Esempio n. 1
0
int write_mobile_espec(mob_vnum mvnum, struct char_data *mob, FILE *fd)
{
  if (GET_ATTACK(mob) != 0)
    fprintf(fd, "BareHandAttack: %d\n", GET_ATTACK(mob));
  if (GET_STR(mob) != 0)
    fprintf(fd, "Str: %d\n", GET_STR(mob));
  if (GET_ADD(mob) != 0)
    fprintf(fd, "StrAdd: %d\n", GET_ADD(mob));
  if (GET_DEX(mob) != 0)
    fprintf(fd, "Dex: %d\n", GET_DEX(mob));
  if (GET_INT(mob) != 0)
    fprintf(fd, "Int: %d\n", GET_INT(mob));
  if (GET_WIS(mob) != 0)
    fprintf(fd, "Wis: %d\n", GET_WIS(mob));
  if (GET_CON(mob) != 0)
    fprintf(fd, "Con: %d\n", GET_CON(mob));
  if (GET_CHA(mob) != 0)
    fprintf(fd, "Cha: %d\n", GET_CHA(mob));
  if(GET_CLASS(mob) != CLASS_NPC_OTHER)
    fprintf(fd, "Class: %d\n", GET_CLASS(mob));
  if(GET_RACE(mob) != RACE_NPC_OTHER)
    fprintf(fd, "Race: %d\n", GET_RACE(mob));
  if(GET_MOB_WEIGHT(mob))
    fprintf(fd, "Weight: %d\n", GET_MOB_WEIGHT(mob));

  fprintf(fd, "Size: %d\n", GET_MOB_SIZE(mob));

  fputs("E\n", fd);
  return TRUE;
}
Esempio n. 2
0
/* This updates a character by subtracting everything he is affected by
 * restoring original abilities, and then affecting all again. */
void affect_total(struct char_data *ch)
{
  struct affected_type *af;
  int i, j;

  for (i = 0; i < NUM_WEARS; i++) {
    if (GET_EQ(ch, i))
      for (j = 0; j < MAX_OBJ_AFFECT; j++)
	affect_modify_ar(ch, GET_EQ(ch, i)->affected[j].location,
		      GET_EQ(ch, i)->affected[j].modifier,
		      GET_OBJ_AFFECT(GET_EQ(ch, i)), FALSE);
  }

  for (af = ch->affected; af; af = af->next)
    affect_modify_ar(ch, af->location, af->modifier, af->bitvector, FALSE);

  ch->aff_abils = ch->real_abils;

  for (i = 0; i < NUM_WEARS; i++) {
    if (GET_EQ(ch, i))
      for (j = 0; j < MAX_OBJ_AFFECT; j++)
	affect_modify_ar(ch, GET_EQ(ch, i)->affected[j].location,
		      GET_EQ(ch, i)->affected[j].modifier,
		      GET_OBJ_AFFECT(GET_EQ(ch, i)), TRUE);
  }

  for (af = ch->affected; af; af = af->next)
    affect_modify_ar(ch, af->location, af->modifier, af->bitvector, TRUE);

  /* Make certain values are between 0..25, not < 0 and not > 25! */
  i = (IS_NPC(ch) || GET_LEVEL(ch) >= LVL_GRGOD) ? 25 : 18;

  GET_DEX(ch) = MAX(0, MIN(GET_DEX(ch), i));
  GET_INT(ch) = MAX(0, MIN(GET_INT(ch), i));
  GET_WIS(ch) = MAX(0, MIN(GET_WIS(ch), i));
  GET_CON(ch) = MAX(0, MIN(GET_CON(ch), i));
  GET_CHA(ch) = MAX(0, MIN(GET_CHA(ch), i));
  GET_STR(ch) = MAX(0, GET_STR(ch));

