Beispiel #1
0
/* code for skill improvement through use */
void improve_skill(struct char_data *ch, int skill, int chance)
{
  int percent = GET_SKILL(ch, skill);
  int newpercent, max;
  char skillbuf[MAX_STRING_LENGTH];
  char mybuf[256];

  max = max_lvl_skill[1][spells[find_skill_num_def(skill)].difficulty][(int) GET_LEVEL(ch)];
  if (percent >= max || IS_NPC(ch))
    return;
  if (number(1, (chance * 50)) > (GET_WIS(ch) + GET_INT(ch)))
    return;
  newpercent = 1;
  if (number(1, 120) <= GET_WIS(ch))
    newpercent++;
  if (number(1, 120) <= GET_INT(ch))
    newpercent++;
  percent += newpercent;
  percent = MIN(percent, max);
  SET_SKILL(ch, skill, percent);
  if (newpercent) {
    sprintf(mybuf, "SKILLIMPROVE: %s improved skill %s, int = %d, wis = %d, improved by = %d, now = %d", GET_NAME(ch), spells[find_skill_num_def(skill)].command, GET_INT(ch), GET_WIS(ch), newpercent, percent);
    mudlog(mybuf, 'D', COM_IMMORT, TRUE);
    sprintf(skillbuf, "{RYou feel your skill in {W%s {Rimproving.{x\r\n", spells[find_skill_num_def(skill)].command);
    send_to_char(skillbuf, ch);
  }
}
Beispiel #2
0
void
gain_skill_prof(struct creature *ch, int skl)
{
    int learned;
    if (skl == SKILL_READ_SCROLLS || skl == SKILL_USE_WANDS)
        learned = 10;
    else
        learned = LEARNED(ch);

    // NPCs don't learn
    if (IS_NPC(ch))
        return;

    // You can't gain in a skill that you don't really know
    if (GET_LEVEL(ch) < SPELL_LEVEL(skl, GET_CLASS(ch))) {
        if (!IS_REMORT(ch))
            return;
        if (GET_LEVEL(ch) < SPELL_LEVEL(skl, GET_REMORT_CLASS(ch)))
            return;
    }
    // Check for remort classes too
    if (SPELL_GEN(skl, GET_CLASS(ch)) > 0 &&
        GET_REMORT_GEN(ch) < SPELL_GEN(skl, GET_CLASS(ch)))
        return;

    if (GET_SKILL(ch, skl) >= (learned - 10))
        if ((GET_SKILL(ch, skl) - GET_LEVEL(ch)) <= 66)
            SET_SKILL(ch, skl, GET_SKILL(ch, skl) + 1);
}
Beispiel #3
0
void
perform_net_load(struct descriptor_data *d, char *arg)
{
    int skill_num, percent;
    long int cost;

    skip_spaces(&arg);
    if (!*arg) {
        d_printf(d, "Usage: load <program>\r\n");
        return;
    }

    skill_num = find_skill_num(arg);
    if (skill_num < 1) {
        d_printf(d, "Error: program '%s' not found\r\n", arg);
        return;
    }

    if ((SPELL_GEN(skill_num, CLASS_CYBORG) > 0
            && GET_CLASS(d->creature) != CLASS_CYBORG)
        || (GET_REMORT_GEN(d->creature) < SPELL_GEN(skill_num, CLASS_CYBORG))
        || (GET_LEVEL(d->creature) < SPELL_LEVEL(skill_num, CLASS_CYBORG))) {
        d_printf(d, "Error: resources unavailable to load '%s'\r\n", arg);
        return;
    }

    if (GET_SKILL(d->creature, skill_num) >= LEARNED(d->creature)) {
        d_printf(d, "Program fully installed on local system.\r\n");
        return;
    }

    cost = GET_SKILL_COST(d->creature, skill_num);
    d_printf(d, "Program cost: %10ld  Account balance; %'" PRId64 "\r\n",
        cost, d->account->bank_future);

    if (d->account->bank_future < cost) {
        d_printf(d, "Error: insufficient funds in your account\r\n");
        return;
    }

    withdraw_future_bank(d->account, cost);
    percent = MIN(MAXGAIN(d->creature),
        MAX(MINGAIN(d->creature), GET_INT(d->creature) * 2));
    percent = MIN(LEARNED(d->creature) -
        GET_SKILL(d->creature, skill_num), percent);
    SET_SKILL(d->creature, skill_num, GET_SKILL(d->creature,
            skill_num) + percent);
    d_printf(d,
        "Program download: %s terminating, %d percent transfer.\r\n",
        spell_to_str(skill_num), percent);
    if (GET_SKILL(d->creature, skill_num) >= LEARNED(d->creature))
        d_printf(d, "Program fully installed on local system.\r\n");
    else
        d_printf(d, "Program %d%% installed on local system.\r\n",
            GET_SKILL(d->creature, skill_num));
}
Beispiel #4
0
//Sets a character's default skills, such as languages.
void Character::SetSkillDefaults()
{
	if(	IS_NPC(this) || IS_HUMAN(this) || IS_DREADLORD(this) || IS_DREADGUARD(this) || IS_FADE(this) ||
	IS_GREYMAN(this) || IS_SEANCHAN(this) || IS_AIEL(this))
		SET_SKILL(this, SKILL_NEW_TONGUE, 100);
	if(IS_NPC(this) || IS_TROLLOC(this) || PLR_FLAGGED(this, PLR_DARKFRIEND))
		SET_SKILL(this, SKILL_TROLL_TONGUE, 100);
	SET_SKILL(this, SKILL_BAREHANDS, 100);

	if( !IS_NPC(this) && !this->userClans.empty() )
	{
		Clan *clan;
		for(auto userClanIter = userClans.begin();userClanIter != userClans.end();++userClanIter)
		{
			UserClan *userClan = (*userClanIter);
			clan = ClanUtil::getClan(userClan->getClanId());
			if(userClan->getRank() >= clan->bonus_skill_rank)
				SET_SKILL(this, clan->bonus_skill, clan->bonus_skill_val);
		}
	}
}
Beispiel #5
0
int
do_pass_remort_test(struct creature *ch)
{
    int i;

