bool spec_executioner( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; CHAR_DATA *v_next; char *crime; if ( !IS_AWAKE(ch) || ch->fighting != NULL ) return FALSE; crime = ""; for ( victim = ch->in_room->people; victim != NULL; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_KILLER) ) { crime = "KILLER"; break; } if ( !IS_NPC(victim) && IS_SET(victim->act, PLR_THIEF) ) { crime = "THIEF"; break; } } if ( victim == NULL ) return FALSE; sprintf( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!", victim->name, crime ); do_shout( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); char_to_room( create_mobile( get_mob_index(MOB_VNUM_CITYGUARD) ), ch->in_room ); char_to_room( create_mobile( get_mob_index(MOB_VNUM_CITYGUARD) ), ch->in_room ); return TRUE; }
bool spec_executioner( CHAR_DATA *ch ) { char buf[MAX_STRING_LENGTH]; MOB_INDEX_DATA *cityguard; CHAR_DATA *victim; CHAR_DATA *v_next; char *crime; if ( !IS_AWAKE(ch) || ch->fighting ) return FALSE; crime = ""; for ( victim = ch->in_room->first_person; victim; victim = v_next ) { v_next = victim->next_in_room; if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_KILLER) ) { crime = "KILLER"; break; } if ( !IS_NPC(victim) && xIS_SET(victim->act, PLR_THIEF) ) { crime = "THIEF"; break; } } if ( !victim ) return FALSE; if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { sprintf( buf, "%s is a %s! As well as a COWARD!", victim->name, crime ); do_yell( ch, buf ); return TRUE; } sprintf( buf, "%s is a %s! PROTECT THE INNOCENT! MORE BLOOOOD!!!", victim->name, crime ); do_yell( ch, buf ); multi_hit( ch, victim, TYPE_UNDEFINED ); if ( char_died(ch) ) return TRUE; /* Added log in case of missing cityguard -- Tri */ cityguard = get_mob_index( MOB_VNUM_CITYGUARD ); if ( !cityguard ) { sprintf( buf, "Missing Cityguard - Vnum:[%d]", MOB_VNUM_CITYGUARD ); bug( buf, 0 ); return TRUE; } char_to_room( create_mobile( cityguard ), ch->in_room ); char_to_room( create_mobile( cityguard ), ch->in_room ); return TRUE; }
void do_mpmload( CHAR_DATA *ch, char *argument ) { char arg[ MAX_INPUT_LENGTH ]; MOB_INDEX_DATA *pMobIndex; CHAR_DATA *victim; if ( !IS_NPC( ch ) ) { send_to_char( C_DEFAULT, "Huh?\n\r", ch ); return; } if ( IS_AFFECTED( ch, AFF_CHARM ) ) { return; } one_argument( argument, arg ); if ( arg[0] == '\0' || !is_number(arg) ) { bug( "Mpmload - Bad vnum as arg: vnum %d.", ch->pIndexData->vnum ); return; } if ( ( pMobIndex = get_mob_index( atoi( arg ) ) ) == NULL ) { bug( "Mpmload - Bad mob vnum: vnum %d.", ch->pIndexData->vnum ); return; } victim = create_mobile( pMobIndex ); char_to_room( victim, ch->in_room ); return; }
void find_buddy( char_data* ch, obj_data* obj, int level, int species_list, int obj_list ) { char_data* buddy; player_data* pc; species_data* species; int i; if( obj == NULL ) { bug( "Find_Buddy: Null Object as reagent!?" ); return; } if( ( pc = player( ch ) ) == NULL ) return; for( i = 0; i < 10; i++ ) if( obj->pIndexData->vnum == list_value[ obj_list ][ 10*(ch->shdata->alignment%3)+i ] ) break; if( i == 10 ) { send( ch, "Nothing happens.\n\r" ); return; } send( *ch->array, "%s disintegrates in a burst of blue flame.\n\r", obj ); obj->Extract( 1 ); if( number_range( 0,100 ) < 50-7*level+10*i ) { send( ch, "You feel the summoning fail.