  if (IS_NPC(ch)) {
    GET_STR(ch) = MIN(GET_STR(ch), i);
  } else {
    if (GET_STR(ch) > 18) {
      i = GET_ADD(ch) + ((GET_STR(ch) - 18) * 10);
      GET_ADD(ch) = MIN(i, 100);
      GET_STR(ch) = 18;
    }
  }
}
Esempio n. 3
0
int write_mobile_espec(mob_vnum mvnum, struct char_data *mob, FILE *fd)
{
  if (GET_ATTACK(mob) != 0)
    fprintf(fd, "BareHandAttack: %d\n", GET_ATTACK(mob));
  if (GET_STR(mob) != 11)
    fprintf(fd, "Str: %d\n", GET_STR(mob));
  if (GET_ADD(mob) != 0)
    fprintf(fd, "StrAdd: %d\n", GET_ADD(mob));
  if (GET_DEX(mob) != 11)
    fprintf(fd, "Dex: %d\n", GET_DEX(mob));
  if (GET_INT(mob) != 11)
    fprintf(fd, "Int: %d\n", GET_INT(mob));
  if (GET_WIS(mob) != 11)
    fprintf(fd, "Wis: %d\n", GET_WIS(mob));
  fputs("E\n", fd);
  return TRUE;
}
Esempio n. 4
0
/* walk even though they could fly at will.                             */
void affect_total(struct char_data *ch)
{
  struct affected_type *af;
  int i,j;
  char buff[200];

  for(i=0; i<MAX_WEAR; i++) {
    if (ch->equipment[i])
      for(j=0; j<MAX_OBJ_AFFECT; j++)
	affect_modify(ch, ch->equipment[i]->affected[j].location,
		      (int)ch->equipment[i]->affected[j].modifier,
		      ch->equipment[i]->obj_flags.bitvector, FALSE);
  }
  
  for(af = ch->affected; af; af=af->next)
    if(af->type != SPELL_FLY)
      affect_modify(ch, af->location, (int) af->modifier, af->bitvector, 
		    FALSE);

  ch->tmpabilities = ch->abilities; 
  
  for(i=0; i<MAX_WEAR; i++) {
    if (ch->equipment[i])
      for(j=0; j<MAX_OBJ_AFFECT; j++)
	affect_modify(ch, ch->equipment[i]->affected[j].location,
		      (int) ch->equipment[i]->affected[j].modifier,
		      ch->equipment[i]->obj_flags.bitvector, TRUE);
  }
  
  
  for(af = ch->affected; af; af=af->next)
    if(af->type != SPELL_FLY)
      affect_modify(ch, af->location, (int)af->modifier, 
		    af->bitvector, TRUE);
  
  /* Make certain values are between 0..25, not < 0 and not > 25! */
  
  i = ((!IS_PC(ch)) ? 25 :18);	/* f**k polies */
 
  GET_DEX(ch) = MAX(3,MIN(GET_DEX(ch), i));
  GET_INT(ch) = MAX(3,MIN(GET_INT(ch), i));
  GET_WIS(ch) = MAX(3,MIN(GET_WIS(ch), i));
  GET_CON(ch) = MAX(3,MIN(GET_CON(ch), i));
  GET_STR(ch) = MAX(3,GET_STR(ch));
  
  if (!IS_PC(ch)) {
    GET_STR(ch) = MIN(GET_STR(ch), i);
  } else if(GET_RACE(ch) != RACE_OGRE) {
    if (GET_STR(ch) > 18) {
      GET_ADD(ch) = 100;
      GET_STR(ch) = 18;
    }
  } else {			
    /* warning: I am counting on ChangeStrength() */
    /* to be working for this to be safe :) */
    GET_STR(ch) = MIN(22,GET_STR(ch));
  }
}
Esempio n. 5
0
/* Display main menu. */
static void medit_disp_stats_menu(struct descriptor_data *d)
{
  struct char_data *mob;
  char buf[MAX_STRING_LENGTH];

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

  /* Color codes have to be used here, for count_color_codes to work */
  sprintf(buf, "(range \ty%d\tn to \ty%d\tn)", GET_HIT(mob) + GET_MOVE(mob), (GET_HIT(mob) * GET_MANA(mob)) + GET_MOVE(mob));

  /* Top section - standard stats */
  write_to_output(d,
  "-- Mob Number:  %s[%s%d%s]%s\r\n"
  "(%s1%s) Level:       %s[%s%4d%s]%s\r\n"
  "(%s2%s) %sAuto Set Stats (based on level)%s\r\n\r\n"
  "Hit Points  (xdy+z):        Bare Hand Damage (xdy+z): \r\n"
  "(%s3%s) HP NumDice:  %s[%s%5d%s]%s    (%s6%s) BHD NumDice:  %s[%s%5d%s]%s\r\n"
  "(%s4%s) HP SizeDice: %s[%s%5d%s]%s    (%s7%s) BHD SizeDice: %s[%s%5d%s]%s\r\n"
  "(%s5%s) HP Addition: %s[%s%5d%s]%s    (%s8%s) DamRoll:      %s[%s%5d%s]%s\r\n"
  "%-*s(range %s%d%s to %s%d%s)\r\n\r\n"

