void gain_skill_prof(struct creature *ch, int skl) { int learned; if (skl == SKILL_READ_SCROLLS || skl == SKILL_USE_WANDS) learned = 10; else learned = LEARNED(ch); // NPCs don't learn if (IS_NPC(ch)) return; // You can't gain in a skill that you don't really know if (GET_LEVEL(ch) < SPELL_LEVEL(skl, GET_CLASS(ch))) { if (!IS_REMORT(ch)) return; if (GET_LEVEL(ch) < SPELL_LEVEL(skl, GET_REMORT_CLASS(ch))) return; } // Check for remort classes too if (SPELL_GEN(skl, GET_CLASS(ch)) > 0 && GET_REMORT_GEN(ch) < SPELL_GEN(skl, GET_CLASS(ch))) return; if (GET_SKILL(ch, skl) >= (learned - 10)) if ((GET_SKILL(ch, skl) - GET_LEVEL(ch)) <= 66) SET_SKILL(ch, skl, GET_SKILL(ch, skl) + 1); }
/* this function enhances a PC's skill by a random factor */ void learn_from_mistake(struct char_data *ch, int skill) { /* this code allows this func to be called EVERYTIME the PC fails */ if (GET_SKILL(ch, skill) < 98) { GET_SKILL(ch, skill) += number(1, 2); send_to_char("You learn from your mistake.\r\n", ch); } }
void perform_net_load(struct descriptor_data *d, char *arg) { int skill_num, percent; long int cost; skip_spaces(&arg); if (!*arg) { d_printf(d, "Usage: load <program>\r\n"); return; } skill_num = find_skill_num(arg); if (skill_num < 1) { d_printf(d, "Error: program '%s' not found\r\n", arg); return; } if ((SPELL_GEN(skill_num, CLASS_CYBORG) > 0 && GET_CLASS(d->creature) != CLASS_CYBORG) || (GET_REMORT_GEN(d->creature) < SPELL_GEN(skill_num, CLASS_CYBORG)) || (GET_LEVEL(d->creature) < SPELL_LEVEL(skill_num, CLASS_CYBORG))) { d_printf(d, "Error: resources unavailable to load '%s'\r\n", arg); return; } if (GET_SKILL(d->creature, skill_num) >= LEARNED(d->creature)) { d_printf(d, "Program fully installed on local system.\r\n"); return; } cost = GET_SKILL_COST(d->creature, skill_num); d_printf(d, "Program cost: %10ld Account balance; %'" PRId64 "\r\n", cost, d->account->bank_future); if (d->account->bank_future < cost) { d_printf(d, "Error: insufficient funds in your account\r\n"); return; } withdraw_future_bank(d->account, cost); percent = MIN(MAXGAIN(d->creature), MAX(MINGAIN(d->creature), GET_INT(d->creature) * 2)); percent = MIN(LEARNED(d->creature) - GET_SKILL(d->creature, skill_num), percent); SET_SKILL(d->creature, skill_num, GET_SKILL(d->creature, skill_num) + percent); d_printf(d, "Program download: %s terminating, %d percent transfer.\r\n", spell_to_str(skill_num), percent); if (GET_SKILL(d->creature, skill_num) >= LEARNED(d->creature)) d_printf(d, "Program fully installed on local system.\r\n"); else d_printf(d, "Program %d%% installed on local system.\r\n", GET_SKILL(d->creature, skill_num)); }
/* code for skill improvement through use */ void improve_skill(struct char_data *ch, int skill, int chance) { int percent = GET_SKILL(ch, skill); int newpercent, max; char skillbuf[MAX_STRING_LENGTH]; char mybuf[256]; max = max_lvl_skill[1][spells[find_skill_num_def(skill)].difficulty][(int) GET_LEVEL(ch)]; if (percent >= max || IS_NPC(ch)) return; if (number(1, (chance * 50)) > (GET_WIS(ch) + GET_INT(ch))) return; newpercent = 1; if (number(1, 120) <= GET_WIS(ch)) newpercent++; if (number(1, 120) <= GET_INT(ch)) newpercent++; percent += newpercent; percent = MIN(percent, max); SET_SKILL(ch, skill, percent); if (newpercent) { sprintf(mybuf, "SKILLIMPROVE: %s improved skill %s, int = %d, wis = %d, improved by = %d, now = %d", GET_NAME(ch), spells[find_skill_num_def(skill)].command, GET_INT(ch), GET_WIS(ch), newpercent, percent); mudlog(mybuf, 'D', COM_IMMORT, TRUE); sprintf(skillbuf, "{RYou feel your skill in {W%s {Rimproving.{x\r\n", spells[find_skill_num_def(skill)].command); send_to_char(skillbuf, ch); } }
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; }
