bool summon_criminal_demons(struct creature *vict) { struct creature *mob; int vnum_base = (IS_EVIL(vict)) ? ARCHONIC_BASE : DEMONIC_BASE; int demon_num = GET_REMORT_GEN(vict) / 2 + 1; int idx; for (idx = 0; idx < demon_num; idx++) { mob = read_mobile(vnum_base + MIN(4, (GET_LEVEL(vict) / 9)) + number(0, 1)); if (!mob) { errlog("Unable to load mob in demonic_overmind"); return false; } start_hunting(mob, vict); SET_BIT(NPC_FLAGS(mob), NPC_SPIRIT_TRACKER); CREATE(mob->mob_specials.func_data, int, 1); *((int *)mob->mob_specials.func_data) = GET_IDNUM(vict); char_to_room(mob, vict->in_room, true); act("The air suddenly cracks open and $n steps out!", false, mob, NULL, NULL, TO_ROOM); } if (IS_EVIL(vict)) mudlog(GET_INVIS_LVL(vict), NRM, true, "%d archons dispatched to hunt down %s", demon_num, GET_NAME(vict)); else mudlog(GET_INVIS_LVL(vict), NRM, true, "%d demons dispatched to hunt down %s", demon_num, GET_NAME(vict)); return true; }
int cityguard(struct char_data *ch, int cmd, char *arg) { struct char_data *tch, *evil; int max_evil; if (cmd || !AWAKE(ch) || (GET_POS(ch) == POSITION_FIGHTING)) return (FALSE); max_evil = 300; evil = 0; for (tch=world[ch->in_room].people; tch; tch = tch->next_in_room) { if (tch->specials.fighting) { if ((GET_ALIGNMENT(tch) < max_evil) && (IS_NPC(tch) || IS_NPC(tch->specials.fighting))) { max_evil = GET_ALIGNMENT(tch); evil = tch; } } } if (evil && !IS_EVIL(evil->specials.fighting)) { act("$n screams 'PROTECT THE INNOCENT! BANZAI!!! CHARGE!!! ARARARAGGGHH!'", FALSE, ch, 0, 0, TO_ROOM); hit(ch, evil, TYPE_UNDEFINED); return(TRUE); } return(FALSE); }
/* specjalne sprawdzanie affectow z zaklec*/ bool check_hold(CHAR_DATA *ch, CHAR_DATA *victim, int type, int spell) { sh_int sn; if( type < 0 || type > MAX_SPELL_INFO ) return FALSE; sn = si_spell_info[type][spell].sn; //zeby nie wrzucac holda na wardancerow i berserkierow if( IS_AFFECTED( victim, AFF_FREE_ACTION )) return TRUE; if( check_affect( ch, victim, type, spell) ) return TRUE; if( sn == gsn_holdevil ) return !IS_EVIL(victim); else if( sn == gsn_holdperson ) return !IS_SET(race_table[GET_RACE(victim)].type, PERSON); else if ( sn == gsn_holdmonster ) return !IS_SET(race_table[GET_RACE(victim)].type, MONSTER); else if ( sn == gsn_holdplant ) return !IS_SET(race_table[GET_RACE(victim)].type, PLANT); else if ( sn == gsn_holdanimal ) return !IS_SET(race_table[GET_RACE(victim)].type, ANIMAL); else return !is_undead(victim); return FALSE; }
static void quest_weapon_enchant(struct creature *ch, struct obj_data *obj, int lvl) { int i; for (i = MAX_OBJ_AFFECT - 1; i >= 0; i--) { if (obj->affected[i].location == APPLY_HITROLL || obj->affected[i].location == APPLY_DAMROLL) { obj->affected[i].location = APPLY_NONE; obj->affected[i].modifier = 0; } else if (i < MAX_OBJ_AFFECT - 2 && obj->affected[i].location) { obj->affected[i + 2].location = obj->affected[i].location; obj->affected[i + 2].modifier = obj->affected[i].modifier; } } obj->affected[0].location = APPLY_HITROLL; obj->affected[0].modifier = MAX(2, number(2, 4)) + (lvl >= 50) + (lvl >= 56) + (lvl >= 60) + (lvl >= 67); obj->affected[1].location = APPLY_DAMROLL; obj->affected[1].modifier = MAX(2, number(2, 4)) + (lvl >= 50) + (lvl >= 56) + (lvl >= 60) + (lvl >= 67); if (IS_GOOD(ch)) { SET_BIT(GET_OBJ_EXTRA(obj), ITEM_ANTI_EVIL); act("$p glows a bright blue.", false, ch, obj, NULL, TO_CHAR); } else if (IS_EVIL(ch)) { SET_BIT(GET_OBJ_EXTRA(obj), ITEM_ANTI_GOOD); act("$p glows a bright red.", false, ch, obj, NULL, TO_CHAR); } else { act("$p glows a bright yellow.", false, ch, obj, NULL, TO_CHAR); } SET_BIT(GET_OBJ_EXTRA(obj), ITEM_MAGIC | ITEM_GLOW); }
int is_ok_char(struct char_data * keeper, struct char_data * ch, int shop_nr) { char buf[200]; if (!(CAN_SEE(keeper, ch))) { do_say(keeper, MSG_NO_SEE_CHAR, cmd_say, 0); return (FALSE); } if (IS_GOD(ch)) return (TRUE); if ((IS_GOOD(ch) && NOTRADE_GOOD(shop_nr)) || (IS_EVIL(ch) && NOTRADE_EVIL(shop_nr)) || (IS_NEUTRAL(ch) && NOTRADE_NEUTRAL(shop_nr))) { sprintf(buf, "%s %s", GET_NAME(ch), MSG_NO_SELL_ALIGN); do_tell(keeper, buf, cmd_tell, 0); return (FALSE); } if (IS_NPC(ch)) return (TRUE); if ((IS_MAGIC_USER(ch) && NOTRADE_MAGIC_USER(shop_nr)) || (IS_CLERIC(ch) && NOTRADE_CLERIC(shop_nr)) || (IS_THIEF(ch) && NOTRADE_THIEF(shop_nr)) || (IS_WARRIOR(ch) && NOTRADE_WARRIOR(shop_nr))) { sprintf(buf, "%s %s", GET_NAME(ch), MSG_NO_SELL_CLASS); do_tell(keeper, buf, cmd_tell, 0); return (FALSE); } return (TRUE); }
// Returns a tmpstr allocated char* containing an appropriate ANSI // color code for the given target struct creature (tch) with the given // recipient struct creature(ch)'s color settings in mind. const char * get_char_class_color_code(struct creature *ch, struct creature *tch, int char_class) { switch (char_class) { case CLASS_MAGIC_USER: return CCMAG(ch, C_NRM); case CLASS_CLERIC: if (IS_GOOD(tch)) { return CCBLU_BLD(ch, C_NRM); } else if (IS_EVIL(tch)) { return CCRED_BLD(ch, C_NRM); } else { return CCYEL(ch, C_NRM); } case CLASS_KNIGHT: if (IS_GOOD(tch)) { return CCBLU_BLD(ch, C_NRM); } else if (IS_EVIL(tch)) { return CCRED(ch, C_NRM); } else { return CCYEL(ch, C_NRM); } case CLASS_RANGER: return CCGRN(ch, C_NRM); case CLASS_BARB: return CCCYN(ch, C_NRM); case CLASS_THIEF: return CCNRM_BLD(ch, C_NRM); case CLASS_CYBORG: return CCCYN(ch, C_NRM); case CLASS_PSIONIC: return CCMAG(ch, C_NRM); case CLASS_PHYSIC: return CCNRM_BLD(ch, C_NRM); case CLASS_BARD: return CCYEL_BLD(ch, C_NRM); case CLASS_MONK: return CCGRN(ch, C_NRM); case CLASS_MERCENARY: return CCYEL(ch, C_NRM); default: return CCNRM(ch, C_NRM); } }
int invalid_align(struct char_data *ch, struct obj_data *obj) { if (OBJ_FLAGGED(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)) return TRUE; if (OBJ_FLAGGED(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) return TRUE; if (OBJ_FLAGGED(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch)) return TRUE; return FALSE; }
