void make_corpse(struct char_data * ch) { struct obj_data *corpse, *o; struct obj_data *money; int i; corpse = create_obj(); corpse->item_number = NOTHING; IN_ROOM(corpse) = NOWHERE; corpse->name = str_dup("corpse"); sprintf(buf2, "The corpse of %s is lying here.", GET_NAME(ch)); corpse->description = str_dup(buf2); sprintf(buf2, "the corpse of %s", GET_NAME(ch)); corpse->short_description = str_dup(buf2); GET_OBJ_TYPE(corpse) = ITEM_CONTAINER; GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE; GET_OBJ_EXTRA(corpse) = ITEM_NODONATE; GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */ GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */ GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch); GET_OBJ_RENT(corpse) = 100000; if (IS_NPC(ch)) GET_OBJ_TIMER(corpse) = max_npc_corpse_time; else GET_OBJ_TIMER(corpse) = max_pc_corpse_time; /* transfer character's inventory to the corpse */ corpse->contains = ch->carrying; for (o = corpse->contains; o != NULL; o = o->next_content) o->in_obj = corpse; object_list_new_owner(corpse, NULL); /* transfer character's equipment to the corpse */ for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i)) { remove_otrigger(GET_EQ(ch, i), ch); obj_to_obj(unequip_char(ch, i), corpse); } /* transfer gold */ if (GET_GOLD(ch) > 0) { /* following 'if' clause added to fix gold duplication loophole */ if (IS_NPC(ch) || (!IS_NPC(ch) && ch->desc)) { money = create_money(GET_GOLD(ch)); obj_to_obj(money, corpse); } GET_GOLD(ch) = 0; } ch->carrying = NULL; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; obj_to_room(corpse, IN_ROOM(ch)); }
shared_ptr<FrameState<Dtype> > Environment<Dtype>::GetFrame() { CHECK( !GameOver() ); const ALEScreen & screen = ale_->getScreen(); CHECK_EQ( screen.height(), SCREEN_HEIGHT ); CHECK_EQ( screen.width(), SCREEN_WIDTH ); GetFrameGrayScale( screen.getArray() ); const double xRatio = (double)SCREEN_HEIGHT / CROP_HEIGHT; const double yRatio = (double)SCREEN_WIDTH / CROP_WIDTH; static Dtype pixels[CROP_SIZE]; for ( int i = 0; i < CROP_HEIGHT; ++i ) { for ( int j = 0; j < CROP_WIDTH; ++j ) { int xL = int(i * xRatio); int xR = int((i + 1) * xRatio); int yL = int(j * yRatio); int yR = int((j + 1) * yRatio); double result = 0.0; #define GET_WEIGHT( i, x, ratio, l, r, weight ) \ weight = 1.0; \ if ( x == l ) weight = x + 1 - i * ratio; \ else if ( x == r ) weight = (i + 1) * ratio - x; \ CHECK_LE( 0.0, weight ); \ CHECK_LE( weight, 1.0 ); double xWeight, yWeight; for ( int x = xL; x <= xR; ++x ) { GET_WEIGHT( i, x, xRatio, xL, xR, xWeight ); for ( int y = yL; y <= yR; ++y ) { GET_WEIGHT( j, y, yRatio, yL, yR, yWeight ); Dtype grayScale = GrayScale( x, y ); result += (xWeight / xRatio) * (yWeight / yRatio) * grayScale; } } #undef GET_WEIGHT pixels[i * CROP_WIDTH + j] = result; } } FrameState<Dtype>* frame = new FrameState<Dtype>( pixels, CROP_SIZE ); //frame->inspect( "Environment::Getframe" ); return shared_ptr<FrameState<Dtype> >( frame ); }
/* * Ideally, this function should be in db.c, but I'll put it here for * portability. */ void init_mobile(struct char_data *mob) { clear_char(mob); GET_HIT(mob) = GET_MANA(mob) = 1; GET_MAX_MANA(mob) = GET_MAX_MOVE(mob) = 100; GET_NDD(mob) = GET_SDD(mob) = 1; GET_WEIGHT(mob) = 200; GET_HEIGHT(mob) = 198; GET_MOB_WEIGHT(mob) = 1; mob->real_abils.str = mob->real_abils.intel = mob->real_abils.wis = 11; mob->real_abils.dex = mob->real_abils.con = mob->real_abils.cha = 11; mob->aff_abils = mob->real_abils; SET_BIT(MOB_FLAGS(mob), MOB_ISNPC); mob->player_specials = &dummy_mob; }