int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scmd) { int percent; percent = number(1, 101); if (scmd == SCMD_PICK) { if (keynum < 0) send_to_char("Odd - you can't seem to find a keyhole.\r\n", ch); else if (pickproof) send_to_char("It resists your attempts to pick it.\r\n", ch); else if (percent > GET_SKILL(ch, SKILL_PICK_LOCK)) send_to_char("You failed to pick the lock.\r\n", ch); else return (1); return (0); } return (1); }
//Returns two character's jointly best understood language skill index. int Character::BestUnderstoodTongue(Character *target) { int new_tongue = GET_SKILL(this, SKILL_NEW_TONGUE) + GET_SKILL(target, SKILL_NEW_TONGUE); int old_tongue = GET_SKILL(this, SKILL_OLD_TONGUE) + GET_SKILL(target, SKILL_OLD_TONGUE); int troll_tongue = GET_SKILL(this, SKILL_TROLL_TONGUE) + GET_SKILL(target, SKILL_TROLL_TONGUE); if(new_tongue >= old_tongue && new_tongue >= troll_tongue) return SKILL_NEW_TONGUE; if(old_tongue >= new_tongue && new_tongue >= troll_tongue) return SKILL_OLD_TONGUE; if(troll_tongue >= new_tongue && troll_tongue >= old_tongue) return SKILL_TROLL_TONGUE; return (MAX(new_tongue, MAX(old_tongue, troll_tongue))); }
int ok_pick(struct char_data *ch, obj_vnum keynum, int pickproof, int scmd) { int percent, skill_lvl; if (scmd != SCMD_PICK) return (1); percent = rand_number(1, 101); skill_lvl = GET_SKILL(ch, SKILL_PICK_LOCK) + dex_app_skill[GET_DEX(ch)].p_locks + race_app_skill[GET_RACE(ch)].p_locks; if (keynum == NOTHING) send_to_char(ch, "Odd - you can't seem to find a keyhole.\r\n"); else if (pickproof) send_to_char(ch, "It resists your attempts to pick it.\r\n"); else if (percent > skill_lvl) send_to_char(ch, "You failed to pick the lock.\r\n"); else return (1); return (0); }
void hunt_aggro(struct char_data * ch) { int dir; int skillnum = spells[find_skill_num("aggressive")].spellindex; struct char_data *hunted_ch; if (!ch || !HUNTING(ch) || FIGHTING(ch)) { return; } /* if (world[ch->in_room].zone != world[HUNTING(ch)->in_room].zone) { HUNTING(ch) = 0; return; } */ if ((hunted_ch = find_hunted_char(HUNTING(ch)))) { if (ch->in_room == hunted_ch->in_room && !ROOM_FLAGGED(hunted_ch->in_room, ROOM_PEACEFUL)) { if (CAN_SEE(hunted_ch, ch) && GET_SKILL(hunted_ch, skillnum) > number(0, 101)) { improve_skill(ch, skillnum, SKUSE_AVERAGE); hit(hunted_ch, ch, TYPE_UNDEFINED); } else { if (CAN_SEE(ch, hunted_ch)) { hit(ch, hunted_ch, TYPE_UNDEFINED); } } return; } } else { return; } /* dez 19980805 if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_SENTINEL)) { dir = find_first_step(ch->in_room, hunted_ch->in_room, 2); } else if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_STAY_ZONE)) { */ if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_STAY_ZONE)) { dir = find_first_step(ch->in_room, hunted_ch->in_room, 1); } else { dir = find_first_step(ch->in_room, hunted_ch->in_room, 0); } if (dir < 0) { /* do not forget until player is dead or I die HUNTING(ch) = 0; */ return; } else { perform_move(ch, dir, 1); if (ch->in_room == hunted_ch->in_room) { if (!ROOM_FLAGGED(ch->in_room, ROOM_PEACEFUL)) { if (CAN_SEE(hunted_ch, ch) && GET_SKILL(hunted_ch, skillnum) > number(0, 101)) { improve_skill(ch, skillnum, SKUSE_AVERAGE); hit(hunted_ch, ch, TYPE_UNDEFINED); } else { if (CAN_SEE(ch, hunted_ch)) { hit(ch, hunted_ch, TYPE_UNDEFINED); } } } } return; } }