int calcManaMulti(CharData *ch) { int multi = 100; if(ROOM_FLAGGED(ch->in_room, ROOM_MANA_REGEN)) multi += 50; if(IS_AFFECTED(ch, AFF_WRAITHFORM)) multi += 25; if((GET_CLASS(ch) == CLASS_SHADOW_DANCER) && (IS_DARK(ch->in_room) || IS_AFFECTED(ch, AFF_SHADOW_SPHERE))) multi += 50; if(IS_AFFECTED(ch, AFF_POISON)) multi -= 100; if(!IS_NPC(ch)) { if( !IS_NPC(ch) && ROOM_FLAGGED(ch->in_room, ROOM_SUFFER) && ( GET_LEVEL(ch) < LVL_IMMORT )) multi -= 90; else if (!GET_COND(ch, THIRST) && IS_AMARA(ch)) multi -= 90; else if (IS_IZARTI(ch) && IS_EVIL(ch)) multi -= 90; else if (IS_DEMON(ch) && IS_GOOD(ch)) multi -= 90; } if(GET_RACE(ch) == RACE_STROLL) multi += 100; /* Position calculations */ switch (GET_POS(ch)) { case POS_MEDITATING: case POS_SLEEPING: multi += 120; break; case POS_RESTING: multi += 60; break; } multi += (int)GET_SKILL(ch, SKILL_DEVOTION); // Don't let a player's regeneration completely stagnate... multi = MAX(multi, 25); return multi; }
/* Hitpoint gain per game hour */ int hit_gain(CharData * ch) { // Character is messed if (IN_ROOM(ch) == -1) return 0; // Delusion health deflates fairly quickly if(affected_by_spell(ch, SKILL_DELUSION)) return -(GET_MAX_HIT(ch) * spell_level(ch, SKILL_DELUSION) / 9); /* Are they rotting away ? */ if (!IS_NPC(ch) && IS_UNDEAD(ch)) { return ( (GET_LEVEL(ch) < 50) && (ch->desc) ) ? -GET_LEVEL(ch) : 0; } /* Race calculations */ /* vampires don't regenerate in sunlight, unless they're shadow sphered */ if (!IS_NPC(ch) && IS_VAMPIRE(ch) && IS_SUNLIGHT(IN_ROOM(ch)) && !IS_AFFECTED(ch, AFF_SHADOW_SPHERE)) return 0; if(!IS_NPC(ch)) { int suffer = 0; if(ROOM_FLAGGED(ch->in_room, ROOM_SUFFER) && ( GET_LEVEL(ch) < LVL_IMMORT )) suffer = 1; else if(!GET_COND(ch, THIRST) && IS_AMARA(ch)) suffer = 1; else if (IS_IZARTI(ch) && IS_EVIL(ch)) suffer = 1; else if (IS_DEMON(ch) && IS_GOOD(ch)) suffer = 1; if(suffer == 1) { if(percentSuccess(2)) damage(ch, ch, -SUFFER_RATE, TYPE_ROOM_SUFFER); return 0; } } int base = calcHitBase(ch); int multiplier = calcHitMulti(ch); int bonus = calcHitBonus(ch); int gain = base*multiplier/100 + bonus; return (gain); }/* hit_gain */
void equip_char(struct char_data *ch, struct obj_data *obj, int pos) { int j; assert(pos>=0 && pos<MAX_WEAR); assert(!(ch->equipment[pos])); if (obj->carried_by) { log("EQUIP: Obj is carried_by when equip."); return; } if (obj->in_room!=NOWHERE) { log("EQUIP: Obj is in_room when equip."); return; } if ((IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))) { if (ch->in_room != NOWHERE) { /* act("You are zapped by $p and instantly drop it.", FALSE, ch, obj, 0, TO_CHAR); act("$n is zapped by $p and instantly drop it.", FALSE, ch, obj, 0, TO_ROOM); obj_to_room(obj, ch->in_room); return; */ } else { log("ch->in_room = NOWHERE when equipping char."); } } ch->equipment[pos] = obj; if (GET_ITEM_TYPE(obj) == ITEM_ARMOR) GET_AC(ch) -= apply_ac(ch, pos); for(j=0; j<MAX_OBJ_AFFECT; j++) affect_modify(ch, obj->affected[j].location, obj->affected[j].modifier, obj->obj_flags.bitvector, TRUE); affect_total(ch); }
int calcMoveMulti(CharData *ch) { int multi = 100; if(IS_AFFECTED(ch, AFF_PLAGUE) > 0) multi -= 50; /* vampires barely regen vigor in sunlight, unless they're shadow sphered */ if (!IS_NPC(ch) && IS_VAMPIRE(ch) && IS_SUNLIGHT(IN_ROOM(ch)) && !IS_AFFECTED(ch, AFF_SHADOW_SPHERE)) multi -= 90; else if (IS_AFFECTED(ch, AFF_POISON)) multi -= 90; else if ((GET_COND(ch, HUNGER) == 0 && !IS_VAMPIRE(ch)) || (GET_COND(ch, THIRST) == 0)) multi -= 90; if( ROOM_FLAGGED(ch->in_room, ROOM_SUFFER) && ( GET_LEVEL(ch) < LVL_IMMORT )) multi -= 90; else if (!GET_COND(ch, THIRST) && IS_AMARA(ch)) multi -= 90; else if (IS_IZARTI(ch) && IS_EVIL(ch)) multi -= 90; else if (IS_DEMON(ch) && IS_GOOD(ch)) multi -= 90; /* Position calculations */ switch (GET_POS(ch)) { case POS_MEDITATING: case POS_SLEEPING: multi += 120; break; case POS_RESTING: multi += 80; break; case POS_SITTING: multi += 40; /* Divide by 8 */ break; } // Don't let a player's regeneration completely stagnate... multi = MAX(multi, 25); return multi; }
static void quest_armor_enchant(struct creature *ch, struct obj_data *obj, int lvl) { int i; for (i = 0; i < MAX_OBJ_AFFECT - 1; i++) { if (obj->affected[i].location == APPLY_AC || obj->affected[i].location == APPLY_SAVING_BREATH || obj->affected[i].location == APPLY_SAVING_SPELL || obj->affected[i].location == APPLY_SAVING_PARA) { obj->affected[i].location = APPLY_NONE; obj->affected[i].modifier = 0; } } obj->affected[0].location = APPLY_AC; obj->affected[0].modifier = -(lvl / 8) - 5; obj->affected[1].location = APPLY_SAVING_PARA; obj->affected[1].modifier = -(4 + (lvl >= 53)); obj->affected[2].location = APPLY_SAVING_BREATH; obj->affected[2].modifier = -(4 + (lvl >= 53)); obj->affected[3].location = APPLY_SAVING_SPELL; obj->affected[3].modifier = -(4 + (lvl >= 53)); if (IS_GOOD(ch)) { SET_BIT(GET_OBJ_EXTRA(obj), ITEM_ANTI_EVIL); act("$p glows a bright blue.", false, ch, obj, NULL, TO_CHAR); } else if (IS_EVIL(ch)) { SET_BIT(GET_OBJ_EXTRA(obj), ITEM_ANTI_GOOD); act("$p glows a bright red.", false, ch, obj, NULL, TO_CHAR); } else { act("$p glows a bright yellow.", false, ch, obj, NULL, TO_CHAR); } SET_BIT(GET_OBJ_EXTRA(obj), ITEM_MAGIC | ITEM_GLOW); }
// Returns a const char* containing an appropriate '&c' color code for the given target // struct creature (tch) suitable for use with send_to_desc. const char * get_char_class_color(struct creature *tch, int char_class) { switch (char_class) { case CLASS_MAGIC_USER: return "&m"; case CLASS_CLERIC: case CLASS_KNIGHT: if (IS_GOOD(tch)) { return "&B"; } else if (IS_EVIL(tch)) { return "&R"; } else { return "&y"; } case CLASS_RANGER: return "&g"; case CLASS_BARB: return "&c"; case CLASS_THIEF: return "&N"; case CLASS_CYBORG: return "&c"; case CLASS_PSIONIC: return "&m"; case CLASS_PHYSIC: return "&N"; case CLASS_BARD: return "&Y"; case CLASS_MONK: return "&g"; case CLASS_MERCENARY: return "&y"; default: return "&n"; } }
