Beispiel #1
0
/* 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. -gg 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_AR(MOB_FLAGS(vict), MOB_NOTDEADYET);
    else if (PLR_FLAGGED(vict, PLR_NOTDEADYET))
      REMOVE_BIT_AR(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;
}
Beispiel #2
0
/* Why do we do this? 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. Why do we leave them
 * on the character_list? Because code doing 'vict = vict->next' would get
 * really confused otherwise. */
void extract_char(struct char_data *ch)
{
  char_from_furniture(ch);
  clear_char_event_list(ch);

  if (IS_NPC(ch))
    SET_BIT_AR(MOB_FLAGS(ch), MOB_NOTDEADYET);
  else
    SET_BIT_AR(PLR_FLAGS(ch), PLR_NOTDEADYET);

  extractions_pending++;
}
Beispiel #3
0
/* Display main menu. */
static void medit_disp_menu(struct descriptor_data *d)
{
  struct char_data *mob;
  char flags[MAX_STRING_LENGTH], flag2[MAX_STRING_LENGTH];

  mob = OLC_MOB(d);
  get_char_colors(d->character);
  clear_screen(d);

  write_to_output(d,
  "-- Mob Number:  [%s%d%s]\r\n"
  "%s1%s) Sex: %s%-7.7s%s	         %s2%s) Keywords: %s%s\r\n"
  "%s3%s) S-Desc: %s%s\r\n"
  "%s4%s) L-Desc:-\r\n%s%s\r\n"
  "%s5%s) D-Desc:-\r\n%s%s\r\n",

	  cyn, OLC_NUM(d), nrm,
	  grn, nrm, yel, genders[(int)GET_SEX(mob)], nrm,
	  grn, nrm, yel, GET_ALIAS(mob),
	  grn, nrm, yel, GET_SDESC(mob),
	  grn, nrm, yel, GET_LDESC(mob),
	  grn, nrm, yel, GET_DDESC(mob)
	  );

  sprintbitarray(MOB_FLAGS(mob), action_bits, AF_ARRAY_MAX, flags);
  sprintbitarray(AFF_FLAGS(mob), affected_bits, AF_ARRAY_MAX, flag2);
  write_to_output(d,
	  "%s6%s) Position  : %s%s\r\n"
	  "%s7%s) Default   : %s%s\r\n"
	  "%s8%s) Attack    : %s%s\r\n"
      "%s9%s) Stats Menu...\r\n"
	  "%sA%s) NPC Flags : %s%s\r\n"
	  "%sB%s) AFF Flags : %s%s\r\n"
          "%sS%s) Script    : %s%s\r\n"
          "%sW%s) Copy mob\r\n"
	  "%sX%s) Delete mob\r\n"
	  "%sQ%s) Quit\r\n"
	  "Enter choice : ",

	  grn, nrm, yel, position_types[(int)GET_POS(mob)],
	  grn, nrm, yel, position_types[(int)GET_DEFAULT_POS(mob)],
	  grn, nrm, yel, attack_hit_text[(int)GET_ATTACK(mob)].singular,
	  grn, nrm,
	  grn, nrm, cyn, flags,
	  grn, nrm, cyn, flag2,
          grn, nrm, cyn, OLC_SCRIPT(d) ?"Set.":"Not Set.",
          grn, nrm,
	  grn, nrm,
	  grn, nrm
	  );

  OLC_MODE(d) = MEDIT_MAIN_MENU;
}
/**
* For the .list command.
*
* @param char_data *mob The thing to list.
* @param bool detail If TRUE, provide additional details
* @return char* The line to show (without a CRLF).
*/
char *list_one_mobile(char_data *mob, bool detail) {
	static char output[MAX_STRING_LENGTH];
	char flags[MAX_STRING_LENGTH];
	
	bitvector_t show_flags = MOB_BRING_A_FRIEND | MOB_SENTINEL | MOB_AGGRESSIVE | MOB_MOUNTABLE | MOB_ANIMAL | MOB_AQUATIC | MOB_NO_ATTACK | MOB_SPAWNED | MOB_CHAMPION | MOB_FAMILIAR | MOB_EMPIRE | MOB_CITYGUARD | MOB_GROUP | MOB_HARD | MOB_DPS | MOB_TANK | MOB_CASTER | MOB_VAMPIRE | MOB_HUMAN;
	
	if (detail) {
		if (IS_SET(MOB_FLAGS(mob), show_flags)) {
			sprintbit(MOB_FLAGS(mob) & show_flags, action_bits, flags, TRUE);
		}
		else {
			*flags = '\0';
		}
		
		snprintf(output, sizeof(output), "[%5d] %s (%s) %s", GET_MOB_VNUM(mob), GET_SHORT_DESC(mob), level_range_string(GET_MIN_SCALE_LEVEL(mob), GET_MAX_SCALE_LEVEL(mob), 0), flags);
	}
	else {
		snprintf(output, sizeof(output), "[%5d] %s", GET_MOB_VNUM(mob), GET_SHORT_DESC(mob));
	}
	
	return output;
}
Beispiel #5
0
/*
 * Display mob-flags menu.
 */
void medit_disp_mob_flags(struct descriptor_data *d)
{
  int i, columns = 0;

  get_char_colors(d->character);
  clear_screen(d);
  for (i = 0; i < NUM_MOB_FLAGS; i++) {
    sprintf(buf, "%s%2d%s) %-20.20s  %s", grn, i + 1, nrm, action_bits[i],
		!(++columns % 2) ? "\r\n" : "");
    SEND_TO_Q(buf, d);
  }
  sprintbit(MOB_FLAGS(OLC_MOB(d)), action_bits, buf1);
  sprintf(buf, "\r\nCurrent flags : %s%s%s\r\nEnter mob flags (0 to quit) : ",
		  cyn, buf1, nrm);
  SEND_TO_Q(buf, d);
}
Beispiel #6
0
/* Display mob-flags menu. */
static void medit_disp_mob_flags(struct descriptor_data *d) {
    int i, count = 0, columns = 0;
    char flags[MAX_STRING_LENGTH];

    get_char_colors(d->character);
    clear_screen(d);

    /* Mob flags has special handling to remove illegal flags from the list */
    for (i = 0; i < NUM_MOB_FLAGS; i++) {
        if (medit_illegal_mob_flag(i)) continue;
        write_to_output(d, "%s%2d%s) %-20.20s  %s", grn, ++count, nrm, action_bits[i],
                !(++columns % 2) ? "\r\n" : "");
    }

    sprintbitarray(MOB_FLAGS(OLC_MOB(d)), action_bits, AF_ARRAY_MAX, flags);
    write_to_output(d, "\r\nCurrent flags : %s%s%s\r\nEnter mob flags (0 to quit) : ", cyn, flags, nrm);
}
Beispiel #7
0
int write_mobile_record(mob_vnum mvnum, struct char_data *mob, FILE *fd)
{
  char ldesc[MAX_STRING_LENGTH], ddesc[MAX_STRING_LENGTH];

  ldesc[MAX_STRING_LENGTH - 1] = '\0';
  ddesc[MAX_STRING_LENGTH - 1] = '\0';
  strip_cr(strncpy(ldesc, GET_LDESC(mob), MAX_STRING_LENGTH - 1));
  strip_cr(strncpy(ddesc, GET_DDESC(mob), MAX_STRING_LENGTH - 1));

  fprintf(fd,	"#%d\n"
		"%s%c\n"
		"%s%c\n"
		"%s%c\n"
		"%s%c\n",
	mvnum,
	GET_ALIAS(mob), STRING_TERMINATOR,
	GET_SDESC(mob), STRING_TERMINATOR,
	ldesc, STRING_TERMINATOR,
	ddesc, STRING_TERMINATOR
  );
  fprintf(fd,	"%ld %ld %d E\n"
		"%d %d %d %dd%d+%d %dd%d+%d\n",
		MOB_FLAGS(mob), AFF_FLAGS(mob), GET_ALIGNMENT(mob),
		GET_LEVEL(mob), 20 - GET_HITROLL(mob), GET_AC(mob) / 10, GET_HIT(mob),
		GET_MANA(mob), GET_MOVE(mob), GET_NDD(mob), GET_SDD(mob),
		GET_DAMROLL(mob)
  );
  fprintf(fd, 	"%d %d\n"
		"%d %d %d\n",
		GET_GOLD(mob), GET_EXP(mob),
		GET_POS(mob), GET_DEFAULT_POS(mob), GET_SEX(mob)
  );

  if (write_mobile_espec(mvnum, mob, fd) < 0)
    log("SYSERR: GenOLC: Error writing E-specs for mobile #%d.", mvnum);

  script_save_to_disk(fd, mob, MOB_TRIGGER);

#if CONFIG_GENOLC_MOBPROG
  if (write_mobile_mobprog(mvnum, mob, fd) < 0)
    log("SYSERR: GenOLC: Error writing MobProgs for mobile #%d.", mvnum);
#endif

  return TRUE;
}
Beispiel #8
0
void medit_disp_mobflags_menu(struct descriptor_data *d)
{

    int c;

    CLS(CH);
    for (c = 0; c < MOB_MAX; c += 2)
    {
        send_to_char(CH, "%2d) %-20s %2d) %-20s\r\n",
                     c + 1, action_bits[c],
                     c + 2, c + 1 < MOB_MAX ?
                     action_bits[c + 1] : "");
    }
    MOB_FLAGS(MOB).PrintBits(buf1, MAX_STRING_LENGTH, action_bits, MOB_MAX);
    send_to_char(CH, "Mob flags: %s%s%s\r\n"
                 "Enter mob flag, 0 to quit:", CCCYN(CH, C_CMP),
                 buf1, CCNRM(CH, C_CMP));
}
Beispiel #9
0
/*
 * Ideally, this function should be in db.c, but I'll put it here for
 * portability.
 */
void init_mobile(struct char_data *mob)
{
  clear_char(mob);

  GET_HIT(mob) = GET_MANA(mob) = 1;
  GET_MAX_MANA(mob) = GET_MAX_MOVE(mob) = 100;
  GET_NDD(mob) = GET_SDD(mob) = 1;
  GET_WEIGHT(mob) = 200;
  GET_HEIGHT(mob) = 198;
  GET_MOB_WEIGHT(mob) = 1;

  mob->real_abils.str = mob->real_abils.intel = mob->real_abils.wis = 11;
  mob->real_abils.dex = mob->real_abils.con = mob->real_abils.cha = 11;
  mob->aff_abils = mob->real_abils;

  SET_BIT(MOB_FLAGS(mob), MOB_ISNPC);
  mob->player_specials = &dummy_mob;
}
Beispiel #10
0
void do_mob_report (struct char_data *ch)
{
	struct char_data *mob; 
	FILE *reportfile; 
	int i;

	if (!(reportfile = fopen("report.mob", "w"))) {
		mlog("SYSERR:  Mob report file unavailable.");
		send_to_char ("Report.mob could not be generated.\r\n",ch);
		return;
	}
	sprintf(buf, "MOBS\n----\n");
	for (i=0; i<top_of_mobt;i++) {
		mob=read_mobile(i, REAL);
		char_to_room(mob, 0);
		sprintf(buf+strlen(buf), "[%5d] %s  Spec Proc: ",
		GET_MOB_VNUM(mob), GET_NAME(mob));

		if (mob_index[GET_MOB_RNUM(mob)].func!=NULL)
			get_spec_name(GET_MOB_RNUM(mob), buf2,'m');
		else sprintf(buf2, "none"); 
		sprintf(buf+strlen(buf), "%s\n",buf2);

		sprintf(buf+strlen(buf),mob->player.description);
		sprintf(buf+strlen(buf),"Difficulty: %d   XP: %d  HP: %d  Mana: %d  Gold %d\n",
		GET_DIFFICULTY(mob), GET_EXP(mob), GET_MAX_HIT(mob), GET_MAX_MANA(mob), GET_GOLD(mob));
		sprintf(buf+strlen(buf),"Passive Defense: %d   Damage Reduction: %d  ", 
		GET_PD(mob), GET_REDUCTION(mob));
		sprintf(buf+strlen(buf), "Attack Type: %s\n",
		attack_hit_text[mob->mob_specials.attack_type].singular);

		sprintbit(MOB_FLAGS(mob), action_bits, buf2, sizeof(buf2));
		sprintf(buf+strlen(buf),"Flags:  %s\n", buf2);

		sprintbit(AFF_FLAGS(mob), affected_bits, buf2, sizeof(buf2));
		sprintf(buf+strlen(buf),"Affects:  %s\n\n-------\n", buf2);
		extract_char(mob);
		fprintf(reportfile, buf);
		buf[0]='\0';
	}/*for i=0...*/
	fclose (reportfile);
	send_to_char ("report.mob printed\r\n",ch);
}
Beispiel #11
0
/* Ideally, this function should be in db.c, but I'll put it here for portability. */
static void init_mobile(struct char_data *mob) {
    clear_char(mob);

    GET_HIT(mob) = GET_MANA(mob) = 1;
    GET_MAX_MANA(mob) = GET_MAX_MOVE(mob) = 100;
    GET_NDD(mob) = GET_SDD(mob) = 1;
    GET_WEIGHT(mob) = 200;
    GET_HEIGHT(mob) = 198;

    mob->real_abils.str = mob->real_abils.intel = mob->real_abils.wis = 11;
    mob->real_abils.dex = mob->real_abils.con = mob->real_abils.cha = 11;
    mob->aff_abils = mob->real_abils;

    GET_SAVE(mob, SAVING_PARA) = 0;
    GET_SAVE(mob, SAVING_ROD) = 0;
    GET_SAVE(mob, SAVING_PETRI) = 0;
    GET_SAVE(mob, SAVING_BREATH) = 0;
    GET_SAVE(mob, SAVING_SPELL) = 0;

    SET_BIT_AR(MOB_FLAGS(mob), MOB_ISNPC);
    mob->player_specials = &dummy_mob;
}
/**
* Creates a new mob entry.
*
* @param mob_vnum vnum The number to create.
* @return char_data* The new mob's prototype.
*/
char_data *create_mob_table_entry(mob_vnum vnum) {
	void add_mobile_to_table(char_data *mob);
	
	char_data *mob;
	
	// sanity
	if (mob_proto(vnum)) {
		log("SYSERR: Attempting to insert mobile at existing vnum %d", vnum);
		return mob_proto(vnum);
	}
	
	CREATE(mob, char_data, 1);
	clear_char(mob);
	mob->vnum = vnum;
	SET_BIT(MOB_FLAGS(mob), MOB_ISNPC);	// need this for some macroes
	add_mobile_to_table(mob);

	// save mob index and mob file now so there's no trouble later
	save_index(DB_BOOT_MOB);
	save_library_file_for_vnum(DB_BOOT_MOB, vnum);

	return mob;
}
Beispiel #13
0
void convert_mobs_to_disk(int zone_num)
{
    int i, rmob_num, zone, top;
    FILE *mob_file;
    char fname[64];
    struct char_data *mob;
    struct mob_attacks_data *attack;
    struct mob_equipment_data *equipment;
    struct mob_action_data *action;
    MPROG_DATA *mob_prog;

    zone = zone_table[zone_num].number;
    top = zone_table[zone_num].top;

    sprintf(fname, "%s/%i.mob", MOB_PREFIX, zone);

    if (!(mob_file = fopen(fname, "w"))) {
        mudlog("SYSERR: OLC: Cannot open mob file!", 'G', COM_BUILDER, TRUE);
        return;
    }

    /*. Seach database for mobs in this zone and save em .*/
    for (i = zone * 100; i <= top; i++) {
        rmob_num = real_mobile(i);

        if (rmob_num != -1) {
            if (fprintf(mob_file, "#%d\n", i) < 0) {
                mudlog("SYSERR: OLC: Cannot write mob file!\r\n", 'G', COM_BUILDER, TRUE);
                fclose(mob_file);
                return;
            }

            mob = (mob_proto + rmob_num);
            attack = GET_ATTACKS(mob);
            equipment = GET_EQUIP(mob);
            action = GET_ACTION(mob);
            mob_prog = mob_index[rmob_num].mobprogs;

            /*. Clean up strings .*/
            strcpy(buf1, GET_LDESC(mob));
            strip_string(buf1);
            if (GET_DDESC(mob)) {
                strcpy(buf2, GET_DDESC(mob));
                strip_string(buf2);
            } else
                strcpy(buf2, "");

            fprintf(mob_file, "%s~\n"
                    "%s~\n"
                    "%s~\n"
                    "%s~\n"
                    "%ld %ld %i X\n"
                    "%d %d %i %dd%d+%d %dd%d+%d\n"
                    "%d %d\n" /*. Gold & Exp are longs in my mud, ignore any warning .*/
                    "%d %d %d %d %d %d\n", GET_ALIAS(mob), GET_SDESC(mob), buf1, buf2, MOB_FLAGS(mob), AFF_FLAGS(mob), GET_ALIGNMENT(mob), GET_LEVEL(mob), GET_HITROLL(mob), GET_AC(mob) / 10, GET_HIT(mob), GET_MANA(mob), GET_MOVE(mob), GET_NDD(mob), GET_SDD(mob), GET_DAMROLL(mob), GET_GOLD(mob), GET_EXP(mob), GET_POS(mob), GET_DEFAULT_POS(mob), GET_SEX(mob), GET_CLASS(mob), GET_RACE(mob), GET_SIZE(mob));

            while (attack) {
                fprintf(mob_file, "T %d %dd%d+%d %d\n", attack->attacks, attack->nodice, attack->sizedice, attack->damroll, attack->attack_type);
                attack = attack->next;
            }

            while (action) {
                fprintf(mob_file, "A %d %d %s\n", action->chance, action->minpos, action->action);
                action = action->next;
            }

            while (equipment) {
                fprintf(mob_file, "E %d %d %d %d\n", equipment->pos, equipment->chance, equipment->vnum, equipment->max);
                equipment = equipment->next;
            }