void list_skills(Character * ch, Character *teacher) { int i, sortpos, has_pracs; std::string HowGood, PracType; Weave* weave; *buf = 0; if(!IS_NPC(ch)) { has_pracs = MAX(0, ch->PlayerData->skillpracs) + MAX(0, ch->PlayerData->tradepracs); if(IS_CHANNELER(ch) || IS_DREADLORD(ch) || IS_DREADGUARD(ch)) has_pracs += MAX(0, ch->PlayerData->spellpracs); if(!has_pracs) strcpy(buf, "You have no practice sessions remaining.\r\n"); else { sprintf(buf, "You have %d practice session%s remaining, ", ch->PlayerData->skillpracs, (ch->PlayerData->skillpracs == 1 ? "" : "s")); if(IS_CHANNELER(ch) || IS_DREADLORD(ch) || IS_DREADGUARD(ch)) { sprintf(buf + strlen(buf), "%d spell practice%s remaining, ", ch->PlayerData->spellpracs, (ch->PlayerData->spellpracs == 1 ? "" : "s")); } sprintf(buf + strlen(buf), "and %d trade practice%s remaining.\r\n", ch->PlayerData->tradepracs, (ch->PlayerData->tradepracs == 1 ? "" : "s")); } } sprintf(buf + strlen(buf), "You are skilled in the following:\r\n"); strcpy(buf2, buf); std::list<int> WeaveVnums = WeaveManager::GetManager().GetListOfWeaveVnums(); for ( std::list<int>::iterator vI = WeaveVnums.begin();vI != WeaveVnums.end();++vI) { sortpos = i = (*vI); Weave* weave = WeaveManager::GetManager().GetWeave(i); if( weave == NULL ) continue; if (strlen(buf2) >= MAX_STRING_LENGTH - 32) { strcat(buf2, "**OVERFLOW**\r\n"); break; } if( (GET_SKILL(ch, i) <= 0 && !teacher) || !ch->CanPractice(weave)) continue; if( teacher && teacher->CanTeach( weave ) == false ) continue; if(weave->levels()) sprintf(HowGood, "(Level %d)", ch->GetSkillLevel(i)); else HowGood = how_good(GET_SKILL(ch, i)); char costStr[256]; sprintf(costStr, "(Cost: %d)", calc_price(ch, i)); if( weave->isElement() ) sprintf(buf2 + strlen(buf2), "%-17s %10s, (Level %d)\r\n", weave->getName().c_str(), costStr, ch->GetSkillLevel(i)); else sprintf(buf2 + strlen(buf2), "%-17s %10s, (%d%%), %s\r\n", weave->getName().c_str(), costStr, GET_SKILL(ch, i), HowGood.c_str()); } page_string(ch->desc, buf2, 1); }
//Returns the average of the speaker and listener's speaking capabilities in their jointly best understood tongue. int Character::CommunicationLevel(Character *receiver) { int skill = this->BestUnderstoodTongue(receiver); return (GET_SKILL(this, skill) + GET_SKILL(receiver, skill)) / 2; }
int cast_spell(struct char_data *ch, struct char_data *tch, struct obj_data *tobj, struct spell_info_type *sptr, char *tar_str) { if (!magic_enabled) return (0); if (!sptr) { extended_mudlog(NRM, SYSL_BUGS, TRUE, "cast_spell() called without a valid sptr: ch: %s, tch: %s", GET_NAME(ch), GET_NAME(tch)); return (0); } if (GET_POS(ch) < sptr->min_position) { switch (GET_POS(ch)) { case POS_SLEEPING: send_to_char("You dream about great magical powers.\r\n", ch); break; case POS_RESTING: send_to_char("You cannot concentrate while resting.\r\n", ch); break; case POS_SITTING: send_to_char("You can't do this sitting!\r\n", ch); break; case POS_FIGHTING: send_to_char("Impossible! You can't concentrate enough!\r\n", ch); break; default: send_to_char("You can't do much of anything like this!\r\n", ch); break; } return (0); } if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == tch)) { send_to_char("You are afraid you might hurt your master!\r\n", ch); return (0); } if ((tch != ch) && IS_SET(sptr->targets, TAR_SELF_ONLY)) { send_to_char("You can only cast this spell upon yourself!\r\n", ch); return (0); } if ((tch == ch) && IS_SET(sptr->targets, TAR_NOT_SELF)) { send_to_char("You cannot cast this spell upon yourself!\r\n", ch); return (0); } if (IS_SET(sptr->routines, MAG_GROUPS) && !AFF_FLAGGED(ch, AFF_GROUP)) { send_to_char("You can't cast this spell if you're not in a group!\r\n",ch); return (0); } if (cast_mtrigger(tch, ch, tar_str, sptr) == 0) return (0); if (cast_otrigger(tobj, ch, tar_str, sptr) == 0) return (0); if (cast_wtrigger(ch, tch, tobj, tar_str, sptr) == 0) return (0); send_to_char(OK, ch); say_spell(ch, sptr, tch, tobj); return (call_magic(ch, tch, tobj, sptr, (GET_SKILL(ch, sptr->skill)/100), CAST_SPELL, tar_str)); }