    // Wipe thier skills
    for (i = 1; i <= MAX_SKILLS; i++)
        SET_SKILL(ch, i, 0);

    do_start(ch, false);

    REMOVE_BIT(PRF_FLAGS(ch),
        PRF_NOPROJECT | PRF_ROOMFLAGS | PRF_HOLYLIGHT | PRF_NOHASSLE |
        PRF_LOG1 | PRF_LOG2 | PRF_NOWIZ);

    REMOVE_BIT(PLR_FLAGS(ch), PLR_HALT | PLR_INVSTART | PLR_MORTALIZED |
        PLR_OLCGOD);

    GET_INVIS_LVL(ch) = 0;
    GET_COND(ch, DRUNK) = 0;
    GET_COND(ch, FULL) = 0;
    GET_COND(ch, THIRST) = 0;

    // Give em another gen
    if (GET_REMORT_GEN(ch) == 10)
        account_set_quest_points(ch->account, ch->account->quest_points + 1);
    else
        GET_REMORT_GEN(ch)++;

    // At gen 1 they enter the world of pk, like it or not
    if (GET_REMORT_GEN(ch) >= 1 && RAW_REPUTATION_OF(ch) <= 0)
        gain_reputation(ch, 5);
    // Whack thier remort invis
    GET_WIMP_LEV(ch) = 0;       // wimpy
    GET_TOT_DAM(ch) = 0;        // cyborg damage

    // Tell everyone that they remorted
    char *msg = tmp_sprintf("%s completed gen %d remort test",
        GET_NAME(ch), GET_REMORT_GEN(ch));
    mudlog(LVL_IMMORT, BRF, false, "%s", msg);

    REMOVE_BIT(ch->in_room->room_flags, ROOM_NORECALL);

    // Save the char and its implants but not its eq
    creature_remort(ch);

    return 1;
}
Beispiel #6
0
/* Some initializations for characters, including initial skills */
void do_start(struct char_data *ch)
{
  GET_LEVEL(ch) = 1;
  GET_TOT_LEVEL(ch) = 1;
  GET_EXP(ch) = 1;
  GET_CLASS_1(ch) = GET_CLASS(ch);
  GET_MULTIS(ch) = 1;

  set_title(ch, NULL);
  roll_real_abils(ch);

  GET_MAX_HIT(ch)  = 10;
  GET_MAX_MANA(ch) = 100;
  GET_MAX_MOVE(ch) = 100;

  switch (GET_CLASS(ch)) {

  case CLASS_ADEPT:
    break;

  case CLASS_MEDIC:
    break;

  case CLASS_BANDIT:
    SET_SKILL(ch, SKILL_SNEAK, 10);
    SET_SKILL(ch, SKILL_HIDE, 5);
    SET_SKILL(ch, SKILL_STEAL, 15);
    SET_SKILL(ch, SKILL_BACKSTAB, 10);
    SET_SKILL(ch, SKILL_PICK_LOCK, 10);
    SET_SKILL(ch, SKILL_TRACK, 10);
    break;

  case CLASS_SOLDIER:
    break;
  }

  advance_level(ch);

  GET_HIT(ch) = GET_MAX_HIT(ch);
  GET_MANA(ch) = GET_MAX_MANA(ch);
  GET_MOVE(ch) = GET_MAX_MOVE(ch);

  GET_COND(ch, THIRST) = 24;
  GET_COND(ch, HUNGER) = 24;
  GET_COND(ch, DRUNK) = 0;

  if (CONFIG_SITEOK_ALL)
    SET_BIT_AR(PLR_FLAGS(ch), PLR_SITEOK);
}
Beispiel #7
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 #8
0
void race_affects(struct char_data *ch)
{
    int race;
    struct affected_type af;

    extern void affect_join(struct char_data *c, struct affected_type *a,
                            bool ad, bool avg, bool mod, bool avgmod);

    race = GET_RACE(ch);

    switch(race) {

    case RACE_HYLAR:
    case RACE_DAEWAR:
    case RACE_NEIDAR:
        af.type = SPELL_INFRAVISION;
        af.duration = -1;
        af.modifier = 0;
        af.location = APPLY_NONE;
        af.bitvector = AFF_INFRAVISION;
        affect_join(ch, &af, FALSE, FALSE, FALSE, FALSE);

        if ( GET_SKILL(ch, SKILL_NATURAL_HARDINESS) < 60 ) {
            SET_SKILL(ch, SKILL_NATURAL_HARDINESS, 60);
        }
        break;

    case RACE_SILVANESTI:
    case RACE_QUALINESTI:
    case RACE_KAGONESTI:
    case RACE_HALFELVEN:
    case RACE_GNOME:
        af.type = SPELL_INFRAVISION;
        af.duration = -1;
        af.modifier = 0;
        af.location = APPLY_NONE;
        af.bitvector = AFF_INFRAVISION;
        affect_join(ch, &af, FALSE, FALSE, FALSE, FALSE);
        break;

    case RACE_MINOTAUR:

        if ( GET_SKILL(ch, SKILL_GORE) < 60 ) {
            SET_SKILL(ch, SKILL_GORE, 60);
        }

//  GET_AC(ch) -= 12;
        break;

    case RACE_KENDER:
        af.type = SPELL_INFRAVISION;
        af.duration = -1;
        af.modifier = 0;
        af.location = APPLY_NONE;
        af.bitvector = AFF_INFRAVISION;
        affect_join(ch, &af, FALSE, FALSE, FALSE, FALSE);

        if ( GET_SKILL(ch, SKILL_HIDE) < 60 ) {
            SET_SKILL(ch, SKILL_HIDE, 60);
        }
        if ( GET_SKILL(ch, SKILL_SNEAK) < 60 ) {
            SET_SKILL(ch, SKILL_SNEAK, 60);
        }
        if ( GET_SKILL(ch, SKILL_PICK_LOCK) < 60 ) {
            SET_SKILL(ch, SKILL_PICK_LOCK, 60);
        }

        if ( GET_SKILL(ch, SKILL_STEAL) < 60 ) {
            SET_SKILL(ch, SKILL_STEAL, 60);
        }

        break;

    default:
        break;
    }
}
Beispiel #9
0
struct creature *
load_player_from_file(const char *path)
{
    struct creature *ch = NULL;
    char *txt;

    if (access(path, W_OK)) {
        errlog("Unable to open xml player file '%s': %s", path,
            strerror(errno));
        return NULL;
    }
    xmlDocPtr doc = xmlParseFile(path);
    if (!doc) {
        errlog("XML parse error while loading %s", path);
        return NULL;
    }

    xmlNodePtr root = xmlDocGetRootElement(doc);
    if (!root) {
        xmlFreeDoc(doc);
        errlog("XML file %s is empty", path);
        return NULL;
    }