void set_height_and_weight_by_race(struct char_data *ch) { int race, sex, mod; race = GET_RACE(ch); sex = GET_SEX(ch); if (sex < SEX_NEUTRAL || sex >= NUM_SEX) { log("Invalid gender in set_height_and_weight_by_race: %d", sex); sex = SEX_NEUTRAL; } if (race <= RACE_UNDEFINED || race >= NUM_RACES) { log("Invalid gender in set_height_and_weight_by_race: %d", GET_SEX(ch)); race = RACE_UNDEFINED + 1; /* first defined race */ } mod = dice(2, hw_info[race].heightdie); GET_HEIGHT(ch) = hw_info[race].height[sex] + mod; mod *= hw_info[race].weightfac; mod /= 100; GET_WEIGHT(ch) = hw_info[race].weight[sex] + mod; }
/* Ideally, this function should be in db.c, but I'll put it here for portability. */ static void init_mobile(struct char_data *mob) { clear_char(mob); GET_HIT(mob) = GET_MANA(mob) = 1; GET_MAX_MANA(mob) = GET_MAX_MOVE(mob) = 100; GET_NDD(mob) = GET_SDD(mob) = 1; GET_WEIGHT(mob) = 200; GET_HEIGHT(mob) = 198; mob->real_abils.str = mob->real_abils.intel = mob->real_abils.wis = 11; mob->real_abils.dex = mob->real_abils.con = mob->real_abils.cha = 11; mob->aff_abils = mob->real_abils; GET_SAVE(mob, SAVING_PARA) = 0; GET_SAVE(mob, SAVING_ROD) = 0; GET_SAVE(mob, SAVING_PETRI) = 0; GET_SAVE(mob, SAVING_BREATH) = 0; GET_SAVE(mob, SAVING_SPELL) = 0; SET_BIT_AR(MOB_FLAGS(mob), MOB_ISNPC); mob->player_specials = &dummy_mob; }
void medit_disp_menu(struct descriptor_data *d) { int base = calc_karma(NULL, MOB); CLS(CH); send_to_char(CH, "Mob number: %s%d%s\r\n", CCCYN(CH, C_CMP), d->edit_number, CCNRM(CH, C_CMP)); send_to_char(CH, "1) Keywords: %s%s%s\r\n", CCCYN(CH, C_CMP), MOB->player.physical_text.keywords, CCNRM(CH, C_CMP)); send_to_char(CH, "2) Name: %s%s%s\r\n", CCCYN(CH, C_CMP), MOB->player.physical_text.name, CCNRM(CH, C_CMP)); send_to_char(CH, "3) Room description:\r\n%s%s%s\r\n", CCCYN(CH, C_CMP), MOB->player.physical_text.room_desc,CCNRM(CH, C_CMP)); send_to_char(CH, "4) Look description:\r\n%s\r\n", MOB->player.physical_text.look_desc); MOB_FLAGS(MOB).PrintBits(buf1, MAX_STRING_LENGTH, action_bits, MOB_MAX); send_to_char(CH, "5) Mob Flags: %s%s%s\r\n", CCCYN(CH, C_CMP), buf1, CCNRM(CH, C_CMP)); MOB->char_specials.saved.affected_by.PrintBits(buf1, MAX_STRING_LENGTH, affected_bits, AFF_MAX); send_to_char(CH, "6) Affected Flags: %s%s%s\r\n", CCCYN(CH, C_CMP), buf1, CCNRM(CH, C_CMP)); send_to_char(CH, "8) Avg. nuyen: %s%6d%s Avg. credstick value: %s%6d%s\r\n", CCCYN(CH, C_CMP), GET_NUYEN(MOB), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), GET_BANK(MOB), CCNRM(CH, C_CMP)); send_to_char(CH, "9) Bonus karma points: %s%d%s (Total karma points: %s%d%s)\r\n", CCCYN(CH, C_CMP), GET_KARMA(MOB), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), base, CCNRM(CH, C_CMP)); send_to_char(CH, "a) Attributes: B(%s%d%s), Q(%s%d%s), S(%s%d%s), C(%s%d%s), " "I(%s%d%s), W(%s%d%s), M(%s%d%s), R(%s%d%s)\r\n", CCCYN(CH, C_CMP), GET_REAL_BOD(MOB), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), GET_REAL_QUI(MOB), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), GET_REAL_STR(MOB), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), GET_REAL_CHA(MOB), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), GET_REAL_INT(MOB), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), GET_REAL_WIL(MOB), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), MOB->real_abils.mag / 100, CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), GET_REAL_REA(MOB), CCNRM(CH, C_CMP)); send_to_char(CH, "b) Level: %s%d%s\r\n", CCCYN(CH, C_CMP), GET_LEVEL(MOB), CCNRM(CH, C_CMP)); send_to_char(CH, "c) Ballistic: %s%d%s, ", CCCYN(CH, C_CMP), GET_BALLISTIC(MOB), CCNRM(CH, C_CMP)); send_to_char(CH, "d) Impact: %s%d%s\r\n", CCCYN(CH, C_CMP), GET_IMPACT(MOB), CCNRM(CH, C_CMP)); send_to_char(CH, "e) Max