            /*. Deal with Extra stats in case they are there .*/
            if ((GET_STR(mob) != 11) && (GET_STR(mob) < 19))
                fprintf(mob_file, "Str: %d\n", (GET_STR(mob) * 5));
            else if ((GET_STR(mob) > 18) && (GET_STR(mob) != 50))
                fprintf(mob_file, "Str: 100\n");
            if ((GET_DEX(mob) != 11) && (GET_DEX(mob) < 19)) {
                fprintf(mob_file, "Dex: %d\n", (GET_DEX(mob) * 5));
                fprintf(mob_file, "Agi: %d\n", (GET_DEX(mob) * 5));
            } else if ((GET_DEX(mob) > 18) && (GET_DEX(mob) != 50)) {
                fprintf(mob_file, "Dex: 100\n");
                fprintf(mob_file, "Agi: 100\n");
            }
            if ((GET_INT(mob) != 11) && (GET_INT(mob) < 19))
                fprintf(mob_file, "Int: %d\n", (GET_INT(mob) * 5));
            else if ((GET_INT(mob) > 18) && (GET_INT(mob) != 50))
                fprintf(mob_file, "Int: 100\n");
            if ((GET_WIS(mob) != 11) && (GET_WIS(mob) < 19))
                fprintf(mob_file, "Wis: %d\n", (GET_WIS(mob) * 5));
            else if ((GET_WIS(mob) > 18) && (GET_WIS(mob) != 50))
                fprintf(mob_file, "Wis: 100\n");
            if ((GET_CON(mob) != 11) && (GET_CON(mob) < 19))
                fprintf(mob_file, "Con: %d\n", (GET_CON(mob) * 5));
            else if ((GET_CON(mob) > 18) && (GET_CON(mob) != 50))
                fprintf(mob_file, "Con: 100\n");

            /*. Deal with Mob Progs .*/
            while (mob_prog) {
                switch (mob_prog->type) {
                case IN_FILE_PROG:
                    fprintf(mob_file, ">in_file_prog");
                    break;
                case ACT_PROG:
                    fprintf(mob_file, ">act_prog");
                    break;
                case SPEECH_PROG:
                    fprintf(mob_file, ">speech_prog");
                    break;
                case RAND_PROG:
                    fprintf(mob_file, ">rand_prog");
                    break;
                case FIGHT_PROG:
                    fprintf(mob_file, ">fight_prog");
                    break;
                case HITPRCNT_PROG:
                    fprintf(mob_file, ">hitprcnt_prog");
                    break;
                case DEATH_PROG:
                    fprintf(mob_file, ">death_prog");
                    break;
                case ENTRY_PROG:
                    fprintf(mob_file, ">entry_prog");
                    break;
                case GREET_PROG:
                    fprintf(mob_file, ">greet_prog");
                    break;
                case ALL_GREET_PROG:
                    fprintf(mob_file, ">all_greet_prog");
                    break;
                case GIVE_PROG:
                    fprintf(mob_file, ">give_prog");
                    break;
                case BRIBE_PROG:
                    fprintf(mob_file, ">bribe_prog");
                    break;
                case SHOUT_PROG:
                    fprintf(mob_file, ">shout_prog");
                    break;
                case HOLLER_PROG:
                    fprintf(mob_file, ">holler_prog");
                    break;
                case TELL_PROG:
                    fprintf(mob_file, ">tell_prog");
                    break;
                case TIME_PROG:
                    fprintf(mob_file, ">time_prog");
                    break;
                }
                strcpy(buf1, mob_prog->arglist);
                strip_string(buf1);
                strcpy(buf2, mob_prog->comlist);
                strip_string(buf2);
                fprintf(mob_file, " %s~\n%s", buf1, buf2);
                mob_prog = mob_prog->next;
                if (!mob_prog)
                    fprintf(mob_file, "~\n|\n");
                else
                    fprintf(mob_file, "~\n");
            }
        }
    }
    fclose(mob_file);
}
Beispiel #14
0
void write_mobs_to_disk(int zone)
{
    int counter, realcounter;
    FILE *fp;
    struct char_data *mob;
    zone = real_zone(zone);
    int i;

    // ideally, this would just fill a VTable with vals...maybe one day

    sprintf(buf, "%s/%d.mob", MOB_PREFIX, zone_table[zone].number);
    fp = fopen(buf, "w+");

    /* start running through all mobiles in this zone */
    for (counter = zone_table[zone].number * 100;
            counter <= zone_table[zone].top;
            counter++) {
        /* write mobile to disk */
        realcounter = real_mobile(counter);

        if (realcounter >= 0) {
            mob = mob_proto+realcounter;
            if (!strcmp("an unfinished mob", GET_NAME(mob)))
                continue;
            fprintf(fp, "#%ld\n", GET_MOB_VNUM(mob));

            fprintf(fp,
                    "Keywords:\t%s\n"
                    "Name:\t%s\n"
                    "RoomDesc:$\n%s\n~\n",
                    mob->player.physical_text.keywords?
                    mob->player.physical_text.keywords : "mob unnamed",
                    mob->player.physical_text.name?
                    mob->player.physical_text.name : "An unnamed mob",
                    cleanup(buf2, mob->player.physical_text.room_desc?
                            mob->player.physical_text.room_desc : "An unnamed mob is here."));
            fprintf(fp, "LookDesc:$\n%s~\n",
                    cleanup(buf2,
                            mob->player.physical_text.look_desc?
                            mob->player.physical_text.look_desc
                            : "An unnamed mob is here."));

            if (mob->mob_specials.arrive)
                fprintf(fp, "ArriveMsg:\t%s\n", mob->mob_specials.arrive);
            if (mob->mob_specials.leave)
                fprintf(fp, "LeaveMsg:\t%s\n", mob->mob_specials.leave);

            fprintf(fp,
                    "MobFlags:\t%s\n"
                    "AffFlags:\t%s\n"
                    "Race:\t%s\n"
                    "Gender:\t%s\n",
                    MOB_FLAGS(mob).ToString(),
                    AFF_FLAGS(mob).ToString(),
                    npc_classes[(int)mob->player.race],
                    genders[(int)mob->player.sex]);

            if (mob->char_specials.position != POS_STANDING)
                fprintf(fp, "Position:\t%s\n",
                        position_types[(int)mob->char_specials.position]);
            if (mob->mob_specials.default_pos)
                fprintf(fp, "DefaultPos:\t%s\n",
                        position_types[(int)mob->mob_specials.default_pos]);

            if (mob->mob_specials.attack_type != TYPE_HIT)
                fprintf(fp, "AttackType:\t%s\n",
                        attack_types[mob->mob_specials.attack_type-TYPE_HIT]);

            fprintf(fp,
                    "[ATTRIBUTES]\n"
                    "\tBod:\t%d\n"
                    "\tQui:\t%d\n"
                    "\tStr:\t%d\n"
                    "\tCha:\t%d\n"
                    "\tInt:\t%d\n"
                    "\tWil:\t%d\n"
                    "\tMag:\t%d\n",
                    GET_REAL_BOD(mob), GET_REAL_QUI(mob), GET_REAL_STR(mob),
                    GET_REAL_CHA(mob), GET_REAL_INT(mob), GET_REAL_WIL(mob),
                    mob->real_abils.mag / 100);
            fprintf(fp,
                    "[POINTS]\n"
                    "\tHeight:\t%d\n"
                    "\tWeight:\t%d\n",
                    mob->player.height, mob->player.weight);

            if (GET_LEVEL(mob) > 0)
                fprintf(fp, "\tLevel:\t%d\n", GET_LEVEL(mob));
            if (int(GET_MAX_PHYSICAL(mob) / 100) != 10)
                fprintf(fp, "\tMaxPhys:\t%d\n", int(GET_MAX_PHYSICAL(mob) / 100));
            if (int(GET_MAX_MENTAL(mob) / 100) != 10)
                fprintf(fp, "\tMaxMent:\t%d\n", int(GET_MAX_MENTAL(mob) / 100));
            if (GET_BALLISTIC(mob) > 0)
                fprintf(fp, "\tBallistic:\t%d\n", GET_BALLISTIC(mob));
            if (GET_IMPACT(mob) > 0)
                fprintf(fp, "\tImpact:\t%d\n", GET_IMPACT(mob));
            if (GET_NUYEN(mob) > 0)
                fprintf(fp, "\tCash:\t%d\n", GET_NUYEN(mob));
            if (GET_BANK(mob) > 0)
                fprintf(fp, "\tBank:\t%d\n", GET_BANK(mob));
            if (GET_KARMA(mob) > 0)
                fprintf(fp, "\tKarma:\t%d\n", GET_KARMA(mob));
            fprintf(fp, "[SKILLS]\n");

            for (i = 0; i <= 8; i = i +2)
                if (mob->mob_specials.mob_skills[i])
                    fprintf(fp, "\t%s:\t%d\n", skills[mob->mob_specials.mob_skills[i]].name,
                            mob->mob_specials.mob_skills[i+1]);



            fprintf(fp, "BREAK\n");
        } // close if statement
    } // close for loop

    fprintf(fp, "END\n");
    fclose(fp);

    write_index_file("mob");
}
Beispiel #15
0
/*
 * Display main menu.
 */
void medit_disp_menu(struct descriptor_data *d)
{
  struct char_data *mob;

  mob = OLC_MOB(d);
  get_char_colors(d->character);
  clear_screen(d);

  sprintf(buf,
	  "-- Mob Number:  [%s%d%s]\r\n"
	  "%s1%s) Sex: %s%-7.7s%s	         %s2%s) Alias: %s%s\r\n"
	  "%s3%s) S-Desc: %s%s\r\n"
	  "%s4%s) L-Desc:-\r\n%s%s"
	  "%s5%s) D-Desc:-\r\n%s%s"
     "%s6%s) Level:       [%s%4d%s],  %s7%s) Alignment:    [%s%4d%s]\r\n"
     "%s8%s) HR//SKY:      [%s%4d%s],  %s9%s) DR//FD:        [%s%4d%s]\r\n"
     "%sA%s) NumDamDice:  [%s%4d%s],  %sB%s) SizeDamDice:  [%s%4d%s]\r\n"
	  "%sC%s) Num HP Dice: [%s%4d%s],  %sD%s) Size HP Dice: [%s%4d%s],  %sE%s) HP Bonus: [%s%5d%s]\r\n"
	  "%sF%s) Armor Class: [%s%4d%s],  %sG%s) Exp:     [%s%9d%s],  %sH%s) Gold:  [%s%8d%s]\r\n",

	  cyn, OLC_NUM(d), nrm,
	  grn, nrm, yel, genders[(int)GET_SEX(mob)], nrm,
	  grn, nrm, yel, GET_ALIAS(mob),
	  grn, nrm, yel, GET_SDESC(mob),
	  grn, nrm, yel, GET_LDESC(mob),
	  grn, nrm, yel, GET_DDESC(mob),
	  grn, nrm, cyn, GET_LEVEL(mob), nrm,
	  grn, nrm, cyn, GET_ALIGNMENT(mob), nrm,
	  grn, nrm, cyn, GET_HITROLL(mob), nrm,
	  grn, nrm, cyn, GET_DAMROLL(mob), nrm,
	  grn, nrm, cyn, GET_NDD(mob), nrm,
	  grn, nrm, cyn, GET_SDD(mob), nrm,
	  grn, nrm, cyn, GET_HIT(mob), nrm,
	  grn, nrm, cyn, GET_MANA(mob), nrm,
	  grn, nrm, cyn, GET_MOVE(mob), nrm,
	  grn, nrm, cyn, GET_AC(mob), nrm,
	  grn, nrm, cyn, GET_EXP(mob), nrm,
	  grn, nrm, cyn, convert_all_to_copper(mob), nrm
	  );
  SEND_TO_Q(buf, d);

  sprintbit(MOB_FLAGS(mob), action_bits, buf1);
  sprintbit(AFF_FLAGS(mob), affected_bits, buf2);
  sprintf(buf,
	  "%sI%s) Position  : %s%s\r\n"
	  "%sJ%s) Default   : %s%s\r\n"
	  "%sK%s) Attack    : %s%s\r\n"
          "%sN%s) Class     : %s%s\r\n"
          "%sR%s) Race      : %s%s\r\n"
          "%sS%s) Size      : %s%d\r\n"
          "%sW%s) Weight    : %s%d\r\n"
	  "%sL%s) NPC Flags : %s%s\r\n"
	  "%sM%s) AFF Flags : %s%s\r\n"
#if CONFIG_OASIS_MPROG
	  "%sP%s) Mob Progs : %s%s\r\n"
#endif
	  "%sQ%s) Quit\r\n"
	  "Enter choice : ",

	  grn, nrm, yel, position_types[(int)GET_POS(mob)],
	  grn, nrm, yel, position_types[(int)GET_DEFAULT_POS(mob)],
	  grn, nrm, yel, attack_hit_text[GET_ATTACK(mob)].singular,
          grn, nrm, cyn, npc_class_types[(int)GET_CLASS(mob)],
          grn, nrm, cyn, npc_race_types[(int)GET_RACE(mob)],
          grn, nrm, cyn, GET_MOB_SIZE(mob),
          grn, nrm, cyn, GET_MOB_WEIGHT(mob), 
	  grn, nrm, cyn, buf1,
	  grn, nrm, cyn, buf2,
#if CONFIG_OASIS_MPROG
	  grn, nrm, cyn, (OLC_MPROGL(d) ? "Set." : "Not Set."),
#endif
	  grn, nrm
	  );
  SEND_TO_Q(buf, d);

  OLC_MODE(d) = MEDIT_MAIN_MENU;
}
Beispiel #16
0
void medit_parse(struct descriptor_data *d, char *arg)
{
  int i = -1;
  char *oldtext = NULL;

  if (OLC_MODE(d) > MEDIT_NUMERICAL_RESPONSE) {
    i = atoi(arg);
    if (!*arg || (!isdigit(arg[0]) && ((*arg == '-') && !isdigit(arg[1])))) {
      SEND_TO_Q("Field must be numerical, try again : ", d);
      return;
    }
  } else {	/* String response. */
    if (!genolc_checkstring(d, arg))
      return;
  }
  switch (OLC_MODE(d)) {
/*-------------------------------------------------------------------*/
  case MEDIT_CONFIRM_SAVESTRING:
    /*
     * Ensure mob has MOB_ISNPC set or things will go pear shaped.
     */
    SET_BIT(MOB_FLAGS(OLC_MOB(d)), MOB_ISNPC);
    switch (*arg) {
    case 'y':
    case 'Y':
      /*
       * Save the mob in memory and to disk.
       */
      SEND_TO_Q("Saving mobile to memory.\r\n", d);
      medit_save_internally(d);
      sprintf(buf, "OLC: %s edits mob %d", GET_NAME(d->character), OLC_NUM(d));
      mudlog(buf, CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(d->character)), TRUE);
      /* FALL THROUGH */
    case 'n':
    case 'N':
      cleanup_olc(d, CLEANUP_ALL);
      return;
    default:
      SEND_TO_Q("Invalid choice!\r\n", d);
      SEND_TO_Q("Do you wish to save the mobile? : ", d);
      return;
    }
    break;