    /* to save memory, only PC's -- not MOB's -- have player_specials */
    ch = make_creature(true);

    ch->player.name = (char *)xmlGetProp(root, (xmlChar *) "name");
    ch->char_specials.saved.idnum = xmlGetIntProp(root, "idnum", 0);
    set_title(ch, "");

    ch->player.short_descr = NULL;
    ch->player.long_descr = NULL;

    if (ch->points.max_mana < 100)
        ch->points.max_mana = 100;

    ch->char_specials.carry_weight = 0;
    ch->char_specials.carry_items = 0;
    ch->char_specials.worn_weight = 0;
    ch->points.armor = 100;
    ch->points.hitroll = 0;
    ch->points.damroll = 0;
    ch->player_specials->saved.speed = 0;

    // Read in the subnodes
    for (xmlNodePtr node = root->xmlChildrenNode; node; node = node->next) {
        if (xmlMatches(node->name, "points")) {
            ch->points.mana = xmlGetIntProp(node, "mana", 100);
            ch->points.max_mana = xmlGetIntProp(node, "maxmana", 100);
            ch->points.hit = xmlGetIntProp(node, "hit", 100);
            ch->points.max_hit = xmlGetIntProp(node, "maxhit", 100);
            ch->points.move = xmlGetIntProp(node, "move", 100);
            ch->points.max_move = xmlGetIntProp(node, "maxmove", 100);
        } else if (xmlMatches(node->name, "money")) {
            ch->points.gold = xmlGetIntProp(node, "gold", 0);
            ch->points.cash = xmlGetIntProp(node, "cash", 0);
            ch->points.exp = xmlGetIntProp(node, "xp", 0);
        } else if (xmlMatches(node->name, "stats")) {
            ch->player.level = xmlGetIntProp(node, "level", 0);
            ch->player.height = xmlGetIntProp(node, "height", 0);
            ch->player.weight = xmlGetIntProp(node, "weight", 0);
            GET_ALIGNMENT(ch) = xmlGetIntProp(node, "align", 0);
            /***
                Temp fix for negative weights
             ***/

            if (ch->player.weight < 0) {
                calculate_height_weight(ch);
            }

            GET_SEX(ch) = 0;
            char *sex = (char *)xmlGetProp(node, (xmlChar *) "sex");
            if (sex != NULL)
                GET_SEX(ch) = search_block(sex, genders, false);
            free(sex);

            GET_RACE(ch) = 0;
            char *race_name = (char *)xmlGetProp(node, (xmlChar *) "race");
            if (race_name != NULL) {
                struct race *race = race_by_name(race_name, true);
                if (race != NULL) {
                    GET_RACE(ch) = race->idnum;
                }
            }
            free(race_name);

        } else if (xmlMatches(node->name, "class")) {
            GET_OLD_CLASS(ch) = GET_REMORT_CLASS(ch) = GET_CLASS(ch) = -1;

            char *trade = (char *)xmlGetProp(node, (xmlChar *) "name");
            if (trade != NULL) {
                GET_CLASS(ch) = search_block(trade, class_names, false);
                free(trade);
            }

            trade = (char *)xmlGetProp(node, (xmlChar *) "remort");
            if (trade != NULL) {
                GET_REMORT_CLASS(ch) = search_block(trade, class_names, false);
                free(trade);
            }

            if (IS_CYBORG(ch)) {
                char *subclass =
                    (char *)xmlGetProp(node, (xmlChar *) "subclass");
                if (subclass != NULL) {
                    GET_OLD_CLASS(ch) = search_block(subclass,
                        borg_subchar_class_names, false);
                    free(subclass);
                }
            }

            if (GET_CLASS(ch) == CLASS_MAGE) {
                ch->player_specials->saved.mana_shield_low =
                    xmlGetLongProp(node, "manash_low", 0);
                ch->player_specials->saved.mana_shield_pct =
                    xmlGetLongProp(node, "manash_pct", 0);
            }