physical points: %s%d%s, f) Max mental points: %s%d%s\r\n", CCCYN(CH, C_CMP), (int)(GET_MAX_PHYSICAL(MOB) / 100), CCNRM(CH, C_CMP), CCCYN(CH, C_CMP), (int)(GET_MAX_MENTAL(MOB) / 100), CCNRM(CH, C_CMP)); sprinttype(GET_POS(MOB), position_types, buf1); send_to_char(CH, "g) Position: %s%s%s, ", CCCYN(CH, C_CMP), buf1, CCNRM(CH, C_CMP)); sprinttype(GET_DEFAULT_POS(MOB), position_types, buf1); send_to_char(CH, "h) Default Position: %s%s%s\r\n", CCCYN(CH, C_CMP), buf1, CCNRM(CH, C_CMP)); sprinttype(GET_SEX(MOB), genders, buf1); // strcpy(buf1, genders[GET_SEX(d->edit_mob)]); send_to_char(CH, "i) Gender: %s%s%s, ", CCCYN(CH, C_CMP), buf1, CCNRM(CH, C_CMP)); send_to_char(CH, "j) Weight: %s%d%s, ", CCCYN(CH, C_CMP), GET_WEIGHT(MOB), CCNRM(CH, C_CMP)); send_to_char(CH, "k) Height: %s%d%s\r\n", CCCYN(CH, C_CMP), GET_HEIGHT(MOB), CCNRM(CH, C_CMP)); sprinttype(GET_RACE(MOB), npc_classes, buf1); send_to_char(CH, "l) Mob class: %s%s%s\r\n", CCCYN(CH, C_CMP), buf1, CCNRM(CH, C_CMP)); // gotta subtract TYPE_HIT to make it work properly sprinttype(!(MOB->mob_specials.attack_type) ? 0 : (MOB->mob_specials.attack_type - TYPE_HIT), attack_types, buf1); send_to_char(CH, "m) Attack Type: %s%s%s\r\n", CCCYN(CH, C_CMP), buf1, CCNRM(CH, C_CMP)); send_to_char("n) Skill menu.\r\n", CH); send_to_char(CH, "o) Arrive text: ^c%s^n, p) Leave text: ^c%s^n\r\n", MOB->mob_specials.arrive, MOB->mob_specials.leave); send_to_char("q) Quit and save\r\n", CH); send_to_char("x) Exit and abort\r\n", CH); send_to_char("Enter your choice:\r\n", CH); d->edit_mode = MEDIT_MAIN_MENU; }
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; } }
void make_corpse(struct char_data *ch) { char buf2[MAX_NAME_LENGTH + 64]; struct obj_data *corpse, *o; struct obj_data *money; int i; corpse = create_obj(); corpse->item_number = NOTHING; IN_ROOM(corpse) = NOWHERE; corpse->name = strdup("corpse"); snprintf(buf2, sizeof(buf2), "The corpse of %s is lying here.", GET_NAME(ch)); corpse->description = strdup(buf2); snprintf(buf2, sizeof(buf2), "the corpse of %s", GET_NAME(ch)); corpse->short_description = strdup(buf2); GET_OBJ_TYPE(corpse) = ITEM_CONTAINER; GET_OBJ_WEAR(corpse) = ITEM_WEAR_TAKE; GET_OBJ_EXTRA(corpse) = ITEM_NODONATE; GET_OBJ_VAL(corpse, 0) = 0; /* You can't store stuff in a corpse */ GET_OBJ_VAL(corpse, 3) = 1; /* corpse identifier */ GET_OBJ_WEIGHT(corpse) = GET_WEIGHT(ch) + IS_CARRYING_W(ch); GET_OBJ_RENT(corpse) = 100000; if (IS_NPC(ch)) GET_OBJ_TIMER(corpse) = max_npc_corpse_time; else GET_OBJ_TIMER(corpse) = max_pc_corpse_time; /* transfer character's inventory to the corpse */ corpse->contains = ch->carrying; for (o = corpse->contains; o != NULL; o = o->next_content) o->in_obj = corpse; object_list_new_owner(corpse, NULL); /* transfer character's equipment to the corpse */ for (i = 0; i < NUM_WEARS; i++) if (GET_EQ(ch, i)) obj_to_obj(unequip_char(ch, i), corpse); /* transfer gold */ if (GET_GOLD(ch) > 0) { /* * following 'if' clause added to fix gold duplication loophole * The above line apparently refers to the old "partially log in, * kill the game character, then finish login sequence" duping * bug. The duplication has been fixed (knock on wood) but the * test below shall live on, for a while. -gg 3/3/2002 */ if (IS_NPC(ch) || ch->desc) { money = create_money(GET_GOLD(ch)); obj_to_obj(money, corpse); } GET_GOLD(ch) = 0; } ch->carrying = NULL; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; obj_to_room(corpse, IN_ROOM(ch)); }
