APPLY_SAVING_PETRI:
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GET_SAVE(ch, SAVING_PETRI) += mod;
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break;
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case APPLY_SAVING_BREATH:
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GET_SAVE(ch, SAVING_BREATH) += mod;
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break;
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case APPLY_SAVING_SPELL:
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GET_SAVE(ch, SAVING_SPELL) += mod;
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break;
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default:
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log("SYSERR: Unknown apply adjust %d attempt (%s, affect_modify).", loc, __FILE__);
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break;
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} /* switch */
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}
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/* This updates a character by subtracting everything he is affected by */
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/* restoring original abilities, and then affecting all again */
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void affect_total(struct char_data *ch)
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{
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struct affected_type *af;
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int i, j;
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for (i = 0; i < NUM_WEARS; i++) {
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if (GET_EQ(ch, i))
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for (j = 0; j < MAX_OBJ_AFFECT; j++)
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affect_modify(ch, GET_EQ(ch, i)->affected[j].location,
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GET_EQ(ch, i)->affected[j].modifier,
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GET_OBJ_AFFECT(GET_EQ(ch, i)), FALSE);
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}
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for (af = ch->affected; af; af = af->next)
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affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
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ch->aff_abils = ch->real_abils;
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for (i = 0; i < NUM_WEARS; i++) {
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if (GET_EQ(ch, i))
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for (j = 0; j < MAX_OBJ_AFFECT; j++)
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affect_modify(ch, GET_EQ(ch, i)->affected[j].location,
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GET_EQ(ch, i)->affected[j].modifier,
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GET_OBJ_AFFECT(GET_EQ(ch, i)), TRUE);
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}
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for (af = ch->affected; af; af = af->next)
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affect_modify(ch, af->location, af->modifier, af->bitvector, TRUE);
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/* Make certain values are between 0..25, not < 0 and not > 25! */
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i = (IS_NPC(ch) || GET_LEVEL(ch) >= LVL_GRGOD) ? 25 : 18;
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GET_DEX(ch) = MAX(0, MIN(GET_DEX(ch), i));
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GET_INT(ch) = MAX(0, MIN(GET_INT(ch), i));
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GET_WIS(ch) = MAX(0, MIN(GET_WIS(ch), i));
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GET_CON(ch) = MAX(0, MIN(GET_CON(ch), i));
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GET_CHA(ch) = MAX(0, MIN(GET_CHA(ch), i));
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GET_STR(ch) = MAX(0, GET_STR(ch));
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if (IS_NPC(ch)) {
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GET_STR(ch) = MIN(GET_STR(ch), i);
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} else {
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if (GET_STR(ch) > 18) {
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i = GET_ADD(ch) + ((GET_STR(ch) - 18) * 10);
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GET_ADD(ch) = MIN(i, 100);
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GET_STR(ch) = 18;
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}
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}
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}
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/* Insert an affect_type in a char_data structure
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Automatically sets apropriate bits and apply's */
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void affect_to_char(struct char_data *ch, struct affected_type *af)
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{
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struct affected_type *affected_alloc;
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CREATE(affected_alloc, struct affected_type, 1);
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*affected_alloc = *af;
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affected_alloc->next = ch->affected;
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ch->affected = affected_alloc;
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affect_modify(ch, af->location, af->modifier, af->bitvector, TRUE);
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affect_total(ch);
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}
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/*
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* Remove an affected_type structure from a char (called when duration
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* reaches zero). Pointer *af must never be NIL! Frees mem and calls
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* affect_location_apply
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*/
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void affect_remove(struct char_data *ch, struct affected_type *af)
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{
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struct affected_type *temp;
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if (ch->affected == NULL) {
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core_dump();
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return;
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}
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affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
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REMOVE_FROM_LIST(af, ch->affected, next);
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free(af);
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affect_total(ch);
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}
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/* Call affect_remove with every spell of spelltype "skill" */
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void affect_from_char(struct char_data *ch, int type)
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{
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struct affected_type *hjp, *next;
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for (hjp = ch->affected; hjp; hjp = next) {
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next = hjp->next;
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if (hjp->type == type)
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affect_remove(ch, hjp);
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}
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}
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/*
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* Return TRUE if a char is affected by a spell (SPELL_XXX),
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* FALSE indicates not affected.