            GET_REMORT_GEN(ch) = xmlGetIntProp(node, "gen", 0);
            GET_TOT_DAM(ch) = xmlGetIntProp(node, "total_dam", 0);
            GET_BROKE(ch) = xmlGetIntProp(node, "broken", 0);
        } else if (xmlMatches(node->name, "time")) {
            ch->player.time.birth = xmlGetLongProp(node, "birth", 0);
            ch->player.time.death = xmlGetLongProp(node, "death", 0);
            ch->player.time.played = xmlGetLongProp(node, "played", 0);
            ch->player.time.logon = xmlGetLongProp(node, "last", 0);
        } else if (xmlMatches(node->name, "carnage")) {
            GET_PKILLS(ch) = xmlGetIntProp(node, "pkills", 0);
            GET_ARENAKILLS(ch) = xmlGetIntProp(node, "akills", 0);
            GET_MOBKILLS(ch) = xmlGetIntProp(node, "mkills", 0);
            GET_PC_DEATHS(ch) = xmlGetIntProp(node, "deaths", 0);
            RAW_REPUTATION_OF(ch) = xmlGetIntProp(node, "reputation", 0);
            GET_SEVERITY(ch) = xmlGetIntProp(node, "severity", 0);
        } else if (xmlMatches(node->name, "attr")) {
            ch->aff_abils.str = ch->real_abils.str =
                xmlGetIntProp(node, "str", 0);
            ch->aff_abils.str = ch->real_abils.str +=
                xmlGetIntProp(node, "stradd", 0) / 10;
            ch->aff_abils.intel = ch->real_abils.intel =
                xmlGetIntProp(node, "int", 0);
            ch->aff_abils.wis = ch->real_abils.wis =
                xmlGetIntProp(node, "wis", 0);
            ch->aff_abils.dex = ch->real_abils.dex =
                xmlGetIntProp(node, "dex", 0);
            ch->aff_abils.con = ch->real_abils.con =
                xmlGetIntProp(node, "con", 0);
            ch->aff_abils.cha = ch->real_abils.cha =
                xmlGetIntProp(node, "cha", 0);
        } else if (xmlMatches(node->name, "condition")) {
            GET_COND(ch, THIRST) = xmlGetIntProp(node, "thirst", 0);
            GET_COND(ch, FULL) = xmlGetIntProp(node, "hunger", 0);
            GET_COND(ch, DRUNK) = xmlGetIntProp(node, "drunk", 0);
        } else if (xmlMatches(node->name, "player")) {
            GET_WIMP_LEV(ch) = xmlGetIntProp(node, "wimpy", 0);
            GET_LIFE_POINTS(ch) = xmlGetIntProp(node, "lp", 0);
            GET_CLAN(ch) = xmlGetIntProp(node, "clan", 0);
        } else if (xmlMatches(node->name, "home")) {
            GET_HOME(ch) = xmlGetIntProp(node, "town", 0);
            GET_HOMEROOM(ch) = xmlGetIntProp(node, "homeroom", 0);
            GET_LOADROOM(ch) = xmlGetIntProp(node, "loadroom", 0);
        } else if (xmlMatches(node->name, "quest")) {
            GET_QUEST(ch) = xmlGetIntProp(node, "current", 0);
            GET_IMMORT_QP(ch) = xmlGetIntProp(node, "points", 0);
            GET_QUEST_ALLOWANCE(ch) = xmlGetIntProp(node, "allowance", 0);
        } else if (xmlMatches(node->name, "bits")) {
            char *flag = (char *)xmlGetProp(node, (xmlChar *) "flag1");
            ch->char_specials.saved.act = hex2dec(flag);
            free(flag);

            flag = (char *)xmlGetProp(node, (xmlChar *) "flag2");
            ch->player_specials->saved.plr2_bits = hex2dec(flag);
            free(flag);
        } else if (xmlMatches(node->name, "frozen")) {
            ch->player_specials->thaw_time =
                xmlGetIntProp(node, "thaw_time", 0);
            ch->player_specials->freezer_id =
                xmlGetIntProp(node, "freezer_id", 0);
        } else if (xmlMatches(node->name, "prefs")) {
            char *flag = (char *)xmlGetProp(node, (xmlChar *) "flag1");
            ch->player_specials->saved.pref = hex2dec(flag);
            free(flag);

            flag = (char *)xmlGetProp(node, (xmlChar *) "flag2");
            ch->player_specials->saved.pref2 = hex2dec(flag);
            free(flag);

            flag = (char *)xmlGetProp(node, (xmlChar *) "tongue");
            if (flag)
                GET_TONGUE(ch) = find_tongue_idx_by_name(flag);
            free(flag);
        } else if (xmlMatches(node->name, "weaponspec")) {
            int vnum = xmlGetIntProp(node, "vnum", -1);
            int level = xmlGetIntProp(node, "level", 0);
            if (vnum > 0 && level > 0) {
                for (int i = 0; i < MAX_WEAPON_SPEC; i++) {
                    if (GET_WEAP_SPEC(ch, i).level <= 0) {
                        GET_WEAP_SPEC(ch, i).vnum = vnum;
                        GET_WEAP_SPEC(ch, i).level = level;
                        break;
                    }
                }
            }
        } else if (xmlMatches(node->name, "title")) {
            char *txt;

            txt = (char *)xmlNodeGetContent(node);
            set_title(ch, txt);
            free(txt);
        } else if (xmlMatches(node->name, "affect")) {
            struct affected_type af;
            init_affect(&af);
            af.type = xmlGetIntProp(node, "type", 0);
            af.duration = xmlGetIntProp(node, "duration", 0);
            af.modifier = xmlGetIntProp(node, "modifier", 0);
            af.location = xmlGetIntProp(node, "location", 0);
            af.level = xmlGetIntProp(node, "level", 0);
            af.aff_index = xmlGetIntProp(node, "index", 0);
            af.owner = xmlGetIntProp(node, "owner", 0);
            af.next = NULL;
            char *instant = (char *)xmlGetProp(node, (xmlChar *) "instant");
            if (instant != NULL && strcmp(instant, "yes") == 0) {
                af.is_instant = 1;
            }
            free(instant);

            char *bits = (char *)xmlGetProp(node, (xmlChar *) "affbits");
            af.bitvector = hex2dec(bits);
            free(bits);

            affect_to_char(ch, &af);

        } else if (xmlMatches(node->name, "affects")) {
            // PCs shouldn't have ANY perm affects
            if (IS_NPC(ch)) {
                char *flag = (char *)xmlGetProp(node, (xmlChar *) "flag1");
                AFF_FLAGS(ch) = hex2dec(flag);
                free(flag);

                flag = (char *)xmlGetProp(node, (xmlChar *) "flag2");
                AFF2_FLAGS(ch) = hex2dec(flag);
                free(flag);

                flag = (char *)xmlGetProp(node, (xmlChar *) "flag3");
                AFF3_FLAGS(ch) = hex2dec(flag);
                free(flag);
            } else {
                AFF_FLAGS(ch) = 0;
                AFF2_FLAGS(ch) = 0;
                AFF3_FLAGS(ch) = 0;
            }