void list_skills(struct char_data *ch) { const char *overflow = "\r\n**OVERFLOW**\r\n"; int i, sortpos; size_t len = 0, nlen; char buf2[MAX_STRING_LENGTH]; len = snprintf(buf2, sizeof(buf2), "You have %d practice session%s remaining.\r\n" "You know of the following %ss:\r\n", GET_PRACTICES(ch), GET_PRACTICES(ch) == 1 ? "" : "s", SPLSKL(ch)); int cnt = 0; for (sortpos = 1; sortpos <= MAX_SKILLS; sortpos++) { i = spell_sort_info[sortpos]; if (GET_LEVEL(ch) >= spell_info[i].min_level[(int) GET_CLASS(ch)]) { cnt += 1; nlen = snprintf(buf2 + len, sizeof(buf2) - len, (cnt%2) ? "%-20s %s | " : "%-20s %s\r\n", spell_info[i].name, how_good(GET_SKILL(ch, i))); if (len + nlen >= sizeof(buf2) || nlen < 0) break; len += nlen; } } if (len >= sizeof(buf2)) strcpy(buf2 + sizeof(buf2) - strlen(overflow) - 1, overflow); /* strcpy: OK */ parse_at(buf2); page_string(ch->desc, buf2, TRUE); }
int mag_manacost(struct char_data *ch, struct spell_info_type *sptr) { return MAX(sptr->mana_max - (GET_SKILL(ch, sptr->skill)/100), sptr->mana_min); }
/* * Read in a char. */ int fread_char( struct char_data *ch, FILE *fp ) { int error_count = 0; char *word; char buf [ MAX_STRING_LENGTH ]; struct affected_type *paf; int sn; int i; int j; int status; int status1; char *p; int tmpi; int num_keys; int last_key = 0; char def_sdesc [] = "Your short description was corrupted."; char def_ldesc [] = "Your long description was corrupted."; char def_desc [] = "Your description was corrupted."; char def_title [] = "Your title was corrupted."; struct key_data key_tab [] = { { "ShtDsc", TRUE, (int) &def_sdesc, { &GET_SHORT_DESC(ch), NULL } }, { "LngDsc", TRUE, (int) &def_ldesc, { &GET_LONG_DESC(ch), NULL } }, { "Dscr", TRUE, (int) &def_desc, { &GET_DESCRIPTION(ch), NULL } }, { "Sx", FALSE, SEX_MALE, { &GET_SEX(ch), NULL } }, { "Race", FALSE, MAND, { &GET_RACE(ch), NULL } }, { "Lvl", FALSE, MAND, { &GET_LEVEL(ch), NULL } }, { "Trst", FALSE, 0, { &GET_TRUST(ch), NULL } }, { "HpMnMv", FALSE, MAND, { &GET_HIT(ch), &GET_MAX_HIT(ch), &GET_MANA(ch), &GET_MAX_MANA(ch), &GET_MOVE(ch), &GET_MAX_MOVE(ch), NULL } }, { "Gold", FALSE, 0, { &GET_GOLD(ch), NULL } }, { "Exp", FALSE, MAND, { &GET_EXP(ch), NULL } }, { "Act", FALSE, DEFLT, { &PLR_FLAGS(ch), NULL } }, { "Act2", FALSE, DEFLT, { &PLR2_FLAGS(ch), NULL } }, { "AffdBy", FALSE, 0, { &AFF_FLAGS(ch), NULL } }, { "AffdBy2", FALSE, 0, { &AFF2_FLAGS(ch), NULL } }, { "Pref", FALSE, 0, { &PRF_FLAGS(ch), NULL } }, { "Pref2", FALSE, 0, { &PRF2_FLAGS(ch), NULL } }, { "Pos", FALSE, POS_STANDING, { &GET_POS(ch), NULL } }, { "Prac", FALSE, MAND, { &GET_PRACTICES(ch), NULL } }, { "PAlign", FALSE, 0, { &GET_PERMALIGN(ch), NULL } }, { "CAlign", FALSE, 0, { &GET_ALIGNMENT(ch), NULL } }, { "Ttle", TRUE, (int) &def_title, { &GET_TITLE(ch), NULL } }, #if 0 { "SavThr", FALSE, MAND, { &ch->saving_throw, NULL } }, { "Hit", FALSE, MAND, { &ch->hitroll, NULL } }, { "Dam", FALSE, MAND, { &ch->damroll, NULL } }, { "Armr", FALSE, MAND, { &ch->armor, NULL } }, { "Wimp", FALSE, 10, { &ch->wimpy, NULL } }, { "Deaf", FALSE, 0, { &ch->deaf, NULL } }, { "Immskll",TRUE, DEFLT, { &ch->pcdata->immskll, NULL } }, { "AtrPrm", FALSE, MAND, { &ch->pcdata->perm_str, &ch->pcdata->perm_int, &ch->pcdata->perm_wis, &ch->pcdata->perm_dex, &ch->pcdata->perm_con, NULL } }, { "AtrMd", FALSE, MAND, { &ch->pcdata->mod_str, &ch->pcdata->mod_int, &ch->pcdata->mod_wis, &ch->pcdata->mod_dex, &ch->pcdata->mod_con, NULL } }, { "Cond", FALSE, DEFLT, { &ch->pcdata->condition [0], &ch->pcdata->condition [1], &ch->pcdata->condition [2], NULL } }, { "Pglen", FALSE, 20, { &ch->pcdata->pagelen, NULL } }, { "Playd", FALSE, 0, { &ch->played, NULL } }, #endif { "Paswd", TRUE, MAND, { &GET_PASSWD(ch), NULL } }, { "Poofin", TRUE, DEFLT, { &POOFIN(ch), NULL } }, { "Poofout", TRUE, DEFLT, { &POOFOUT(ch), NULL } }, { "\0", FALSE, 0 } }; for ( num_keys = 0; *key_tab [num_keys].key; ) num_keys++; for ( ; !feof (fp) ; ) { word = fread_word_stat( fp, &status ); if ( !word ) { log( "fread_char: Error reading key. EOF?" ); fread_to_eol( fp ); break; } /* This