void affect_modify(struct char_data * ch, byte loc, sbyte mod, long bitv, bool add) { if (add) { SET_BIT(AFF_FLAGS(ch), bitv); } else { REMOVE_BIT(AFF_FLAGS(ch), bitv); mod = -mod; } switch (loc) { case APPLY_NONE: break; case APPLY_STR: GET_STR(ch) += mod; break; case APPLY_DEX: GET_DEX(ch) += mod; break; case APPLY_INT: GET_INT(ch) += mod; break; case APPLY_WIS: GET_WIS(ch) += mod; break; case APPLY_CON: GET_CON(ch) += mod; break; case APPLY_CHA: GET_CHA(ch) += mod; break; case APPLY_CLASS: /* ??? GET_CLASS(ch) += mod; */ break; case APPLY_LEVEL: /* ??? GET_LEVEL(ch) += mod; */ break; case APPLY_AGE: ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR); break; case APPLY_CHAR_WEIGHT: GET_WEIGHT(ch) += mod; break; case APPLY_CHAR_HEIGHT: GET_HEIGHT(ch) += mod; break; case APPLY_HIT: GET_MAX_HIT(ch) += mod; break; case APPLY_MOVE: GET_MAX_MOVE(ch) += mod; break; case APPLY_GOLD: break; case APPLY_EXP: break; case APPLY_AC: GET_AC(ch) += mod; break; case APPLY_HITROLL: GET_HITROLL(ch) += mod; break; case APPLY_DAMROLL: GET_DAMROLL(ch) += mod; break; case APPLY_SAVING_PARA: GET_SAVE(ch, SAVING_PARA) += mod; break; case APPLY_SAVING_ROD: GET_SAVE(ch, SAVING_ROD) += mod; break; case APPLY_SAVING_PETRI: GET_SAVE(ch, SAVING_PETRI) += mod; break; case APPLY_SAVING_BREATH: GET_SAVE(ch, SAVING_BREATH) += mod; break; case APPLY_SAVING_SPELL: GET_SAVE(ch, SAVING_SPELL) += mod; break; case APPLY_LIGHT: break; case APPLY_UNDEFINED: case APPLY_UNDEFINED_2: break; default: { log("SYSERR: Unknown apply adjust %p attempt (%s, affect_modify).", log, __FILE__); } break; } /* switch */ }
void affect_modify(struct char_data *ch,byte loc, long mod, long bitv,bool add) { int i; char buff[200]; if (loc == APPLY_IMMUNE) { if (add) { if(bitv && !mod) SET_BIT(ch->immune, bitv); else SET_BIT(ch->immune, mod); } else { if(bitv && !mod) REMOVE_BIT(ch->immune, bitv); else REMOVE_BIT(ch->immune, mod); } } else if (loc == APPLY_SUSC) { if (add) { SET_BIT(ch->susc, mod); } else { REMOVE_BIT(ch->susc, mod); } } else if (loc == APPLY_M_IMMUNE) { if (add) { SET_BIT(ch->M_immune, mod); } else { REMOVE_BIT(ch->M_immune, mod); } } else if (loc == APPLY_SPELL) { if (add) { SET_BIT(ch->specials.affected_by, mod); } else { REMOVE_BIT(ch->specials.affected_by, mod); } } else if (loc == APPLY_WEAPON_SPELL) { return; } else if (loc == APPLY_BV2) { if (add) { SET_BIT(ch->specials.affected_by2, bitv); } else { REMOVE_BIT(ch->specials.affected_by2, bitv); } return; } else { if (add) { SET_BIT(ch->specials.affected_by, bitv); } else { REMOVE_BIT(ch->specials.affected_by, bitv); mod = -mod; } } switch(loc) { case APPLY_NONE: case APPLY_INTRINSIC: break; case APPLY_STR: ChangeStrength(ch, mod); break; case APPLY_DEX: #if 0 temp = GET_DEX(ch); temp2=GET_DEX(ch); if(temp2 < ch->abilities.dex) GET_DEX(ch)=ch->abilities.dex; if(temp > 18) temp=18; if(GET_DEX(ch) > 18) GET_DEX(ch)=18; GET_AC(ch) -= dex_app[temp].defensive; GET_AC(ch) += dex_app[GET_DEX(ch)].defensive; #endif GET_DEX(ch) += mod; break; case APPLY_INT: GET_INT(ch) += mod; break; case APPLY_WIS: GET_WIS(ch) += mod; break; case APPLY_CON: GET_CON(ch) += mod; break; case APPLY_SEX: GET_SEX(ch) = (!(ch->player.sex-1))+1; break; case APPLY_CHR: GET_CHR(ch) += mod; break; case APPLY_LEVEL: break; case APPLY_AGE: ch->player.time.birth -= SECS_PER_MUD_YEAR*mod; break; case APPLY_CHAR_WEIGHT: GET_WEIGHT(ch) += mod; break; case APPLY_CHAR_HEIGHT: GET_HEIGHT(ch) += mod; break; case APPLY_MANA: ch->points.max_mana += mod; break; case APPLY_HIT: /* ch->points.max_hit += mod; */ ch->points.max_hit += mod; break; case APPLY_MOVE: ch->points.max_move += mod; break; case APPLY_GOLD: break; case APPLY_EXP: break; case APPLY_AC: GET_AC(ch) += mod; break; case APPLY_HITROLL: GET_HITROLL(ch) += mod; break; case