        } else if (xmlMatches(node->name, "skill")) {
            char *spellName = (char *)xmlGetProp(node, (xmlChar *) "name");
            int index = str_to_spell(spellName);
            if (index >= 0) {
                SET_SKILL(ch, index, xmlGetIntProp(node, "level", 0));
            }
            free(spellName);
        } else if (xmlMatches(node->name, "tongue")) {
            char *tongue = (char *)xmlGetProp(node, (xmlChar *) "name");
            int index = find_tongue_idx_by_name(tongue);
            if (index >= 0)
                SET_TONGUE(ch, index,
                    MIN(100, xmlGetIntProp(node, "level", 0)));
            free(tongue);
        } else if (xmlMatches(node->name, "alias")) {
            struct alias_data *alias;
            CREATE(alias, struct alias_data, 1);
            alias->type = xmlGetIntProp(node, "type", 0);
            alias->alias = (char *)xmlGetProp(node, (xmlChar *) "alias");
            alias->replacement =
                (char *)xmlGetProp(node, (xmlChar *) "replace");
            if (alias->alias == NULL || alias->replacement == NULL) {
                free(alias);
            } else {
                add_alias(ch, alias);
            }
        } else if (xmlMatches(node->name, "description")) {
            txt = (char *)xmlNodeGetContent(node);
            ch->player.description = strdup(tmp_gsub(txt, "\n", "\r\n"));
            free(txt);
        } else if (xmlMatches(node->name, "poofin")) {
            POOFIN(ch) = (char *)xmlNodeGetContent(node);
        } else if (xmlMatches(node->name, "poofout")) {
            POOFOUT(ch) = (char *)xmlNodeGetContent(node);
        } else if (xmlMatches(node->name, "immort")) {
            txt = (char *)xmlGetProp(node, (xmlChar *) "badge");
            strncpy(BADGE(ch), txt, 7);
            BADGE(ch)[7] = '\0';
            free(txt);

            GET_QLOG_LEVEL(ch) = xmlGetIntProp(node, "qlog", 0);
            GET_INVIS_LVL(ch) = xmlGetIntProp(node, "invis", 0);
        } else if (xmlMatches(node->name, "rent")) {
            char *txt;

            ch->player_specials->rentcode = xmlGetIntProp(node, "code", 0);
            ch->player_specials->rent_per_day =
                xmlGetIntProp(node, "perdiem", 0);
            ch->player_specials->rent_currency =
                xmlGetIntProp(node, "currency", 0);
            txt = (char *)xmlGetProp(node, (xmlChar *) "state");
            if (txt)
                ch->player_specials->desc_mode =
                    (enum cxn_state)search_block(txt, desc_modes, false);
            free(txt);
        } else if (xmlMatches(node->name, "recentkill")) {
            struct kill_record *kill;

            CREATE(kill, struct kill_record, 1);
            kill->vnum = xmlGetIntProp(node, "vnum", 0);
            kill->times = xmlGetIntProp(node, "times", 0);
            GET_RECENT_KILLS(ch) = g_list_prepend(GET_RECENT_KILLS(ch), kill);
        } else if (xmlMatches(node->name, "grievance")) {
Beispiel #10
0
void mag_objectmagic(struct char_data *ch, struct obj_data *obj,
                     char *argument)
{
    int i, k;
    struct char_data *tch = NULL, *next_tch;
    struct obj_data *tobj = NULL;

    if (!magic_enabled)
        return;

    one_argument(argument, arg);

    k = generic_find(arg, FIND_CHAR_ROOM | FIND_OBJ_INV | FIND_OBJ_ROOM |
                     FIND_OBJ_EQUIP, ch, &tch, &tobj);

    switch (GET_OBJ_TYPE(obj)) {
    case ITEM_STAFF:
        act("You tap $p three times on the ground.", FALSE, ch, obj, 0, TO_CHAR);
        if (obj->action_description)
            act(obj->action_description, FALSE, ch, obj, 0, TO_ROOM);
        else
            act("$n taps $p three times on the ground.", FALSE, ch, obj, 0, TO_ROOM);

        if (GET_OBJ_VAL(obj, 2) <= 0) {
            send_to_char("It seems powerless.\r\n", ch);
            act("Nothing seems to happen.", FALSE, ch, obj, 0, TO_ROOM);
        } else {
            GET_OBJ_VAL(obj, 2)--;
            WAIT_STATE(ch, PULSE_VIOLENCE);
            /* Level to cast spell at. */
            k = GET_OBJ_VAL(obj, 0) ? GET_OBJ_VAL(obj, 0) : DEFAULT_STAFF_LVL;

            /*
             * Problem : Area/mass spells on staves can cause crashes.
             * Solution: Remove the special nature of area/mass spells on staves.
             * Problem : People like that behavior.
             * Solution: We special case the area/mass spells here.
             */
            if (HAS_SPELL_ROUTINE(get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), MAG_MASSES | MAG_AREAS)) {
                for (i = 0, tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room)
                    i++;
                while (i-- > 0)
                    call_magic(ch, NULL, NULL, get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), k, CAST_STAFF, 0);
            } else {
                for (tch = world[IN_ROOM(ch)].people; tch; tch = next_tch) {
                    next_tch = tch->next_in_room;
                    if (ch != tch)
                        call_magic(ch, tch, NULL, get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), k, CAST_STAFF, 0);
                }
            }
        }
        break;
    case ITEM_WAND:
        if (k == FIND_CHAR_ROOM) {
            if (tch == ch) {
                act("You point $p at yourself.", FALSE, ch, obj, 0, TO_CHAR);
                act("$n points $p at $mself.", FALSE, ch, obj, 0, TO_ROOM);
            } else {
                act("You point $p at $N.", FALSE, ch, obj, tch, TO_CHAR);
                if (obj->action_description)
                    act(obj->action_description, FALSE, ch, obj, tch, TO_ROOM);
                else
                    act("$n points $p at $N.", TRUE, ch, obj, tch, TO_ROOM);
            }
        } else if (tobj != NULL) {
            act("You point $p at $P.", FALSE, ch, obj, tobj, TO_CHAR);
            if (obj->action_description)
                act(obj->action_description, FALSE, ch, obj, tobj, TO_ROOM);
            else
                act("$n points $p at $P.", TRUE, ch, obj, tobj, TO_ROOM);
        } else if (IS_SET(get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__)->routines, MAG_AREAS | MAG_MASSES)) {
            /* Wands with area spells don't need to be pointed. */
            act("You point $p outward.", FALSE, ch, obj, NULL, TO_CHAR);
            act("$n points $p outward.", TRUE, ch, obj, NULL, TO_ROOM);
        } else {
            act("At what should $p be pointed?", FALSE, ch, obj, NULL, TO_CHAR);
            return;
        }