  "(%sA%s) Armor Class: %s[%s%4d%s]%s        (%sD%s) Hitroll:   %s[%s%5d%s]%s\r\n"
  "(%sB%s) Exp Points:  %s[%s%10d%s]%s  (%sE%s) Alignment: %s[%s%5d%s]%s\r\n"
  "(%sC%s) Gold:        %s[%s%10d%s]%s\r\n\r\n",
      cyn, yel, OLC_NUM(d), cyn, nrm,
      cyn, nrm, cyn, yel, GET_LEVEL(mob), cyn, nrm,
      cyn, nrm, cyn, nrm,
      cyn, nrm, cyn, yel, GET_HIT(mob), cyn, nrm,   cyn, nrm, cyn, yel, GET_NDD(mob), cyn, nrm,
      cyn, nrm, cyn, yel, GET_MANA(mob), cyn, nrm,  cyn, nrm, cyn, yel, GET_SDD(mob), cyn, nrm,
      cyn, nrm, cyn, yel, GET_MOVE(mob), cyn, nrm,  cyn, nrm, cyn, yel, GET_DAMROLL(mob), cyn, nrm,

      count_color_chars(buf)+28, buf,
      yel, GET_NDD(mob) + GET_DAMROLL(mob), nrm,
      yel, (GET_NDD(mob) * GET_SDD(mob)) + GET_DAMROLL(mob), nrm,

      cyn, nrm, cyn, yel, GET_AC(mob), cyn, nrm,   cyn, nrm, cyn, yel, GET_HITROLL(mob), cyn, nrm,
      cyn, nrm, cyn, yel, GET_EXP(mob), cyn, nrm,  cyn, nrm, cyn, yel, GET_ALIGNMENT(mob), cyn, nrm,
      cyn, nrm, cyn, yel, GET_GOLD(mob), cyn, nrm
      );

  if (CONFIG_MEDIT_ADVANCED) {
    /* Bottom section - non-standard stats, togglable in cedit */
    write_to_output(d,
    "(%sF%s) Str: %s[%s%2d/%3d%s]%s   Saving Throws\r\n"
    "(%sG%s) Int: %s[%s%3d%s]%s      (%sL%s) Paralysis     %s[%s%3d%s]%s\r\n"
    "(%sH%s) Wis: %s[%s%3d%s]%s      (%sM%s) Rods/Staves   %s[%s%3d%s]%s\r\n"
    "(%sI%s) Dex: %s[%s%3d%s]%s      (%sN%s) Petrification %s[%s%3d%s]%s\r\n"
    "(%sJ%s) Con: %s[%s%3d%s]%s      (%sO%s) Breath        %s[%s%3d%s]%s\r\n"
    "(%sK%s) Cha: %s[%s%3d%s]%s      (%sP%s) Spells        %s[%s%3d%s]%s\r\n\r\n",
        cyn, nrm, cyn, yel, GET_STR(mob), GET_ADD(mob), cyn, nrm,
        cyn, nrm, cyn, yel, GET_INT(mob), cyn, nrm,   cyn, nrm, cyn, yel, GET_SAVE(mob, SAVING_PARA), cyn, nrm,
        cyn, nrm, cyn, yel, GET_WIS(mob), cyn, nrm,   cyn, nrm, cyn, yel, GET_SAVE(mob, SAVING_ROD), cyn, nrm,
        cyn, nrm, cyn, yel, GET_DEX(mob), cyn, nrm,   cyn, nrm, cyn, yel, GET_SAVE(mob, SAVING_PETRI), cyn, nrm,
        cyn, nrm, cyn, yel, GET_CON(mob), cyn, nrm,   cyn, nrm, cyn, yel, GET_SAVE(mob, SAVING_BREATH), cyn, nrm,
        cyn, nrm, cyn, yel, GET_CHA(mob), cyn, nrm,   cyn, nrm, cyn, yel, GET_SAVE(mob, SAVING_SPELL), cyn, nrm
        );
  }

