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flags.c
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flags.c
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/*
* Copyright Matt Goff (Kline) 2009
* If you use my code, please give credit where it is due.
* Support provided at www.ackmud.net
*/
#include "h/areaconvert.h"
#include "h/extern.h"
void flag_handler( int typein, int typeout )
{
switch ( typein )
{
case TYPE_ACK431:
switch ( typeout )
{
case TYPE_ACKFUSS: flags_ack431_ackfuss(); break;
}
break;
}
return;
}
void clear_area_flag( string name )
{
size_t first, last;
first = area.flags_found.find(name);
last = name.length() + 1;
area.flags_found.erase(first, last);
}
void flags_ack431_ackfuss( void )
{
aflag_ack431_ackfuss();
rflag_ack431_ackfuss();
nflag_ack431_ackfuss();
oflag_ack431_ackfuss();
return;
}
void aflag_ack431_ackfuss( void )
{
if ( I_BIT(area.int_flags_in, ACK431_AFLAG_BUILDING) )
{ area.bitset_flags_out.flip(ACKFUSS_AFLAG_BUILDING); clear_area_flag("building"); }
if ( I_BIT(area.int_flags_in, ACK431_AFLAG_NO_ROOM_AFF) )
{ area.bitset_flags_out.flip(ACKFUSS_AFLAG_NO_ROOM_AFF); clear_area_flag("no_room_affs"); }
if ( I_BIT(area.int_flags_in, ACK431_AFLAG_PAYAREA) )
{ area.bitset_flags_out.flip(ACKFUSS_AFLAG_PAYAREA); clear_area_flag("pay_area"); }
if ( I_BIT(area.int_flags_in, ACK431_AFLAG_NOSHOW) )
{ area.bitset_flags_out.flip(ACKFUSS_AFLAG_NOSHOW); clear_area_flag("no_show"); }
if ( I_BIT(area.int_flags_in, ACK431_AFLAG_TELEPORT) )
{ area.bitset_flags_out.flip(ACKFUSS_AFLAG_TELEPORT); clear_area_flag("teleport"); }
return;
}
void rflag_ack431_ackfuss( void )
{
list<room_data *>::iterator rt;
room_data *room;
int i = 0;
for ( rt = room_list.begin(); rt != room_list.end(); rt++ )
{
room = *rt;
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_DARK) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_DARK);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_REGEN) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_REGEN);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_NO_MOB) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_NO_MOB);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_INDOORS) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_INDOORS);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_NO_MAGIC) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_NO_MAGIC);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_HOT) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_HOT);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_COLD) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_COLD);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_PK) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_PK);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_QUIET) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_QUIET);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_PRIVATE) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_PRIVATE);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_SAFE) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_SAFE);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_SOLITARY) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_SOLITARY);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_PET_SHOP) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_PET_SHOP);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_NO_RECALL) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_NO_RECALL);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_NO_TELEPORT) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_NO_TELEPORT);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_HUNT_MARK) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_HUNT_MARK);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_NOBLOODWALK) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_NO_BLOODWALK);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_NO_PORTAL) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_NO_PORTAL);
if ( I_BIT(room->int_flags_in, ACK431_RFLAG_NO_REPOP) ) room->bitset_flags_out.flip(ACKFUSS_RFLAG_NO_REPOP);
for ( i = 0; i < MAX_EXIT; i++ )
{
if ( room->exit[i] )
{
if ( I_BIT(room->exit[i]->int_flags_in, ACK431_EXFLAG_ISDOOR) ) room->exit[i]->bitset_flags_out.flip(ACKFUSS_EXFLAG_ISDOOR);
if ( I_BIT(room->exit[i]->int_flags_in, ACK431_EXFLAG_CLOSED) ) room->exit[i]->bitset_flags_out.flip(ACKFUSS_EXFLAG_CLOSED);
if ( I_BIT(room->exit[i]->int_flags_in, ACK431_EXFLAG_LOCKED) ) room->exit[i]->bitset_flags_out.flip(ACKFUSS_EXFLAG_LOCKED);
if ( I_BIT(room->exit[i]->int_flags_in, ACK431_EXFLAG_CLIMB) ) room->exit[i]->bitset_flags_out.flip(ACKFUSS_EXFLAG_CLIMB);
if ( I_BIT(room->exit[i]->int_flags_in, ACK431_EXFLAG_IMMORTAL) ) room->exit[i]->bitset_flags_out.flip(ACKFUSS_EXFLAG_IMMORTAL);
if ( I_BIT(room->exit[i]->int_flags_in, ACK431_EXFLAG_PICKPROOF) ) room->exit[i]->bitset_flags_out.flip(ACKFUSS_EXFLAG_PICKPROOF);
if ( I_BIT(room->exit[i]->int_flags_in, ACK431_EXFLAG_SMASHPROOF) ) room->exit[i]->bitset_flags_out.flip(ACKFUSS_EXFLAG_SMASHPROOF);
if ( I_BIT(room->exit[i]->int_flags_in, ACK431_EXFLAG_PASSPROOF) ) room->exit[i]->bitset_flags_out.flip(ACKFUSS_EXFLAG_PASSPROOF);
if ( I_BIT(room->exit[i]->int_flags_in, ACK431_EXFLAG_NODETECT) ) room->exit[i]->bitset_flags_out.flip(ACKFUSS_EXFLAG_NODETECT);
}
}
}
return;
}
void nflag_ack431_ackfuss( void )
{
list<npc_data *>::iterator nt;
npc_data *npc;
for ( nt = npc_list.begin(); nt != npc_list.end(); nt++ )
{
npc = *nt;
/* if( I_BIT(npc->int_act_flags_in,ACK431_NFLAG_IS_NPC) ) -- do something? this is an automatic bool in ackfuss */
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_SENTINEL) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_SENTINEL);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_SCAVENGER) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_SCAVENGER);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_REMEMBER) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_REMEMBER);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_NO_FLEE) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_NO_FLEE);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_AGGRESSIVE) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_AGGRESSIVE);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_STAY_AREA) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_STAY_AREA);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_WIMPY) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_WIMPY);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_PET) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_PET);