/*-------------------------------------------------------------------*/
  case MEDIT_MAIN_MENU:
    i = 0;
    switch (*arg) {
    case 'q':
    case 'Q':
      if (OLC_VAL(d)) {	/* Anything been changed? */
	SEND_TO_Q("Do you wish to save the changes to the mobile? (y//n) : ", d);
	OLC_MODE(d) = MEDIT_CONFIRM_SAVESTRING;
      } else
	cleanup_olc(d, CLEANUP_ALL);
      return;
    case '1':
      OLC_MODE(d) = MEDIT_SEX;
      medit_disp_sex(d);
      return;
    case '2':
      OLC_MODE(d) = MEDIT_ALIAS;
      i--;
      break;
    case '3':
      OLC_MODE(d) = MEDIT_S_DESC;
      i--;
      break;
    case '4':
      OLC_MODE(d) = MEDIT_L_DESC;
      i--;
      break;
    case '5':
      OLC_MODE(d) = MEDIT_D_DESC;
      send_editor_help(d);
      SEND_TO_Q("Enter mob description:\r\n\r\n", d);
      if (OLC_MOB(d)->player.description) {
	SEND_TO_Q(OLC_MOB(d)->player.description, d);
	oldtext = str_dup(OLC_MOB(d)->player.description);
      }
      string_write(d, &OLC_MOB(d)->player.description, MAX_MOB_DESC, 0, oldtext);
      OLC_VAL(d) = 1;
      return;
    case '6':
      OLC_MODE(d) = MEDIT_LEVEL;
      i++;
      break;
    case '7':
      OLC_MODE(d) = MEDIT_ALIGNMENT;
      i++;
      break;
    case '8':
      OLC_MODE(d) = MEDIT_HITROLL;
      i++;
      break;
    case '9':
      OLC_MODE(d) = MEDIT_DAMROLL;
      i++;
      break;
    case 'a':
    case 'A':
      OLC_MODE(d) = MEDIT_NDD;
      i++;
      break;
    case 'b':
    case 'B':
      OLC_MODE(d) = MEDIT_SDD;
      i++;
      break;
    case 'c':
    case 'C':
      OLC_MODE(d) = MEDIT_NUM_HP_DICE;
      i++;
      break;
    case 'd':
    case 'D':
      OLC_MODE(d) = MEDIT_SIZE_HP_DICE;
      i++;
      break;
    case 'e':
    case 'E':
      OLC_MODE(d) = MEDIT_ADD_HP;
      i++;
      break;
    case 'f':
    case 'F':
      OLC_MODE(d) = MEDIT_AC;
      i++;
      break;
    case 'g':
    case 'G':
      OLC_MODE(d) = MEDIT_EXP;
      i++;
      break;
    case 'h':
    case 'H':
      OLC_MODE(d) = MEDIT_GOLD;
      i++;
      break;
    case 'i':
    case 'I':
      OLC_MODE(d) = MEDIT_POS;
      medit_disp_positions(d);
      return;
    case 'j':
    case 'J':
      OLC_MODE(d) = MEDIT_DEFAULT_POS;
      medit_disp_positions(d);
      return;
    case 'k':
    case 'K':
      OLC_MODE(d) = MEDIT_ATTACK;
      medit_disp_attack_types(d);
      return;
    case 'l':
    case 'L':
      OLC_MODE(d) = MEDIT_NPC_FLAGS;
      medit_disp_mob_flags(d);
      return;
    case 'm':
    case 'M':
      OLC_MODE(d) = MEDIT_AFF_FLAGS;
      medit_disp_aff_flags(d);
      return;
    case 'n':
    case 'N':
     OLC_MODE(d) = MEDIT_CLASS;
     medit_disp_class_flags(d);
     return;
    case 'r':
    case 'R':
     OLC_MODE(d) = MEDIT_RACE;
     medit_disp_race_flags(d);
     return;
    case 's':
    case 'S':
     OLC_MODE(d) = MEDIT_MSIZE;
     medit_disp_size_flags(d);
     return;
    case 'w':
    case 'W':
     OLC_MODE(d) = MEDIT_WEIGHT;
      send_to_char("Please enter the mobiles weight in pounds: ", d->character); 
     return;

#if CONFIG_OASIS_MPROG
    case 'p':
    case 'P':
      OLC_MODE(d) = MEDIT_MPROG;
      medit_disp_mprog(d);
      return;
#endif
    default:
      medit_disp_menu(d);
      return;
    }
    if (i == 0)
      break;
    else if (i == 1)
      SEND_TO_Q("\r\nEnter new value : ", d);
    else if (i == -1)
      SEND_TO_Q("\r\nEnter new text :\r\n] ", d);
    else
      SEND_TO_Q("Oops...\r\n", d);
    return;
/*-------------------------------------------------------------------*/
  case MEDIT_ALIAS:
    if (GET_ALIAS(OLC_MOB(d)))
      free(GET_ALIAS(OLC_MOB(d)));
    GET_ALIAS(OLC_MOB(d)) = str_udup(arg);
    break;
/*-------------------------------------------------------------------*/
  case MEDIT_S_DESC:
    if (GET_SDESC(OLC_MOB(d)))
      free(GET_SDESC(OLC_MOB(d)));
    GET_SDESC(OLC_MOB(d)) = str_udup(arg);
    break;
/*-------------------------------------------------------------------*/
  case MEDIT_L_DESC:
    if (GET_LDESC(OLC_MOB(d)))
      free(GET_LDESC(OLC_MOB(d)));
    if (arg && *arg) {
      strcpy(buf, arg);
      strcat(buf, "\r\n");
      GET_LDESC(OLC_MOB(d)) = str_dup(buf);
    } else
      GET_LDESC(OLC_MOB(d)) = str_dup("undefined");

    break;
/*-------------------------------------------------------------------*/
  case MEDIT_D_DESC:
    /*
     * We should never get here.
     */
    cleanup_olc(d, CLEANUP_ALL);
    mudlog("SYSERR: OLC: medit_parse(): Reached D_DESC case!", BRF, LVL_BUILDER, TRUE);
    SEND_TO_Q("Oops...\r\n", d);
    break;
/*-------------------------------------------------------------------*/
#if CONFIG_OASIS_MPROG
  case MEDIT_MPROG_COMLIST:
    /*
     * We should never get here, but if we do, bail out.
     */
    cleanup_olc(d, CLEANUP_ALL);
    mudlog("SYSERR: OLC: medit_parse(): Reached MPROG_COMLIST case!", BRF, LVL_BUILDER, TRUE);
    break;
#endif
/*-------------------------------------------------------------------*/
  case MEDIT_NPC_FLAGS:
    if ((i = atoi(arg)) <= 0)
      break;
    else if (i <= NUM_MOB_FLAGS)
      TOGGLE_BIT(MOB_FLAGS(OLC_MOB(d)), 1 << (i - 1));
    medit_disp_mob_flags(d);
    return;
/*-------------------------------------------------------------------*/
  case MEDIT_AFF_FLAGS:
    if ((i = atoi(arg)) <= 0)
      break;
    else if (i <= NUM_AFF_FLAGS)
      TOGGLE_BIT(AFF_FLAGS(OLC_MOB(d)), 1 << (i - 1));
    medit_disp_aff_flags(d);
    return;
/*-------------------------------------------------------------------*/
#if CONFIG_OASIS_MPROG
  case MEDIT_MPROG:
    if ((i = atoi(arg)) == 0)
      medit_disp_menu(d);
    else if (i == OLC_MTOTAL(d)) {
      struct mob_prog_data *temp;
      CREATE(temp, struct mob_prog_data, 1);
      temp->next = OLC_MPROGL(d);
      temp->type = -1;
      temp->arglist = NULL;
      temp->comlist = NULL;
      OLC_MPROG(d) = temp;
      OLC_MPROGL(d) = temp;
      OLC_MODE(d) = MEDIT_CHANGE_MPROG;
      medit_change_mprog (d);
    } else if (i < OLC_MTOTAL(d)) {
      struct mob_prog_data *temp;
      int x = 1;
      for (temp = OLC_MPROGL(d); temp && x < i; temp = temp->next)
        x++;
      OLC_MPROG(d) = temp;
      OLC_MODE(d) = MEDIT_CHANGE_MPROG;
      medit_change_mprog (d);
    } else if (i == (OLC_MTOTAL(d) + 1)) {
      SEND_TO_Q("Which mob prog do you want to purge? ", d);
      OLC_MODE(d) = MEDIT_PURGE_MPROG;
    } else
      medit_disp_menu(d);
    return;

  case MEDIT_PURGE_MPROG:
    if ((i = atoi(arg)) > 0 && i < OLC_MTOTAL(d)) {
      struct mob_prog_data *temp;
      int x = 1;

      for (temp = OLC_MPROGL(d); temp && x < i; temp = temp->next)
	x++;
      OLC_MPROG(d) = temp;
      REMOVE_FROM_LIST(OLC_MPROG(d), OLC_MPROGL(d), next);
      free(OLC_MPROG(d)->arglist);
      free(OLC_MPROG(d)->comlist);
      free(OLC_MPROG(d));
      OLC_MPROG(d) = NULL;
      OLC_VAL(d) = 1;
    }
    medit_disp_mprog(d);
    return;

  case MEDIT_CHANGE_MPROG:
    if ((i = atoi(arg)) == 1)
      medit_disp_mprog_types(d);
    else if (i == 2) {
      SEND_TO_Q("Enter new arg list: ", d);
      OLC_MODE(d) = MEDIT_MPROG_ARGS;
    } else if (i == 3) {
      SEND_TO_Q("Enter new mob prog commands:\r\n", d);
      /*
       * Pass control to modify.c for typing.
       */
      OLC_MODE(d) = MEDIT_MPROG_COMLIST;
      if (OLC_MPROG(d)->comlist) {
        SEND_TO_Q(OLC_MPROG(d)->comlist, d);
        oldtext = str_dup(OLC_MPROG(d)->comlist);
      }
      string_write(d, &OLC_MPROG(d)->comlist, MAX_STRING_LENGTH, 0, oldtext);
      OLC_VAL(d) = 1;
    } else
      medit_disp_mprog(d);
    return;
#endif

/*-------------------------------------------------------------------*/

/*
 * Numerical responses.
 */

#if CONFIG_OASIS_MPROG
  case MEDIT_MPROG_TYPE:
    /*
     * This calculation may be off by one too many powers of 2?
     * Someone who actually uses MobProgs will have to check.
     */
    OLC_MPROG(d)->type = (1 << LIMIT(atoi(arg), 0, NUM_PROGS - 1));
    OLC_VAL(d) = 1;
    medit_change_mprog(d);
    return;

  case MEDIT_MPROG_ARGS:
    OLC_MPROG(d)->arglist = str_dup(arg);
    OLC_VAL(d) = 1;
    medit_change_mprog(d);
    return;
#endif

  case MEDIT_SEX:
    GET_SEX(OLC_MOB(d)) = LIMIT(i, 0, NUM_GENDERS - 1);
    break;

  case MEDIT_HITROLL:
    GET_HITROLL(OLC_MOB(d)) = LIMIT(i, 0, 50);
    break;

  case MEDIT_DAMROLL:
    GET_DAMROLL(OLC_MOB(d)) = LIMIT(i, 0, 50);
    break;

  case MEDIT_NDD:
    GET_NDD(OLC_MOB(d)) = LIMIT(i, 0, 30);
    break;

  case MEDIT_SDD:
    GET_SDD(OLC_MOB(d)) = LIMIT(i, 0, 127);
    break;

  case MEDIT_NUM_HP_DICE:
    GET_HIT(OLC_MOB(d)) = LIMIT(i, 0, 30);
    break;

  case MEDIT_SIZE_HP_DICE:
    GET_MANA(OLC_MOB(d)) = LIMIT(i, 0, 1000);
    break;

  case MEDIT_ADD_HP:
    GET_MOVE(OLC_MOB(d)) = LIMIT(i, 0, 30000);
    break;

  case MEDIT_AC:
    GET_AC(OLC_MOB(d)) = LIMIT(i, 10, 200);
    break;

  case MEDIT_EXP:
    GET_EXP(OLC_MOB(d)) = MAX(i, 0);
    break;

  case MEDIT_GOLD:
    add_money_to_char(OLC_MOB(d), MAX(i, 0), COPPER_COINS);
    break;

  case MEDIT_POS:
    GET_POS(OLC_MOB(d)) = LIMIT(i, 0, NUM_POSITIONS - 1);
    break;

  case MEDIT_DEFAULT_POS:
    GET_DEFAULT_POS(OLC_MOB(d)) = LIMIT(i, 0, NUM_POSITIONS - 1);
    break;

  case MEDIT_ATTACK:
    GET_ATTACK(OLC_MOB(d)) = LIMIT(i, 0, NUM_ATTACK_TYPES - 1);
    break;

  case MEDIT_LEVEL:
    GET_LEVEL(OLC_MOB(d)) = i;
    break;

  case MEDIT_ALIGNMENT:
    GET_ALIGNMENT(OLC_MOB(d)) = LIMIT(i, -1000, 1000);
    break;

  case MEDIT_CLASS:
    GET_CLASS(OLC_MOB(d)) = MAX(0, MIN(NUM_NPC_CLASS, atoi(arg)));
    break;
  case MEDIT_RACE:
    GET_RACE(OLC_MOB(d)) = MAX(0, MIN(NUM_NPC_RACE, atoi(arg)));
    // INT, WIS, STR, DEX, CON, CHA
    GET_INT(OLC_MOB(d)) = mob_stats[(int)GET_RACE(OLC_MOB(d))][0];
    GET_WIS(OLC_MOB(d)) = mob_stats[(int)GET_RACE(OLC_MOB(d))][1];
    GET_STR(OLC_MOB(d)) = mob_stats[(int)GET_RACE(OLC_MOB(d))][2];
    GET_DEX(OLC_MOB(d)) = mob_stats[(int)GET_RACE(OLC_MOB(d))][3];
    GET_CON(OLC_MOB(d)) = mob_stats[(int)GET_RACE(OLC_MOB(d))][4];
    GET_CHA(OLC_MOB(d)) = mob_stats[(int)GET_RACE(OLC_MOB(d))][5];
    GET_HIT(OLC_MOB(d)) = mob_hp[i][0];
    GET_MANA(OLC_MOB(d)) = mob_hp[i][2];
    GET_MOVE(OLC_MOB(d)) = mob_hp[i][3];
    break;

  case MEDIT_WEIGHT:
    GET_MOB_WEIGHT(OLC_MOB(d)) = LIMIT(i, 1, 1000);
    break;

  case MEDIT_MSIZE:
    GET_MOB_SIZE(OLC_MOB(d)) = atoi(arg);
    break;

/*-------------------------------------------------------------------*/
  default:
    /*
     * We should never get here.
     */
    cleanup_olc(d, CLEANUP_ALL);
    mudlog("SYSERR: OLC: medit_parse(): Reached default case!", BRF, LVL_BUILDER, TRUE);
    SEND_TO_Q("Oops...\r\n", d);
    break;
  }
Beispiel #17
0
/*
 * 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, int output)
{
  struct affected_type *temp;
  struct affected_type aff;
  bool accum_affect = FALSE;
  int k;

  if (ch->affected == NULL) {
    core_dump();
    return;
  }

  switch (af->type)
  {

    case SPELL_CHARM:
    { 
      struct char_data* victim = ch->master;
      if (output == 0) break;

      affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
      REMOVE_FROM_LIST(af, ch->affected, next);
      free(af);
      affect_total(ch);

      if (ch->master)
      {
        stop_follower(ch);
      }

      if (victim)
      {
        if(IS_NPC(ch))
        {
          SET_BIT(MOB_FLAGS(ch), MOB_AGGRESSIVE | MOB_MEMORY);
        }
        if (mag_savingthrow(victim, SAVING_SPELL))
        {
          hit(victim, ch, TYPE_UNDEFINED);
        }
      }
      return;
    }

    case SPELL_LIGHT:
      if (output == 0) break;
      if (!af->next || (af->next->type != af->type) ||
         (af->next->duration > 0)) 
      {
        if (world[ch->in_room].name != (char*) NULL)
        {
          world[ch->in_room].light -= 10;
        }
      }
      break;
    case SPELL_DARKNESS:
      if (output == 0) break;
      if (!af->next || (af->next->type != af->type) ||
         (af->next->duration > 0)) 
      {
        if (world[ch->in_room].name != (char*) NULL)
        {
          world[ch->in_room].light += 10;
        }
      }
      break;
    case SPELL_BLACK_PLAGUE:
      mag_affects(30, ch, ch, SPELL_BREATH_OF_LIFE, SAVING_SPELL);
      break;
    case SPELL_CALL_ANIMAL_SPIRIT:
    case SPELL_ANIMAL_SUMMONING:
    case SPELL_ANIMAL_SUMMONING_II:
    case SPELL_ANIMAL_SUMMONING_III:
    case SPELL_CONJURE_ELEMENTAL:
    case SPELL_GREATER_ELEMENTAL:
    case SPELL_DUST_DEVIL:
    case SPELL_STICKS_TO_SNAKES:
    case SPELL_SUMMON_INSECTS:
    case SPELL_AERIAL_SERVANT:
    case SPELL_SUMMON_GUARD:
      if (IS_NPC(ch))
      {
        if (GET_POS(ch) > POS_DEAD)
        {
          if (output == 1)
          {
            affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
            REMOVE_FROM_LIST(af, ch->affected, next);
            free(af);
            affect_total(ch);