little diddy searches for the keyword from the last keyword found */ for ( i = last_key; i < last_key + num_keys && str_cmp (key_tab [i % num_keys].key, word); ) i++; i = i % num_keys; if ( !str_cmp (key_tab [i].key, word) ) last_key = i; else i = num_keys; if ( *key_tab [i].key ) /* Key entry found in key_tab */ { if ( key_tab [i].string == SPECIFIED ) log( "Key already specified." ); /* Entry is a string */ else if ( key_tab [i].string ) { if ( ( p = fread_string( fp, (char*)&status ) ) && !status ) { free( *(char **)key_tab [i].ptrs [0] ); *(char **)key_tab [i].ptrs [0] = p; } } /* Entry is an integer */ else for ( j = 0; key_tab [i].ptrs [j]; j++ ) { tmpi = fread_number_stat( fp, &status ); if ( !status ) *(int *)key_tab [i].ptrs [j] = tmpi; } if ( status ) { fread_to_eol( fp ); continue; } else key_tab [i].string = SPECIFIED; } else if ( *word == '*' || !str_cmp( word, "Nm" ) ) fread_to_eol( fp ); else if ( !str_cmp( word, "End" ) ) break; else if ( !str_cmp( word, "Room" ) ) { ch->in_room = fread_number_stat( fp, &status ); if ( !ch->in_room ) ch->in_room = NOWHERE; } else if ( !str_cmp( word, "Race" ) ) { i = race_lookup( fread_string( fp, (char*)&status ) ); if ( status ) log( "Fread_char: Unknown Race." ); else GET_RACE(ch) = i; } else if ( !str_cmp( word, "Skill" ) ) { i = fread_number_stat( fp, &status ); sn = skill_lookup( fread_word_stat( fp, &status1 ) ); if ( status || status1 ) { log( "Fread_char: Error reading skill." ); fread_to_eol( fp ); continue; } if ( sn < 0 ) log( "Fread_char: unknown skill." ); else GET_SKILL(ch, sn) = i; } else if ( !str_cmp ( word, "Afft" ) ) { int status; CREATE(paf, struct affected_type, 1); memset(paf, 0, sizeof( struct affected_type )); paf->type = skill_lookup( fread_string( fp, (char*)&status ) ); paf->duration = fread_number_stat( fp, &status ); paf->modifier = fread_number_stat( fp, &status ); paf->location = fread_number_stat( fp, &status ); paf->bitvector = fread_number_stat( fp, &status ); paf->next = ch->affected; ch->affected = paf; } else {
/* * Write the char to the file. * * @param ch the character to be written * @param fp the file to write to */ void fwrite_char( struct char_data *ch, FILE *fp ) { extern struct race_data * races; struct affected_type *paf; int sn, i; fprintf( fp, "#%s\n", IS_NPC( ch ) ? "MOB" : "PLAYER" ); fprintf( fp, "Name %s~\n", GET_NAME(ch) ); fprintf( fp, "ShtDsc %s~\n", GET_SHORT_DESC(ch) ? GET_SHORT_DESC(ch) : "" ); fprintf( fp, "LngDsc %s~\n", GET_LONG_DESC(ch) ? GET_LONG_DESC(ch) : "" ); fprintf( fp, "Dscr %s~\n", GET_DESCRIPTION(ch) ? GET_DESCRIPTION(ch) : "" ); // fprintf( fp, "Prmpt %s~\n", ch->pcdata->prompt ); fprintf( fp, "Sx %d\n", GET_SEX(ch) ); fprintf( fp, "Race %s~\n", races[ (int)GET_RACE(ch) ].name ); fprintf( fp, "Lvl %d\n", GET_LEVEL(ch) ); fprintf( fp, "Trst %d\n", GET_TRUST(ch) ); /* fprintf( fp, "Playd %ld\n", GET_PLAYED(ch) + (int)( time( 0 ) - GET_LOGON(ch) ) ); */ // fprintf( fp, "Note %ld\n", (unsigned long)ch->last_note ); fprintf( fp, "Room %ld\n", ( ch->in_room == NOWHERE && ch->was_in_room ) ? ch->was_in_room : ch->in_room ); fprintf( fp, "HpMnMv %d %d %d %d %d %d\n", GET_HIT(ch), GET_MAX_HIT(ch), GET_MANA(ch), GET_MAX_MANA(ch), GET_MOVE(ch), GET_MAX_MOVE(ch) ); fprintf( fp, "Gold %ld\n", GET_GOLD(ch) ); fprintf( fp, "Exp %ld\n", GET_EXP(ch) ); fprintf( fp, "Act %lld\n", PLR_FLAGS(ch) ); fprintf( fp, "Act2 %lld\n", PLR2_FLAGS(ch) ); fprintf( fp, "Pref %lld\n", PRF_FLAGS(ch) ); fprintf( fp, "Pref2 %lld\n", PRF2_FLAGS(ch) ); fprintf( fp, "AffdBy %lld\n", AFF_FLAGS(ch) ); fprintf( fp, "AffdBy2 %lld\n", AFF2_FLAGS(ch) ); /* Bug fix from Alander */ fprintf( fp, "Pos %d\n", GET_POS(ch) == POS_FIGHTING ? POS_STANDING : GET_POS(ch) ); fprintf( fp, "Prac %d\n", GET_PRACTICES(ch) ); fprintf( fp, "PAlign %d\n", GET_PERMALIGN(ch) ); fprintf( fp, "CAlign %d\n", GET_ALIGNMENT(ch) ); fprintf( fp, "SavThr " ); for ( i = 0; i < NUM_SAVES; i++ ) fprintf( fp, "%d%s", GET_SAVE(ch, i), (i != NUM_SAVES-1 ? ", " : "\n") ); fprintf( fp, "Hitroll %d\n", GET_HITROLL(ch) ); fprintf( fp, "Damroll %d\n", GET_DAMROLL(ch) ); fprintf( fp, "Armr " ); for ( i = 0; i < ARMOR_LIMIT; i++ ) fprintf( fp, "%d%s", GET_AC(ch, i), (i != ARMOR_LIMIT-1 ? ", " : "\n") ); fprintf( fp, "Wimp %d\n", GET_WIMP_LEV(ch) ); if ( IS_NPC( ch ) ) { fprintf( fp, "Vnum %ld\n", GET_MOB_VNUM(ch) ); } else { fprintf( fp, "Paswd %s~\n", GET_PASSWD(ch) ); fprintf( fp, "Poofin %s~\n", POOFIN(ch) ? POOFIN(ch) : "" ); fprintf( fp, "Poofout %s~\n", POOFOUT(ch) ? POOFOUT(ch) : "" ); fprintf( fp, "Ttle %s~\n", GET_TITLE(ch) ? GET_TITLE(ch) : "" ); fprintf( fp, "AtrPrm %d/%d %d %d %d %d %d %d\n", ch->real_abils.str, ch->real_abils.str_add, ch->real_abils.intel, ch->real_abils.wis, ch->real_abils.dex, ch->real_abils.con, ch->real_abils.cha, ch->real_abils.will ); fprintf( fp, "AtrMd %d/%d %d %d %d %d %d %d\n", ch->aff_abils.str, ch->aff_abils.str_add, ch->aff_abils.intel, ch->aff_abils.wis, ch->aff_abils.dex, ch->aff_abils.con, ch->aff_abils.cha, ch->aff_abils.will ); fprintf( fp, "Conditions " ); for ( i = 0; i < MAX_COND; i++ ) fprintf( fp, "%d%s", GET_COND(ch, i), (i != MAX_COND-1 ? ", " : "\n") ); fprintf( fp, "Addictions " ); for ( i = 0; i < MAX_COND; i++ ) fprintf( fp, "%d%s", GET_ADDICT(ch, i), (i != MAX_COND-1 ? ", " : "\n") ); for ( sn = 0; sn < MAX_SKILLS; sn++ ) { if ( skill_name( sn ) && strcmp( skill_name( sn ), "!UNUSED!" ) && GET_SKILL(ch, sn) > 0 ) { fprintf( fp, "Skill %d '%s'\n", GET_SKILL(ch, sn), skill_name( sn ) ); } } } for ( paf = ch->affected; paf; paf = paf->next ) { fprintf( fp, "Afft %18s~ %3d %3d %3d %lld\n", skill_name( paf->type ), paf->duration, paf->modifier, paf->location, paf->bitvector ); } for ( paf = ch->affected2; paf; paf = paf->next ) { fprintf( fp, "Afft2 %18s~ %3d %3d %3d %lld\n", skill_name( paf->type ), paf->duration, paf->modifier, paf->location, paf->bitvector ); } fprintf( fp, "End\n\n" ); return; }
/* the main engine of charm spell, and similar */ void effect_charm(struct char_data *ch, struct char_data *victim, int spellnum) { struct affected_type af; int elf_bonus = 0; if (!IS_NPC(victim) && (GET_RACE(victim) == RACE_ELF || //elven enchantment resistance GET_RACE(victim) == RACE_H_ELF)) // added check for IS_NPC because NPCRACE_HUMAN == RACE_ELF and NPCRACE_ABERRATION == RACE_H_ELF elf_bonus += 2; if (victim == ch) send_to_char(ch, "You like yourself even better!\r\n"); else if (MOB_FLAGGED(victim, MOB_NOCHARM)) { send_to_char(ch, "Your victim doesn't seem vulnerable to this " "enchantments!\r\n"); if (IS_NPC(victim)) hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE); } else if (IS_AFFECTED(victim, AFF_MIND_BLANK)) { send_to_char(ch, "Your victim is protected from this " "enchantment!\r\n"); if (IS_NPC(victim)) hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE); } else if (AFF_FLAGGED(ch, AFF_CHARM)) send_to_char(ch, "You can't have any followers of your own!\r\n"); else if (AFF_FLAGGED(victim, AFF_CHARM)) send_to_char(ch, "Your victim is already charmed.\r\n"); else if (spellnum == SPELL_CHARM && (CASTER_LEVEL(ch) < GET_LEVEL(victim) || GET_LEVEL(victim) >= 8)) send_to_char(ch, "Your victim is too powerful.\r\n"); else if ((spellnum == SPELL_DOMINATE_PERSON || spellnum == SPELL_MASS_DOMINATION) && CASTER_LEVEL(ch) < GET_LEVEL(victim)) send_to_char(ch, "Your victim is too powerful.\r\n"); /* player charming another player - no legal reason for this */ else if (!CONFIG_PK_ALLOWED && !IS_NPC(victim)) send_to_char(ch, "You fail - shouldn't be doing it anyway.\r\n"); else if (circle_follow(victim, ch)) send_to_char(ch, "Sorry, following in circles is not allowed.