  /* Quit to previous menu option */
  write_to_output(d, "(%sQ%s) Quit to main menu\r\nEnter choice : ", cyn, nrm);

  OLC_MODE(d) = MEDIT_STATS_MENU;
}
Esempio n. 6
0
void mag_affects(int level, struct char_data *ch, struct char_data *victim,
		      int spellnum, int savetype)
{
  struct affected_type af[MAX_SPELL_AFFECTS];
  bool accum_affect = FALSE, accum_duration = FALSE;
  const char *to_vict = NULL, *to_room = NULL;
  int i;


  if (victim == NULL || ch == NULL)
    return;

  for (i = 0; i < MAX_SPELL_AFFECTS; i++) {
    af[i].type = spellnum;
    af[i].bitvector = 0;
    af[i].modifier = 0;
    af[i].location = APPLY_NONE;
  }

  switch (spellnum) {

  case SPELL_CHILL_TOUCH:
    af[0].location = APPLY_STR;
    if (mag_savingthrow(victim, savetype, 0))
      af[0].duration = 1;
    else
      af[0].duration = 4;
    af[0].modifier = -1;
    accum_duration = TRUE;
    to_vict = "You feel your strength wither!";
    break;

  case SPELL_ARMOR:
    af[0].location = APPLY_AC;
    af[0].modifier = -20;
    af[0].duration = 24;
    accum_duration = TRUE;
    to_vict = "You feel someone protecting you.";
    break;

  case SPELL_BLESS:
    af[0].location = APPLY_HITROLL;
    af[0].modifier = 2;
    af[0].duration = 6;

    af[1].location = APPLY_SAVING_SPELL;
    af[1].modifier = -1;
    af[1].duration = 6;

    accum_duration = TRUE;
    to_vict = "You feel righteous.";
    break;

  case SPELL_BLINDNESS:
    if (MOB_FLAGGED(victim,MOB_NOBLIND) || mag_savingthrow(victim, savetype, 0)) {
      send_to_char(ch, "You fail.\r\n");
      return;
    }

    af[0].location = APPLY_HITROLL;
    af[0].modifier = -4;
    af[0].duration = 2;
    af[0].bitvector = AFF_BLIND;

    af[1].location = APPLY_AC;
    af[1].modifier = 40;
    af[1].duration = 2;
    af[1].bitvector = AFF_BLIND;

    to_room = "$n seems to be blinded!";
    to_vict = "You have been blinded!";
    break;

  case SPELL_CURSE:
    if (mag_savingthrow(victim, savetype, 0)) {
      send_to_char(ch, "%s", NOEFFECT);
      return;
    }

    af[0].location = APPLY_HITROLL;
    af[0].duration = 1 + (GET_LEVEL(ch) / 2);
    af[0].modifier = -1;
    af[0].bitvector = AFF_CURSE;

    af[1].location = APPLY_DAMROLL;
    af[1].duration = 1 + (GET_LEVEL(ch) / 2);
    af[1].modifier = -1;
    af[1].bitvector = AFF_CURSE;

    accum_duration = TRUE;
    accum_affect = TRUE;
    to_room = "$n briefly glows red!";
    to_vict = "You feel very uncomfortable.";
    break;

  case SPELL_DETECT_ALIGN:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_DETECT_ALIGN;
    accum_duration = TRUE;
    to_vict = "Your eyes tingle.";
    break;

  case SPELL_DETECT_INVIS:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_DETECT_INVIS;
    accum_duration = TRUE;
    to_vict = "Your eyes tingle.";
    break;

  case SPELL_DETECT_MAGIC:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_DETECT_MAGIC;
    accum_duration = TRUE;
    to_vict = "Your eyes tingle.";
    break;

  case SPELL_INFRAVISION:
    af[0].duration = 12 + level;
    af[0].bitvector = AFF_INFRAVISION;
    accum_duration = TRUE;
    to_vict = "Your eyes glow red.";
    to_room = "$n's eyes glow red.";
    break;

  case SPELL_INVISIBLE:
    if (!victim)
      victim = ch;

    af[0].duration = 12 + (GET_LEVEL(ch) / 4);
    af[0].modifier = -40;
    af[0].location = APPLY_AC;
    af[0].bitvector = AFF_INVISIBLE;
    accum_duration = TRUE;
    to_vict = "You vanish.";
    to_room = "$n slowly fades out of existence.";
    break;