            GET_NAME(ch, chname);
	    stop_fighting(ch); /*Fighting Bug Fix Jasrags*/
            sprintf(buf, "%s disappears into thin air as the summoning ends.", 
              chname);
            act(buf, FALSE, world[ch->in_room].people, 0, 0, TO_ROOM);
            FREE_NAME(chname);
            extract_char(ch);
            ch = NULL;
            return;
          }
        }
      }
      break;
   case SPELL_POLYMORPH:
   if (!PRF_FLAGGED(ch, PRF_NOTSELF)) {
          affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
          REMOVE_FROM_LIST(af, ch->affected, next);
          free(af);
          affect_total(ch);
          return;
   }
   break;
   case SPELL_DONTUSEME:
   if(AFF_FLAGGED(ch, AFF_STANCE) && !AFF_FLAGGED(ch, AFF_TIRED)) {
      aff.type = SKILL_STANCE;
      aff.duration = 2;
      aff.location = APPLY_STR;
      aff.modifier = -2;
      aff.bitvector = AFF_TIRED;
      accum_affect = FALSE;

      affect_to_char(ch, &aff);
    }
   break;
    default:
      break;
  }

  if (output && (af->type > 0) && (af->type <= MAX_SPELLS) && af->type != SPELL_POLYMORPH && af->type != SPELL_DONTUSEME) {
    if (!af->next || (af->next->type != af->type) ||
        (af->next->duration > 0)) {
      if (*spell_wear_off_msg[af->type]) {
        send_to_char(spell_wear_off_msg[af->type], ch);
        send_to_char("\r\n", ch);
      }
  }
}

if (output && (af->type > 0) && (af->type <= MAX_SPELLS) && af->type == SPELL_POLYMORPH)  {

  if (!af->next || (af->next->type != af->type) ||
        (af->next->duration > 0)) {
   if (PLR_FLAGGED(ch, PLR_RABBIT)){
REMOVE_BIT(PLR_FLAGS(ch), PLR_RABBIT);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel yourself growing, and your ears shrinking. You no longer feel like a rabbit.\r\n", ch);
act("$n's body grows, $s ears shrinking. $n no longer looks like a rabbit.\r\n", 0, ch, 0, 0, TO_ROOM);

}
if (PLR_FLAGGED(ch, PLR_BIRD)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_BIRD);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel yourself growing and your feathers falling away. You no longer feel like a bird.\r\n", ch);
act("$n's body grows, $s feathers falling away as it expands. $n no longer looks like a bird.\r\n", 0, ch, 0, 0, TO_ROOM);

}
if (PLR_FLAGGED(ch, PLR_WOLF)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_WOLF);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel your your fur shed and your teeth shrink. You no longer feel like a wolf.\r\n", ch);
act("$n's teeth shrink, $s fur shedding. $n no longer looks like a wolf.\r\n", 0, ch, 0, 0, TO_ROOM);
}
if (PLR_FLAGGED(ch, PLR_BEAR)) {
REMOVE_BIT(PLR_FLAGS(ch), PLR_BEAR);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("Your claws shrink as does the rest of your body. You no longer feel like a bear.\r\n", ch);
act("$n's claws shrink as does the rest of $s body. $n no longer looks like a bear.\r\n", 0, ch, 0, 0, TO_ROOM);
}
if (PLR_FLAGGED(ch, PLR_CAT)){
REMOVE_BIT(PLR_FLAGS(ch), PLR_CAT);
REMOVE_BIT(PRF_FLAGS(ch), PRF_NOTSELF);
send_to_char("You feel your body growing, and your fur shedding. You no longer feel like a cat.\r\n", ch);
act("$n's body slowly grows, $s fur shedding. $n no longer looks like a cat.\r\n", 0, ch, 0, 0, TO_ROOM);
}

for (k = 0; k < NUM_WEARS; k++)
  if (GET_EQ(ch, k)){
    GET_OBJ_DISGUISE(GET_EQ(ch, k)) = 0;
  }

}
} 

  affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
  REMOVE_FROM_LIST(af, ch->affected, next);
  free(af);
  affect_total(ch);
}
Beispiel #18
0
void medit_parse(struct descriptor_data *d, char *arg)
{

    int number;
    int mob_number;  // the RNUM

    switch(d->edit_mode)
    {
    case MEDIT_CONFIRM_EDIT:
        /* if player hits 'Y' then edit mob */
        switch (*arg) {
        case 'y':
        case 'Y':
            medit_disp_menu(d);
            break;
        case 'n':
        case 'N':
            STATE(d) = CON_PLAYING;
            /* free up the editing mob */
            if (d->edit_mob)
                Mem->DeleteCh(d->edit_mob);
            d->edit_mob = NULL;
            d->edit_number = 0;
            PLR_FLAGS(d->character).RemoveBit(PLR_EDITING);
            break;
        default:
            send_to_char("That's not a valid choice!\r\n", CH);
            send_to_char("Do you wish to edit it?\r\n", CH);
            break;
        }
        break;                      /* end of MEDIT_CONFIRM_EDIT */

    case MEDIT_CONFIRM_SAVESTRING:
        switch(*arg) {
        case 'y':
        case 'Y':
            // first write to the internal tables
            if (!from_ip_zone(d->edit_number)) {
                sprintf(buf,"%s wrote new mob #%ld",
                        GET_CHAR_NAME(d->character), d->edit_number);
                mudlog(buf, d->character, LOG_WIZLOG, TRUE);
            }
            mob_number = real_mobile(d->edit_number);
            if (mob_number > 0) {
                // first we go through the entire list of mobs to find out
                // which are pointing to this prototype; if it is, it gets
                // replaced
                struct char_data *i, *temp;
                int c;
                for (i = character_list; i; i = i->next) {
                    if (mob_number == i->nr) {
                        // alloc a temp mobile
                        temp = Mem->GetCh();
                        *temp = *i;
                        *i = *d->edit_mob;
                        /* copy game-time dependent vars over */
                        i->in_room = temp->in_room;
                        i->nr = mob_number;
                        i->affected = temp->affected;
                        i->carrying = temp->carrying;
                        i->cyberware = temp->cyberware;
                        i->bioware = temp->bioware;
                        // any eq worn
                        for (c = 0; c < NUM_WEARS; ++c)
                            i->equipment[c] = temp->equipment[c];
                        i->next_in_room = temp->next_in_room;
                        i->next = temp->next;
                        i->next_fighting = temp->next_fighting;
                        i->followers = temp->followers;
                        i->master = temp->master;
                        i->char_specials.fighting = temp->char_specials.fighting;
                        i->char_specials.hunting = temp->char_specials.hunting;
                        i->mob_specials.last_direction = temp->mob_specials.last_direction;
                        i->mob_specials.memory = temp->mob_specials.memory;
                        i->mob_specials.wait_state = temp->mob_specials.wait_state;
                        Mem->ClearCh(temp);
                    } // end if statement

                } // end for loop

                // now you can free the old prototype and put in the new one
                if (mob_proto[mob_number].player.physical_text.keywords)
                    delete [] mob_proto[mob_number].player.physical_text.keywords;
                if (mob_proto[mob_number].player.title)
                    delete [] mob_proto[mob_number].player.title;
                if (mob_proto[mob_number].player.physical_text.name)
                    delete [] mob_proto[mob_number].player.physical_text.name;
                if (mob_proto[mob_number].player.physical_text.room_desc)
                    delete [] mob_proto[mob_number].player.physical_text.room_desc;
                if (mob_proto[mob_number].player.physical_text.look_desc)
                    delete [] mob_proto[mob_number].player.physical_text.look_desc;
                if (mob_proto[mob_number].mob_specials.arrive)
                    delete [] mob_proto[mob_number].mob_specials.arrive;
                if (mob_proto[mob_number].mob_specials.leave)
                    delete [] mob_proto[mob_number].mob_specials.leave;


                mob_proto[mob_number] = *d->edit_mob;
                mob_proto[mob_number].nr = mob_number;

            } else {  // if not, we need to make a new spot in the list
                int             counter;
                int             found = FALSE;

                struct char_data *new_mob_proto;
                struct index_data *new_mob_index;
                struct char_data *temp_mob;

                // two because you are adding one and you need one over
                new_mob_index = new struct index_data[top_of_mobt + 2];
                new_mob_proto = new struct char_data[top_of_mobt + 2];
                // count through the tables
                for (counter = 0; counter < top_of_mobt + 1; counter++) {
                    /* if we haven't found it */
                    if (!found) {
                        /* check if current virtual is bigger than our virtual */
                        if (MOB_VNUM_RNUM(counter) > d->edit_number) {
                            /* eureka. insert now */
                            /*---------*/
                            new_mob_index[counter].vnum = d->edit_number;
                            new_mob_index[counter].number = 0;
                            new_mob_index[counter].func = NULL;
                            /*---------*/
                            new_mob_proto[counter] = *(d->edit_mob);
                            new_mob_proto[counter].in_room = NOWHERE;
                            /* it is now safe (and necessary!) to assign real number to
                             * the edit_mob, which has been -1 all this time */
                            d->edit_mob->nr = counter;
                            /* and assign to prototype as well */
                            new_mob_proto[counter].nr = counter;
                            found = TRUE;
                            /* insert the other proto at this point */
                            new_mob_index[counter + 1] = mob_index[counter];
                            new_mob_proto[counter + 1] = mob_proto[counter];
                            new_mob_proto[counter + 1].nr = counter + 1;
                        } else {
                            /* just copy from old to new, no num change */
                            new_mob_proto[counter] = mob_proto[counter];
                            new_mob_index[counter] = mob_index[counter];
                        }

                    } else { // if !found else
                        /* we HAVE already found it.. therefore copy to mobile + 1 */
                        new_mob_index[counter + 1] = mob_index[counter];
                        new_mob_proto[counter + 1] = mob_proto[counter];
                        new_mob_proto[counter + 1].nr = counter + 1;
                    }
                } // for loop through list


                /* if we STILL haven't found it, means the mobile was > than all
                * the other mobs.. so insert at end */
                if (!found) {
                    new_mob_index[top_of_mobt + 1].vnum = d->edit_number;
                    new_mob_index[top_of_mobt + 1].number = 0;
                    new_mob_index[top_of_mobt + 1].func = NULL;

                    clear_char(new_mob_proto + top_of_mobt + 1);
                    new_mob_proto[top_of_mobt + 1] = *(d->edit_mob);
                    new_mob_proto[top_of_mobt + 1].in_room = NOWHERE;
                    new_mob_proto[top_of_mobt + 1].nr = top_of_mobt + 1;
                    /* it is now safe (and necessary!) to assign real number to
                     * the edit_mob, which has been -1 all this time */
                    d->edit_mob->nr = top_of_mobt + 1;
                }
                top_of_mobt++;

                /* we also have to renumber all the mobiles currently    *
                *  existing in the world. This is because when I start   *
                * extracting mobiles, bad things will happen!           */
                for (temp_mob = character_list; temp_mob; temp_mob = temp_mob->next)
                    if (GET_MOB_RNUM (temp_mob) >= d->edit_mob->nr)
                        GET_MOB_RNUM (temp_mob)++;

                /* free and replace old tables */
                delete [] mob_proto;
                delete [] mob_index;
                mob_proto = new_mob_proto;
                mob_index = new_mob_index;

                /* RENUMBER ZONE TABLES HERE, only              *
                *   because I ADDED a mobile!                   *
                *   This code shamelessly ripped off from db.c */

                int zone, cmd_no;
                for (zone = 0; zone <= top_of_zone_table; zone++)
                    for (cmd_no = 0; cmd_no < zone_table[zone].num_cmds; cmd_no++) {
                        switch (ZCMD.command) {
                        case 'M':
                            ZCMD.arg1 = (ZCMD.arg1 >= d->edit_mob->nr ? ZCMD.arg1 + 1 : ZCMD.arg1);
                            break;
                        }

                    }

            } // finally done putting the mobile into memory

            send_to_char("Writing mobile to disk...", CH);
            write_mobs_to_disk(d->character->player_specials->saved.zonenum);

            // again, here we don't delete it cause we don't want to end up
            // deleting the strings from the prototypes
            if (d->edit_mob)
                Mem->ClearCh(d->edit_mob);
            d->edit_mob = NULL;
            STATE(d) = CON_PLAYING;
            PLR_FLAGS(d->character).RemoveBit(PLR_EDITING);
            send_to_char("Done.\r\n", d->character);
            break;
        case 'n':
        case 'N':
            send_to_char("Mobile not saved, aborting.\r\n", d->character);
            STATE(d) = CON_PLAYING;
            // complete nuke
            if (d->edit_mob)
                Mem->DeleteCh(d->edit_mob);
            d->edit_mob = NULL;
            d->edit_number = 0;
            d->edit_zone = 0;
            PLR_FLAGS(d->character).RemoveBit(PLR_EDITING);
            break;
        default:
            send_to_char("Invalid choice!\r\n", d->character);
            send_to_char("Do you wish to save this mobile internally?\r\n", d->character);
            break;
        }

        break;

    case MEDIT_MAIN_MENU:
        switch (*arg) {
        case 'q':
        case 'Q':
            d->edit_mode = MEDIT_CONFIRM_SAVESTRING;
            medit_parse(d, "y");
            break;
        case 'x':
        case 'X':
            d->edit_mode = MEDIT_CONFIRM_SAVESTRING;
            medit_parse(d, "n");
            break;
        case '1':
            send_to_char("Enter keywords:", CH);
            d->edit_mode = MEDIT_EDIT_NAMELIST;
            break;
        case '2':
            send_to_char("Enter name:", CH);
            d->edit_mode = MEDIT_SHORT_DESCR;
            break;
        case '3':
            send_to_char("Enter room description:", CH);
            d->edit_mode = MEDIT_REG_DESCR;
            d->str = new (char *);
            if (!d->str) {
                mudlog("Malloc failed!", NULL, LOG_SYSLOG, TRUE);
                shutdown();
            }

            *(d->str) = NULL;
            d->max_str = MAX_REG_DESC_LENGTH;
            d->mail_to = 0;
            break;
        case '4':
            // go to modify.cc
            send_to_char("Enter look description:\r\n", CH);
            d->edit_mode = MEDIT_LONG_DESCR;
            d->str = new (char *);
            if (!d->str) {
                mudlog("Malloc failed!", NULL, LOG_SYSLOG, TRUE);
                shutdown();
            }

            *(d->str) = NULL;
            d->max_str = MAX_MESSAGE_LENGTH;
            d->mail_to = 0;
            break;
        case '5':
            medit_disp_mobflags_menu(d);
            d->edit_mode = MEDIT_MOB_FLAGS;
            break;
        case '6':
            medit_disp_affected_menu(d);
            d->edit_mode = MEDIT_AFF_FLAGS;
            break;
        case '8':
            send_to_char("Enter average nuyen: ", CH);
            d->edit_mode = MEDIT_NUYEN;
            break;
        case '9':
            send_to_char("Enter bonus karma points: ", CH);
            d->edit_mode = MEDIT_EXPERIENCE;
            break;
        case 'a':
            medit_disp_att_menu(d);
            d->edit_mode = MEDIT_ATTRIBUTES;
            break;
        case 'b':
            send_to_char("Enter level: ", CH);
            d->edit_mode = MEDIT_LEVEL;
            break;
        case 'c':
            send_to_char("Enter ballistic armor points: ", CH);
            d->edit_mode = MEDIT_BALLISTIC;
            break;
        case 'd':
            send_to_char("Enter impact armor points: ", CH);
            d->edit_mode = MEDIT_IMPACT;
            break;
        case 'e':
            send_to_char("Enter max physical points: ", CH);
            d->edit_mode = MEDIT_PHYSICAL;
            break;
        case 'f':
            send_to_char("Enter max mental points: ", CH);
            d->edit_mode = MEDIT_MENTAL;
            break;
        case 'g':
            medit_disp_pos_menu(d);
            send_to_char("Enter position: ", CH);
            d->edit_mode = MEDIT_POSITION;
            break;
        case 'h':
            medit_disp_pos_menu(d);
            send_to_char("Enter default position: ", CH);
            d->edit_mode = MEDIT_DEFAULT_POSITION;
            break;
        case 'i':
            medit_disp_gender_menu(d);
            d->edit_mode = MEDIT_GENDER;
            break;
        case 'j':
            send_to_char("Enter weight (in kilograms): ", CH);
            d->edit_mode = MEDIT_WEIGHT;
            break;
        case 'k':
            send_to_char("Enter height (in centimeters): ", CH);
            d->edit_mode = MEDIT_HEIGHT;
            break;
        case 'l':
            medit_disp_class_menu(d);
            d->edit_mode = MEDIT_CLASS;
            break;
        case 'm':
            medit_disp_attack_menu(d);
            d->edit_mode = MEDIT_ATTACK_TYPE;
            break;
        case 'n':
            medit_disp_skill_menu(d);
            d->edit_mode = MEDIT_SKILLS;
            break;
        case 'o':
            send_to_char("Enter arrive text: ", CH);
            d->edit_mode = MEDIT_ARRIVE_MSG;
            break;
        case 'p':
            send_to_char("Enter leave text: ", CH);
            d->edit_mode = MEDIT_LEAVE_MSG;
            break;

        default:
            medit_disp_menu(d);
            break;
        }
        break;

    case MEDIT_EDIT_NAMELIST:
        if (MOB->player.physical_text.keywords)
            delete [] MOB->player.physical_text.keywords;
        MOB->player.physical_text.keywords = str_dup(arg);
        medit_disp_menu(d);
        break;

    case MEDIT_SHORT_DESCR:
        if (MOB->player.physical_text.name)
            delete [] MOB->player.physical_text.name;
        MOB->player.physical_text.name = str_dup(arg);
        medit_disp_menu(d);
        break;

    case MEDIT_ARRIVE_MSG:
        if (MOB->mob_specials.arrive)
            delete [] MOB->mob_specials.arrive;
        MOB->mob_specials.arrive = str_dup(arg);
        medit_disp_menu(d);
        break;

