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📄 handler.c

📁 MUD服务器程序
💻 C
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/***************************************************************************
 *  Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer,        *
 *  Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe.   *
 *                                                                         *
 *  Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael          *
 *  Chastain, Michael Quan, and Mitchell Tse.                              *
 *                                                                         *
 *  In order to use any part of this Merc Diku Mud, you must comply with   *
 *  both the original Diku license in 'license.doc' as well the Merc       *
 *  license in 'license.txt'.  In particular, you may not remove either of *
 *  these copyright notices.                                               *
 *                                                                         *
 *  Much time and thought has gone into this software and you are          *
 *  benefitting.  We hope that you share your changes too.  What goes      *
 *  around, comes around.                                                  *
 ***************************************************************************/

#if defined(macintosh)
#include <types.h>
#else
#include <sys/types.h>
#endif
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "merc.h"



AFFECT_DATA *		affect_free;



/*
 * Local functions.
 */
void	affect_modify	args( ( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd ) );



/*
 * Retrieve a character's trusted level for permission checking.
 */
int get_trust( CHAR_DATA *ch )
{
    if ( ch->desc != NULL && ch->desc->original != NULL )
	ch = ch->desc->original;

    if ( ch->trust != 0 )
	return ch->trust;

    if ( IS_NPC(ch) && ch->level >= LEVEL_HERO )
	return LEVEL_HERO - 1;
    else
	return ch->level;
}



/*
 * Retrieve a character's age.
 */
int get_age( CHAR_DATA *ch )
{
    return 17 + ( ch->played + (int) (current_time - ch->logon) ) / 14400;

    /* 12240 assumes 30 second hours, 24 hours a day, 20 day - Kahn */
}



/*
 * Retrieve character's current strength.
 */
int get_curr_str( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 13;

    if ( class_table[ch->class].attr_prime == APPLY_STR )
	max = 25;
    else
	max = 22;

    return URANGE( 3, ch->pcdata->perm_str + ch->pcdata->mod_str, max );
}



/*
 * Retrieve character's current intelligence.
 */
int get_curr_int( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 13;

    if ( class_table[ch->class].attr_prime == APPLY_INT )
	max = 25;
    else
	max = 22;

    return URANGE( 3, ch->pcdata->perm_int + ch->pcdata->mod_int, max );
}



/*
 * Retrieve character's current wisdom.
 */
int get_curr_wis( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 13;

    if ( class_table[ch->class].attr_prime == APPLY_WIS )
	max = 25;
    else
	max = 22;

    return URANGE( 3, ch->pcdata->perm_wis + ch->pcdata->mod_wis, max );
}



/*
 * Retrieve character's current dexterity.
 */
int get_curr_dex( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 13;

    if ( class_table[ch->class].attr_prime == APPLY_DEX )
	max = 25;
    else
	max = 22;

    return URANGE( 3, ch->pcdata->perm_dex + ch->pcdata->mod_dex, max );
}



/*
 * Retrieve character's current constitution.
 */
int get_curr_con( CHAR_DATA *ch )
{
    int max;

    if ( IS_NPC(ch) )
	return 13;

    if ( class_table[ch->class].attr_prime == APPLY_CON )
	max = 25;
    else
	max = 22;

    return URANGE( 3, ch->pcdata->perm_con + ch->pcdata->mod_con, max );
}



/*
 * Retrieve a character's carry capacity.
 */
int can_carry_n( CHAR_DATA *ch )
{
    if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
	return 1000;

    if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
	return 0;

    return MAX_WEAR + 2 * get_curr_dex( ch ) / 2;
}



/*
 * Retrieve a character's carry capacity.
 */
int can_carry_w( CHAR_DATA *ch )
{
    if ( !IS_NPC(ch) && ch->level >= LEVEL_IMMORTAL )
	return 1000000;

    if ( IS_NPC(ch) && IS_SET(ch->act, ACT_PET) )
	return 0;

    return str_app[get_curr_str(ch)].carry;
}



/*
 * See if a string is one of the names of an object.
 */
/*
 * New is_name sent in by Alander.
 */

bool is_name( const char *str, char *namelist )
{
    char name[MAX_INPUT_LENGTH];

    for ( ; ; )
    {
	namelist = one_argument( namelist, name );
	if ( name[0] == '\0' )
	    return FALSE;
	if ( !str_cmp( str, name ) )
	    return TRUE;
    }
}