APPLY_DAMROLL: GET_DAMROLL(ch) += mod; break; /* negatives make saving throws better */ case APPLY_SAVING_PARA: ch->specials.apply_saving_throw[0] += mod; break; case APPLY_SAVING_ROD: ch->specials.apply_saving_throw[1] += mod; break; case APPLY_SAVING_PETRI: ch->specials.apply_saving_throw[2] += mod; break; case APPLY_SAVING_BREATH: ch->specials.apply_saving_throw[3] += mod; break; case APPLY_SAVING_SPELL: ch->specials.apply_saving_throw[4] += mod; break; case APPLY_SAVE_ALL: { for (i=0;i<=4;i++) ch->specials.apply_saving_throw[i] += mod; } break; case APPLY_IMMUNE: break; case APPLY_SUSC: break; case APPLY_M_IMMUNE: break; case APPLY_SPELL: break; case APPLY_HITNDAM: GET_HITROLL(ch) += mod; GET_DAMROLL(ch) += mod; break; case APPLY_WEAPON_SPELL: case APPLY_EAT_SPELL: break; case APPLY_BACKSTAB: if (!ch->skills) return; ch->skills[SKILL_BACKSTAB].learned += mod; break; case APPLY_KICK: if (!ch->skills) return; ch->skills[SKILL_KICK].learned += mod; break; case APPLY_SNEAK: if (!ch->skills) return; ch->skills[SKILL_SNEAK].learned += mod; break; case APPLY_HIDE: if (!ch->skills) return; ch->skills[SKILL_HIDE].learned += mod; break; case APPLY_BASH: if (!ch->skills) return; ch->skills[SKILL_BASH].learned += mod; break; case APPLY_PICK: if (!ch->skills) return; ch->skills[SKILL_PICK_LOCK].learned += mod; break; case APPLY_STEAL: if (!ch->skills) return; ch->skills[SKILL_STEAL].learned += mod; break; case APPLY_TRACK: if (!ch->skills) return; ch->skills[SKILL_HUNT].learned += mod; break; case APPLY_SPELLFAIL: ch->specials.spellfail += mod; break; case APPLY_HASTE: if (mod > 0) { if (WizLock) fprintf(stderr, "current mult = %f\n", ch->mult_att); ch->mult_att = ch->mult_att * 2.0; if (WizLock) fprintf(stderr, "new mult = %f\n", ch->mult_att); } else if (mod < 0) { ch->mult_att = ch->mult_att / 2.0; } break; case APPLY_SLOW: if (mod > 0) ch->mult_att /= 2.0; else if (mod < 0) ch->mult_att *= 2.0; break; case APPLY_ATTACKS: break; case APPLY_FIND_TRAPS: if (!ch->skills) return; ch->skills[SKILL_LOCATE_TRAP].learned += mod; break; case APPLY_RIDE: if (!ch->skills) return; ch->skills[SKILL_RIDE].learned += mod; break; case APPLY_RACE_SLAYER: case APPLY_ALIGN_SLAYER: break; case APPLY_MANA_REGEN: ch->points.mana_gain += mod; break; case APPLY_HIT_REGEN: ch->points.hit_gain += mod; break; case APPLY_MOVE_REGEN: ch->points.move_gain += mod; break; case APPLY_MOVE_BONUS: ch->specials.move_cost += mod; break; default: logE("Unknown apply adjust attempt (handler.c, affect_modify)."); logE(ch->player.name); break; } /* switch */ }
void aff_apply_modify(struct char_data *ch, byte loc, sbyte mod, char *msg) { switch (loc) { case APPLY_NONE: break; case APPLY_STR: GET_STR(ch) += mod; break; case APPLY_DEX: GET_DEX(ch) += mod; break; case APPLY_INT: GET_INT(ch) += mod; break; case APPLY_WIS: GET_WIS(ch) += mod; break; case APPLY_CON: GET_CON(ch) += mod; break; case APPLY_CHA: GET_CHA(ch) += mod; break; case APPLY_AGE: ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR); break; case APPLY_CHAR_WEIGHT: GET_WEIGHT(ch) += mod; break; case APPLY_CHAR_HEIGHT: GET_HEIGHT(ch) += mod; break; case APPLY_MANA: GET_MAX_MANA(ch) += mod; break; case APPLY_HIT: GET_MAX_HIT(ch) += mod; break; case APPLY_MOVE: GET_MAX_MOVE(ch) += mod; break; case APPLY_AC: GET_AC(ch) += mod; break; case APPLY_HITROLL: GET_HITROLL(ch) += mod; break; case APPLY_DAMROLL: GET_DAMROLL(ch) += mod; break; case APPLY_SAVING_PARA: GET_SAVE(ch, SAVING_PARA) += mod; break; case APPLY_SAVING_ROD: GET_SAVE(ch, SAVING_ROD) += mod; break; case APPLY_SAVING_PETRI: GET_SAVE(ch, SAVING_PETRI) += mod; break; case APPLY_SAVING_BREATH: GET_SAVE(ch, SAVING_BREATH) += mod; break; case APPLY_SAVING_SPELL: GET_SAVE(ch, SAVING_SPELL) += mod; break; default: log("SYSERR: Unknown apply adjust %d attempt (%s, affect_modify).", loc, __FILE__); break; } /* switch */ }