    case MEDIT_LEAVE_MSG:
        if (MOB->mob_specials.leave)
            delete [] MOB->mob_specials.leave;
        MOB->mob_specials.leave = str_dup(arg);
        medit_disp_menu(d);
        break;

    case MEDIT_REG_DESCR:
        // you should not come here
        break;

    case MEDIT_LONG_DESCR:
        // you should not come here
        break;

    case MEDIT_MOB_FLAGS:
        number = atoi(arg);
        if ((number < 0) || (number > MOB_MAX))
            medit_disp_mobflags_menu(d);
        else {
            if (number == 0) // 0 = quit
                medit_disp_menu(d);
            else {
                MOB_FLAGS(MOB).ToggleBit(number-1);
                medit_disp_mobflags_menu(d);
            }
        }
        break;

    case MEDIT_AFF_FLAGS:
        number = atoi(arg);
        if ((number < 0) || (number > AFF_MAX))
            medit_disp_affected_menu(d);
        else {
            if (number == 0) // 0 = quit
                medit_disp_menu(d);
            else {
                AFF_FLAGS(MOB).ToggleBit(number - 1);
                medit_disp_affected_menu(d);
            }
        }
        break;

    case MEDIT_NUYEN:
        number = atoi(arg);
        if ((number < 0) || (number > 999999)) {
            send_to_char("Value must range between 0 and 999999.\r\n", CH);
            send_to_char("Enter average nuyen: ", CH);
        } else {
            GET_NUYEN(MOB) = number;
            send_to_char("Enter average credstick value: ", CH);
            d->edit_mode = MEDIT_CREDSTICK;
        }
        break;

    case MEDIT_CREDSTICK:
        number = atoi(arg);
        if ((number < 0) || (number > 999999)) {
            send_to_char("Value must range between 0 and 999999.\r\n", CH);
            send_to_char("Enter average credstick value: ", CH);
        } else {
            GET_BANK(MOB) = number;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_EXPERIENCE:
        number = atoi(arg);
        if ((number < 0) || (number > 7500)) {
            send_to_char("Value must range between 0 and 7500.\r\n", CH);
            send_to_char("Enter bonus karma points: ", CH);
        } else {
            int karma;
            if (number > (karma=calc_karma(NULL, MOB))) {
                send_to_char("Bonus karma may not be higher than actual karma.  Lowering.\r\n", CH);
                number = karma;
            }
            GET_KARMA(MOB) = number;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_SKILLS:
        switch (*arg) {
        case '0':
            medit_disp_menu(d);
            break;
        case '1':
            medit_disp_skills(d);
            send_to_char("Enter a skill (0 to quit): ", CH);
            d->edit_mode = MEDIT_SKILL1;
            break;
        case '2':
            medit_disp_skills(d);
            send_to_char("Enter a skill (0 to quit): ", CH);
            d->edit_mode = MEDIT_SKILL2;
            break;
        case '3':
            medit_disp_skills(d);
            send_to_char("Enter a skill (0 to quit): ", CH);
            d->edit_mode = MEDIT_SKILL3;
            break;
        case '4':
            medit_disp_skills(d);
            send_to_char("Enter a skill (0 to quit): ", CH);
            d->edit_mode = MEDIT_SKILL4;
            break;
        case '5':
            medit_disp_skills(d);
            send_to_char("Enter a skill (0 to quit): ", CH);
            d->edit_mode = MEDIT_SKILL5;
            break;

        default:
            medit_disp_skill_menu(d);
            break;
        }
        break; // end of MEDIT_SKILLS

    case MEDIT_SKILL1:
        number = atoi(arg);
        if ((number < 0) || (number > MAX_SKILLS)) {
            medit_disp_skills(d);
            send_to_char(CH, "Value must range between 1 and %d.\r\n", MAX_SKILLS);
            send_to_char("Enter a skill (0 to quit): ", CH);
        } else if (number == 0) { // 0 = quit
            medit_disp_skill_menu(d);
            d->edit_mode = MEDIT_SKILLS;
        } else {
            SET_SKILL(MOB, MOB->mob_specials.mob_skills[0], 0)
            MOB->mob_specials.mob_skills[0] = number; // to adjust it
            send_to_char("Enter skill level (0 to quit): ", CH);
            d->edit_mode = MEDIT_SKILL1_VAL;
        }
        break;

    case MEDIT_SKILL2:
        number = atoi(arg);
        if ((number < 0) || (number > MAX_SKILLS)) {
            medit_disp_skills(d);
            send_to_char(CH, "Value must range between 1 and %d.\r\n", MAX_SKILLS);
            send_to_char("Enter a skill (0 to quit): ", CH);
        } else if (number == 0) { // 0 = quit
            medit_disp_skill_menu(d);
            d->edit_mode = MEDIT_SKILLS;
        } else {
            SET_SKILL(MOB, MOB->mob_specials.mob_skills[0], 0)
            MOB->mob_specials.mob_skills[0] = number; // to adjust it
            send_to_char("Enter skill level (0 to quit): ", CH);
            d->edit_mode = MEDIT_SKILL2_VAL;
        }
        break;
    case MEDIT_SKILL3:
        number = atoi(arg);
        if ((number < 0) || (number > MAX_SKILLS)) {
            medit_disp_skills(d);
            send_to_char(CH, "Value must range between 1 and %d.\r\n", MAX_SKILLS);
            send_to_char("Enter a skill (0 to quit): ", CH);
        } else if (number == 0) { // 0 = quit
            medit_disp_skill_menu(d);
            d->edit_mode = MEDIT_SKILLS;
        } else {
            SET_SKILL(MOB, MOB->mob_specials.mob_skills[0], 0)
            MOB->mob_specials.mob_skills[0] = number; // to adjust it
            send_to_char("Enter skill level (0 to quit): ", CH);
            d->edit_mode = MEDIT_SKILL3_VAL;
        }
        break;
    case MEDIT_SKILL4:
        number = atoi(arg);
        if ((number < 0) || (number > MAX_SKILLS)) {
            medit_disp_skills(d);
            send_to_char(CH, "Value must range between 1 and %d.\r\n", MAX_SKILLS);
            send_to_char("Enter a skill (0 to quit): ", CH);
        } else if (number == 0) { // 0 = quit
            medit_disp_skill_menu(d);
            d->edit_mode = MEDIT_SKILLS;
        } else {
            SET_SKILL(MOB, MOB->mob_specials.mob_skills[0], 0)
            MOB->mob_specials.mob_skills[0] = number; // to adjust it
            send_to_char("Enter skill level (0 to quit): ", CH);
            d->edit_mode = MEDIT_SKILL4_VAL;
        }
        break;
    case MEDIT_SKILL5:
        number = atoi(arg);
        if ((number < 0) || (number > MAX_SKILLS)) {
            medit_disp_skills(d);
            send_to_char(CH, "Value must range between 1 and %d.\r\n", MAX_SKILLS);
            send_to_char("Enter a skill (0 to quit): ", CH);
        } else if (number == 0) { // 0 = quit
            medit_disp_skill_menu(d);
            d->edit_mode = MEDIT_SKILLS;
        } else {
            SET_SKILL(MOB, MOB->mob_specials.mob_skills[0], 0)
            MOB->mob_specials.mob_skills[0] = number; // to adjust it
            send_to_char("Enter skill level (0 to quit): ", CH);
            d->edit_mode = MEDIT_SKILL5_VAL;
        }
        break;

    case MEDIT_SKILL1_VAL:
        number = atoi(arg);
        if ((number < 0) || (number > 50)) {
            send_to_char("Skill level must be between 1 and 50.\r\n", CH);
            send_to_char("Enter skill level: ", CH);
        } else if (number == 0) {
            MOB->mob_specials.mob_skills[0] = 0;
            MOB->mob_specials.mob_skills[1] = 0;
            d->edit_mode = MEDIT_SKILLS;
            medit_disp_skill_menu(d);
        } else {
            MOB->mob_specials.mob_skills[1] = number;
            GET_SKILL(MOB, MOB->mob_specials.mob_skills[0]) = MOB->mob_specials.mob_skills[1];
            SET_SKILL(MOB, MOB->mob_specials.mob_skills[0],
                      MOB->mob_specials.mob_skills[1]);
            d->edit_mode = MEDIT_SKILLS;
            medit_disp_skill_menu(d);
        }
        break;

    case MEDIT_SKILL2_VAL:
        number = atoi(arg);
        if ((number < 0) || (number > 50)) {
            send_to_char("Skill level must be between 1 and 50.\r\n", CH);
            send_to_char("Enter skill level: ", CH);
        } else if (number == 0) {
            MOB->mob_specials.mob_skills[2] = 0;
            MOB->mob_specials.mob_skills[3] = 0;
            d->edit_mode = MEDIT_SKILLS;
            medit_disp_skill_menu(d);
        } else {
            MOB->mob_specials.mob_skills[3] = number;
            GET_SKILL(MOB, MOB->mob_specials.mob_skills[2]) = MOB->mob_specials.mob_skills[3];
            SET_SKILL(MOB, MOB->mob_specials.mob_skills[2],
                      MOB->mob_specials.mob_skills[3]);
            d->edit_mode = MEDIT_SKILLS;
            medit_disp_skill_menu(d);
        }
        break;

    case MEDIT_SKILL3_VAL:
        number = atoi(arg);
        if ((number < 0) || (number > 50)) {
            send_to_char("Skill level must be between 1 and 50.\r\n", CH);
            send_to_char("Enter skill level: ", CH);
        } else if (number == 0) {
            MOB->mob_specials.mob_skills[4] = 0;
            MOB->mob_specials.mob_skills[5] = 0;
            d->edit_mode = MEDIT_SKILLS;
            medit_disp_skill_menu(d);
        } else {
            MOB->mob_specials.mob_skills[5] = number;
            GET_SKILL(MOB, MOB->mob_specials.mob_skills[4]) = MOB->mob_specials.mob_skills[5];
            SET_SKILL(MOB, MOB->mob_specials.mob_skills[4],
                      MOB->mob_specials.mob_skills[5]);
            d->edit_mode = MEDIT_SKILLS;
            medit_disp_skill_menu(d);
        }
        break;

    case MEDIT_SKILL4_VAL:
        number = atoi(arg);
        if ((number < 0) || (number > 50)) {
            send_to_char("Skill level must be between 1 and 50.\r\n", CH);
            send_to_char("Enter skill level: ", CH);
        } else if (number == 0) {
            MOB->mob_specials.mob_skills[6] = 0;
            MOB->mob_specials.mob_skills[7] = 0;
            d->edit_mode = MEDIT_SKILLS;
            medit_disp_skill_menu(d);
        } else {
            MOB->mob_specials.mob_skills[7] = number;
            GET_SKILL(MOB, MOB->mob_specials.mob_skills[6]) = MOB->mob_specials.mob_skills[7];
            SET_SKILL(MOB, MOB->mob_specials.mob_skills[6],
                      MOB->mob_specials.mob_skills[7]);
            d->edit_mode = MEDIT_SKILLS;
            medit_disp_skill_menu(d);
        }
        break;

    case MEDIT_SKILL5_VAL:
        number = atoi(arg);
        if ((number < 0) || (number > 50)) {
            send_to_char("Skill level must be between 1 and 50.\r\n", CH);
            send_to_char("Enter skill level: ", CH);
        } else if (number == 0) {
            MOB->mob_specials.mob_skills[8] = 0;
            MOB->mob_specials.mob_skills[9] = 0;
            d->edit_mode = MEDIT_SKILLS;
            medit_disp_skill_menu(d);
        } else {
            MOB->mob_specials.mob_skills[9] = number;
            GET_SKILL(MOB, MOB->mob_specials.mob_skills[8]) = MOB->mob_specials.mob_skills[9];
            SET_SKILL(MOB, MOB->mob_specials.mob_skills[8],
                      MOB->mob_specials.mob_skills[9]);
            d->edit_mode = MEDIT_SKILLS;
            medit_disp_skill_menu(d);
        }
        break;


    case MEDIT_ATTRIBUTES:
        switch (*arg) {
        case '1':
            send_to_char("Enter body attribute: ", CH);
            d->edit_mode = MEDIT_BOD;
            break;
        case '2':
            send_to_char("Enter quickness attribute: ", CH);
            d->edit_mode = MEDIT_QUI;
            break;
        case '3':
            send_to_char("Enter strength attribute: ", CH);
            d->edit_mode = MEDIT_STR;
            break;
        case '4':
            send_to_char("Enter charisma attribute: ", CH);
            d->edit_mode = MEDIT_CHA;
            break;
        case '5':
            send_to_char("Enter intelligence attribute: ", CH);
            d->edit_mode = MEDIT_INT;
            break;
        case '6':
            send_to_char("Enter willpower attribute: ", CH);
            d->edit_mode = MEDIT_WIL;
            break;
        case '7':
            send_to_char("Enter magic attribute: ", CH);
            d->edit_mode = MEDIT_MAG;
            break;
        case 'q':
        case 'Q': // back to main menu
            medit_disp_menu(d);
            break;
        default:
            medit_disp_att_menu(d);
            break;
        }
        break;

    case MEDIT_BOD:
        number = atoi(arg);
        if ((number < 1) || (number > 50)) {
            send_to_char("Value must range between 1 and 50.\r\n", CH);
            send_to_char("Enter body attribute: ", CH);
        } else {
            GET_REAL_BOD(MOB) = number;
            MOB->real_abils.bod_index = number * 100;
            medit_disp_att_menu(d);
        }
        break;

    case MEDIT_QUI:
        number = atoi(arg);
        if ((number < 1) || (number > 50)) {
            send_to_char("Value must range between 1 and 50.\r\n", CH);
            send_to_char("Enter quickness attribute: ", CH);
        } else {
            GET_REAL_QUI(MOB) = number;
            GET_REAL_REA(MOB) = (number + GET_REAL_INT(MOB)) >> 1;
            medit_disp_att_menu(d);
        }
        break;

    case MEDIT_STR:
        number = atoi(arg);
        if ((number < 1) || (number > 50)) {
            send_to_char("Value must range between 1 and 50.\r\n", CH);
            send_to_char("Enter strength attribute: ", CH);
        } else {
            GET_REAL_STR(MOB) = number;
            medit_disp_att_menu(d);
        }
        break;

    case MEDIT_CHA:
        number = atoi(arg);
        if ((number < 1) || (number > 50)) {
            send_to_char("Value must range between 1 and 50.\r\n", CH);
            send_to_char("Enter charisma attribute: ", CH);
        } else {
            GET_REAL_CHA(MOB) = number;
            medit_disp_att_menu(d);
        }
        break;

    case MEDIT_INT:
        number = atoi(arg);
        if ((number < 1) || (number > 50)) {
            send_to_char("Value must range between 1 and 50.\r\n", CH);
            send_to_char("Enter intelligence attribute: ", CH);
        } else {
            GET_REAL_INT(MOB) = number;
            GET_REAL_REA(MOB) = (number + GET_REAL_QUI(MOB)) >> 1;
            medit_disp_att_menu(d);
        }
        break;

    case MEDIT_WIL:
        number = atoi(arg);
        if ((number < 1) || (number > 50)) {
            send_to_char("Value must range between 1 and 50.\r\n", CH);
            send_to_char("Enter willpower attribute: ", CH);
        } else {
            GET_REAL_WIL(MOB) = number;
            medit_disp_att_menu(d);
        }
        break;

    case MEDIT_MAG:
        number = atoi(arg);
        if ((number < 0) || (number > 50)) {
            send_to_char("Value must range between 0 and 50.\r\n", CH);
            send_to_char("Enter magic attribute: ", CH);
        } else {
            MOB->real_abils.mag = number * 100;
            medit_disp_att_menu(d);
        }
        break;

    case MEDIT_LEVEL:
        number = atoi(arg);
        if (number < 0) {
            send_to_char("Invalid choice.\r\n", CH);
            send_to_char("Enter level: ", CH);
        } else {
            GET_LEVEL(MOB) = number;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_BALLISTIC:
        number = atoi(arg);
        if (number < 0) {
            send_to_char("Value must be greater than 0.\r\n", CH);
            send_to_char("Enter ballistic armor points: ", CH);
        } else {
            GET_BALLISTIC(MOB) = number;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_IMPACT:
        number = atoi(arg);
        if (number < 0) {
            send_to_char("Value must be greater than 0.\r\n", CH);
            send_to_char("Enter impact armor points: ", CH);
        } else {
            GET_IMPACT(MOB) = number;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_PHYSICAL:
        number = atoi(arg);
        if ((number < 0) || (number > 10)) {
            send_to_char("Value must range between 0 and 10.\r\n", CH);
            send_to_char("Enter max physical points: ", CH);
        } else {
            GET_MAX_PHYSICAL(MOB) = number * 100;
            GET_PHYSICAL(MOB) = number * 100;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_MENTAL:
        number = atoi(arg);
        if ((number < 0) || (number > 10)) {
            send_to_char("Value must range between 0 and 10.\r\n", CH);
            send_to_char("Enter max mental points: ", CH);
        } else {
            GET_MAX_MENTAL(MOB) = number * 100;
            GET_MENTAL(MOB) = number * 100;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_WEIGHT:
        number = atoi(arg);
        if (number < 0) {
            send_to_char("Value must be greater than 0.\r\n", CH);
            send_to_char("Enter weight (in kilograms): ", CH);
        } else {
            GET_WEIGHT(MOB) = number;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_HEIGHT:
        number = atoi(arg);
        if (number < 0) {
            send_to_char("Value must be greater than 0.\r\n", CH);
            send_to_char("Enter height (in centimeters): ", CH);
        } else {
            GET_HEIGHT(MOB) = number;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_CLASS:
        number = atoi(arg);
        if ((number < 1) || (number > NUM_MOB_CLASSES))
            medit_disp_class_menu(d);
        else {
            GET_RACE(MOB) = (number - 1);
            medit_disp_menu(d);
        }
        break;

    case MEDIT_POSITION:
        number = atoi(arg);
        if ((number < POS_MORTALLYW) || (number > POS_STANDING)) {
            send_to_char("Invalid choice.\r\nEnter position: ", CH);
            medit_disp_pos_menu(d);
        } else {
            GET_POS(MOB) = number;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_DEFAULT_POSITION:
        number = atoi(arg);
        if ((number < POS_MORTALLYW) || (number > POS_STANDING)) {
            send_to_char("Invalid choice.\r\nEnter default position: ", CH);
            medit_disp_pos_menu(d);
        } else {
            GET_DEFAULT_POS(MOB) = number;
            medit_disp_menu(d);
        }
        break;

    case MEDIT_GENDER:
        number = atoi(arg);
        if ((number < 0) || (number > 3)) {
            send_to_char("Invalid choice.\r\n", CH);
            medit_disp_gender_menu(d);
        } else if (number != 0) // 0 = quit
            GET_SEX(MOB) = (number - 1);
        medit_disp_menu(d);
        break;

    case MEDIT_ATTACK_TYPE:
        number = atoi(arg);
        if ((number < 0) || (number > NUM_ATTACK_TYPES)) {
            send_to_char("Invalid choice.\r\n", CH);
            medit_disp_attack_menu(d);
        } else if (number != 0) // 0 = quit
            MOB->mob_specials.attack_type = number-1 + TYPE_HIT;
        medit_disp_menu(d);
        break;