\r\n"); else if (mag_resistance(ch, victim, 0)) { send_to_char(ch, "You failed to penetrate the spell resistance!"); if (IS_NPC(victim)) hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE); } else if (mag_savingthrow(ch, victim, SAVING_WILL, elf_bonus)) { send_to_char(ch, "Your victim resists!\r\n"); if (IS_NPC(victim)) hit(victim, ch, TYPE_UNDEFINED, DAM_RESERVED_DBC, 0, FALSE); } else { /* slippery mind gives a second save */ if (!IS_NPC(victim) && GET_SKILL(victim, SKILL_SLIPPERY_MIND)) { increase_skill(victim, SKILL_SLIPPERY_MIND); send_to_char(victim, "\tW*Slippery Mind*\tn "); if (mag_savingthrow(ch, victim, SAVING_WILL, 0)) { return; } } if (victim->master) stop_follower(victim); add_follower(victim, ch); new_affect(&af); if (spellnum == SPELL_CHARM) af.spell = SPELL_CHARM; if (spellnum == SPELL_CHARM_ANIMAL) af.spell = SPELL_CHARM_ANIMAL; else if (spellnum == SPELL_DOMINATE_PERSON) af.spell = SPELL_DOMINATE_PERSON; else if (spellnum == SPELL_MASS_DOMINATION) af.spell = SPELL_MASS_DOMINATION; af.duration = 100; if (GET_CHA_BONUS(ch)) af.duration += GET_CHA_BONUS(ch) * 4; SET_BIT_AR(af.bitvector, AFF_CHARM); affect_to_char(victim, &af); act("Isn't $n just such a nice fellow?", FALSE, ch, 0, victim, TO_VICT); // if (IS_NPC(victim)) // REMOVE_BIT_AR(MOB_FLAGS(victim), MOB_SPEC); } // should never get here }
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 race_affects(struct char_data *ch) { int race; struct affected_type af; extern void affect_join(struct char_data *c, struct affected_type *a, bool ad, bool avg, bool mod, bool avgmod); race = GET_RACE(ch); switch(race) { case RACE_HYLAR: case RACE_DAEWAR: case RACE_NEIDAR: af.type = SPELL_INFRAVISION; af.duration = -1; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_INFRAVISION; affect_join(ch, &af, FALSE, FALSE, FALSE, FALSE); if ( GET_SKILL(ch, SKILL_NATURAL_HARDINESS) < 60 ) { SET_SKILL(ch, SKILL_NATURAL_HARDINESS, 60); } break; case RACE_SILVANESTI: case RACE_QUALINESTI: case RACE_KAGONESTI: case RACE_HALFELVEN: case RACE_GNOME: af.type = SPELL_INFRAVISION; af.duration = -1; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_INFRAVISION; affect_join(ch, &af, FALSE, FALSE, FALSE, FALSE); break; case RACE_MINOTAUR: if ( GET_SKILL(ch, SKILL_GORE) < 60 ) { SET_SKILL(ch, SKILL_GORE, 60); } // GET_AC(ch) -= 12; break; case RACE_KENDER: af.type = SPELL_INFRAVISION; af.duration = -1; af.modifier = 0; af.location = APPLY_NONE; af.bitvector = AFF_INFRAVISION; affect_join(ch, &af, FALSE, FALSE, FALSE, FALSE); if ( GET_SKILL(ch, SKILL_HIDE) < 60 ) { SET_SKILL(ch, SKILL_HIDE, 60); } if ( GET_SKILL(ch, SKILL_SNEAK) < 60 ) { SET_SKILL(ch, SKILL_SNEAK, 60); } if ( GET_SKILL(ch, SKILL_PICK_LOCK) < 60 ) { SET_SKILL(ch, SKILL_PICK_LOCK, 60); } if ( GET_SKILL(ch, SKILL_STEAL) < 60 ) { SET_SKILL(ch, SKILL_STEAL, 60); } break; default: break; } }
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 mag_objectmagic(struct char_data *ch, struct obj_data *obj, char *argument) { int i, k; struct char_data *tch = NULL, *next_tch; struct obj_data *tobj = NULL; if (!magic_enabled) return; one_argument(argument, arg); k = generic_find(arg, FIND_CHAR_ROOM | FIND_OBJ_INV | FIND_OBJ_ROOM | FIND_OBJ_EQUIP, ch, &tch, &tobj); switch (GET_OBJ_TYPE(obj)) { case ITEM_STAFF: act("You tap $p three times on the ground.", FALSE, ch, obj, 0, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, 0, TO_ROOM); else act("$n taps $p three times on the ground.", FALSE, ch, obj, 0, TO_ROOM); if (GET_OBJ_VAL(obj, 2) <= 0) { send_to_char("It seems powerless.