void save_player_to_file(struct creature *ch, const char *path) { void expire_old_grievances(struct creature *); // Save vital statistics FILE *ouf; char *tmp_path; struct alias_data *cur_alias; int idx; int hit = GET_HIT(ch), mana = GET_MANA(ch), move = GET_MOVE(ch); tmp_path = tmp_sprintf("%s.tmp", path); ouf = fopen(tmp_path, "w"); if (!ouf) { fprintf(stderr, "Unable to open XML player file for save.[%s] (%s)\n", path, strerror(errno)); return; } struct aff_stash *aff_stash = stash_creature_affects(ch); expire_old_grievances(ch); fprintf(ouf, "<creature name=\"%s\" idnum=\"%ld\">\n", GET_NAME(ch), ch->char_specials.saved.idnum); fprintf(ouf, "<points hit=\"%d\" mana=\"%d\" move=\"%d\" maxhit=\"%d\" maxmana=\"%d\" maxmove=\"%d\"/>\n", ch->points.hit, ch->points.mana, ch->points.move, ch->points.max_hit, ch->points.max_mana, ch->points.max_move); fprintf(ouf, "<money gold=\"%" PRId64 "\" cash=\"%" PRId64 "\" xp=\"%d\"/>\n", ch->points.gold, ch->points.cash, ch->points.exp); fprintf(ouf, "<stats level=\"%d\" sex=\"%s\" race=\"%s\" height=\"%d\" weight=\"%f\" align=\"%d\"/>\n", GET_LEVEL(ch), genders[(int)GET_SEX(ch)], race_name_by_idnum(GET_RACE(ch)), GET_HEIGHT(ch), GET_WEIGHT(ch), GET_ALIGNMENT(ch)); fprintf(ouf, "<class name=\"%s\"", class_names[GET_CLASS(ch)]); if (GET_REMORT_CLASS(ch) != CLASS_UNDEFINED) fprintf(ouf, " remort=\"%s\"", class_names[GET_REMORT_CLASS(ch)]); if (GET_REMORT_GEN(ch) > 0) fprintf(ouf, " gen=\"%d\"", GET_REMORT_GEN(ch)); if (IS_CYBORG(ch)) { if (GET_OLD_CLASS(ch) != -1) fprintf(ouf, " subclass=\"%s\"", borg_subchar_class_names[GET_OLD_CLASS(ch)]); if (GET_TOT_DAM(ch)) fprintf(ouf, " total_dam=\"%d\"", GET_TOT_DAM(ch)); if (GET_BROKE(ch)) fprintf(ouf, " broken=\"%d\"", GET_BROKE(ch)); } if (GET_CLASS(ch) == CLASS_MAGE && GET_SKILL(ch, SPELL_MANA_SHIELD) > 0) { fprintf(ouf, " manash_low=\"%ld\" manash_pct=\"%ld\"", ch->player_specials->saved.mana_shield_low, ch->player_specials->saved.mana_shield_pct); } fprintf(ouf, "/>\n"); fprintf(ouf, "<time birth=\"%ld\" death=\"%ld\" played=\"%ld\" last=\"%ld\"/>\n", ch->player.time.birth, ch->player.time.death, ch->player.time.played, ch->player.time.logon); fprintf(ouf, "<carnage pkills=\"%d\" akills=\"%d\" mkills=\"%d\" deaths=\"%d\" reputation=\"%d\"", GET_PKILLS(ch), GET_ARENAKILLS(ch), GET_MOBKILLS(ch), GET_PC_DEATHS(ch), ch->player_specials->saved.reputation); fprintf(ouf, "/>\n"); fprintf(ouf, "<attr str=\"%d\" int=\"%d\" wis=\"%d\" dex=\"%d\" con=\"%d\" cha=\"%d\"/>\n", ch->real_abils.str, ch->real_abils.intel, ch->real_abils.wis, ch->real_abils.dex, ch->real_abils.con, ch->real_abils.cha); fprintf(ouf, "<condition hunger=\"%d\" thirst=\"%d\" drunk=\"%d\"/>\n", GET_COND(ch, FULL), GET_COND(ch, THIRST), GET_COND(ch, DRUNK)); fprintf(ouf, "<player wimpy=\"%d\" lp=\"%d\" clan=\"%d\"/>\n", GET_WIMP_LEV(ch), GET_LIFE_POINTS(ch), GET_CLAN(ch)); if (ch->desc) ch->player_specials->desc_mode = ch->desc->input_mode; if (ch->player_specials->rentcode == RENT_CREATING || ch->player_specials->rentcode == RENT_REMORTING) { fprintf(ouf, "<rent code=\"%d\" perdiem=\"%d\" " "currency=\"%d\" state=\"%s\"/>\n", ch->player_specials->rentcode, ch->player_specials->rent_per_day, ch->player_specials->rent_currency, desc_modes[(int)ch->player_specials->desc_mode]); } else { fprintf(ouf, "<rent code=\"%d\" perdiem=\"%d\" currency=\"%d\"/>\n", ch->player_specials->rentcode, ch->player_specials->rent_per_day, ch->player_specials->rent_currency); } fprintf(ouf, "<home