    }
}
Beispiel #19
0
void mobile_activity(void)
{
  register struct char_data *ch, *next_ch, *vict;
  struct char_data *min_vict = NULL;
  struct obj_data *obj, *next_obj, *best_obj, *cont;
  int door, found, max, where;
  int casual, max_abil=0, curr_abil, gold;
  memory_rec *names;
  room_rnum target_room;

  extern int no_specials;
  ACMD(do_get);

  for (ch = character_list; ch; ch = next_ch) {
    next_ch = ch->next;
    
    if (!IS_MOB(ch))
      continue;
    
    //lance ripristina il master!
 	  if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_SAVE))
 		  chkmaster(ch);

    // Examine call for special procedure
    if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) {
      if (mob_index[GET_MOB_RNUM(ch)].func == NULL) {
	      sprintf(buf, "SYSERR: %s (#%d): Attempting to call non-existing mob func", GET_NAME(ch), GET_MOB_VNUM(ch));
	      log(buf);
	      REMOVE_BIT(MOB_FLAGS(ch), MOB_SPEC);
      }
      else {
	      //(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
	      if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, ""))
	        continue;	     /*  go to next char*/
      }
    }

// If the mob has no specproc, do the default actions
    if (FIGHTING(ch) || !AWAKE(ch))
      continue;

// Nuovo Scavenger (picking up objects) by Rusty 
    if (MOB_FLAGGED(ch, MOB_SCAVENGER))
	  if (world[ch->in_room].contents && (number(0, 10) > 5)) {
		  max = -1000;
		  best_obj = NULL;
		  for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
	  	if (CAN_GET_OBJ(ch, obj) && objlevel(obj) > max) {
			  best_obj = obj;
			  max = objlevel(obj);
			}
    
		  if (best_obj != NULL) {
			  obj_from_room(best_obj);
			  obj_to_char(best_obj, ch);
			  act("$n prende $p.", FALSE, ch, best_obj, 0, TO_ROOM);

// Orione, tolta la procedura che fa indossare l'eq raccolto ai mob scavenger
// Scavenger Plus:Mob wear the best object
/*
			  where=find_eq_pos(ch, best_obj, 0);
			  if (CAN_WEAR(best_obj, ITEM_WEAR_WIELD))
			    where=WEAR_WIELD;

			  if ( (where>0) && GET_EQ(ch,where)) {
				  // se ce l'ha gia!
				  if ((objlevel((ch)->equipment[where]))< objlevel(best_obj)) {
				    obj_to_char((obj=unequip_char(ch, where)), ch);
					  act("$n smette di usare $p.", FALSE, ch, obj, 0, TO_ROOM);
				  } 
				  else {
					  where = NUM_WEARS; // cioe' oggetto non indossabile
				  }

				  if (GET_LEVEL(ch)>=objlevel(best_obj)) {
					  if (where>=0 && where <NUM_WEARS) {
						  obj_from_char(best_obj);
						  equip_char(ch,best_obj,where);
						  wear_message(ch,best_obj,where);
					  }
				  }
			  }
*/
		  }
	  } //End ifif

// Mob BodyGuard !?       
    if (MOB_FLAGGED(ch, MOB_BGUARD) && (ch->master)) {
      if (   (FIGHTING(ch->master) && (npc_rescue(ch, ch->master) == FALSE))
	        || (ch->master && WHOKILLED(ch->master)) ) {
        act("$N Si schiera Prontamente al tuo fianco!", FALSE,ch->master, 0, ch, TO_CHAR);
	      act("$n Si schiera prontamente al fianco di $N", FALSE, ch, 0, ch->master, TO_ROOM);
	      if (WHOKILLED(ch->master))	
	        hit(ch, WHOKILLED(ch->master), TYPE_UNDEFINED);/*in ogni caso assiste*/
	      else
	        hit(ch, FIGHTING(ch->master), TYPE_UNDEFINED);/*in ogni caso assiste*/
	    }
     
      if (FIGHTING(ch)) {
	      npc_rescue(ch, ch->master);
		    if (WHOKILLED(ch->master))
		      hit(ch, WHOKILLED(ch->master), TYPE_UNDEFINED);  /*in ogni caso assiste*/
		    continue;
		  }	  
    }

//MOB_THIEF
    if (   MOB_FLAGGED(ch, MOB_CRIMINAL)  && (GET_POS(ch) == POS_RESTING)
        && IS_AFFECTED(ch, AFF_HIDE) && GET_HIT(ch) >= 2*GET_MAX_HIT(ch)/3) {
      appear(ch);
      GET_POS(ch)=POS_STANDING;
    }
    if (   MOB_FLAGGED(ch, MOB_CRIMINAL) 
        && ( GET_POS(ch) == POS_STANDING) 
        && ( (casual = number(0, 11)) < 6 ) ) {   // 50%  Rubare

      // cerca le vittime  1) Devono aver almeno 1 coin  
      //                   2) Deve aver una buona prob di farcela
      for (found=FALSE, min_vict = NULL, vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
	      if (CAN_SEE(ch, vict) && (vict != ch)) {
	        if ((min_vict == NULL) || (max_abil < 100)) {
	        //se ha il 100% tanto vale fermarsi
	        //Calcolo dell abilita:presa esattamente da D n'D

	          curr_abil = MIN(90, (10*(GET_LEVEL(ch)) - 5*GET_LEVEL(vict)));
	          curr_abil -=  dex_app[GET_DEX(vict)].reaction;
	          if (GET_POS(vict) < POS_STANDING)
	            curr_abil += 200;
	    // Se la vittima e' addormentata-stunned - incap o morta ovviamente
	    //  deruberai questa sicuramente

	          if (   (curr_abil >= 40) 
	              && (GET_GOLD(vict) != 0) 
	              && (curr_abil > max_abil) ) {
	            min_vict = vict;
	            max_abil = curr_abil;
	            found=TRUE;
	          }
	        }
	      }
      }
      // Se ha trovato la vittima
      if (found == TRUE) {
	      if ((casual = number(1, 100)) > max_abil) {
	        if (!IS_NPC(min_vict))
	          act(" $n cerca di prendere dei soldi dal tuo Borsello", FALSE, ch, 0, min_vict, TO_CHAR);
	        else {
	          act("Oops...", FALSE, ch, 0, min_vict, TO_ROOM);
	          act("$n cerca di rubare soldi a $N..Ma viene Scoperto! ", FALSE, ch, 0, min_vict, TO_ROOM);
	        }
	        
	        //Beccato ... fa 2 tentativi di fuga
	        if (((door = number(1, 7)) < NUM_OF_DIRS) && CAN_GO(ch, door) &&
	             !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door -= 1) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	             !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door += 2) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	             !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        
	        if (IS_NPC(min_vict)) {
	          act("$n Urla: $N e' uno sporco LADRO!!!!", FALSE, min_vict, 0, ch, TO_ROOM);
	          hit(min_vict, ch, TYPE_UNDEFINED);
	        }
	      }
	      // Il Bastardo ce la fa!
	      else {
	        if (GET_POS(min_vict) < 5) {
	          GET_GOLD(ch) += GET_GOLD(min_vict);
	          GET_GOLD(min_vict) = 0;    //la ripulisce completamente
	        }
	        else {
	          gold = number((GET_GOLD(min_vict) / 10), (GET_GOLD(min_vict) / 2));
	          //gold = MIN(5000, gold);
	          if (gold > 0) {
	            GET_GOLD(ch) += gold;
	            GET_GOLD(min_vict) -= gold;
	            if (GET_GOLD(min_vict) < 0)
	              GET_GOLD(min_vict) = 0;
	          }
	        }
	        // Dopo il furto si allontana
	        if (((door = number(1, 6)) < NUM_OF_DIRS) && CAN_GO(ch, door) &&
	           !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door -=1) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	           !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door +=2) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	           !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	      }
      }
      else { // Nessuna vittima appetibile:se ne va!
	      
	      if (((door = number(0, 6)) < NUM_OF_DIRS) && CAN_GO(ch, door) &&
	          !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	        perform_move(ch, door, 1, CAN_SHOW_ROOM);
      }
    }

// Mob Sciacalli indossano EQ    
    if (MOB_FLAGGED(ch, MOB_NECRO) && !FIGHTING(ch) && AWAKE(ch))
    if (world[ch->in_room].contents) {
	    max = -1000;
	    best_obj=NULL;
	    for (cont = world[ch->in_room].contents;cont;cont = cont->next_content)
	    if (GET_OBJ_TYPE(cont) == ITEM_CONTAINER) {
	      for (obj = cont->contains; obj; obj = next_obj) {
		      next_obj = obj->next_content;
		      if (obj != NULL) {
		        if (CAN_SEE_OBJ(ch, obj) && ( (max = objlevel(obj)) <= GET_LEVEL(ch)) ) {
		          perform_get_from_container(ch, obj, cont, FIND_OBJ_INV);
		          if (obj != NULL) {
		            where = find_eq_pos(ch, obj, 0);
		            if (CAN_WEAR(obj, ITEM_WEAR_HOLD))
			            where = WEAR_HOLD;
		            if (GET_OBJ_TYPE(obj)==ITEM_LIGHT)
			            where = WEAR_LIGHT;
		            if (CAN_WEAR(obj, ITEM_WEAR_WIELD))
			            where = WEAR_WIELD;
		            if (where < 0) {
			            sprintf(buf,"SYSERR:pos < 0 ,in cont %s obj %d %s In room %d", 
			                        cont->name, 
			                        GET_OBJ_RNUM(obj), 
			                        obj->name, 
			                        IN_ROOM(ch));
			            log(buf);
			            where = NUM_WEARS;
		            }
		            
		            if (GET_EQ(ch, where) && where < NUM_WEARS) {
			            if ((objlevel((ch)->equipment[where])) < objlevel(obj)) {
			              obj_to_char((best_obj = unequip_char(ch, where)), ch);
			              act("$n smette di usare $p.",FALSE, ch, best_obj, 0, TO_ROOM);
			            }
			            else
			              where = NUM_WEARS;
		            }
		            if (where >= 0 && where < NUM_WEARS) {
			            wear_message(ch, obj, where);
			            obj_from_char(obj);
			            equip_char(ch, obj, where);
		            }
		          }
		        }
		      }
	      }
	    } //End forif
	  } //End ifif

// Mob Movement
    if (HUNTING(ch)) 
      hunt_victim(ch);
    else {
	    if (MOB_FLAGGED(ch , MOB_SEARCHER)) {}
 	    else {
        if (ch->in_room != NOWHERE) {
          if (!IS_IN_WILD(ch)) {
            if (   !MOB_FLAGGED(ch, MOB_SENTINEL) 
                && (GET_POS(ch) == POS_STANDING) 
                && (   (door = number(0, 8)) < NUM_OF_DIRS) 
                    && CAN_GO(ch, door) 
                    && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) 
                    && (   !MOB_FLAGGED(ch, MOB_STAY_ZONE) 
                        || (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) {
              perform_move(ch, door, 1, CAN_SHOW_ROOM);
            }
          }
          else {  // E' in wilderness
            if (MOB_FLAGGED(ch, MOB_WILDHUNT)) 
              door = wild_mobhunter(ch);
            else 
              door = number(0, 8);
            
            if (door >= 0 && door < NUM_OF_DIRS) 
              target_room = wild_target_room(ch, door);
            else 
              target_room = -1;
            
            if (   !MOB_FLAGGED(ch, MOB_SENTINEL) 
                && (GET_POS(ch) == POS_STANDING) 
                && (target_room != -1) 
                && (   !MOB_FLAGGED(ch, MOB_STAY_ZONE) 
                    || (world[target_room].wild_rnum == world[ch->in_room].wild_rnum))) {
              perform_move(ch, door, 1, CAN_SHOW_ROOM);
            }
          }
        }	
      }
    }

// Aggressive Mobs
    if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN)) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
	      if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	        continue;
	      if (number(0, 3) < 2)
	        continue; // Simple simulate Random a Joke from Phantom ;P
	      if (GET_ABIL (vict, ABIL_TRATTATIVA) >= EXPERT_LIV)
	        continue; // I pg con trattativa ad esperto fanno pace con gli aggressivi (by Spini)
	      if (controllo_volo(ch, vict))
		continue;
	      if (affected_by_spell (vict, SPELLSKILL, DISEASE_PESTE))
		continue;

	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_PROP) && (MASTER_ID(ch)==GET_IDNUM(vict)))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_CLAN) && (CLAN_ID(ch)==GET_CLAN(vict)))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_AL_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == ALLIANCE))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_EN_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == WAR))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_PC_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == PEACE))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_VAS_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == VASSALLO))
	  	    continue;

        if (   !MOB_FLAGGED(ch, MOB_AGGR_TO_ALIGN) 
            || (MOB_FLAGGED(ch, MOB_AGGR_EVIL) && IS_EVIL(vict)) 
            || (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) 
            || (MOB_FLAGGED(ch, MOB_AGGR_GOOD) && IS_GOOD(vict)) ) {
	        if (GET_MOB_SPEC(ch)== thief)
	          npc_backstab(ch,vict);
	        else
	          hit(ch, vict, TYPE_UNDEFINED);
	        found = TRUE;
	      }
      }
    }

// Mob Memory
    if (MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
        if (!CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
          continue;
        for (names = MEMORY(ch); names && !found; names = names->next)
        if (names->id == GET_IDNUM(vict)) {
          found = TRUE;
          act("$n esclama, 'Hey!! Tu sei il tipo che mi ha attaccato!!!'", FALSE, ch, 0, 0, TO_ROOM);
          hit(ch, vict, TYPE_UNDEFINED);
        } //End forif
      }
    }

// Helper Mobs Paladino del bene
    if (   MOB_FLAGGED(ch, MOB_HELPER)
        && !MOB_FLAGGED(ch, MOB_CRIMINALHELPER) ) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room)
      if (   ch != vict 
          && IS_NPC(vict) 
          && FIGHTING(vict) 
          && !IS_NPC(FIGHTING(vict)) 
          && ch != FIGHTING(vict) ) {			
        if (   MOB_FLAGGED(vict, MOB_CRIMINAL)
            || (   (ch->master)
                && (FIGHTING(vict) == ch->master) ) ) {
	        hit(ch, vict, TYPE_UNDEFINED);
	        found = TRUE;
	      } 		
	      else { 
	        act("$n arriva in aiuto di $N!", FALSE, ch, 0, vict, TO_ROOM);
	        hit(ch, FIGHTING(vict), TYPE_UNDEFINED);
	        found = TRUE;
	      }
	    } //End forif
    }
	