  case SPELL_POISON:
    if (mag_savingthrow(victim, savetype, 0)) {
      send_to_char(ch, "%s", NOEFFECT);
      return;
    }

    af[0].location = APPLY_STR;
    af[0].duration = GET_LEVEL(ch);
    af[0].modifier = -2;
    af[0].bitvector = AFF_POISON;
    to_vict = "You feel very sick.";
    to_room = "$n gets violently ill!";
    break;

  case SPELL_PROT_FROM_EVIL:
    af[0].duration = 24;
    af[0].bitvector = AFF_PROTECT_EVIL;
    accum_duration = TRUE;
    to_vict = "You feel invulnerable!";
    break;

  case SPELL_SANCTUARY:
    af[0].duration = 4;
    af[0].bitvector = AFF_SANCTUARY;

    accum_duration = TRUE;
    to_vict = "A white aura momentarily surrounds you.";
    to_room = "$n is surrounded by a white aura.";
    break;

  case SPELL_SLEEP:
    if (!pk_allowed && !IS_NPC(ch) && !IS_NPC(victim))
      return;
    if (MOB_FLAGGED(victim, MOB_NOSLEEP))
      return;
    if (mag_savingthrow(victim, savetype, 0))
      return;

    af[0].duration = 4 + (GET_LEVEL(ch) / 4);
    af[0].bitvector = AFF_SLEEP;

    if (GET_POS(victim) > POS_SLEEPING) {
      send_to_char(victim, "You feel very sleepy...  Zzzz......\r\n");
      act("$n goes to sleep.", TRUE, victim, 0, 0, TO_ROOM);
      GET_POS(victim) = POS_SLEEPING;
    }
    break;

  case SPELL_STRENGTH:
    if (GET_ADD(victim) == 100)
      return;

    af[0].location = APPLY_STR;
    af[0].duration = (GET_LEVEL(ch) / 2) + 4;
    af[0].modifier = 1 + (level > 18);
    accum_duration = TRUE;
    accum_affect = TRUE;
    to_vict = "You feel stronger!";
    break;

  case SPELL_SENSE_LIFE:
    to_vict = "Your feel your awareness improve.";
    af[0].duration = GET_LEVEL(ch);
    af[0].bitvector = AFF_SENSE_LIFE;
    accum_duration = TRUE;
    break;

  case SPELL_WATERWALK:
    af[0].duration = 24;
    af[0].bitvector = AFF_WATERWALK;
    accum_duration = TRUE;
    to_vict = "You feel webbing between your toes.";
    break;
  }

  /*
   * If this is a mob that has this affect set in its mob file, do not
   * perform the affect.  This prevents people from un-sancting mobs
   * by sancting them and waiting for it to fade, for example.
   */
  if (IS_NPC(victim) && !affected_by_spell(victim, spellnum))
    for (i = 0; i < MAX_SPELL_AFFECTS; i++)
      if (AFF_FLAGGED(victim, af[i].bitvector)) {
	send_to_char(ch, "%s", NOEFFECT);
	return;
      }

  /*
   * If the victim is already affected by this spell, and the spell does
   * not have an accumulative effect, then fail the spell.
   */
  if (affected_by_spell(victim,spellnum) && !(accum_duration||accum_affect)) {
    send_to_char(ch, "%s", NOEFFECT);
    return;
  }

  for (i = 0; i < MAX_SPELL_AFFECTS; i++)
    if (af[i].bitvector || (af[i].location != APPLY_NONE))
      affect_join(victim, af+i, accum_duration, FALSE, accum_affect, FALSE);

  if (to_vict != NULL)
    act(to_vict, FALSE, victim, 0, ch, TO_CHAR);
  if (to_room != NULL)
    act(to_room, TRUE, victim, 0, ch, TO_ROOM);
}
Esempio n. 7
0
/* restoring original abilities, and then affecting all again           */
void affect_total(struct char_data * ch)
{
  struct affected_type *af;
  int i, j, newint, change, oldint;

  oldint = mem_int_app(ch);