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_TRAIN) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_TRAIN);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_PRACTICE) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_PRACTICE);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_MERCENARY) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_MERCENARY);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_HEAL) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_HEAL);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_ADAPT) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_ADAPT);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_UNDEAD) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_UNDEAD);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_BANKER) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_BANKER);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_NO_BODY) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_NO_BODY);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_HUNTER) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_HUNTER);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_NOMIND) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_NO_MIND);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_POSTMAN) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_POSTMAN);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_REWIELD) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_RE_WIELD);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_RE_EQUIP) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_RE_EQUIP);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_INTELLIGENT) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_INTELLIGENT);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_VAMPIRE) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_VAMPIRE);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_BREEDER) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_BREEDER);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_SOLO) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_SOLO);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_WEREWOLF) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_WEREWOLF);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_MOUNT) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_MOUNT);
if ( I_BIT(npc->int_act_flags_in, ACK431_NFLAG_NOBLOOD) ) npc->bitset_act_flags_out.flip(ACKFUSS_NFLAG_NO_BLOOD);
}
return;
}
void oflag_ack431_ackfuss( void )
{
list<obj_data *>::iterator ot;
list<affect_data *>::iterator at;
obj_data *obj;
affect_data *aff;
for ( ot = obj_list.begin(); ot != obj_list.end(); ot++ )
{
obj = *ot;
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_GLOW) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_GLOW);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_HUM) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_HUM);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_NODISARM) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_NO_DISARM);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_LOCK) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_LOCK);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_EVIL) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_EVIL);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_INVIS) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_INVIS);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_MAGIC) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_MAGIC);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_NODROP) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_NO_DROP);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_BLESS) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_BLESS);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_ANTI_GOOD) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_ANTI_GOOD);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_ANTI_EVIL) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_ANTI_EVIL);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_ANTI_NEUTRAL) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_ANTI_NEUTRAL);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_NOREMOVE) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_NO_REMOVE);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_INVENTORY) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_INVENTORY);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_NOSAVE) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_NO_SAVE);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_CLAN_EQ) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_CLAN_EQ);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_TRIG_DESTROY) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_TRIG_DESTROY);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_NO_AUCTION) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_NO_AUCTION);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_REMORT) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_REMORT);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_ADEPT) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_ADEPT);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_RARE) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_RARE);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_VAMP) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_VAMP);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_NOLOOT) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_NO_LOOT);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_NOSAC) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_NO_SAC);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_UNIQUE) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_UNIQUE);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_LIFESTEALER) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_LIFESTEALER);