// Helper Mobs Servo del male
    if (   MOB_FLAGGED(ch, MOB_CRIMINALHELPER)
        && !MOB_FLAGGED(ch, MOB_HELPER) ) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room)
      if (   ch != vict 
          && IS_NPC(vict) 
          && FIGHTING(vict) 
          && !IS_NPC(FIGHTING(vict)) 
          && ch != FIGHTING(vict) ) {			
        if (   MOB_FLAGGED(vict, MOB_CRIMINAL)
            || (   (ch->master) 
                && (vict == ch->master) ) ) {
          act("$n arriva in aiuto di $N!", FALSE, ch, 0, vict, TO_ROOM);
          hit(ch, FIGHTING(vict), TYPE_UNDEFINED);
          found = TRUE;
        }
      } //End forif
    }
	
// Add new mobile actions here

  }				// end for()
}
Beispiel #20
0
void medit_disp_menu(struct descriptor_data *d)
{
    int base = calc_karma(NULL, MOB);

    CLS(CH);
    send_to_char(CH, "Mob number: %s%d%s\r\n", CCCYN(CH, C_CMP), d->edit_number,
                 CCNRM(CH, C_CMP));
    send_to_char(CH, "1) Keywords: %s%s%s\r\n", CCCYN(CH, C_CMP),
                 MOB->player.physical_text.keywords, CCNRM(CH, C_CMP));
    send_to_char(CH, "2) Name: %s%s%s\r\n", CCCYN(CH, C_CMP),
                 MOB->player.physical_text.name, CCNRM(CH, C_CMP));
    send_to_char(CH, "3) Room description:\r\n%s%s%s\r\n", CCCYN(CH, C_CMP),
                 MOB->player.physical_text.room_desc,CCNRM(CH, C_CMP));
    send_to_char(CH, "4) Look description:\r\n%s\r\n",
                 MOB->player.physical_text.look_desc);
    MOB_FLAGS(MOB).PrintBits(buf1, MAX_STRING_LENGTH, action_bits, MOB_MAX);
    send_to_char(CH, "5) Mob Flags: %s%s%s\r\n", CCCYN(CH, C_CMP), buf1,
                 CCNRM(CH, C_CMP));
    MOB->char_specials.saved.affected_by.PrintBits(buf1, MAX_STRING_LENGTH,
            affected_bits, AFF_MAX);
    send_to_char(CH, "6) Affected Flags: %s%s%s\r\n", CCCYN(CH, C_CMP), buf1,
                 CCNRM(CH, C_CMP));
    send_to_char(CH, "8) Avg. nuyen: %s%6d%s      Avg. credstick value: %s%6d%s\r\n", CCCYN(CH, C_CMP),
                 GET_NUYEN(MOB), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP),
                 GET_BANK(MOB), CCNRM(CH, C_CMP));
    send_to_char(CH, "9) Bonus karma points: %s%d%s    (Total karma points: %s%d%s)\r\n",
                 CCCYN(CH, C_CMP), GET_KARMA(MOB), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), base, CCNRM(CH, C_CMP));
    send_to_char(CH, "a) Attributes: B(%s%d%s), Q(%s%d%s), S(%s%d%s), C(%s%d%s), "
                 "I(%s%d%s), W(%s%d%s), M(%s%d%s), R(%s%d%s)\r\n",
                 CCCYN(CH, C_CMP), GET_REAL_BOD(MOB), CCNRM(CH, C_CMP),
                 CCCYN(CH, C_CMP), GET_REAL_QUI(MOB), CCNRM(CH, C_CMP),
                 CCCYN(CH, C_CMP), GET_REAL_STR(MOB), CCNRM(CH, C_CMP),
                 CCCYN(CH, C_CMP), GET_REAL_CHA(MOB), CCNRM(CH, C_CMP),
                 CCCYN(CH, C_CMP), GET_REAL_INT(MOB), CCNRM(CH, C_CMP),
                 CCCYN(CH, C_CMP), GET_REAL_WIL(MOB), CCNRM(CH, C_CMP),
                 CCCYN(CH, C_CMP), MOB->real_abils.mag / 100, CCNRM(CH, C_CMP),
                 CCCYN(CH, C_CMP), GET_REAL_REA(MOB), CCNRM(CH, C_CMP));
    send_to_char(CH, "b) Level: %s%d%s\r\n", CCCYN(CH, C_CMP), GET_LEVEL(MOB),
                 CCNRM(CH, C_CMP));
    send_to_char(CH, "c) Ballistic: %s%d%s, ", CCCYN(CH, C_CMP), GET_BALLISTIC(MOB),
                 CCNRM(CH, C_CMP));
    send_to_char(CH, "d) Impact: %s%d%s\r\n", CCCYN(CH, C_CMP), GET_IMPACT(MOB),
                 CCNRM(CH, C_CMP));
    send_to_char(CH, "e) Max physical points: %s%d%s, f) Max mental points: %s%d%s\r\n", CCCYN(CH, C_CMP),
                 (int)(GET_MAX_PHYSICAL(MOB) / 100), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP),
                 (int)(GET_MAX_MENTAL(MOB) / 100), CCNRM(CH, C_CMP));
    sprinttype(GET_POS(MOB), position_types, buf1);
    send_to_char(CH, "g) Position: %s%s%s, ", CCCYN(CH, C_CMP), buf1,
                 CCNRM(CH, C_CMP));
    sprinttype(GET_DEFAULT_POS(MOB), position_types, buf1);
    send_to_char(CH, "h) Default Position: %s%s%s\r\n", CCCYN(CH, C_CMP), buf1,
                 CCNRM(CH, C_CMP));
    sprinttype(GET_SEX(MOB), genders, buf1);
    //  strcpy(buf1, genders[GET_SEX(d->edit_mob)]);
    send_to_char(CH, "i) Gender: %s%s%s, ", CCCYN(CH, C_CMP), buf1,
                 CCNRM(CH, C_CMP));
    send_to_char(CH, "j) Weight: %s%d%s, ", CCCYN(CH, C_CMP), GET_WEIGHT(MOB),
                 CCNRM(CH, C_CMP));
    send_to_char(CH, "k) Height: %s%d%s\r\n", CCCYN(CH, C_CMP), GET_HEIGHT(MOB),
                 CCNRM(CH, C_CMP));
    sprinttype(GET_RACE(MOB), npc_classes, buf1);
    send_to_char(CH, "l) Mob class: %s%s%s\r\n", CCCYN(CH, C_CMP), buf1, CCNRM(CH, C_CMP));
    // gotta subtract TYPE_HIT to make it work properly
    sprinttype(!(MOB->mob_specials.attack_type) ? 0 :
               (MOB->mob_specials.attack_type - TYPE_HIT), attack_types, buf1);
    send_to_char(CH, "m) Attack Type: %s%s%s\r\n", CCCYN(CH, C_CMP), buf1,
                 CCNRM(CH, C_CMP));
    send_to_char("n) Skill menu.\r\n", CH);
    send_to_char(CH, "o) Arrive text: ^c%s^n,  p) Leave text: ^c%s^n\r\n",
                 MOB->mob_specials.arrive, MOB->mob_specials.leave);
    send_to_char("q) Quit and save\r\n", CH);
    send_to_char("x) Exit and abort\r\n", CH);
    send_to_char("Enter your choice:\r\n", CH);
    d->edit_mode = MEDIT_MAIN_MENU;
}
Beispiel #21
0
void mobile_activity(void)
{
  struct char_data *ch, *next_ch, *vict;
  struct obj_data *obj, *best_obj;
  int door, found, max;
  memory_rec *names;

  for (ch = character_list; ch; ch = next_ch) {
    next_ch = ch->next;

    if (!IS_MOB(ch))
      continue;

    /* Examine call for special procedure */
    if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) {
      if (mob_index[GET_MOB_RNUM(ch)].func == NULL) {
	log("SYSERR: %s (#%d): Attempting to call non-existing mob function.",
		GET_NAME(ch), GET_MOB_VNUM(ch));
	REMOVE_BIT_AR(MOB_FLAGS(ch), MOB_SPEC);
      } else {
        char actbuf[MAX_INPUT_LENGTH] = "";
	if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, actbuf))
	  continue;		/* go to next char */
      }
    }

    /* If the mob has no specproc, do the default actions */
    if (FIGHTING(ch) || !AWAKE(ch))
      continue;

    /* hunt a victim, if applicable */
    hunt_victim(ch);

    /* Scavenger (picking up objects) */
    if (MOB_FLAGGED(ch, MOB_SCAVENGER))
      if (world[IN_ROOM(ch)].contents && !rand_number(0, 10)) {
	max = 1;
	best_obj = NULL;
	for (obj = world[IN_ROOM(ch)].contents; obj; obj = obj->next_content)
	  if (CAN_GET_OBJ(ch, obj) && GET_OBJ_COST(obj) > max) {
	    best_obj = obj;
	    max = GET_OBJ_COST(obj);
	  }
	if (best_obj != NULL) {
	  obj_from_room(best_obj);
	  obj_to_char(best_obj, ch);
	  act("$n gets $p.", FALSE, ch, best_obj, 0, TO_ROOM);
	}
      }

    /* Mob Movement */
    if (!MOB_FLAGGED(ch, MOB_SENTINEL) && (GET_POS(ch) == POS_STANDING) &&
       ((door = rand_number(0, 18)) < DIR_COUNT) && CAN_GO(ch, door) &&
       !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB) &&
       !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_DEATH) &&
       (!MOB_FLAGGED(ch, MOB_STAY_ZONE) ||
           (world[EXIT(ch, door)->to_room].zone == world[IN_ROOM(ch)].zone))) 
    {
      /* If the mob is charmed, do not move the mob. */
      if (ch->master == NULL)
        perform_move(ch, door, 1);
    }

    /* Aggressive Mobs */
     if (!MOB_FLAGGED(ch, MOB_HELPER) && (!AFF_FLAGGED(ch, AFF_BLIND) || !AFF_FLAGGED(ch, AFF_CHARM))) {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) {
	if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	  continue;

	if (MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict))
	  continue;

	if (MOB_FLAGGED(ch, MOB_AGGRESSIVE  ) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_EVIL   ) && IS_EVIL(vict)) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_GOOD   ) && IS_GOOD(vict))) {

          /* Can a master successfully control the charmed monster? */
          if (aggressive_mob_on_a_leash(ch, ch->master, vict))
            continue;

	  hit(ch, vict, TYPE_UNDEFINED);
	  found = TRUE;
	}
      }
    }

    /* Mob Memory */
    if (MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) {
	if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	  continue;

	for (names = MEMORY(ch); names && !found; names = names->next) {
	  if (names->id != GET_IDNUM(vict))
            continue;

          /* Can a master successfully control the charmed monster? */
          if (aggressive_mob_on_a_leash(ch, ch->master, vict))
            continue;

          found = TRUE;
          act("'Hey!  You're the fiend that attacked me!!!', exclaims $n.", FALSE, ch, 0, 0, TO_ROOM);
          hit(ch, vict, TYPE_UNDEFINED);
        }
      }
    }

    /* Charmed Mob Rebellion: In order to rebel, there need to be more charmed 
     * monsters than the person can feasibly control at a time.  Then the
     * mobiles have a chance based on the charisma of their leader.
     * 1-4 = 0, 5-7 = 1, 8-10 = 2, 11-13 = 3, 14-16 = 4, 17-19 = 5, etc. */
    if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && num_followers_charmed(ch->master) > (GET_CHA(ch->master) - 2) / 3) {
      if (!aggressive_mob_on_a_leash(ch, ch->master, ch->master)) {
        if (CAN_SEE(ch, ch->master) && !PRF_FLAGGED(ch->master, PRF_NOHASSLE))
          hit(ch, ch->master, TYPE_UNDEFINED);
        stop_follower(ch);
      }
    }

    /* Helper Mobs */
    if (MOB_FLAGGED(ch, MOB_HELPER) && (!AFF_FLAGGED(ch, AFF_BLIND) || !AFF_FLAGGED(ch, AFF_CHARM))) 
    {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) 
      {
	      if (ch == vict || !IS_NPC(vict) || !FIGHTING(vict))
          continue; 
	      if (IS_NPC(FIGHTING(vict)) || ch == FIGHTING(vict))
          continue;

	      act("$n jumps to the aid of $N!", FALSE, ch, 0, vict, TO_ROOM);
	      hit(ch, FIGHTING(vict), TYPE_UNDEFINED);
	      found = TRUE;
      }
    }

    /* Add new mobile actions here */

  }				/* end for() */
}
Beispiel #22
0
void medit_parse(struct descriptor_data *d, char *arg)
{
  int i = -1, j;
  char *oldtext = NULL;

  if (OLC_MODE(d) > MEDIT_NUMERICAL_RESPONSE) {
    i = atoi(arg);
    if (!*arg || (!isdigit(arg[0]) && ((*arg == '-') && !isdigit(arg[1])))) {
      write_to_output(d, "Try again : ");
      return;
    }
  } else {	/* String response. */
    if (!genolc_checkstring(d, arg))
      return;
  }
  switch (OLC_MODE(d)) {
  case MEDIT_CONFIRM_SAVESTRING:
    /* Ensure mob has MOB_ISNPC set. */
    SET_BIT_AR(MOB_FLAGS(OLC_MOB(d)), MOB_ISNPC);
    switch (*arg) {
    case 'y':
    case 'Y':
      /* Save the mob in memory and to disk. */
      medit_save_internally(d);
      mudlog(CMP, MAX(LVL_BUILDER, GET_INVIS_LEV(d->character)), TRUE, "OLC: %s edits mob %d", GET_NAME(d->character), OLC_NUM(d));
      if (CONFIG_OLC_SAVE) {
        medit_save_to_disk(zone_table[real_zone_by_thing(OLC_NUM(d))].number);
        write_to_output(d, "Mobile saved to disk.\r\n");
      } else
        write_to_output(d, "Mobile saved to memory.\r\n");
      cleanup_olc(d, CLEANUP_ALL);
      return;
    case 'n':
    case 'N':
      /* If not saving, we must free the script_proto list. We do so by
       * assigning it to the edited mob and letting free_mobile in
       * cleanup_olc handle it. */
      OLC_MOB(d)->proto_script = OLC_SCRIPT(d);
      cleanup_olc(d, CLEANUP_ALL);
      return;
    default:
      write_to_output(d, "Invalid choice!\r\n");
      write_to_output(d, "Do you wish to save your changes? : ");
      return;
    }
    break;

  case MEDIT_MAIN_MENU:
    i = 0;
    switch (*arg) {
    case 'q':
    case 'Q':
      if (OLC_VAL(d)) {	/* Anything been changed? */
	write_to_output(d, "Do you wish to save your changes? : ");
	OLC_MODE(d) = MEDIT_CONFIRM_SAVESTRING;
      } else
	cleanup_olc(d, CLEANUP_ALL);
      return;
    case '1':
      OLC_MODE(d) = MEDIT_SEX;
      medit_disp_sex(d);
      return;
    case '2':
      OLC_MODE(d) = MEDIT_KEYWORD;
      i--;
      break;
    case '3':
      OLC_MODE(d) = MEDIT_S_DESC;
      i--;
      break;
    case '4':
      OLC_MODE(d) = MEDIT_L_DESC;
      i--;
      break;
    case '5':
      OLC_MODE(d) = MEDIT_D_DESC;
      send_editor_help(d);
      write_to_output(d, "Enter mob description:\r\n\r\n");
      if (OLC_MOB(d)->player.description) {
	write_to_output(d, "%s", OLC_MOB(d)->player.description);
	oldtext = strdup(OLC_MOB(d)->player.description);
      }
      string_write(d, &OLC_MOB(d)->player.description, MAX_MOB_DESC, 0, oldtext);
      OLC_VAL(d) = 1;
      return;
    case '6':
      OLC_MODE(d) = MEDIT_POS;
      medit_disp_positions(d);
      return;
    case '7':
      OLC_MODE(d) = MEDIT_DEFAULT_POS;
      medit_disp_positions(d);
      return;
    case '8':
      OLC_MODE(d) = MEDIT_ATTACK;
      medit_disp_attack_types(d);
      return;
    case '9':
      OLC_MODE(d) = MEDIT_STATS_MENU;
      medit_disp_stats_menu(d);
      return;
    case 'a':
    case 'A':
      OLC_MODE(d) = MEDIT_NPC_FLAGS;
      medit_disp_mob_flags(d);
      return;
    case 'b':
    case 'B':
      OLC_MODE(d) = MEDIT_AFF_FLAGS;
      medit_disp_aff_flags(d);
      return;
    case 'w':
    case 'W':
      write_to_output(d, "Copy what mob? ");
      OLC_MODE(d) = MEDIT_COPY;
      return;
    case 'x':
    case 'X':
      write_to_output(d, "Are you sure you want to delete this mobile? ");
      OLC_MODE(d) = MEDIT_DELETE;
      return;
    case 's':
    case 'S':
      OLC_SCRIPT_EDIT_MODE(d) = SCRIPT_MAIN_MENU;
      dg_script_menu(d);
      return;
    default:
      medit_disp_menu(d);
      return;
    }
    if (i == 0)
      break;
    else if (i == 1)
      write_to_output(d, "\r\nEnter new value : ");
    else if (i == -1)
      write_to_output(d, "\r\nEnter new text :\r\n] ");
    else
      write_to_output(d, "Oops...\r\n");
    return;