  for (i = 0; i < NUM_WEARS; i++) {
    if (GET_EQ(ch, i)) {
      for (j = 0; j < MAX_OBJ_AFFECT; j++) {
	affect_modify(ch, GET_EQ(ch, i)->affected[j].location,
		      GET_EQ(ch, i)->affected[j].modifier,
		      GET_EQ(ch, i)->obj_flags.bitvector, FALSE);
      }
    }
  }


  for (af = ch->affected; af; af = af->next) {
    affect_modify(ch, af->location, af->modifier, af->bitvector, FALSE);
  }

  ch->aff_abils = ch->real_abils;

  for (i = 0; i < NUM_WEARS; i++) {
    if (GET_EQ(ch, i)) {
      for (j = 0; j < MAX_OBJ_AFFECT; j++) {
	affect_modify(ch, GET_EQ(ch, i)->affected[j].location,
		      GET_EQ(ch, i)->affected[j].modifier,
		      GET_EQ(ch, i)->obj_flags.bitvector, TRUE);
      }
    }
  }


  for (af = ch->affected; af; af = af->next) {
    affect_modify(ch, af->location, af->modifier, af->bitvector, TRUE);
  }


  /* Make certain values are between 0..25, not < 0 and not > 25! */

//  i = (IS_NPC(ch) ?  25 :
//       (GET_LEVEL(ch) > LVL_IMMORT) ? 25 : 20);

  i = 25;

  GET_DEX(ch) = MAX(0, MIN(GET_DEX(ch), i));
  GET_INT(ch) = MAX(0, MIN(GET_INT(ch), i));
  GET_WIS(ch) = MAX(0, MIN(GET_WIS(ch), i));
  GET_CON(ch) = MAX(0, MIN(GET_CON(ch), i));
  GET_STR(ch) = MAX(0, GET_STR(ch));


  if (IS_NPC(ch)) {
    GET_STR(ch) = MIN(GET_STR(ch), i);
  } else {
    /*  PDH  4/29/99
     *  new method for STRs over 18 and such
     *  now, when PC str > 18/00 go up to 19, 20, etc...
     */
    int  addOver100 = 0;

    if ( (GET_STR(ch) > 18) && (ch->real_abils.str_add != -1) ) {
      /*  STR that is NOT naturally over 18  */

      i = GET_ADD(ch) + ((GET_STR(ch) - 18) * 10);

      if ( i >= 110 ) {
	/*  19, 20, 21, ... 25  */
	addOver100 = ( i - 100) / 10;
	GET_ADD(ch) = 0;
	GET_STR(ch) = MIN(25, 18 + addOver100);
      } else {
	GET_ADD(ch) = MIN(i, 100);
	GET_STR(ch) = 18;
      }
    } else {
      /*  STR that is naturally over 18 (ie. minotaur)  */
    }
  }

  newint = mem_int_app(ch);
  change = newint - oldint;
  if (change)
    shift_memtimes(ch, change);
}
Esempio n. 8
0
/*
 * Load a char and inventory into a new ch structure.
 */
bool load_char_obj( struct descriptor_data * d, const char * name )
{
  FILE      *fp;
  struct char_data *ch;
  char       strsave [ MAX_INPUT_LENGTH ];
  bool       found;
  char       sorry_player [] =
    "********************************************************\n\r"
    "** One or more of the critical fields in your player  **\n\r"
    "** file were corrupted since you last played.  Please **\n\r"
    "** contact an administrator or programmer to          **\n\r"
    "** investigate the recovery of your characters.       **\n\r"
    "********************************************************\n\r";
  char       sorry_object [] =
    "********************************************************\n\r"
    "** One or more of the critical fields in your player  **\n\r"
    "** file were corrupted leading to the loss of one or  **\n\r"
    "** more of your possessions.                          **\n\r"
    "********************************************************\n\r";
  char       sorry_alias [] =
    "********************************************************\n\r"
    "** One or more of the critical fields in your player  **\n\r"
    "** file were corrupted leading to the loss of one or  **\n\r"
    "** more of your aliases.                              **\n\r"
    "********************************************************\n\r";
  
  ch  				= new_character( TRUE );
  