void do_omni( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char buf2[MAX_STRING_LENGTH]; BUFFER *output; DESCRIPTOR_DATA *d; int immmatch; int mortmatch; int hptemp; /* * Initalize Variables. */ immmatch = 0; mortmatch = 0; buf[0] = '\0'; output = new_buf(); /* * Count and output */ sprintf(buf,"\n\r{B---{WI{wm{Wm{wo{Wr{wt{Wa{wl{Ws{B----{x\n\r"); add_buf(output,buf); sprintf( buf, "{WN{wa{Wm{we {WL{we{Wv{we{Wl {WW{wi{Wz {WI{wn{Wc{wo{Wg {WG{wh{Wo{ws{Wt {W[{wV{Wn{wu{Wm{W]{x\n\r"); add_buf(output,buf); for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *wch; if ( d->connected != CON_PLAYING || !can_see( ch, d->character ) ) continue; wch = ( d->original != NULL ) ? d->original : d->character; if (!can_see(ch,wch) || wch->level < 102) continue; immmatch++; sprintf( buf, "{R%-14s %-3d %-3d %-3d %-3d [%-3d]{x\n\r", wch->name, wch->level, wch->invis_level, wch->incog_level, wch->ghost_level, wch->in_room->vnum); add_buf(output,buf); } /* * Count and output the Morts. */ sprintf( buf, " \n\r {B----{YM{yo{Yr{yt{Ya{yl{Ys{B----{x\n\r"); add_buf(output,buf); sprintf( buf, "{WN{wa{Wm{we {WG{wo{Wd {WR{wa{Wc{we{W/{wC{Wl{wa{Ws{ws {WP{wo{Ws{wi{Wt{wi{Wo{wn {WL{we{Wv {w%%{Wh{wp{Ws {w[{WV{wn{Wu{wm{W]{x\n\r"); add_buf(output,buf); hptemp = 0; for ( d = descriptor_list; d != NULL; d = d->next ) { CHAR_DATA *wch; char const *class; if ( d->connected != CON_PLAYING || !can_see( ch, d->character ) ) continue; wch = ( d->original != NULL ) ? d->original : d->character; if (!can_see(ch,wch) || wch->level > ch->level || wch->level > 101) continue; mortmatch++; if ((wch->max_hit != wch->hit) && (wch->hit > 0)) hptemp = (wch->hit*100)/wch->max_hit; else if (wch->max_hit == wch->hit) hptemp = 100; else if (wch->hit < 0) hptemp = 0; class = class_table[wch->class].who_name; sprintf( buf, "{G%-14s %-7s %6.6s/%3.3s %-10s %-3d %-3d%% [%-3d]{x\n\r", wch->name, IS_GOOD(wch)? "Good" : IS_EVIL(wch) ? "Evil" : "Neutral", wch->race < MAX_PC_RACE ? pc_race_table[wch->race].who_name : " ", class, capitalize( position_table[wch->position].name) , wch->level, hptemp, wch->in_room->vnum); add_buf(output,buf); } /* * Tally the counts and send the whole list out. */ sprintf( buf2, "\n\r{CIMMs found: {w%d{x\n\r", immmatch ); add_buf(output,buf2); sprintf( buf2, "{CMorts found: {y%d{x\n\r", mortmatch ); add_buf(output,buf2); page_to_char( buf_string(output), ch ); free_buf(output); return; }
/* 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); } }
bool check_social( CHAR_DATA * ch, const char *command, const char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; SOCIALTYPE *social; if( ( social = find_social( command ) ) == NULL ) return FALSE; if( !IS_NPC( ch ) && IS_SET( ch->act, PLR_NO_EMOTE ) ) { send_to_char( "You are anti-social!\r\n", ch ); return TRUE; } switch ( ch->position ) { case POS_DEAD: send_to_char( "Lie still; you are DEAD.\r\n", ch ); return TRUE; case POS_INCAP: case POS_MORTAL: send_to_char( "You are hurt far too bad for that.\r\n", ch ); return TRUE; case POS_STUNNED: send_to_char( "You are too stunned to do that.\r\n", ch ); return TRUE; case POS_SLEEPING: /* * I just know this is the path to a 12" 'if' statement. :( * But two players asked for it already! -- Furey */ if( !str_cmp( social->name, "snore" ) ) break; send_to_char( "In your dreams, or what?\r\n", ch ); return TRUE; } one_argument( argument, arg ); victim = NULL; if( arg[0] == '\0' ) { act( AT_SOCIAL, social->others_no_arg, ch, NULL, victim, TO_ROOM ); act( AT_SOCIAL, social->char_no_arg, ch, NULL, victim, TO_CHAR ); } else if( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\r\n", ch ); } else if( victim == ch ) { act( AT_SOCIAL, social->others_auto, ch, NULL, victim, TO_ROOM ); act( AT_SOCIAL, social->char_auto, ch, NULL, victim, TO_CHAR ); } else { act( AT_SOCIAL, social->others_found, ch, NULL, victim, TO_NOTVICT ); act( AT_SOCIAL, social->char_found, ch, NULL, victim, TO_CHAR ); act( AT_SOCIAL, social->vict_found, ch, NULL, victim, TO_VICT ); if( !IS_NPC( ch ) && IS_NPC( victim ) && !IS_AFFECTED( victim, AFF_CHARM ) && IS_AWAKE( victim ) && !IS_SET( victim->pIndexData->progtypes, ACT_PROG ) ) { switch ( number_bits( 4 ) ) { case 0: if( !IS_SET( ch->in_room->room_flags, ROOM_SAFE ) || IS_EVIL( ch ) ) multi_hit( victim, ch, TYPE_UNDEFINED ); else if( IS_NEUTRAL( ch ) ) { act( AT_ACTION, "$n slaps $N.", victim, NULL, ch, TO_NOTVICT ); act( AT_ACTION, "You slap $N.", victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "$n slaps you.", victim, NULL, ch, TO_VICT ); } else { act( AT_ACTION, "$n acts like $N doesn't even exist.", victim, NULL, ch, TO_NOTVICT ); act( AT_ACTION, "You just ignore $N.", victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "$n appears to be ignoring you.", victim, NULL, ch, TO_VICT ); } break; case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: act( AT_SOCIAL, social->others_found, victim, NULL, ch, TO_NOTVICT ); act( AT_SOCIAL, social->char_found, victim, NULL, ch, TO_CHAR ); act( AT_SOCIAL, social->vict_found, victim, NULL, ch, TO_VICT ); break; case 9: case 10: case 11: case 12: act( AT_ACTION, "$n slaps $N.", victim, NULL, ch, TO_NOTVICT ); act( AT_ACTION, "You slap $N.", victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "$n slaps you.", victim, NULL, ch, TO_VICT ); break; } } } return TRUE; }
void do_track( CHAR_DATA *ch, char *argument ) { char buf [ MAX_STRING_LENGTH ]; char arg [ MAX_STRING_LENGTH ]; CHAR_DATA *victim; int direction, skill; bool fArea=TRUE; skill=get_skill(ch, gsn_track); if (IS_NPC(ch)) { return; } if ( ch->mount ) { send_to_char( "Najpierw zsi±d¼ ze swojego wierzchowca.\n\r", ch ); return; } if ( !IS_IMMORTAL( ch ) && IS_AFFECTED( ch, AFF_BLIND ) ) { act("$n klêka i bezradnie potrz±sa g³ow±.",ch,NULL,NULL,TO_ROOM); send_to_char("Klekasz, ale przecie¿ niczego nie widzisz.\n\r",ch); return; } if ( room_is_dark( ch, ch->in_room ) && !(IS_AFFECTED( ch, AFF_DARK_VISION ) || IS_IMMORTAL( ch ) )) { send_to_char("Klekasz, ale jest tu tak ciemno, ¿e niczego nie widzisz.\n\r",ch); return; } // wycinamy niektóre ze sektorów switch ( ch->in_room->sector_type ) { case 6: //woda p³yw case 7: //woda niep case 19: //rzeka case 20: //jezioro case 21: //morze case 22: //ocean case 23: //lawa case 24: //ruchome piaski case 25: //gor±ce ¼ród³o case 34: //pod wod± case 37: //ciemna woda case 39: //podziemne jezioro send_to_char( "Tutaj chyba nie da siê szukaæ ¶ladów.\n\r", ch ); return; } // komunikaty dla tych, którzy nie umiej± szukaæ ¶ladów if ( skill == 0 ) { switch (number_range(1,7)) { case 1: act("$n klêka i nie wie co robiæ dalej.",ch,NULL,NULL,TO_ROOM); send_to_char("Klêkasz i nie za bardzo wiesz co robiæ dalej.\n\r",ch); break; case 2: act("$n klêka i niczego nie widzi.",ch,NULL,NULL,TO_ROOM); send_to_char("Klêkasz i niczego nie widzisz.\n\r",ch); break; case 3: act("$n mocno tupie, klêka i przygl±da siê ¶ladom.",ch,NULL,NULL,TO_ROOM); send_to_char("Mocno tupiesz, klêkasz i przygl±dasz siê ¶ladom.