/*
 * Apply or remove an affect to a character.
 */
void affect_modify( CHAR_DATA *ch, AFFECT_DATA *paf, bool fAdd )
{
    OBJ_DATA *wield;
    int mod;

    mod = paf->modifier;

    if ( fAdd )
    {
	SET_BIT( ch->affected_by, paf->bitvector );
    }
    else
    {
	REMOVE_BIT( ch->affected_by, paf->bitvector );
	mod = 0 - mod;
    }

    if ( IS_NPC(ch) )
	return;

    switch ( paf->location )
    {
    default:
	bug( "Affect_modify: unknown location %d.", paf->location );
	return;

    case APPLY_NONE:						break;
    case APPLY_STR:           ch->pcdata->mod_str	+= mod;	break;
    case APPLY_DEX:           ch->pcdata->mod_dex	+= mod;	break;
    case APPLY_INT:           ch->pcdata->mod_int	+= mod;	break;
    case APPLY_WIS:           ch->pcdata->mod_wis	+= mod;	break;
    case APPLY_CON:           ch->pcdata->mod_con	+= mod;	break;
    case APPLY_SEX:           ch->sex			+= mod;
       // @@@ This next bit is from the net...
       if ( ch->sex < 0 || ch->sex > 2 )
          ch->sex = 0;
       break;
    case APPLY_CLASS:						break;
    case APPLY_LEVEL:						break;
    case APPLY_AGE:						break;
    case APPLY_HEIGHT:						break;
    case APPLY_WEIGHT:						break;
    case APPLY_MANA:          ch->max_mana		+= mod;	break;
    case APPLY_HIT:           ch->max_hit		+= mod;	break;
    case APPLY_MOVE:          ch->max_move		+= mod;	break;
    case APPLY_GOLD:						break;
    case APPLY_EXP:						break;
    case APPLY_AC:            ch->armor			+= mod;	break;
    case APPLY_HITROLL:       ch->hitroll		+= mod;	break;
    case APPLY_DAMROLL:       ch->damroll		+= mod;	break;
    case APPLY_SAVING_PARA:   ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_ROD:    ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_PETRI:  ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_BREATH: ch->saving_throw		+= mod;	break;
    case APPLY_SAVING_SPELL:  ch->saving_throw		+= mod;	break;

    // Don't fault on TFC zones
    case APPLY_CHARISMA:     break;
    case APPLY_LUC:          break;    case APPLY_NOSTEAL:      break;
    case APPLY_NOSLEEP:      break;
    case APPLY_NOSUMMON:     break;
    case APPLY_NOCHARM:      break;
    case APPLY_NOSEXCHANGE:  break;
    case APPLY_TRUESEE:      break;
    case APPLY_NOINFO:       break;
    }

    /*
     * Check for weapon wielding.
     * Guard against recursion (for weapons with affects).
     */
    if ( ( wield = get_eq_char( ch, WEAR_WIELD ) ) != NULL
    &&   get_obj_weight(wield) > str_app[get_curr_str(ch)].wield )
    {
	static int depth;

	if ( depth == 0 )
	{
	    depth++;
	    act( "You drop $p.", ch, wield, NULL, TO_CHAR );
	    act( "$n drops $p.", ch, wield, NULL, TO_ROOM );
	    obj_from_char( wield );
	    obj_to_room( wield, ch->in_room );
	    depth--;
	}
    }

    return;
}



/*
 * Give an affect to a char.
 */
void affect_to_char( CHAR_DATA *ch, AFFECT_DATA *paf )
{
    AFFECT_DATA *paf_new;

    if ( affect_free == NULL )
    {
	paf_new		= alloc_perm( sizeof(*paf_new) );
    }
    else
    {
	paf_new		= affect_free;
	affect_free	= affect_free->next;
    }