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*/
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bool affected_by_spell(struct char_data *ch, int type)
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{
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struct affected_type *hjp;
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for (hjp = ch->affected; hjp; hjp = hjp->next)
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if (hjp->type == type)
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return (TRUE);
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return (FALSE);
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}
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void affect_join(struct char_data *ch, struct affected_type *af,
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bool add_dur, bool avg_dur, bool add_mod, bool avg_mod)
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{
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struct affected_type *hjp, *next;
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bool found = FALSE;
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for (hjp = ch->affected; !found && hjp; hjp = next) {
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next = hjp->next;
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if ((hjp->type == af->type) && (hjp->location == af->location)) {
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if (add_dur)
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af->duration += hjp->duration;
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if (avg_dur)
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af->duration /= 2;
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if (add_mod)
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af->modifier += hjp->modifier;
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if (avg_mod)
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af->modifier /= 2;
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affect_remove(ch, hjp);
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affect_to_char(ch, af);
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found = TRUE;
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}
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}
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if (!found)
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affect_to_char(ch, af);
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}
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/* move a player out of a room */
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void char_from_room(struct char_data *ch)
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{
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struct char_data *temp;
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if (ch == NULL || IN_ROOM(ch) == NOWHERE) {
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log("SYSERR: NULL character or NOWHERE in %s, char_from_room", __FILE__);
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exit(1);
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}
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if (FIGHTING(ch) != NULL)
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stop_fighting(ch);
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if (GET_EQ(ch, WEAR_LIGHT) != NULL)
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if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
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if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2)) /* Light is ON */
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world[IN_ROOM(ch)].light--;
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REMOVE_FROM_LIST(ch, world[IN_ROOM(ch)].people, next_in_room);
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IN_ROOM(ch) = NOWHERE;
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ch->next_in_room = NULL;
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}
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/* place a character in a room */
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void char_to_room(struct char_data *ch, room_rnum room)
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{
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if (ch == NULL || room == NOWHERE || room > top_of_world)
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log("SYSERR: Illegal value(s) passed to char_to_room. (Room: %d/%d Ch: %p",
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room, top_of_world, ch);
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else {
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ch->next_in_room = world[room].people;
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world[room].people = ch;
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IN_ROOM(ch) = room;
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if (GET_EQ(ch, WEAR_LIGHT))
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if (GET_OBJ_TYPE(GET_EQ(ch, WEAR_LIGHT)) == ITEM_LIGHT)
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if (GET_OBJ_VAL(GET_EQ(ch, WEAR_LIGHT), 2)) /* Light ON */
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world[room].light++;
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/* Stop fighting now, if we left. */
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if (FIGHTING(ch) && IN_ROOM(ch) != IN_ROOM(FIGHTING(ch))) {
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stop_fighting(FIGHTING(ch));
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stop_fighting(ch);
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}
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}
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}
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/* give an object to a char */
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void obj_to_char(struct obj_data *object, struct char_data *ch)
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{
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if (object && ch) {
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object->next_content = ch->carrying;
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ch->carrying = object;
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object->carried_by = ch;
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IN_ROOM(object) = NOWHERE;
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IS_CARRYING_W(ch) += GET_OBJ_WEIGHT(object);
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IS_CARRYING_N(ch)++;
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/* set flag for crash-save system, but not on mobs! */
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if (!IS_NPC(ch))
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SET_BIT(PLR_FLAGS(ch), PLR_CRASH);
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} else
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log("SYSERR: NULL obj (%p) or char (%p) passed to obj_to_char.", object, ch);
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}
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/* take an object from a char */
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void obj_from_char(struct obj_data *object)
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{
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struct obj_data *temp;
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if (object == NULL) {
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log("SYSERR: NULL object passed to obj_from_char.");
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return;
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}
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REMOVE_FROM_LIST(object, object->carried_by->carrying, next_content);
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/* set flag for crash-save system, but not on mobs! */
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if (!IS_NPC(object->carried_by))
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SET_BIT(PLR_FLAGS(object->carried_by), PLR_CRASH);
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IS_CARRYING_W(object->carried_by) -= GET_OBJ_WEIGHT(object);
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IS_CARRYING_N(object->carried_by)--;
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object->carried_by = NULL;
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object->next_content = NULL;
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}
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/* Return the effect of a piece of armor in position eq_pos */
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int apply_ac(struct char_data *ch, int eq_pos)
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{
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int factor;
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if (GET_EQ(ch, eq_pos) == NULL) {
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core_dump();
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return (0);
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}
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if (!(GET_OBJ_TYPE(GET_EQ(ch, eq_pos)) == ITEM_ARMOR))
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return (0);
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switch (eq_pos) {
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case WEAR_BODY:
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factor = 3;
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break; /* 30% */
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case WEAR_HEAD:
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factor = 2;
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break; /* 20% */
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case WEAR_LEGS:
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factor = 2;
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break; /* 20% */
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default:
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factor = 1;
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break; /* all others 10% */
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}
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return (factor * GET_OBJ_VAL(GET_EQ(ch, eq_pos), 0));
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}
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int invalid_align(struct char_data *ch, struct obj_data *obj)
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{
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if (OBJ_FLAGGED(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch))
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return TRUE;
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if (OBJ_FLAGGED(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch))
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return TRUE;
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if (OBJ_FLAGGED(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))
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return TRUE;
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return FALSE;
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}
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void equip_char(struct char_data *ch, struct obj_data *obj, int pos)
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{
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int j;
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if (pos < 0 || pos >= NUM_WEARS) {
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core_dump();
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return;
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}
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if (GET_EQ(ch, pos)) {
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log("SYSERR: Char is already equipped: %s, %s", GET_NAME(ch),
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obj->short_description);
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return;
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}
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if (obj->carried_by) {
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log("SYSERR: EQUIP: Obj is carried_by when equip.");
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return;
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}
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if (IN_ROOM(obj) != NOWHERE) {
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log("SYSERR: EQUIP: Obj is in_room when equip.");
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return;
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}
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if (invalid_align(ch, obj) || invalid_class(ch, obj)) {
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act("You are zapped by $p and instantly let go of it.", FALSE, ch, obj, 0, TO_CHAR);
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act("$n is zapped by $p and instantly lets go of it.", FALSE, ch, obj, 0, TO_ROOM);
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/* Changed to drop in inventory instead of the ground. */
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obj_to_char(obj, ch);
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return;
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}
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GET_EQ(ch, pos) = obj;
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obj->worn_by = ch;
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obj->worn_on = pos;
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if (GET_OBJ_TYPE(obj) == ITEM_ARMOR)
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GET_AC(ch) -= apply_ac(ch, pos);
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if (IN_ROOM(ch) != NOWHERE) {
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if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT)
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if (GET_OBJ_VAL(obj, 2)) /* if light is ON */
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world[IN_ROOM(ch)].light++;
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} else
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log("SYSERR: IN_ROOM(ch) = NOWHERE when equipping char %s.", GET_NAME(ch));
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|
|
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.<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 = 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);
|
|
}
|