\r\n", ch); act("Nothing seems to happen.", FALSE, ch, obj, 0, TO_ROOM); } else { GET_OBJ_VAL(obj, 2)--; WAIT_STATE(ch, PULSE_VIOLENCE); /* Level to cast spell at. */ k = GET_OBJ_VAL(obj, 0) ? GET_OBJ_VAL(obj, 0) : DEFAULT_STAFF_LVL; /* * Problem : Area/mass spells on staves can cause crashes. * Solution: Remove the special nature of area/mass spells on staves. * Problem : People like that behavior. * Solution: We special case the area/mass spells here. */ if (HAS_SPELL_ROUTINE(get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), MAG_MASSES | MAG_AREAS)) { for (i = 0, tch = world[IN_ROOM(ch)].people; tch; tch = tch->next_in_room) i++; while (i-- > 0) call_magic(ch, NULL, NULL, get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), k, CAST_STAFF, 0); } else { for (tch = world[IN_ROOM(ch)].people; tch; tch = next_tch) { next_tch = tch->next_in_room; if (ch != tch) call_magic(ch, tch, NULL, get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), k, CAST_STAFF, 0); } } } break; case ITEM_WAND: if (k == FIND_CHAR_ROOM) { if (tch == ch) { act("You point $p at yourself.", FALSE, ch, obj, 0, TO_CHAR); act("$n points $p at $mself.", FALSE, ch, obj, 0, TO_ROOM); } else { act("You point $p at $N.", FALSE, ch, obj, tch, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, tch, TO_ROOM); else act("$n points $p at $N.", TRUE, ch, obj, tch, TO_ROOM); } } else if (tobj != NULL) { act("You point $p at $P.", FALSE, ch, obj, tobj, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, tobj, TO_ROOM); else act("$n points $p at $P.", TRUE, ch, obj, tobj, TO_ROOM); } else if (IS_SET(get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__)->routines, MAG_AREAS | MAG_MASSES)) { /* Wands with area spells don't need to be pointed. */ act("You point $p outward.", FALSE, ch, obj, NULL, TO_CHAR); act("$n points $p outward.", TRUE, ch, obj, NULL, TO_ROOM); } else { act("At what should $p be pointed?", FALSE, ch, obj, NULL, TO_CHAR); return; } if (GET_OBJ_VAL(obj, 2) <= 0) { send_to_char("It seems powerless.\r\n", ch); act("Nothing seems to happen.", FALSE, ch, obj, 0, TO_ROOM); return; } GET_OBJ_VAL(obj, 2)--; WAIT_STATE(ch, PULSE_VIOLENCE); if (GET_OBJ_VAL(obj, 0)) call_magic(ch, tch, tobj, get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), GET_OBJ_VAL(obj, 0), CAST_WAND, 0); else call_magic(ch, tch, tobj, get_spell(GET_OBJ_VAL(obj, 3), __FILE__, __FUNCTION__), DEFAULT_WAND_LVL, CAST_WAND, 0); break; case ITEM_SCROLL: if (*arg) { if (!k) { act("There is nothing to here to affect with $p.", FALSE, ch, obj, NULL, TO_CHAR); return; } } else tch = ch; act("You recite $p which dissolves.", TRUE, ch, obj, 0, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM); else act("$n recites $p.", FALSE, ch, obj, NULL, TO_ROOM); WAIT_STATE(ch, PULSE_VIOLENCE); for (i = 1; i <= 3; i++) if (call_magic(ch, tch, tobj, get_spell(GET_OBJ_VAL(obj, i), __FILE__, __FUNCTION__), GET_OBJ_VAL(obj, 0), CAST_SCROLL, 0) <= 0) break; if (obj != NULL) extract_obj(obj); break; case ITEM_POTION: tch = ch; act("You quaff $p.", FALSE, ch, obj, NULL, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM); else act("$n quaffs $p.", TRUE, ch, obj, NULL, TO_ROOM); WAIT_STATE(ch, PULSE_VIOLENCE); for (i = 1; i <= 3; i++) if (call_magic(ch, ch, NULL, get_spell(GET_OBJ_VAL(obj, i), __FILE__, __FUNCTION__), GET_OBJ_VAL(obj, 0), CAST_POTION, 0) <= 0) break; if (obj != NULL) extract_obj(obj); break; case ITEM_SPELLBOOK: tch = ch; act("You study $p.", FALSE, ch, obj, NULL, TO_CHAR); if (obj->action_description) act(obj->action_description, FALSE, ch, obj, NULL, TO_ROOM); else act("$n studies $p.", TRUE, ch, obj, NULL, TO_ROOM); WAIT_STATE(ch, PULSE_VIOLENCE); for (i = 1; i <= 3; i++) { if (GET_OBJ_VAL(obj, i) < 0) break; if (GET_SKILL(ch, GET_OBJ_VAL(obj, i)) < 1) SET_SKILL(ch, GET_OBJ_VAL(obj, i), GET_OBJ_VAL(obj, 0)); } if (obj != NULL) extract_obj(obj); break; default: extended_mudlog(NRM, SYSL_BUGS, TRUE, "Unknown object_type %d in mag_objectmagic.", GET_OBJ_TYPE(obj)); break; } }