\n\r",ch); break; case 4: act("$n klêka i ¶ledzi tropy, ale nie ma o tym zielonego pojêcia.",ch,NULL,NULL,TO_ROOM); send_to_char("Klêkasz i ¶ledzisz tropy, choæ nie masz o tym zielonego pojêcia.\n\r",ch); break; case 5: act("$n klêka i robi nieszczê¶liw± minê.",ch,NULL,NULL,TO_ROOM); send_to_char("Klêkasz i robisz nieszczê¶liw± minê.\n\r",ch); break; case 6: act("$n rozgl±da siê dooko³a.",ch,NULL,NULL,TO_ROOM); send_to_char("Rozgl±dasz siê dooko³a, ale to nie pomaga.\n\r",ch); break; case 7: act("$n zastanawia siê nad tym, ¿e tropienie to niez³a umiejêtno¶æ.",ch,NULL,NULL,TO_ROOM); send_to_char("Zastanawiasz siê nad tym, ¿e tropienie to niez³a umiejêtno¶æ.\n\r",ch); break; default : send_to_char( "Nie masz pojêcia jak to siê robi.\n\r", ch ); act("$n klêka i ¶ledzi tropy, ale nie ma o tym zielonego pojêcia.",ch,NULL,NULL,TO_ROOM); break; } return; } // bonus/kara od dobrej lokacji s± wiêksze ni¿ od z³ej if ( EXT_IS_SET( ch->in_room->room_flags, ROOM_CONSECRATE )) { if (IS_EVIL( ch ) ) skill -= number_range(1,5); if (IS_GOOD( ch ) ) skill += number_range(1,5); } if ( EXT_IS_SET( ch->in_room->room_flags, ROOM_DESECRATE )) { if (IS_EVIL( ch ) ) skill += number_range(0,4); if (IS_GOOD( ch ) ) skill -= number_range(0,4); } // sprawdzamy czy skill nie zrobi³ siê nam mniejszy ni¿ 1 if (skill < 1) { skill = 1; } // no to zaczynamy w³a¶ciwe trackowanie :D one_argument( argument, arg ); #ifdef ENABLE_NEW_TRACK if(MAX_TRACK_LEN > 0) { track_new(ch, skill, argument); return; } #endif if ( arg[0] == '\0' ) { act("$n klêka i zaczyna z uwag± przygl±daæ siê ¶ladom.",ch,NULL,NULL,TO_ROOM); act("Klêkasz i z uwag± przygl±dasz siê ¶ladom.",ch,NULL,NULL,TO_CHAR); return; } if ( fArea ) { victim = get_char_area( ch, arg ); } else { victim = get_char_world( ch, arg ); } if ( !victim ) { act("$n klêka i zaczyna z uwag± przygl±daæ siê ¶ladom.",ch,NULL,NULL,TO_ROOM); act("Klêkasz, przygl±dasz siê ¶ladom, ale nie znajdujesz ¿adnego tropu.",ch,NULL,NULL,TO_CHAR); WAIT_STATE( ch, skill_table[gsn_track].beats ); return; } if(victim==ch) { act("Zastanawiasz siê przez chwilê czy to ma sens, no có¿...",ch,NULL,NULL,TO_CHAR); return; } if ( ch->in_room == victim->in_room ) { act( "Klêkasz i badasz trop, po chwili zdajesz sobie sprawê, ¿e $N stoi ko³o ciebie.", ch, NULL, victim, TO_CHAR ); act("$n klêka i zaczyna z uwag± przygl±daæ siê ¶ladom.",ch,NULL,NULL,TO_ROOM); return; } if ( skill < number_range( 20, 40 ) ) { act("$n klêka i zaczyna z uwag± przygl±daæ siê ¶ladom.",ch,NULL,NULL,TO_ROOM); act("Klêkasz, przygl±dasz siê ¶ladom, ale nie znajdujesz ¿adnego tropu.",ch,NULL,NULL,TO_CHAR); WAIT_STATE( ch, skill_table[gsn_track].beats ); check_improve(ch, NULL, gsn_track, FALSE, 12); return; } if ( IS_AFFECTED ( victim, AFF_SPIRIT_WALK ) ) { act("$n klêka i zaczyna z uwag± przygl±daæ siê ¶ladom.",ch,NULL,NULL,TO_ROOM); act("Klêkasz, przygl±dasz siê ¶ladom, ale nie znajdujesz ¿adnego tropu.",ch,NULL,NULL,TO_CHAR); WAIT_STATE( ch, skill_table[gsn_track].beats ); return; } else { act("$n klêka i zaczyna z uwag± przygl±daæ siê ¶ladom.",ch,NULL,NULL,TO_ROOM); act("Klêkasz i przygladasz siê ¶ladom, chyba widzisz jaki¶ trop.",ch,NULL,NULL,TO_CHAR); } WAIT_STATE( ch, skill_table[gsn_track].beats ); direction = find_path( ch->in_room->vnum, victim->in_room->vnum, ch, -40000, fArea ); if ( direction == -1 ) { act( "Niestety, nie mo¿esz nic wiêcej odczytaæ ze ¶ladów.", ch, NULL, victim, TO_CHAR ); return; } if ( direction < 0 || direction >= MAX_DIR ) { send_to_char( "Hmm... co¶ jest nie tak.\n\r", ch ); return; } /* * Give a random direction if the player misses the die roll. */ if ( number_percent() > skill ) { do { direction = number_door( ); } while ( !( ch->in_room->exit[direction] ) || !( ch->in_room->exit[direction]->u1.to_room ) ); } check_improve(ch, NULL, gsn_track, TRUE, 9); /* * Display the results of the search. */ sprintf( buf, "Znajdujesz ¶lady $Z prowadz±ce na %s.", direction == 4 ? "górê" : dir_name[direction] ); act( buf, ch, NULL, victim, TO_CHAR ); return; }
/* * Every spell that does damage comes through here. This calculates the * amount of damage, adds in any modifiers, determines what the saves are, * tests for save and calls damage(). * * -1 = dead, otherwise the amount of damage done. */ int mag_damage(int level, struct char_data *ch, struct char_data *victim, int spellnum, int savetype) { int dam = 0; if (victim == NULL || ch == NULL) return (0); switch (spellnum) { /* Mostly mages */ case SPELL_MAGIC_MISSILE: case SPELL_CHILL_TOUCH: /* chill touch also has an affect */ if (IS_MAGIC_USER(ch)) dam = dice(1, 8) + 1; else dam = dice(1, 6) + 1; break; case SPELL_BURNING_HANDS: if (IS_MAGIC_USER(ch)) dam = dice(3, 8) + 3; else dam = dice(3, 6) + 3; break; case SPELL_SHOCKING_GRASP: if (IS_MAGIC_USER(ch)) dam = dice(5, 8) + 5; else dam = dice(5, 6) + 5; break; case SPELL_LIGHTNING_BOLT: if (IS_MAGIC_USER(ch)) dam = dice(7, 8) + 7; else dam = dice(7, 6) + 7; break; case SPELL_COLOR_SPRAY: if (IS_MAGIC_USER(ch)) dam = dice(9, 8) + 9; else dam = dice(9, 6) + 9; break; case SPELL_FIREBALL: if (IS_MAGIC_USER(ch)) dam = dice(11, 8) + 11; else dam = dice(11, 6) + 11; break; /* Mostly clerics */ case SPELL_DISPEL_EVIL: dam = dice(6, 8) + 6; if (IS_EVIL(ch)) { victim = ch; dam = GET_HIT(ch) - 1; } else if (IS_GOOD(victim)) { act("The gods protect $N.", FALSE, ch, 0, victim, TO_CHAR); return (0); } break; case SPELL_DISPEL_GOOD: dam = dice(6, 8) + 6; if (IS_GOOD(ch)) { victim = ch; dam = GET_HIT(ch) - 1; } else if (IS_EVIL(victim)) { act("The gods protect $N.", FALSE, ch, 0, victim, TO_CHAR); return (0); } break; case SPELL_CALL_LIGHTNING: dam = dice(7, 8) + 7; break; case SPELL_HARM: dam = dice(8, 8) + 8; break; case SPELL_ENERGY_DRAIN: if (GET_LEVEL(victim) <= 2) dam = 100; else dam = dice(1, 10); break; /* Area spells */ case SPELL_EARTHQUAKE: dam = dice(2, 8) + level; break; } /* switch(spellnum) */ /* divide damage by two if victim makes his saving throw */ if (mag_savingthrow(victim, savetype, 0)) dam /= 2; /* and finally, inflict the damage */ return (damage(ch, victim, dam, spellnum)); }