        if (GET_OBJ_VAL(obj, 2) <= 0) {
            send_to_char("It seems powerless.\r\n", ch);
            act("Nothing seems to happen.", FALSE, ch, obj, 0, TO_ROOM);
            return;
        }
        GET_OBJ_VAL(obj, 2)--;
        WAIT_STATE(ch, PULSE_VIOLENCE);
        if (GET_OBJ_VAL(obj, 0))
            call_magic(ch, tch, tobj, get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__),
                       GET_OBJ_VAL(obj, 0), CAST_WAND, 0);
        else
            call_magic(ch, tch, tobj, get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__),
                       DEFAULT_WAND_LVL, CAST_WAND, 0);
        break;
    case ITEM_SCROLL:
        if (*arg) {
            if (!k) {
                act("There is nothing to here to affect with $p.", FALSE,
                    ch, obj, NULL, TO_CHAR);
                return;
            }
        } else
            tch = ch;

        act("You recite $p which dissolves.", TRUE, ch, obj, 0, TO_CHAR);
        if (obj->action_description)
            act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM);
        else
            act("$n recites $p.", FALSE, ch, obj, NULL, TO_ROOM);

        WAIT_STATE(ch, PULSE_VIOLENCE);
        for (i = 1; i <= 3; i++)
            if (call_magic(ch, tch, tobj, get_spell(GET_OBJ_VAL(obj, i), __FILE__, __FUNCTION__),
                           GET_OBJ_VAL(obj, 0), CAST_SCROLL, 0) <= 0)
                break;

        if (obj != NULL)
            extract_obj(obj);
        break;
    case ITEM_POTION:
        tch = ch;
        act("You quaff $p.", FALSE, ch, obj, NULL, TO_CHAR);
        if (obj->action_description)
            act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM);
        else
            act("$n quaffs $p.", TRUE, ch, obj, NULL, TO_ROOM);

        WAIT_STATE(ch, PULSE_VIOLENCE);
        for (i = 1; i <= 3; i++)
            if (call_magic(ch, ch, NULL, get_spell(GET_OBJ_VAL(obj, i), __FILE__, __FUNCTION__),
                           GET_OBJ_VAL(obj, 0), CAST_POTION, 0) <= 0)
                break;

        if (obj != NULL)
            extract_obj(obj);
        break;
    case ITEM_SPELLBOOK:
        tch = ch;
        act("You study $p.", FALSE, ch, obj, NULL, TO_CHAR);
        if (obj->action_description)
            act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM);
        else
            act("$n studies $p.", TRUE, ch, obj, NULL, TO_ROOM);

        WAIT_STATE(ch, PULSE_VIOLENCE);
        for (i = 1; i <= 3; i++) {
            if (GET_OBJ_VAL(obj, i) < 0) break;
            if (GET_SKILL(ch, GET_OBJ_VAL(obj, i)) < 1)
                SET_SKILL(ch, GET_OBJ_VAL(obj, i), GET_OBJ_VAL(obj, 0));
        }

        if (obj != NULL)
            extract_obj(obj);
        break;
    default:
        extended_mudlog(NRM, SYSL_BUGS, TRUE, "Unknown object_type %d in mag_objectmagic.",
                        GET_OBJ_TYPE(obj));
        break;
    }
}
Beispiel #11
0
/* Some initializations for characters, including initial skills
   If mode == 0, then act as though the character was entering the
   game for the first time.  Otherwise, act as though the character
   is being set to that level.
 */
void
do_start(struct creature *ch, int mode)
{
    void advance_level(struct creature *ch, int8_t keep_internal);
    int8_t new_player = 0;
    int i;
    struct obj_data *implant_save[NUM_WEARS];
    struct obj_data *tattoo_save[NUM_WEARS];

    // remove implant affects
    for (i = 0; i < NUM_WEARS; i++) {
        if (GET_IMPLANT(ch, i))
            implant_save[i] = raw_unequip_char(ch, i, EQUIP_IMPLANT);
        else
            implant_save[i] = NULL;
        if (GET_TATTOO(ch, i))
            tattoo_save[i] = raw_unequip_char(ch, i, EQUIP_TATTOO);
        else
            tattoo_save[i] = NULL;
    }

    if (GET_EXP(ch) == 0 && !IS_REMORT(ch) && !IS_VAMPIRE(ch))
        new_player = true;

    GET_LEVEL(ch) = 1;
    GET_EXP(ch) = 1;

    if (mode)
        roll_real_abils(ch);

    for (i = 1; i <= MAX_SKILLS; i++)
        SET_SKILL(ch, i, 0);

    if (IS_VAMPIRE(ch))
        GET_LIFE_POINTS(ch) = 1;
    else
        GET_LIFE_POINTS(ch) = 3 * (GET_WIS(ch) + GET_CON(ch)) / 40;

    ch->points.max_hit = 20;
    ch->points.max_mana = 100;
    ch->points.max_move = 82;

    if (IS_TABAXI(ch)) {
        SET_SKILL(ch, SKILL_CLAW, LEARNED(ch));
        SET_SKILL(ch, SKILL_BITE, LEARNED(ch));
    }
    if (IS_ELF(ch)) {
        SET_SKILL(ch, SKILL_ARCHERY, LEARNED(ch));
    }