if ( I_BIT(obj->int_extra_flags_in, ACK431_OFLAG_SILVER) ) obj->bitset_extra_flags_out.flip(ACKFUSS_OFLAG_SILVER);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_HALO) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_HALO);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_AURA) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_AURA);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_HORNS) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_HORNS);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_HEAD) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_HEAD);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_FACE) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_FACE);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_BEAK) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_BEAK);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_EAR) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_EAR);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_NECK) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_NECK);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_WINGS) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_WINGS);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_SHOULDERS) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_SHOULDERS);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_ARMS) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_ARMS);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_WRIST) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_WRIST);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_HANDS) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_HANDS);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_FINGER) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_FINGER);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_CLAWS) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_CLAWS);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_HOLD_HAND) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_HOLD_HAND);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_ABOUT) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_ABOUT);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_WAIST) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_WAIST);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_BODY) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_BODY);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_TAIL) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_TAIL);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_LEGS) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_LEGS);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_FEET) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_FEET);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_HOOVES) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_HOOVES);
if ( I_BIT(obj->int_wear_flags_in, ACK431_WEAR_TAKE) ) obj->bitset_wear_flags_out.flip(ACKFUSS_WEAR_TAKE);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_INFRA) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_INFRA);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_INV) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_INV);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_DET_INV) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_DET_INV);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_SANC) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_SANC);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_HIDE) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_HIDE);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_PROT) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_PROT);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_ENHANCED) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_ENHANCED);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_DET_MAG) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_DET_MAG);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_DET_HID) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_DET_HID);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_DET_EVIL) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_DET_EVIL);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_PASS_DOOR) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_PASS_DOOR);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_DET_POISON) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_DET_POISON);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_FLY) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_FLY);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_KNOW_ALIGN) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_KNOW_ALIGN);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_DET_UNDEAD) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_DET_UNDEAD);
if ( I_BIT(obj->int_item_apply_in, ACK431_IAPPLY_HEATED) ) S_BIT(obj->int_item_apply_out, ACKFUSS_IAPPLY_HEATED);
for ( at = obj->apply_list.begin(); at != obj->apply_list.end(); at++ )
{
aff = *at;
if ( aff->int_location_in == ACK431_APPLY_STR ) aff->int_location_out = ACKFUSS_APPLY_STR;
if ( aff->int_location_in == ACK431_APPLY_DEX ) aff->int_location_out = ACKFUSS_APPLY_DEX;
if ( aff->int_location_in == ACK431_APPLY_INT ) aff->int_location_out = ACKFUSS_APPLY_INT;
if ( aff->int_location_in == ACK431_APPLY_WIS ) aff->int_location_out = ACKFUSS_APPLY_WIS;
if ( aff->int_location_in == ACK431_APPLY_CON ) aff->int_location_out = ACKFUSS_APPLY_CON;
if ( aff->int_location_in == ACK431_APPLY_SEX ) aff->int_location_out = ACKFUSS_APPLY_SEX;
if ( aff->int_location_in == ACK431_APPLY_CLASS ) aff->int_location_out = ACKFUSS_APPLY_CLASS;
if ( aff->int_location_in == ACK431_APPLY_LEVEL ) aff->int_location_out = ACKFUSS_APPLY_LEVEL;
if ( aff->int_location_in == ACK431_APPLY_AGE ) aff->int_location_out = ACKFUSS_APPLY_AGE;
if ( aff->int_location_in == ACK431_APPLY_HEIGHT ) aff->int_location_out = ACKFUSS_APPLY_HEIGHT;
if ( aff->int_location_in == ACK431_APPLY_WEIGHT ) aff->int_location_out = ACKFUSS_APPLY_WEIGHT;
if ( aff->int_location_in == ACK431_APPLY_MANA ) aff->int_location_out = ACKFUSS_APPLY_MANA;
if ( aff->int_location_in == ACK431_APPLY_HIT ) aff->int_location_out = ACKFUSS_APPLY_HIT;
if ( aff->int_location_in == ACK431_APPLY_MOVE ) aff->int_location_out = ACKFUSS_APPLY_MOVE;
/* Skip APPLY_GOLD, unused in AckFUSS */
if ( aff->int_location_in == ACK431_APPLY_EXP ) aff->int_location_out = ACKFUSS_APPLY_EXP;
if ( aff->int_location_in == ACK431_APPLY_AC ) aff->int_location_out = ACKFUSS_APPLY_AC;
if ( aff->int_location_in == ACK431_APPLY_HITROLL ) aff->int_location_out = ACKFUSS_APPLY_HITROLL;
if ( aff->int_location_in == ACK431_APPLY_DAMROLL ) aff->int_location_out = ACKFUSS_APPLY_DAMROLL;
if ( aff->int_location_in == ACK431_APPLY_SAVING_PARA ) aff->int_location_out = ACKFUSS_APPLY_SAVING_PARA;
if ( aff->int_location_in == ACK431_APPLY_SAVING_ROD ) aff->int_location_out = ACKFUSS_APPLY_SAVING_ROD;
if ( aff->int_location_in == ACK431_APPLY_SAVING_PETRI ) aff->int_location_out = ACKFUSS_APPLY_SAVING_PETRI;
if ( aff->int_location_in == ACK431_APPLY_SAVING_BREATH ) aff->int_location_out = ACKFUSS_APPLY_SAVING_BREATH;
if ( aff->int_location_in == ACK431_APPLY_SAVING_SPELL ) aff->int_location_out = ACKFUSS_APPLY_SAVING_SPELL;
}
}
return;
}