void equip_char(struct char_data * ch, struct obj_data * obj, int pos) { int j; int invalid_class(struct char_data *ch, struct obj_data *obj); int invalid_race(struct char_data *ch, struct obj_data *obj); assert(pos >= 0 && pos < NUM_WEARS); if (GET_EQ(ch, pos)) { GET_NAME(ch, chname); sprintf(buf, "SYSERR: Char is already equipped: %s, %s", chname, obj->short_description); FREE_NAME(chname); log(buf); return; } if (obj->carried_by) { log("SYSERR: EQUIP: Obj is carried_by when equip."); return; } if (obj->in_room != NOWHERE) { log("SYSERR: EQUIP: Obj is in_room when equip."); return; } /* Let's change the messages here. Soli, 8/12/99 */ if ((IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))) { act("You are zapped by $p and instantly let go of it.", FALSE, ch, obj, 0, TO_CHAR); act("$n is zapped by $p and instantly lets go of it.", FALSE, ch, obj, 0, TO_ROOM); obj_to_char(obj, ch); /* changed to drop in inventory instead of * ground */ return; } /* I'm moving the other two to a seperate function, checked before we actually wear the eq. Soli, 8/12/99 */ GET_EQ(ch, pos) = obj; obj->worn_by = ch; obj->worn_on = pos; if (GET_OBJ_TYPE(obj) == ITEM_ARMOR) GET_AC(ch) -= apply_ac(ch, pos); if (ch->in_room != NOWHERE) { if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT) if (GET_OBJ_VAL(obj, 2)) /* if light is ON */ world[ch->in_room].light++; } else { log("SYSERR: ch->in_room = NOWHERE when equipping char."); } for (j = 0; j < MAX_OBJ_AFFECT; j++) affect_modify(ch, obj->affected[j].location, obj->affected[j].modifier, obj->obj_flags.bitvector, TRUE); affect_total(ch); }
void show_char_to_char(struct char_data *i, struct char_data *ch, int mode) { char buffer[MAX_STRING_LENGTH]; int j, found, percent; struct obj_data *tmp_obj; if (mode == 0) { if (IS_AFFECTED(i, AFF_HIDE) || !CAN_SEE(ch,i)) { if (IS_AFFECTED(ch, AFF_SENSE_LIFE)) send_to_char("You sense a hidden life form in the room.\n\r", ch); return; } if (!(i->player.long_descr)||(GET_POS(i) != i->specials.default_pos)) { /* A player char or a mobile without long descr, or not in default pos. */ if (!IS_NPC(i)) { strcpy(buffer,GET_NAME(i)); strcat(buffer," "); strcat(buffer,GET_TITLE(i)); } else { strcpy(buffer, i->player.short_descr); CAP(buffer); } if ( IS_AFFECTED(i,AFF_INVISIBLE)) strcat(buffer," (invisible)"); switch(GET_POS(i)) { case POSITION_STUNNED : strcat(buffer," is lying here, stunned."); break; case POSITION_INCAP : strcat(buffer," is lying here, incapacitated."); break; case POSITION_MORTALLYW: strcat(buffer," is lying here, mortally wounded."); break; case POSITION_DEAD : strcat(buffer," is lying here, dead."); break; case POSITION_STANDING : strcat(buffer," is standing here."); break; case POSITION_SITTING : strcat(buffer," is sitting here."); break; case POSITION_RESTING : strcat(buffer," is resting here."); break; case POSITION_SLEEPING : strcat(buffer," is sleeping here."); break; case POSITION_FIGHTING : if (i->specials.fighting) { strcat(buffer," is here, fighting "); if (i->specials.fighting == ch) strcat(buffer," YOU!"); else { if (i->in_room == i->specials.fighting->in_room) if (IS_NPC(i->specials.fighting)) strcat(buffer, i->specials.fighting->player.short_descr); else strcat(buffer, GET_NAME(i->specials.fighting)); else strcat(buffer, "someone who has already left."); } } else /* NIL fighting pointer */ strcat(buffer," is here struggling with thin air."); break; default : strcat(buffer," is floating here."); break; } if (IS_AFFECTED(ch, AFF_DETECT_EVIL)) { if (IS_EVIL(i)) strcat(buffer, " (Red Aura)"); } strcat(buffer,"\n\r"); send_to_char(buffer, ch); } else /* npc with long */ { if (IS_AFFECTED(i,AFF_INVISIBLE)) strcpy(buffer,"*"); else *buffer = '\0'; if (IS_AFFECTED(ch, AFF_DETECT_EVIL)) { if (IS_EVIL(i)) strcat(buffer, " (Red Aura)"); } strcat(buffer, i->player.long_descr); send_to_char(buffer, ch); } if (IS_AFFECTED(i,AFF_SANCTUARY)) act("$n glows with a bright light!", FALSE, i, 0, ch, TO_VICT); } else if (mode == 1) { if (i->player.description) send_to_char(i->player.description, ch); else { act("You see nothing special about $m.", FALSE, i, 0, ch, TO_VICT); } /* Show a character to another */ if (GET_MAX_HIT(i) > 0) percent = (100*GET_HIT(i))/GET_MAX_HIT(i); else percent = -1; /* How could MAX_HIT be < 1?? */ if (IS_NPC(i)) strcpy(buffer, i->player.short_descr); else strcpy(buffer, GET_NAME(i)); if (percent >= 100) strcat(buffer, " is in an excellent condition.\n\r"); else if (percent >= 90) strcat(buffer, " has a few scratches.\n\r"); else if (percent >= 75) strcat(buffer, " has some small wounds and bruises.\n\r"); else if (percent >= 50) strcat(buffer, " has quite a few wounds.\n\r"); else if (percent >= 30) strcat(buffer, " has some big nasty wounds and scratches.\n\r"); else if (percent >= 15) strcat(buffer, " looks pretty hurt.\n\r"); else if (percent >= 0) strcat(buffer, " is in an awful condition.\n\r"); else strcat(buffer, " is bleeding awfully from big wounds.\n\r"); send_to_char(buffer, ch); found = FALSE; for (j=0; j< MAX_WEAR; j++) { if (i->equipment[j]) { if (CAN_SEE_OBJ(ch,i->equipment[j])) { found = TRUE; } } } if (found) { act("\n\r$n is using:", FALSE, i, 0, ch, TO_VICT); for (j=0; j< MAX_WEAR; j++) { if (i->equipment[j]) { if (CAN_SEE_OBJ(ch,i->equipment[j])) { send_to_char(where[j],ch); show_obj_to_char(i->equipment[j],ch,1); } } } } if ((GET_CLASS(ch) == CLASS_THIEF) && (ch != i)) { found = FALSE; send_to_char("\n\rYou attempt to peek at the inventory:\n\r", ch); for(tmp_obj = i->carrying; tmp_obj; tmp_obj = tmp_obj->next_content) { if (CAN_SEE_OBJ(ch, tmp_obj) && (number(0,20) < GET_LEVEL(ch))) { show_obj_to_char(tmp_obj, ch, 1); found = TRUE; } } if (!found) send_to_char("You can't see anything.\n\r", ch); } } else if (mode == 2) { /* Lists inventory */ act("$n is carrying:", FALSE, i, 0, ch, TO_VICT); list_obj_to_char(i->carrying,ch,1,TRUE); } }