    switch (GET_CLASS(ch)) {
    case CLASS_MAGIC_USER:
        SET_SKILL(ch, SKILL_PUNCH, 10);
        break;
    case CLASS_CLERIC:
        SET_SKILL(ch, SKILL_PUNCH, 10);
        break;
    case CLASS_THIEF:
        SET_SKILL(ch, SKILL_PUNCH, 15);
        SET_SKILL(ch, SKILL_SNEAK, 10);
        SET_SKILL(ch, SKILL_HIDE, 5);
        SET_SKILL(ch, SKILL_STEAL, 15);
        break;
    case CLASS_WARRIOR:
        SET_SKILL(ch, SKILL_PUNCH, 20);
        break;
    case CLASS_BARB:
        SET_SKILL(ch, SKILL_PUNCH, 15);
        break;
    case CLASS_PSIONIC:
        SET_SKILL(ch, SKILL_PUNCH, 10);
        break;
    case CLASS_PHYSIC:
        SET_SKILL(ch, SKILL_PUNCH, 10);
        break;
    case CLASS_CYBORG:
        SET_SKILL(ch, SKILL_PUNCH, 10);
        break;
    case CLASS_KNIGHT:
        SET_SKILL(ch, SKILL_PUNCH, 20);
        break;
    case CLASS_RANGER:
        SET_SKILL(ch, SKILL_PUNCH, 15);
        GET_MAX_MOVE(ch) += dice(4, 9);
        break;
    case CLASS_MONK:
        SET_SKILL(ch, SKILL_PUNCH, 20);
        break;
    case CLASS_MERCENARY:
        SET_SKILL(ch, SKILL_PUNCH, 20);
    case CLASS_BARD:
        SET_SKILL(ch, SKILL_PUNCH, 25);
        SET_SKILL(ch, SKILL_ARCHERY, 25);
        break;

    }

    if (new_player) {
        if (PAST_CLASS(GET_CLASS(ch))) {
            deposit_past_bank(ch->desc->account,
                8192 + number(256, 2048) + GET_INT(ch) + GET_WIS(ch));
            ch->points.gold =
                8192 + number(256, 2048) + GET_INT(ch) + GET_WIS(ch);
        } else if (FUTURE_CLASS(GET_CLASS(ch))) {
            deposit_future_bank(ch->desc->account,
                8192 + number(256, 2048) + GET_INT(ch) + GET_WIS(ch));
            ch->points.cash =
                8192 + number(256, 2048) + GET_INT(ch) + GET_WIS(ch);
        }

        // New players do not start with the gown at this point
        // This has been left in for reference for generic newbie starting gear for the future.
        // New players start with a hospital gown and items most dear to them
        /*
        struct obj_data *gown = read_object(33800);
        if (gown != NULL) {
            equip_char(ch, gown, WEAR_ABOUT, EQUIP_WORN);
        }
        */

        // Good clerics start with a holy symbol on neck
        if ((GET_CLASS(ch) == CLASS_CLERIC) && IS_GOOD(ch)) {
            struct obj_data *talisman = read_object(1280);
            if (talisman != NULL) {
                equip_char(ch, talisman, WEAR_NECK_1, EQUIP_WORN);
            }
        }

        // Evil clerics start with a holy symbol on hold
        if ((GET_CLASS(ch) == CLASS_CLERIC) && IS_EVIL(ch)) {
            struct obj_data *symbol = read_object(1260);
            if (symbol != NULL) {
                equip_char(ch, symbol, WEAR_HOLD, EQUIP_WORN);
            }
        }

        // Good knights start with a holy symbol on finger
        if ((GET_CLASS(ch) == CLASS_KNIGHT) && IS_GOOD(ch)) {
            struct obj_data *ring = read_object(1287);
            if (ring != NULL) {
                equip_char(ch, ring, WEAR_FINGER_L, EQUIP_WORN);
            }
        }

        // Evil knights start with a holy symbol on neck
        if ((GET_CLASS(ch) == CLASS_KNIGHT) && IS_EVIL(ch)) {
            struct obj_data *pendant = read_object(1270);
            if (pendant != NULL) {
                equip_char(ch, pendant, WEAR_NECK_1, EQUIP_WORN);
            }
        }

        // Bards start with a percussion instrument held, and stringed in inventory
        if (GET_CLASS(ch) == CLASS_BARD) {
            struct obj_data *lute = read_object(3218);
            if (lute != NULL) {
                obj_to_char(lute, ch);
            }
        }
   
        set_title(ch, "the complete newbie");
    }

    advance_level(ch, 0);

    GET_MAX_MOVE(ch) += GET_CON(ch);

    GET_HIT(ch) = GET_MAX_HIT(ch);
    GET_MANA(ch) = GET_MAX_MANA(ch);
    GET_MOVE(ch) = GET_MAX_MOVE(ch);

    GET_COND(ch, THIRST) = 24;
    GET_COND(ch, FULL) = 24;
    GET_COND(ch, DRUNK) = 0;

    if (new_player) {
        ch->player.time.played = 0;
        ch->player.time.logon = time(NULL);
    }

    for (i = 0; i < NUM_WEARS; i++) {
        if (implant_save[i])
            equip_char(ch, implant_save[i], i, EQUIP_IMPLANT);
        if (tattoo_save[i])
            equip_char(ch, tattoo_save[i], i, EQUIP_TATTOO);
    }
}
Beispiel #12
0
/*
 * This function controls the change to maxmove, maxmana, and maxhp for
 * each char_class every time they gain a level.
 */
void
advance_level(struct creature *ch, int8_t keep_internal)
{
    int add_hp[2], add_mana[2], add_move[2], i, char_class;
    char *msg;

    add_hp[0] = add_hp[1] = constitution_hitpoint_bonus(GET_CON(ch));
    add_mana[0] = add_mana[1] = wisdom_mana_bonus(GET_WIS(ch));
    add_move[0] = add_move[1] = MAX(0, GET_CON(ch) - 15);

    for (i = 0; i < 2; i++) {

        if (i == 0)
            char_class = MIN(GET_CLASS(ch), NUM_CLASSES - 1);
        else
            char_class = MIN(GET_REMORT_CLASS(ch), NUM_CLASSES - 1);
        if (char_class < 0)
            continue;