    *paf_new		= *paf;
    paf_new->next	= ch->affected;
    ch->affected	= paf_new;

    affect_modify( ch, paf_new, TRUE );
    return;
}



/*
 * Remove an affect from a char.
 */
void affect_remove( CHAR_DATA *ch, AFFECT_DATA *paf )
{
    if ( ch->affected == NULL )
    {
	bug( "Affect_remove: no affect.", 0 );
	return;
    }

    affect_modify( ch, paf, FALSE );

    if ( paf == ch->affected )
    {
	ch->affected	= paf->next;
    }
    else
    {
	AFFECT_DATA *prev;

	for ( prev = ch->affected; prev != NULL; prev = prev->next )
	{
	    if ( prev->next == paf )
	    {
		prev->next = paf->next;
		break;
	    }
	}

	if ( prev == NULL )
	{
	    bug( "Affect_remove: cannot find paf.", 0 );
	    return;
	}
    }

    paf->next	= affect_free;
    affect_free	= paf->next;
    return;
}



/*
 * Strip all affects of a given sn.
 */
void affect_strip( CHAR_DATA *ch, int sn )
{
    AFFECT_DATA *paf;
    AFFECT_DATA *paf_next;

    for ( paf = ch->affected; paf != NULL; paf = paf_next )
    {
	paf_next = paf->next;
	if ( paf->type == sn )
	    affect_remove( ch, paf );
    }

    return;
}



/*
 * Return true if a char is affected by a spell.
 */
bool is_affected( CHAR_DATA *ch, int sn )
{
    AFFECT_DATA *paf;

    for ( paf = ch->affected; paf != NULL; paf = paf->next )
    {
	if ( paf->type == sn )
	    return TRUE;
    }

    return FALSE;
}



/*
 * Add or enhance an affect.
 */
void affect_join( CHAR_DATA *ch, AFFECT_DATA *paf )
{
    AFFECT_DATA *paf_old;
    bool found;

    found = FALSE;
    for ( paf_old = ch->affected; paf_old != NULL; paf_old = paf_old->next )
    {
	if ( paf_old->type == paf->type )
	{
	    paf->duration += paf_old->duration;
	    paf->modifier += paf_old->modifier;
	    affect_remove( ch, paf_old );
	    break;
	}
    }

    affect_to_char( ch, paf );
    return;
}



/*
 * Move a char out of a room.
 */
void char_from_room( CHAR_DATA *ch )
{
    OBJ_DATA *obj;

    if ( ch->in_room == NULL )
    {
	bug( "Char_from_room: NULL.", 0 );
	return;
    }

    if ( !IS_NPC(ch) )
	--ch->in_room->area->nplayer;

    if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
    &&   obj->item_type == ITEM_LIGHT
    &&   obj->value[2] != 0
    &&   ch->in_room->light > 0 )
	--ch->in_room->light;

    if ( ch == ch->in_room->people )
    {
	ch->in_room->people = ch->next_in_room;
    }
    else
    {
	CHAR_DATA *prev;

	for ( prev = ch->in_room->people; prev; prev = prev->next_in_room )
	{
	    if ( prev->next_in_room == ch )
	    {
		prev->next_in_room = ch->next_in_room;
		break;
	    }
	}

	if ( prev == NULL )
	    bug( "Char_from_room: ch not found.", 0 );
    }

    ch->in_room      = NULL;
    ch->next_in_room = NULL;
    return;
}



/*
 * Move a char into a room.
 */
void char_to_room( CHAR_DATA *ch, ROOM_INDEX_DATA *pRoomIndex )
{
    OBJ_DATA *obj;

    if ( pRoomIndex == NULL )
    {
	bug( "Char_to_room: NULL.", 0 );
	return;
    }

    ch->in_room		= pRoomIndex;
    ch->next_in_room	= pRoomIndex->people;
    pRoomIndex->people	= ch;

    if ( !IS_NPC(ch) )
	++ch->in_room->area->nplayer;

    if ( ( obj = get_eq_char( ch, WEAR_LIGHT ) ) != NULL
    &&   obj->item_type == ITEM_LIGHT
    &&   obj->value[2] != 0 )
	++ch->in_room->light;

    return;
}


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