bool mob_magic_user(struct char_data *ch) { struct char_data *vict; if(GET_CLASS(ch) != MOB_CLASS_MAGIC_USER) return (FALSE); if (GET_POS(ch) != POS_FIGHTING) return (FALSE); /* pseudo-randomly choose someone in the room who is fighting me */ for (vict = world[IN_ROOM(ch)].people; vict; vict = vict->next_in_room) if (FIGHTING(vict) == ch && !rand_number(0, 4)) break; /* if I didn't pick any of those, then just slam the guy I'm fighting */ if (vict == NULL && IN_ROOM(FIGHTING(ch)) == IN_ROOM(ch)) vict = FIGHTING(ch); /* Hm...didn't pick anyone...I'll wait a round. */ if (vict == NULL) return (TRUE); if (GET_LEVEL(ch) > 13 && rand_number(0, 10) == 0) cast_spell(ch, vict, NULL, NOWHERE, SPELL_POISON); if (GET_LEVEL(ch) > 7 && rand_number(0, 8) == 0) cast_spell(ch, vict, NULL, NOWHERE, SPELL_BLINDNESS); if (GET_LEVEL(ch) > 12 && rand_number(0, 12) == 0) { if (IS_EVIL(ch)) cast_spell(ch, vict, NULL, NOWHERE, SPELL_ENERGY_DRAIN); else if (IS_GOOD(ch)) cast_spell(ch, vict, NULL, NOWHERE, SPELL_DISPEL_EVIL); } if (rand_number(0, 4)) return (TRUE); switch (GET_LEVEL(ch)) { case 4: case 5: cast_spell(ch, vict, NULL, NOWHERE, SPELL_MAGIC_MISSILE); break; case 6: case 7: cast_spell(ch, vict, NULL, NOWHERE, SPELL_CHILL_TOUCH); break; case 8: case 9: cast_spell(ch, vict, NULL, NOWHERE, SPELL_BURNING_HANDS); break; case 10: case 11: cast_spell(ch, vict, NULL, NOWHERE, SPELL_SHOCKING_GRASP); break; case 12: case 13: cast_spell(ch, vict, NULL, NOWHERE, SPELL_LIGHTNING_BOLT); break; case 14: case 15: case 16: case 17: cast_spell(ch, vict, NULL, NOWHERE, SPELL_COLOR_SPRAY); break; default: cast_spell(ch, vict, NULL, NOWHERE, SPELL_FIREBALL); break; } return (TRUE); }
void auto_equip(struct char_data *ch, struct obj_data *obj, int location) { int j; if (location > 0) { /* was worn */ switch (j = (location - 1)) { case WEAR_FINGER_R: case WEAR_FINGER_L: if (!CAN_WEAR(obj,ITEM_WEAR_FINGER)) location = LOC_INVENTORY; break; case WEAR_NECK_1: case WEAR_NECK_2: if (!CAN_WEAR(obj,ITEM_WEAR_NECK)) location = LOC_INVENTORY; break; case WEAR_BODY: if (!CAN_WEAR(obj,ITEM_WEAR_BODY)) location = LOC_INVENTORY; break; case WEAR_HEAD: if (!CAN_WEAR(obj,ITEM_WEAR_HEAD)) location = LOC_INVENTORY; break; case WEAR_LEGS: if (!CAN_WEAR(obj,ITEM_WEAR_LEGS)) location = LOC_INVENTORY; break; case WEAR_FOOT_R: case WEAR_FOOT_L: if (!CAN_WEAR(obj,ITEM_WEAR_FEET)) location = LOC_INVENTORY; break; case WEAR_HAND_R: case WEAR_HAND_L: if (!CAN_WEAR(obj,ITEM_WEAR_HANDS)) location = LOC_INVENTORY; break; case WEAR_ARM_R: case WEAR_ARM_L: if (!CAN_WEAR(obj,ITEM_WEAR_ARMS)) location = LOC_INVENTORY; break; case WEAR_BACK: if (!CAN_WEAR(obj,ITEM_WEAR_BACK)) location = LOC_INVENTORY; break; case WEAR_WAIST: if (!CAN_WEAR(obj,ITEM_WEAR_WAIST)) location = LOC_INVENTORY; break; case WEAR_WRIST_R: case WEAR_WRIST_L: if (!CAN_WEAR(obj,ITEM_WEAR_WRIST)) location = LOC_INVENTORY; break; case WEAR_WIELD: case WEAR_HOLD: if (!CAN_WEAR(obj, ITEM_WEAR_HOLD) && !CAN_WEAR(obj, ITEM_WEAR_TAKE)) location = LOC_INVENTORY; break; default: location = LOC_INVENTORY; } if (location > 0) { if (!GET_EQ(ch,j)) { /* check ch's alignment to prevent $M from being zapped through auto-equip */ if ((IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))) location = LOC_INVENTORY; else equip_char(ch, obj, j); } else { /* oops - saved player with double equipment[j]? */ char aeq[128]; sprintf(aeq, "SYSERR: autoeq: '%s' already equipped in position %d.", GET_NAME(ch), location); mudlog(aeq, BRF, LVL_IMMORT, TRUE); location = LOC_INVENTORY; } } } if ( location <= 0 ) obj_to_char(obj, ch); }
/* --------------------------------------------------------------------- * CMD_EVAL * This monster evaluates an if/or/and statement * There are five kinds of statement: * 1) keyword and value (no $-code) if random 30 * 2) keyword, comparison and value if people > 2 * 3) keyword and actor if isnpc $n * 4) keyword, actor and value if carries $n sword * 5) keyword, actor, comparison and value if level $n >= 10 * *---------------------------------------------------------------------- */ int cmd_eval( sh_int vnum, char *line, int check, CHAR_DATA *mob, CHAR_DATA *ch, const void *arg1, const void *arg2, CHAR_DATA *rch ) { CHAR_DATA *lval_char = mob; CHAR_DATA *vch = (CHAR_DATA *) arg2; OBJ_DATA *obj1 = (OBJ_DATA *) arg1; OBJ_DATA *obj2 = (OBJ_DATA *) arg2; OBJ_DATA *lval_obj = NULL; char *original, buf[MAX_INPUT_LENGTH], code; int lval = 0, oper = 0, rval = -1; original = line; line = one_argument( line, buf ); if ( buf[0] == '\0' || mob == NULL ) return FALSE; /* * If this mobile has no target, let's assume our victim is the one */ if ( mob->mprog_target == NULL ) mob->mprog_target = ch; switch ( check ) { /* * Case 1: keyword and value */ case CHK_RAND: return( atoi( buf ) < number_percent() ); case CHK_MOBHERE: if ( is_number( buf ) ) return( get_mob_vnum_room( mob, atoi(buf) ) ); else return( (bool) (get_char_room( mob, buf) != NULL) ); case CHK_OBJHERE: if ( is_number( buf ) ) return( get_obj_vnum_room( mob, atoi(buf) ) ); else return( (bool) (get_obj_here( mob, buf) != NULL) ); case CHK_MOBEXISTS: return( (bool) (get_char_world( mob, buf) != NULL) ); case CHK_OBJEXISTS: return( (bool) (get_obj_world( mob, buf) != NULL) ); /* * Case 2 begins here: We sneakily use rval to indicate need * for numeric eval... */ case CHK_PEOPLE: rval = count_people_room( mob, 0 ); break; case CHK_PLAYERS: rval = count_people_room( mob, 1 ); break; case CHK_MOBS: rval = count_people_room( mob, 2 ); break; case CHK_CLONES: rval = count_people_room( mob, 3 ); break; case CHK_ORDER: rval = get_order( mob ); break; case CHK_HOUR: rval = time_info.hour; break; default:; } /* * Case 2 continued: evaluate expression */ if ( rval >= 0 ) { if ( (oper = keyword_lookup( fn_evals, buf )) < 0 ) { sprintf( buf, "Cmd_eval: prog %d syntax error(2) '%s'", vnum, original ); bug( buf, 0 ); return FALSE; } one_argument( line, buf ); lval = rval; rval = atoi( buf ); return( num_eval( lval, oper, rval ) ); } /* * Case 3,4,5: Grab actors from $* codes */ if ( buf[0] != '$' || buf[1] == '\0' ) { sprintf( buf, "Cmd_eval: prog %d syntax error(3) '%s'", vnum, original ); bug( buf, 0 ); return FALSE; } else code = buf[1]; switch( code ) { case 'i': lval_char = mob; break; case 'n': lval_char = ch; break; case 't': lval_char = vch; break; case 'r': lval_char = rch == NULL ? get_random_char( mob ) : rch ; break; case 'o': lval_obj = obj1; break; case 'p': lval_obj = obj2; break; case 'q': lval_char = mob->mprog_target; break; default: sprintf( buf, "Cmd_eval: prog %d syntax error(4) '%s'", vnum, original ); bug( buf, 0 ); return FALSE; } /* * From now on, we need an actor, so if none was found, bail out */ if ( lval_char == NULL && lval_obj == NULL ) return FALSE; /* * Case 3: Keyword, comparison and value */ switch( check ) { case CHK_ISPC: return( lval_char != NULL && !IS_NPC( lval_char ) ); case CHK_ISNPC: return( lval_char != NULL && IS_NPC( lval_char ) ); case CHK_ISGOOD: return( lval_char != NULL && IS_GOOD( lval_char ) ); case CHK_ISEVIL: return( lval_char != NULL && IS_EVIL( lval_char ) ); case CHK_ISNEUTRAL: return( lval_char != NULL && IS_NEUTRAL( lval_char ) ); case CHK_ISIMMORT: return( lval_char != NULL && IS_IMMORTAL( lval_char ) ); case CHK_ISCHARM: /* A relic from MERC 2.2 MOBprograms */ return( lval_char != NULL && IS_AFFECTED( lval_char, AFF_CHARM ) ); case CHK_ISFOLLOW: return( lval_char != NULL && lval_char->master != NULL && lval_char->master->in_room == lval_char->in_room ); case CHK_ISACTIVE: return( lval_char != NULL && lval_char->position > POS_SLEEPING ); case CHK_ISDELAY: return( lval_char != NULL && lval_char->mprog_delay > 0 ); case CHK_ISVISIBLE: switch( code ) { default : case 'i': case 'n': case 't': case 'r': case 'q': return( lval_char != NULL && can_see( mob, lval_char ) ); case 'o': case 'p': return( lval_obj != NULL && can_see_obj( mob, lval_obj ) ); } case CHK_HASTARGET: return( lval_char != NULL && lval_char->mprog_target != NULL && lval_char->in_room == lval_char->mprog_target->in_room ); case CHK_ISTARGET: return( lval_char != NULL && mob->mprog_target == lval_char ); default:; } /* * Case 4: Keyword, actor and value */ line = one_argument( line, buf ); switch( check ) { case CHK_AFFECTED: return( lval_char != NULL && IS_SET(lval_char->affected_by, flag_lookup(buf, affect_flags)) ); case CHK_ACT: return( lval_char != NULL && IS_SET(lval_char->act, flag_lookup(buf, act_flags)) ); case CHK_IMM: return( lval_char != NULL && IS_SET(lval_char->imm_flags, flag_lookup(buf, imm_flags)) ); case CHK_OFF: return( lval_char != NULL && IS_SET(lval_char->off_flags, flag_lookup(buf, off_flags)) ); case CHK_CARRIES: if ( is_number( buf ) ) return( lval_char != NULL && has_item( lval_char, atoi(buf), -1, FALSE ) ); else return( lval_char != NULL && (get_obj_carry( lval_char, buf ) != NULL) ); case CHK_WEARS: if ( is_number( buf ) ) return( lval_char != NULL && has_item( lval_char, atoi(buf), -1, TRUE ) ); else return( lval_char != NULL && (get_obj_wear( lval_char, buf ) != NULL) ); case CHK_HAS: return( lval_char != NULL && has_item( lval_char, -1, item_lookup(buf), FALSE ) ); case CHK_USES: return( lval_char != NULL && has_item( lval_char, -1, item_lookup(buf), TRUE ) ); case CHK_NAME: switch( code ) { default : case 'i': case 'n': case 't': case 'r': case 'q': return( lval_char != NULL && is_name( buf, lval_char->name ) ); case 'o': case 'p': return( lval_obj != NULL && is_name( buf, lval_obj->name ) ); } case CHK_POS: return( lval_char != NULL && lval_char->position == position_lookup( buf ) ); case CHK_CLAN: return( lval_char != NULL && lval_char->clan == clan_lookup( buf ) ); case CHK_RACE: return( lval_char != NULL && lval_char->race == race_lookup( buf ) ); case CHK_OBJTYPE: return( lval_obj != NULL && lval_obj->item_type == item_lookup( buf ) ); default:; } /* * Case 5: Keyword, actor, comparison and value */ if ( (oper = keyword_lookup( fn_evals, buf )) < 0 ) { sprintf( buf, "Cmd_eval: prog %d syntax error(5): '%s'", vnum, original ); bug( buf, 0 ); return FALSE; } one_argument( line, buf ); rval = atoi( buf ); switch( check ) { case CHK_VNUM: switch( code ) { default : case 'i': case 'n': case 't': case 'r': case 'q': if( lval_char != NULL && IS_NPC( lval_char ) ) lval = lval_char->pIndexData->vnum; break; case 'o': case 'p': if ( lval_obj != NULL ) lval = lval_obj->pIndexData->vnum; } break; case CHK_HPCNT: if ( lval_char != NULL ) lval = (lval_char->hit * 100)/(UMAX(1,lval_char->max_hit)); break; case CHK_ROOM: if ( lval_char != NULL && lval_char->in_room != NULL ) lval = lval_char->in_room->vnum; break; case CHK_SEX: if ( lval_char != NULL ) lval = lval_char->sex; break; case CHK_LEVEL: if ( lval_char != NULL ) lval = lval_char->level; break; case CHK_ALIGN: if ( lval_char != NULL ) lval = lval_char->alignment; break; case CHK_MONEY: /* Money is converted to silver... */ if ( lval_char != NULL ) lval = lval_char->gold + (lval_char->silver * 100); break; case CHK_OBJVAL0: if ( lval_obj != NULL ) lval = lval_obj->value[0]; break; case CHK_OBJVAL1: if ( lval_obj != NULL ) lval = lval_obj->value[1]; break; case CHK_OBJVAL2: if ( lval_obj != NULL ) lval = lval_obj->value[2]; break; case CHK_OBJVAL3: if ( lval_obj != NULL ) lval = lval_obj->value[3]; break; case CHK_OBJVAL4: if ( lval_obj != NULL ) lval = lval_obj->value[4]; break; case CHK_GRPSIZE: if( lval_char != NULL ) lval = count_people_room( lval_char, 4 ); break; default: return FALSE; } return( num_eval( lval, oper, rval ) ); }
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 $N!", FALSE, ch, 0, vict, TO_ROOM); hit(ch, FIGHTING(vict), TYPE_UNDEFINED); found = TRUE; } } /* Add new mobile actions here */ } /* end for() */ }
void mobile_activity(void) { register struct char_data *ch, *next_ch, *vict; struct char_data *min_vict = NULL; struct obj_data *obj, *next_obj, *best_obj, *cont; int door, found, max, where; int casual, max_abil=0, curr_abil, gold; memory_rec *names; room_rnum target_room; extern int no_specials; ACMD(do_get); for (ch = character_list; ch; ch = next_ch) { next_ch = ch->next; if (!IS_MOB(ch)) continue; //lance ripristina il master! if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_SAVE)) chkmaster(ch); // Examine call for special procedure if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) { if (mob_index[GET_MOB_RNUM(ch)].func == NULL) { sprintf(buf, "SYSERR: %s (#%d): Attempting to call non-existing mob func", GET_NAME(ch), GET_MOB_VNUM(ch)); log(buf); REMOVE_BIT(MOB_FLAGS(ch), MOB_SPEC); } else { //(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, ""); if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "")) continue; /* go to next char*/ } } // If the mob has no specproc, do the default actions if (FIGHTING(ch) || !AWAKE(ch)) continue; // Nuovo Scavenger (picking up objects) by Rusty if (MOB_FLAGGED(ch, MOB_SCAVENGER)) if (world[ch->in_room].contents && (number(0, 10) > 5)) { max = -1000; best_obj = NULL; for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) if (CAN_GET_OBJ(ch, obj) && objlevel(obj) > max) { best_obj = obj; max = objlevel(obj); } if (best_obj != NULL) { obj_from_room(best_obj); obj_to_char(best_obj, ch); act("$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() }