  d->character			= ch;
  GET_DESC(ch)			= d;
  ch->player.name   = str_dup( name );
  /*
  ch->pcdata->prompt                  = str_dup( daPrompt );
  ch->last_note                       = 0;
  */
  strcpy( GET_PASSWD(ch), "" );
  POOFIN(ch)			= str_dup( "" );
  POOFOUT(ch)			= str_dup( "" );
  GET_TITLE(ch)			= str_dup( "" );
  GET_STR(ch)			= 10;
  GET_ADD(ch)			= 10; 
  GET_INT(ch)			= 10; 
  GET_WIS(ch)			= 10; 
  GET_DEX(ch)			= 10; 
  GET_CON(ch)			= 10; 
  GET_CHA(ch)			= 10; 
  GET_WILL(ch)			= 10; 
  GET_COND(ch, DRUNK)	= 48;
  GET_COND(ch, FULL)	= 48;
  GET_COND(ch, THIRST)	= 48;
  GET_COND(ch, TIRED)	= 48;
  
  // ch->pcdata->switched                = FALSE;
  
  found = FALSE;
  fclose( fpReserve );
  
  /* parsed player file directories by Yaz of 4th Realm */
  /* decompress if .gz file exists - Thx Alander */
  sprintf( strsave, "%s/%s/%s%s", PLAYER_DIR,
           player_dir( GET_NAME(ch) ),
           capitalize( GET_NAME(ch) ), ".gz" );
  
    if ( ( fp = fopen( strsave, "r" ) ) ) {
      char       buf     [ MAX_STRING_LENGTH ];
      
      fclose( fp );
      sprintf( buf, "gzip -dfq %s", strsave );
      system( buf );
    }

    sprintf( strsave, "%s/%s/%s", PLAYER_DIR,
             player_dir( GET_NAME(ch) ),
             capitalize( GET_NAME(ch) ) );

    if ( ( fp = fopen( strsave, "r" ) ) ) {
	char buf[ MAX_STRING_LENGTH ];
	int iNest;

	for ( iNest = 0; iNest < MAX_NEST; iNest++ )
	    rgObjNest[iNest] = NULL;

	found = TRUE;
	for ( ; ; )
	{
	    char *word;
	    char  letter;
	    int   status;

	    letter = fread_letter( fp );
	    if ( letter == '*' )
	    {
		fread_to_eol( fp );
		continue;
	    }

	    if ( letter != '#' )
	    {
              log( "Load_char_obj: # not found." );
              break;
	    }

	    word = fread_word_stat( fp, &status );

	    if ( !str_cmp( word, "PLAYER" ) )
	    {
	        if ( fread_char ( ch, fp ) )
		{
		    sprintf( buf,
			    "Load_char_obj:  %s section PLAYER corrupt.\n\r",
			    name );
		    log( buf );
		    SEND_TO_Q( sorry_player, d );

		    /* 
		     * In case you are curious,
		     * it is ok to leave ch alone for close_socket
		     * to free.
		     * We want to now kick the bad character out as
		     * what we are missing are MANDATORY fields.  -Kahn
		     */
		    SET_BIT( PRF_FLAGS(ch), PLR_DELETED );
		    return TRUE;
		}
	    }
	    else if ( !str_cmp( word, "OBJECT" ) )
	    {
	        if ( !fread_obj_char( ch, fp ) )
		{
		    sprintf( buf,
			    "Load_char_obj:  %s section OBJECT corrupt.\n\r",
			    name );
		    log( buf );
		    SEND_TO_Q( sorry_object, d );
		    return FALSE;
		}
	    }
	    else if ( !str_cmp( word, "ALIAS"    ) ) {
              if ( !fread_alias( ch, fp ) )
              {
                sprintf( buf,
                         "Load_char_obj: %s section ALIAS corrupt.\n\r",
                         name );
                log( buf );
                SEND_TO_Q( sorry_alias, d );
                return FALSE;
              }
            }
	    else if ( !str_cmp( word, "END"    ) ) break;
	    else
	    {
		log( "Load_char_obj: bad section." );
		break;
	    }
	} /* for */

	fclose( fp );
    }

    fpReserve = fopen( NULL_FILE, "r" );

    if ( found )
      rent_adjust( d->character );
    
    return found;
}
Esempio n. 9
0
int save_mobiles(zone_rnum rznum)
{
  zone_vnum vznum;
  FILE *mobfd;
  room_vnum i;
  mob_rnum rmob;
  int written;
  char mobfname[64], usedfname[64];

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

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

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

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

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

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

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

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

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