        switch (char_class) {
        case CLASS_MAGIC_USER:
            add_hp[i] /= 5;
            add_hp[i] += number(3, 10);
            add_mana[i] += number(1, 11) + (GET_LEVEL(ch) / 3);
            add_move[i] += number(1, 3);
            break;
        case CLASS_CLERIC:
            add_hp[i] /= 2;
            add_hp[i] += number(5, 11);
            add_mana[i] += number(1, 10) + (GET_LEVEL(ch) / 5);
            add_move[i] += number(1, 4);
            break;
        case CLASS_BARD:
            add_hp[i] = add_hp[i] / 3;
            add_hp[i] += number(5, 10);
            add_mana[i] += number(1, 4) + (GET_LEVEL(ch) / 10);
            add_move[i] += number(10, 18);
            break;
        case CLASS_THIEF:
            add_hp[i] /= 3;
            add_hp[i] += number(4, 10);
            add_mana[i] = add_mana[i] * 3 / 10;
            add_move[i] += number(2, 6);
            break;
        case CLASS_MERCENARY:
            add_hp[i] += number(6, 14);
            add_mana[i] = add_mana[i] * 5 / 10;
            add_mana[i] += number(1, 5) + GET_LEVEL(ch) / 10;
            add_move[i] += number(3, 9);
            break;
        case CLASS_WARRIOR:
            add_hp[i] += number(10, 15);
            add_mana[i] = add_mana[i] * 4 / 10;
            add_mana[i] += number(1, 5);
            add_move[i] += number(5, 10);
            break;
        case CLASS_BARB:
            add_hp[i] += number(13, 18);
            add_mana[i] = add_mana[i] * 3 / 10;
            add_mana[i] += number(0, 3);
            add_move[i] += number(5, 10);
            break;
        case CLASS_KNIGHT:
            add_hp[i] += number(7, 13);
            add_mana[i] = add_mana[i] * 7 / 10;
            add_mana[i] += number(1, 4) + (GET_LEVEL(ch) / 15);
            add_move[i] += number(3, 8);
            break;
        case CLASS_RANGER:
            add_hp[i] += number(4, 11);
            add_mana[i] = add_mana[i] * 6 / 10;
            add_mana[i] += number(1, 6) + (GET_LEVEL(ch) / 8);
            add_move[i] += number(6, 14);
            break;
        case CLASS_PSIONIC:
            add_hp[i] /= 3;
            add_hp[i] += number(3, 8);
            add_mana[i] = add_mana[i] * 6 / 10;
            add_mana[i] += number(1, 7) + (GET_LEVEL(ch) / 5);
            add_move[i] += number(2, 6);
            break;
        case CLASS_PHYSIC:
            add_hp[i] /= 4;
            add_hp[i] += number(4, 9);
            add_mana[i] = add_mana[i] * 6 / 10;
            add_mana[i] += number(1, 6) + (GET_LEVEL(ch) / 3);
            add_move[i] += number(2, 10);
            break;
        case CLASS_CYBORG:
            add_hp[i] /= 2;
            add_hp[i] += number(6, 14);
            add_mana[i] = add_mana[i] * 3 / 10;
            add_mana[i] += number(1, 2) + (GET_LEVEL(ch) / 15);
            add_move[i] += number(5, 8);
            break;
        case CLASS_MONK:
            add_hp[i] /= 3;
            add_hp[i] += number(6, 12);
            add_mana[i] = add_mana[i] * 3 / 10;
            add_mana[i] += number(1, 2) + (GET_LEVEL(ch) / 22);
            add_move[i] += number(6, 9);
            break;
        default:
            add_hp[i] /= 2;
            add_hp[i] += number(5, 16);
            add_mana[i] = add_mana[i] * 5 / 10;
            add_mana[i] += number(1, 13) + (GET_LEVEL(ch) / 4);
            add_move[i] += number(7, 15);
            break;
        }
    }

    if (IS_RACE(ch, RACE_HALF_ORC) || IS_RACE(ch, RACE_ORC)) {
        add_move[0] *= 2;
        add_move[1] *= 2;
    }
    ch->points.max_hit += MAX(1, add_hp[0]);
    ch->points.max_move += MAX(1, add_move[0]);

    if (GET_LEVEL(ch) > 1)
        ch->points.max_mana += add_mana[0];

    GET_LIFE_POINTS(ch) += (GET_LEVEL(ch) * (GET_WIS(ch) + GET_CON(ch))) / 300;
    if (PLR_FLAGGED(ch, PLR_HARDCORE))
        GET_LIFE_POINTS(ch) += 1;

    if (IS_REMORT(ch) && GET_REMORT_GEN(ch)) {

        if (add_hp[0] < 0 || add_hp[1] < 0) {
            errlog("remort level (%s) add_hp: [0]=%d,[1]=%d",
                GET_NAME(ch), add_hp[0], add_hp[1]);
        }

        ch->points.max_hit += add_hp[1] / 4;
        ch->points.max_mana += add_mana[1] / 2;
        ch->points.max_move += add_move[1] / 4;

    }

    if (GET_LEVEL(ch) >= LVL_AMBASSADOR) {
        for (i = 0; i < 3; i++)
            GET_COND(ch, i) = -1;
        SET_BIT(PRF_FLAGS(ch), PRF_HOLYLIGHT);
        SET_BIT(PRF_FLAGS(ch), PRF_NOHASSLE);
    }
    if (GET_LEVEL(ch) == 10)
        SET_BIT(PRF2_FLAGS(ch), PRF2_NEWBIE_HELPER);

    // special section for improving read_scrolls and use_wands
    if (CHECK_SKILL(ch, SKILL_READ_SCROLLS) > 10)
        SET_SKILL(ch, SKILL_READ_SCROLLS, 
                  MIN(100, CHECK_SKILL(ch, SKILL_READ_SCROLLS) +
                      MIN(10, number(1, GET_INT(ch) / 2))));
    if (CHECK_SKILL(ch, SKILL_USE_WANDS) > 10)
        SET_SKILL(ch, SKILL_USE_WANDS,
                  MIN(100, CHECK_SKILL(ch, SKILL_USE_WANDS) +
                      MIN(10, number(1, GET_INT(ch) / 2))));

    crashsave(ch);
    int rid = -1;
    if (ch->in_room != NULL)
        rid = ch->in_room->number;
    msg = tmp_sprintf("%s advanced to level %d in room %d%s",
        GET_NAME(ch), GET_LEVEL(ch), rid, is_tester(ch) ? " <TESTER>" : "");
    if (keep_internal)
        slog("%s", msg);
    else
        mudlog(GET_INVIS_LVL(ch), BRF, true, "%s", msg);
}