town=\"%d\" homeroom=\"%d\" loadroom=\"%d\"/>\n", GET_HOME(ch), GET_HOMEROOM(ch), GET_LOADROOM(ch)); fprintf(ouf, "<quest"); if (GET_QUEST(ch)) fprintf(ouf, " current=\"%d\"", GET_QUEST(ch)); if (GET_LEVEL(ch) >= LVL_IMMORT) fprintf(ouf, " allowance=\"%d\"", GET_QUEST_ALLOWANCE(ch)); if (GET_IMMORT_QP(ch) != 0) fprintf(ouf, " points=\"%d\"", GET_IMMORT_QP(ch)); fprintf(ouf, "/>\n"); fprintf(ouf, "<bits flag1=\"%" PRIx32 "\" flag2=\"%" PRIx32 "\"/>\n", ch->char_specials.saved.act, ch->player_specials->saved.plr2_bits); if (PLR_FLAGGED(ch, PLR_FROZEN)) { fprintf(ouf, "<frozen thaw_time=\"%d\" freezer_id=\"%d\"/>\n", ch->player_specials->thaw_time, ch->player_specials->freezer_id); } fprintf(ouf, "<prefs flag1=\"%" PRIx32 "\" flag2=\"%" PRIx32 "\" tongue=\"%s\"/>\n", ch->player_specials->saved.pref, ch->player_specials->saved.pref2, tongue_name(GET_TONGUE(ch))); fprintf(ouf, "<affects flag1=\"%" PRIx32 "\" flag2=\"%" PRIx32 "\" flag3=\"%" PRIx32 "\"/>\n", ch->char_specials.saved.affected_by, ch->char_specials.saved.affected2_by, ch->char_specials.saved.affected3_by); for (idx = 0; idx < MAX_WEAPON_SPEC; idx++) { if (GET_WEAP_SPEC(ch, idx).level > 0) fprintf(ouf, "<weaponspec vnum=\"%d\" level=\"%d\"/>\n", GET_WEAP_SPEC(ch, idx).vnum, GET_WEAP_SPEC(ch, idx).level); } if (GET_TITLE(ch) && *GET_TITLE(ch)) { fprintf(ouf, "<title>%s</title>\n", xmlEncodeTmp(GET_TITLE(ch))); } if (GET_LEVEL(ch) >= 50) { fprintf(ouf, "<immort badge=\"%s\" qlog=\"%d\" invis=\"%d\"/>\n", xmlEncodeSpecialTmp(BADGE(ch)), GET_QLOG_LEVEL(ch), GET_INVIS_LVL(ch)); if (POOFIN(ch) && *POOFIN(ch)) fprintf(ouf, "<poofin>%s</poofin>\n", xmlEncodeTmp(POOFIN(ch))); if (POOFOUT(ch) && *POOFOUT(ch)) fprintf(ouf, "<poofout>%s</poofout>\n", xmlEncodeTmp(POOFOUT(ch))); } if (ch->player.description && *ch->player.description) { fprintf(ouf, "<description>%s</description>\n", xmlEncodeTmp(tmp_gsub(tmp_gsub(ch->player.description, "\r\n", "\n"), "\r", ""))); } for (cur_alias = ch->player_specials->aliases; cur_alias; cur_alias = cur_alias->next) fprintf(ouf, "<alias type=\"%d\" alias=\"%s\" replace=\"%s\"/>\n", cur_alias->type, xmlEncodeSpecialTmp(cur_alias->alias), xmlEncodeSpecialTmp(cur_alias->replacement)); for (struct affected_type *cur_aff = aff_stash->saved_affs; cur_aff; cur_aff = cur_aff->next) fprintf(ouf, "<affect type=\"%d\" duration=\"%d\" modifier=\"%d\" location=\"%d\" level=\"%d\" instant=\"%s\" affbits=\"%lx\" index=\"%d\" owner=\"%ld\"/>\n", cur_aff->type, cur_aff->duration, cur_aff->modifier, cur_aff->location, cur_aff->level, (cur_aff->is_instant) ? "yes" : "no", cur_aff->bitvector, cur_aff->aff_index, cur_aff->owner); if (!IS_IMMORT(ch)) { for (idx = 0; idx < MAX_SKILLS; idx++) if (ch->player_specials->saved.skills[idx] > 0) fprintf(ouf, "<skill name=\"%s\" level=\"%d\"/>\n", spell_to_str(idx), GET_SKILL(ch, idx)); write_tongue_xml(ch, ouf); for (GList * it = GET_RECENT_KILLS(ch); it; it = it->next) { struct kill_record *kill = it->data; fprintf(ouf, "<recentkill vnum=\"%d\" times=\"%d\"/>\n", kill->vnum, kill->times); } for (GList * it = GET_GRIEVANCES(ch); it; it = it->next) { struct grievance *grievance = it->data; fprintf(ouf, "<grievance time=\"%lu\" player=\"%d\" reputation=\"%d\" kind=\"%s\"/>\n", (long unsigned)grievance->time, grievance->player_id, grievance->rep, grievance_kind_descs[grievance->grievance]); } } if (IS_PC(ch) && ch->player_specials->tags) { GHashTableIter iter; char *key; g_hash_table_iter_init(&iter, ch->player_specials->tags); while (g_hash_table_iter_next(&iter, (gpointer *)&key, NULL)) { fprintf(ouf, "<tag tag=\"%s\"/>\n", key); } } fprintf(ouf, "</creature>\n"); fclose(ouf); // on success, move temp file on top of the old file rename(tmp_path, path); restore_creature_affects(ch, aff_stash); free(aff_stash); GET_HIT(ch) = MIN(GET_MAX_HIT(ch), hit); GET_MANA(ch) = MIN(GET_MAX_MANA(ch), mana); GET_MOVE(ch) = MIN(GET_MAX_MOVE(ch), move); }