  case MEDIT_STATS_MENU:
    i=0;
    switch(*arg) {
    case 'q':
    case 'Q':
      medit_disp_menu(d);
      return;
    case '1':  /* Edit level */
      OLC_MODE(d) = MEDIT_LEVEL;
      i++;
      break;
    case '2':  /* Autoroll stats */
      medit_autoroll_stats(d);
      medit_disp_stats_menu(d);
      OLC_VAL(d) = TRUE;
      return;
    case '3':
      OLC_MODE(d) = MEDIT_NUM_HP_DICE;
      i++;
      break;
    case '4':
      OLC_MODE(d) = MEDIT_SIZE_HP_DICE;
      i++;
      break;
    case '5':
      OLC_MODE(d) = MEDIT_ADD_HP;
      i++;
      break;
    case '6':
      OLC_MODE(d) = MEDIT_NDD;
      i++;
      break;
    case '7':
      OLC_MODE(d) = MEDIT_SDD;
      i++;
      break;
    case '8':
      OLC_MODE(d) = MEDIT_DAMROLL;
      i++;
      break;
    case 'a':
    case 'A':
      OLC_MODE(d) = MEDIT_AC;
      i++;
      break;
    case 'b':
    case 'B':
      OLC_MODE(d) = MEDIT_EXP;
      i++;
      break;
    case 'c':
    case 'C':
      OLC_MODE(d) = MEDIT_GOLD;
      i++;
      break;
    case 'd':
    case 'D':
      OLC_MODE(d) = MEDIT_HITROLL;
      i++;
      break;
    case 'e':
    case 'E':
      OLC_MODE(d) = MEDIT_ALIGNMENT;
      i++;
      break;
    case 'f':
    case 'F':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_STR;
      i++;
      break;
    case 'g':
    case 'G':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_INT;
      i++;
      break;
    case 'h':
    case 'H':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_WIS;
      i++;
      break;
    case 'i':
    case 'I':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_DEX;
      i++;
      break;
    case 'j':
    case 'J':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_CON;
      i++;
      break;
    case 'k':
    case 'K':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_CHA;
      i++;
      break;
    case 'l':
    case 'L':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_PARA;
      i++;
      break;
    case 'm':
    case 'M':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_ROD;
      i++;
      break;
    case 'n':
    case 'N':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_PETRI;
      i++;
      break;
    case 'o':
    case 'O':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_BREATH;
      i++;
      break;
    case 'p':
    case 'P':
      if (!CONFIG_MEDIT_ADVANCED) {
        write_to_output(d, "Invalid Choice!\r\nEnter Choice : ");
        return;
	  }
      OLC_MODE(d) = MEDIT_SPELL;
      i++;
      break;
    default:
      medit_disp_stats_menu(d);
      return;
    }
    if (i == 0)
      break;
    else if (i == 1)
      write_to_output(d, "\r\nEnter new value : ");
    else if (i == -1)
      write_to_output(d, "\r\nEnter new text :\r\n] ");
    else
      write_to_output(d, "Oops...\r\n");
    return;

  case OLC_SCRIPT_EDIT:
    if (dg_script_edit_parse(d, arg)) return;
    break;

  case MEDIT_KEYWORD:
    smash_tilde(arg);
    if (GET_ALIAS(OLC_MOB(d)))
      free(GET_ALIAS(OLC_MOB(d)));
    GET_ALIAS(OLC_MOB(d)) = str_udup(arg);
    break;

  case MEDIT_S_DESC:
    smash_tilde(arg);
    if (GET_SDESC(OLC_MOB(d)))
      free(GET_SDESC(OLC_MOB(d)));
    GET_SDESC(OLC_MOB(d)) = str_udup(arg);
    break;

  case MEDIT_L_DESC:
    smash_tilde(arg);
    if (GET_LDESC(OLC_MOB(d)))
      free(GET_LDESC(OLC_MOB(d)));
    if (arg && *arg) {
      char buf[MAX_INPUT_LENGTH];
      snprintf(buf, sizeof(buf), "%s\r\n", arg);
      GET_LDESC(OLC_MOB(d)) = strdup(buf);
    } else
      GET_LDESC(OLC_MOB(d)) = strdup("undefined");

    break;

  case MEDIT_D_DESC:
    /*
     * We should never get here.
     */
    cleanup_olc(d, CLEANUP_ALL);
    mudlog(BRF, LVL_BUILDER, TRUE, "SYSERR: OLC: medit_parse(): Reached D_DESC case!");
    write_to_output(d, "Oops...\r\n");
    break;

  case MEDIT_NPC_FLAGS:
    if ((i = atoi(arg)) <= 0)
      break;
    else if ( (j = medit_get_mob_flag_by_number(i)) == -1) {
       write_to_output(d, "Invalid choice!\r\n");
       write_to_output(d, "Enter mob flags (0 to quit) :");
       return;
    } else if (j <= NUM_MOB_FLAGS) {
      TOGGLE_BIT_AR(MOB_FLAGS(OLC_MOB(d)), (j));
    }
    medit_disp_mob_flags(d);
    return;

  case MEDIT_AFF_FLAGS:
    if ((i = atoi(arg)) <= 0)
      break;
    else if (i <= NUM_AFF_FLAGS)
      TOGGLE_BIT_AR(AFF_FLAGS(OLC_MOB(d)), i);

    /* Remove unwanted bits right away. */
    REMOVE_BIT_AR(AFF_FLAGS(OLC_MOB(d)), AFF_CHARM);
    REMOVE_BIT_AR(AFF_FLAGS(OLC_MOB(d)), AFF_POISON);
    REMOVE_BIT_AR(AFF_FLAGS(OLC_MOB(d)), AFF_GROUP);
    REMOVE_BIT_AR(AFF_FLAGS(OLC_MOB(d)), AFF_SLEEP);
    medit_disp_aff_flags(d);
    return;

/* Numerical responses. */

  case MEDIT_SEX:
    GET_SEX(OLC_MOB(d)) = LIMIT(i - 1, 0, NUM_GENDERS - 1);
    break;

  case MEDIT_HITROLL:
    GET_HITROLL(OLC_MOB(d)) = LIMIT(i, 0, 50);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_DAMROLL:
    GET_DAMROLL(OLC_MOB(d)) = LIMIT(i, 0, 50);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_NDD:
    GET_NDD(OLC_MOB(d)) = LIMIT(i, 0, 30);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_SDD:
    GET_SDD(OLC_MOB(d)) = LIMIT(i, 0, 127);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_NUM_HP_DICE:
    GET_HIT(OLC_MOB(d)) = LIMIT(i, 0, 30);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_SIZE_HP_DICE:
    GET_MANA(OLC_MOB(d)) = LIMIT(i, 0, 1000);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_ADD_HP:
    GET_MOVE(OLC_MOB(d)) = LIMIT(i, 0, 30000);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_AC:
    GET_AC(OLC_MOB(d)) = LIMIT(i, -200, 200);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_EXP:
    GET_EXP(OLC_MOB(d)) = LIMIT(i, 0, MAX_MOB_EXP);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_GOLD:
    GET_GOLD(OLC_MOB(d)) = LIMIT(i, 0, MAX_MOB_GOLD);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_STR:
    GET_STR(OLC_MOB(d)) = LIMIT(i, 11, 25);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_INT:
    GET_INT(OLC_MOB(d)) = LIMIT(i, 11, 25);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_WIS:
    GET_WIS(OLC_MOB(d)) = LIMIT(i, 11, 25);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_DEX:
    GET_DEX(OLC_MOB(d)) = LIMIT(i, 11, 25);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_CON:
    GET_CON(OLC_MOB(d)) = LIMIT(i, 11, 25);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_CHA:
    GET_CHA(OLC_MOB(d)) = LIMIT(i, 11, 25);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_PARA:
    GET_SAVE(OLC_MOB(d), SAVING_PARA) = LIMIT(i, 0, 100);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_ROD:
    GET_SAVE(OLC_MOB(d), SAVING_ROD) = LIMIT(i, 0, 100);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_PETRI:
    GET_SAVE(OLC_MOB(d), SAVING_PETRI) = LIMIT(i, 0, 100);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_BREATH:
    GET_SAVE(OLC_MOB(d), SAVING_BREATH) = LIMIT(i, 0, 100);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_SPELL:
    GET_SAVE(OLC_MOB(d), SAVING_SPELL) = LIMIT(i, 0, 100);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_POS:
    GET_POS(OLC_MOB(d)) = LIMIT(i - 1, 0, NUM_POSITIONS - 1);
    break;

  case MEDIT_DEFAULT_POS:
    GET_DEFAULT_POS(OLC_MOB(d)) = LIMIT(i - 1, 0, NUM_POSITIONS - 1);
    break;

  case MEDIT_ATTACK:
    GET_ATTACK(OLC_MOB(d)) = LIMIT(i, 0, NUM_ATTACK_TYPES - 1);
    break;

  case MEDIT_LEVEL:
    GET_LEVEL(OLC_MOB(d)) = LIMIT(i, 1, LVL_IMPL);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_ALIGNMENT:
    GET_ALIGNMENT(OLC_MOB(d)) = LIMIT(i, -1000, 1000);
    OLC_VAL(d) = TRUE;
    medit_disp_stats_menu(d);
    return;

  case MEDIT_COPY:
    if ((i = real_mobile(atoi(arg))) != NOWHERE) {
      medit_setup_existing(d, i);
    } else
      write_to_output(d, "That mob does not exist.\r\n");
    break;

  case MEDIT_DELETE:
    if (*arg == 'y' || *arg == 'Y') {
      if (delete_mobile(GET_MOB_RNUM(OLC_MOB(d))) != NOBODY)
        write_to_output(d, "Mobile deleted.\r\n");
      else
        write_to_output(d, "Couldn't delete the mobile!\r\n");

      cleanup_olc(d, CLEANUP_ALL);
      return;
    } else if (*arg == 'n' || *arg == 'N') {
      medit_disp_menu(d);
      OLC_MODE(d) = MEDIT_MAIN_MENU;
      return;
    } else
      write_to_output(d, "Please answer 'Y' or 'N': ");
    break;

  default:
    /* We should never get here. */
    cleanup_olc(d, CLEANUP_ALL);
    mudlog(BRF, LVL_BUILDER, TRUE, "SYSERR: OLC: medit_parse(): Reached default case!");
    write_to_output(d, "Oops...\r\n");
    break;
  }

/* END OF CASE If we get here, we have probably changed something, and now want
   to return to main menu.  Use OLC_VAL as a 'has changed' flag */

  OLC_VAL(d) = TRUE;
  medit_disp_menu(d);
}
Beispiel #23
0
int save_mobiles(zone_rnum rznum)
{
  zone_vnum vznum;
  FILE *mobfd;
  room_vnum i;
  mob_rnum rmob;
  int written;
  char mobfname[64], usedfname[64];

#if CIRCLE_UNSIGNED_INDEX
  if (rznum == NOWHERE || rznum > top_of_zone_table) {
#else
  if (rznum < 0 || rznum > top_of_zone_table) {
#endif
    log("SYSERR: GenOLC: save_mobiles: Invalid real zone number %d. (0-%d)", rznum, top_of_zone_table);
    return FALSE;
  }

  vznum = zone_table[rznum].number;
  snprintf(mobfname, sizeof(mobfname), "%s%d.new", MOB_PREFIX, vznum);
  if ((mobfd = fopen(mobfname, "w")) == NULL) {
    mudlog(BRF, LVL_GOD, TRUE, "SYSERR: GenOLC: Cannot open mob file for writing.");
    return FALSE;
  }

  for (i = genolc_zone_bottom(rznum); i <= zone_table[rznum].top; i++) {
    if ((rmob = real_mobile(i)) == NOBODY)
      continue;
    check_mobile_strings(&mob_proto[rmob]);
    if (write_mobile_record(i, &mob_proto[rmob], mobfd) < 0)
      log("SYSERR: GenOLC: Error writing mobile #%d.", i);
  }
  fputs("$\n", mobfd);
  written = ftell(mobfd);
  fclose(mobfd);
  snprintf(usedfname, sizeof(usedfname), "%s%d.mob", MOB_PREFIX, vznum);
  remove(usedfname);
  rename(mobfname, usedfname);

  if (in_save_list(vznum, SL_MOB))
    remove_from_save_list(vznum, SL_MOB);
  log("GenOLC: '%s' saved, %d bytes written.", usedfname, written);
  return written;
}

int write_mobile_espec(mob_vnum mvnum, struct char_data *mob, FILE *fd)
{
  if (GET_ATTACK(mob) != 0)
    fprintf(fd, "BareHandAttack: %d\n", GET_ATTACK(mob));
  if (GET_STR(mob) != 11)
    fprintf(fd, "Str: %d\n", GET_STR(mob));
  if (GET_ADD(mob) != 0)
    fprintf(fd, "StrAdd: %d\n", GET_ADD(mob));
  if (GET_DEX(mob) != 11)
    fprintf(fd, "Dex: %d\n", GET_DEX(mob));
  if (GET_INT(mob) != 11)
    fprintf(fd, "Int: %d\n", GET_INT(mob));
  if (GET_WIS(mob) != 11)
    fprintf(fd, "Wis: %d\n", GET_WIS(mob));
  if (GET_CON(mob) != 11)
    fprintf(fd, "Con: %d\n", GET_CON(mob));
  if (GET_CHA(mob) != 11)
    fprintf(fd, "Cha: %d\n", GET_CHA(mob));
  if (GET_SAVE(mob, SAVING_PARA) != 0)
    fprintf(fd, "SavingPara: %d\n", GET_SAVE(mob, SAVING_PARA));
  if (GET_SAVE(mob, SAVING_ROD) != 0)
    fprintf(fd, "SavingRod: %d\n", GET_SAVE(mob, SAVING_ROD));
  if (GET_SAVE(mob, SAVING_PETRI) != 0)
    fprintf(fd, "SavingPetri: %d\n", GET_SAVE(mob, SAVING_PETRI));
  if (GET_SAVE(mob, SAVING_BREATH) != 0)
    fprintf(fd, "SavingBreath: %d\n", GET_SAVE(mob, SAVING_BREATH));
  if (GET_SAVE(mob, SAVING_SPELL) != 0)
    fprintf(fd, "SavingSpell: %d\n", GET_SAVE(mob, SAVING_SPELL));
  fputs("E\n", fd);
  return TRUE;
}

int write_mobile_record(mob_vnum mvnum, struct char_data *mob, FILE *fd)
{
  char ldesc[MAX_STRING_LENGTH];
  char ddesc[MAX_STRING_LENGTH];
  char buf[MAX_STRING_LENGTH];

  ldesc[MAX_STRING_LENGTH - 1] = '\0';
  ddesc[MAX_STRING_LENGTH - 1] = '\0';
  strip_cr(strncpy(ldesc, GET_LDESC(mob), MAX_STRING_LENGTH - 1));
  strip_cr(strncpy(ddesc, GET_DDESC(mob), MAX_STRING_LENGTH - 1));

  int n = snprintf(buf, MAX_STRING_LENGTH, "#%d\n"
		"%s%c\n"
		"%s%c\n"
		"%s%c\n"
		"%s%c\n",
	mvnum,
	GET_ALIAS(mob), STRING_TERMINATOR,
	GET_SDESC(mob), STRING_TERMINATOR,
	ldesc, STRING_TERMINATOR,
	ddesc, STRING_TERMINATOR
  );

  if(n < MAX_STRING_LENGTH) {
    fprintf(fd, "%s", convert_from_tabs(buf));
  
    fprintf(fd, "%d %d %d %d %d %d %d %d %d E\n"
        "%d %d %d %dd%d+%d %dd%d+%d\n",
        MOB_FLAGS(mob)[0], MOB_FLAGS(mob)[1],
        MOB_FLAGS(mob)[2], MOB_FLAGS(mob)[3],
        AFF_FLAGS(mob)[0], AFF_FLAGS(mob)[1],
        AFF_FLAGS(mob)[2], AFF_FLAGS(mob)[3],
        GET_ALIGNMENT(mob),
        GET_LEVEL(mob), 20 - GET_HITROLL(mob), GET_AC(mob) / 10, GET_HIT(mob),
        GET_MANA(mob), GET_MOVE(mob), GET_NDD(mob), GET_SDD(mob),
        GET_DAMROLL(mob));
  
    fprintf(fd, 	"%d %d\n"
      "%d %d %d\n",
      GET_GOLD(mob), GET_EXP(mob),
      GET_POS(mob), GET_DEFAULT_POS(mob), GET_SEX(mob)
    );
  
    if (write_mobile_espec(mvnum, mob, fd) < 0)
      log("SYSERR: GenOLC: Error writing E-specs for mobile #%d.", mvnum);
  
    script_save_to_disk(fd, mob, MOB_TRIGGER);
  
  
  #if CONFIG_GENOLC_MOBPROG
    if (write_mobile_mobprog(mvnum, mob, fd) < 0)
      log("SYSERR: GenOLC: Error writing MobProgs for mobile #%d.", mvnum);
  #endif
  } else {
    mudlog(BRF,LVL_BUILDER,TRUE,
           "SYSERR: Could not save mobile #%d due to size (%d > maximum of %d)",
           mvnum, n, MAX_STRING_LENGTH);
  }
  
  return TRUE;
}