bool check_social( CHAR_DATA * ch, const char *command, const char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim, *victim_next; SOCIALTYPE *social; CHAR_DATA *removed[128]; /* What are the chances of more than 128? */ ROOM_INDEX_DATA *room; int i = 0, k = 0; if( ( social = find_social( command ) ) == NULL ) return FALSE; if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_NO_EMOTE ) ) { send_to_char( "You are anti-social!\r\n", ch ); return TRUE; } switch ( ch->position ) { case POS_DEAD: send_to_char( "Lie still; you are DEAD.\r\n", ch ); return TRUE; case POS_INCAP: case POS_MORTAL: send_to_char( "You are hurt far too bad for that.\r\n", ch ); return TRUE; case POS_STUNNED: send_to_char( "You are too stunned to do that.\r\n", ch ); return TRUE; case POS_SLEEPING: /* * I just know this is the path to a 12" 'if' statement. :( * But two players asked for it already! -- Furey */ if( !str_cmp( social->name, "snore" ) ) break; send_to_char( "In your dreams, or what?\r\n", ch ); return TRUE; } /* * Search room for chars ignoring social sender and * remove them from the room until social has been * completed */ room = ch->in_room; for( victim = ch->in_room->first_person; victim; victim = victim_next ) { if( i == 127 ) break; victim_next = victim->next_in_room; if( is_ignoring( victim, ch ) ) { if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) ) { removed[i] = victim; i++; UNLINK( victim, room->first_person, room->last_person, next_in_room, prev_in_room ); } else { set_char_color( AT_IGNORE, victim ); ch_printf( victim, "You attempt to ignore %s," " but are unable to do so.\r\n", ch->name ); } } } one_argument( argument, arg ); victim = NULL; if( arg[0] == '\0' ) { act( AT_SOCIAL, social->others_no_arg, ch, NULL, victim, TO_ROOM ); act( AT_SOCIAL, social->char_no_arg, ch, NULL, victim, TO_CHAR ); } else if( ( victim = get_char_room( ch, arg ) ) == NULL ) { /* * If they aren't in the room, they may be in the list of * people ignoring... */ if( i != 0 ) { for( k = 0, victim = removed[0]; k < i; k++, victim = removed[k] ) { if( nifty_is_name( victim->name, arg ) || nifty_is_name_prefix( arg, victim->name ) ) { set_char_color( AT_IGNORE, ch ); ch_printf( ch, "%s is ignoring you.\r\n", victim->name ); break; } } } if( !victim ) send_to_char( "They aren't here.\r\n", ch ); } else if( victim == ch ) { act( AT_SOCIAL, social->others_auto, ch, NULL, victim, TO_ROOM ); act( AT_SOCIAL, social->char_auto, ch, NULL, victim, TO_CHAR ); } else { act( AT_SOCIAL, social->others_found, ch, NULL, victim, TO_NOTVICT ); act( AT_SOCIAL, social->char_found, ch, NULL, victim, TO_CHAR ); act( AT_SOCIAL, social->vict_found, ch, NULL, victim, TO_VICT ); if( !IS_NPC( ch ) && IS_NPC( victim ) && !IS_AFFECTED( victim, AFF_CHARM ) && IS_AWAKE( victim ) && !HAS_PROG( victim->pIndexData, ACT_PROG ) ) { switch ( number_bits( 4 ) ) { case 0: if( IS_EVIL( ch ) && !is_safe( victim, ch, TRUE ) ) /* was IS_EVIL(ch) ||.... didn't make sense to me - FB */ multi_hit( victim, ch, TYPE_UNDEFINED ); else if( IS_NEUTRAL( ch ) ) { act( AT_ACTION, "$n slaps $N.", victim, NULL, ch, TO_NOTVICT ); act( AT_ACTION, "You slap $N.", victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "$n slaps you.", victim, NULL, ch, TO_VICT ); } else { act( AT_ACTION, "$n acts like $N doesn't even exist.", victim, NULL, ch, TO_NOTVICT ); act( AT_ACTION, "You just ignore $N.", victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "$n appears to be ignoring you.", victim, NULL, ch, TO_VICT ); } break; case 1: case 2: case 3: case 4: case 5: case 6: case 7: case 8: act( AT_SOCIAL, social->others_found, victim, NULL, ch, TO_NOTVICT ); act( AT_SOCIAL, social->char_found, victim, NULL, ch, TO_CHAR ); act( AT_SOCIAL, social->vict_found, victim, NULL, ch, TO_VICT ); break; case 9: case 10: case 11: case 12: act( AT_ACTION, "$n slaps $N.", victim, NULL, ch, TO_NOTVICT ); act( AT_ACTION, "You slap $N.", victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "$n slaps you.", victim, NULL, ch, TO_VICT ); break; } } } /* * Replace the chars in the ignoring list to the room * note that the ordering of the players in the room * might change */ if( i != 0 ) { for( k = 0, victim = removed[0]; k < i; k++, victim = removed[k] ) { LINK( victim, room->first_person, room->last_person, next_in_room, prev_in_room ); } } return TRUE; }
int magic_user(struct char_data *ch, int cmd, char *arg) { struct char_data *vict; if(cmd) return FALSE; if(GET_POS(ch)!=POSITION_FIGHTING) return FALSE; if(!ch->specials.fighting) return FALSE; /* Find a dude to do evil things upon ! */ for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room ) if (vict->specials.fighting==ch && number(0,2)==0) break; if (!vict) return FALSE; if( (vict!=ch->specials.fighting) && (GET_LEVEL(ch)>13) && (number(0,7)==0) ) { act("$n utters the words 'dilan oso'.", 1, ch, 0, 0, TO_ROOM); cast_sleep(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } if( (GET_LEVEL(ch)>12) && (number(0,6)==0) ) { act("$n utters the words 'gharia miwi'.", 1, ch, 0, 0, TO_ROOM); cast_curse(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } if( (GET_LEVEL(ch)>7) && (number(0,5)==0) ) { act("$n utters the words 'koholian dia'.", 1, ch, 0, 0, TO_ROOM); cast_blindness(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } if( (GET_LEVEL(ch)>12) && (number(0,8)==0) && IS_EVIL(ch)) { act("$n utters the words 'ib er dranker'.", 1, ch, 0, 0, TO_ROOM); cast_energy_drain(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); return TRUE; } switch (GET_LEVEL(ch)) { case 1: case 2: case 3: case 4: act("$n utters the words 'hahili duvini'.", 1, ch, 0, 0, TO_ROOM); cast_magic_missile(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 5: case 6: case 7: case 8: act("$n utters the words 'grynt oef'.", 1, ch, 0, 0, TO_ROOM); cast_burning_hands(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 9: case 10: act("$n utters the words 'sjulk divi'.", 1, ch, 0, 0, TO_ROOM); cast_lightning_bolt(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; case 11: case 12: case 13: case 14: act("$n utters the words 'nasson hof'.", 1, ch, 0, 0, TO_ROOM); cast_colour_spray(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; default: act("$n utters the words 'tuborg'.", 1, ch, 0, 0, TO_ROOM); cast_fireball(GET_LEVEL(ch), ch, "", SPELL_TYPE_SPELL, vict, 0); break; } return TRUE; }