void make_corpse(struct char_data *ch) { struct obj_data *corpse, *o; struct obj_data *money; char buf[MAX_STRING_LENGTH]; int i; char *strdup(char *source); struct obj_data *create_money( int amount ); CREATE(corpse, struct obj_data, 1); clear_object(corpse); corpse->item_number = NOWHERE; corpse->in_room = NOWHERE; corpse->name = strdup("corpse"); sprintf(buf, "Corpse of %s is lying here.", (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch))); corpse->description = strdup(buf); sprintf(buf, "Corpse of %s", (IS_NPC(ch) ? ch->player.short_descr : GET_NAME(ch))); corpse->short_description = strdup(buf); corpse->contains = ch->carrying; if ( (GET_GOLD(ch)>0) && ( IS_NPC(ch) || (ch->desc) ) ) { money = create_money(GET_GOLD(ch)); GET_GOLD(ch)=0; obj_to_obj(money,corpse); } corpse->obj_flags.type_flag = ITEM_CONTAINER; corpse->obj_flags.wear_flags = ITEM_TAKE; corpse->obj_flags.value[0] = 0; /* You can't store stuff in a corpse */ corpse->obj_flags.value[3] = 1; /* corpse identifyer */ corpse->obj_flags.weight = GET_WEIGHT(ch)+IS_CARRYING_W(ch); corpse->obj_flags.cost_per_day = 100000; if (IS_NPC(ch)) corpse->obj_flags.timer = MAX_NPC_CORPSE_TIME; else corpse->obj_flags.timer = MAX_PC_CORPSE_TIME; for (i=0; i<MAX_WEAR; i++) if (ch->equipment[i]) obj_to_obj(unequip_char(ch, i), corpse); ch->carrying = 0; IS_CARRYING_N(ch) = 0; IS_CARRYING_W(ch) = 0; corpse->next = object_list; object_list = corpse; for(o = corpse->contains; o; o->in_obj = corpse, o = o->next_content); object_list_new_owner(corpse, 0); obj_to_room(corpse, ch->in_room); }
void affect_modify(struct char_data *ch, byte loc, byte mod, long bitv, bool add) { int maxabil; if (add) { SET_BIT(ch->specials.affected_by, bitv); } else { REMOVE_BIT(ch->specials.affected_by, bitv); mod = -mod; } maxabil = (IS_NPC(ch) ? 25:18); switch(loc) { case APPLY_NONE: break; case APPLY_STR: GET_STR(ch) += mod; break; case APPLY_DEX: GET_DEX(ch) += mod; break; case APPLY_INT: GET_INT(ch) += mod; break; case APPLY_WIS: GET_WIS(ch) += mod; break; case APPLY_CON: GET_CON(ch) += mod; break; case APPLY_SEX: /* ??? GET_SEX(ch) += mod; */ break; case APPLY_CLASS: /* ??? GET_CLASS(ch) += mod; */ break; case APPLY_LEVEL: /* ??? GET_LEVEL(ch) += mod; */ break; case APPLY_AGE: ch->player.time.birth -= ((long)SECS_PER_MUD_YEAR*(long)mod); break; case APPLY_CHAR_WEIGHT: GET_WEIGHT(ch) += mod; break; case APPLY_CHAR_HEIGHT: GET_HEIGHT(ch) += mod; break; case APPLY_MANA: ch->points.max_mana += mod; break; case APPLY_HIT: ch->points.max_hit += mod; break; case APPLY_MOVE: /* Will change nothing on players ch->points.max_move += mod; */ break; case APPLY_GOLD: break; case APPLY_EXP: break; case APPLY_AC: GET_AC(ch) += mod; break; case APPLY_HITROLL: GET_HITROLL(ch) += mod; break; case APPLY_DAMROLL: GET_DAMROLL(ch) += mod; break; case APPLY_SAVING_PARA: ch->specials.apply_saving_throw[0] += mod; break; case APPLY_SAVING_ROD: ch->specials.apply_saving_throw[1] += mod; break; case APPLY_SAVING_PETRI: ch->specials.apply_saving_throw[2] += mod; break; case APPLY_SAVING_BREATH: ch->specials.apply_saving_throw[3] += mod; break; case APPLY_SAVING_SPELL: ch->specials.apply_saving_throw[4] += mod; break; default: log("Unknown apply adjust attempt (handler.c, affect_modify)."); break; } /* switch */ }