\n\r" ); return; } i = list_value[ species_list ][ 10*(ch->shdata->alignment%3)+i ]; if( ( species = get_species( i ) ) == NULL ) { bug( "Find_buddy: unknown species." ); return; } buddy = create_mobile( species ); set_bit( &buddy->status, STAT_PET ); remove_bit( &buddy->status, STAT_AGGR_ALL ); remove_bit( &buddy->status, STAT_AGGR_GOOD ); remove_bit( &buddy->status, STAT_AGGR_EVIL ); buddy->To( ch->array ); send( ch, "%s comes to your summons, stepping from the shadows.\n\r", buddy ); add_follower( buddy, ch ); return; }
void InvadeArea(AREA_DATA * pArea, MOB_INDEX_DATA * pMobIndex, int count) { int created; int nTries = 5000; //Limiting factor to keep from going on contiously. ROOM_INDEX_DATA * location; CHAR_DATA * victim; char * victimname; char buffer[MAX_STRING_LENGTH]; if(pArea == NULL || pMobIndex == NULL) { return; } victimname = pMobIndex->short_descr; if ( !IS_SET(pArea->area_flags,AREA_QUESTOK) ) { log_string( "Autoquest: Illegal zone." ); wiznet( NULL, WIZ_DEBUG, 0, "Autoquest: Illegal zone...retrying." ); pulse_autoquest = 1; return; } for ( created=0; (created < count) && (nTries > 0); created++ ) { if ( (location = get_room_index(number_range(pArea->lvnum, pArea->uvnum ))) == NULL ) { --created; nTries--; continue; } if (IS_SET( location->room_flags, ROOM_SAFE) || IS_SET(location->room_flags, ROOM_ASTRAL) || IS_SET(location->room_flags, ROOM_NO_MOB)) { --created; nTries--; continue; } victim = create_mobile( pMobIndex ); char_to_room( victim, location ); if ( !IS_SET(victim->act, ACT_QUEST) ) SET_BIT(victim->act,ACT_QUEST); } if(nTries == 0) { sprintf( buffer, "#RA half-hearted force of %d %s's has invaded #y%s.\n\r", created, victimname, pArea->name); do_questchat2( buffer ); } else { sprintf( buffer, "#RAn Invasion on the area#y %s #Rhas occurred by %d deadly %s's !!!\n\r", pArea->name, created, victimname ); do_questchat2( buffer ); } return; }
/* These are for creating the super-mob so that the t_progs can use * mprog stuff.. * -- Altrag */ static void check_smob(void) { if (!smob) { smob = create_mobile(get_mob_index(MOB_VNUM_SUPERMOB)); char_list = char_list->next; /*Don't want it in the char_list */ mobs_in_game--; /* Doesn't count as a mob in the game */ } if (smob->in_room) char_from_room(smob); free_string(smob->name); free_string(smob->short_descr); }
/* * Lets the mobile load another mobile. * * Syntax: mob mload [vnum] */ void do_mpmload(CHAR_DATA * ch, char *argument) { char arg[MAX_INPUT_LENGTH]; MOB_INDEX_DATA *pMobIndex; CHAR_DATA *victim; int vnum; one_argument(argument, arg); if (ch->in_room == NULL || arg[0] == '\0' || !is_number(arg)) return; vnum = atoi(arg); if ((pMobIndex = get_mob_index(vnum)) == NULL) { sprintf(arg, "Mpmload: bad mob index (%d) from mob %d", vnum, IS_NPC(ch) ? ch->pIndexData->vnum : 0); bug(arg, 0); return; } victim = create_mobile(pMobIndex); char_to_room(victim, ch->in_room); return; }
/* lets the mobile load an item or mobile. All items are loaded into inventory. you can specify a level with the load object portion as well. */ void do_mpmload( CHAR_DATA *ch, char *argument ) { char arg[ MAX_INPUT_LENGTH ]; MOB_INDEX_DATA *pMobIndex; CHAR_DATA *victim; if ( !IS_NPC( ch ) ) { typo_message( ch ); return; } if ( IS_SET( ch->act , ACT_PET ) || IS_AFFECTED( ch, AFF_CHARM ) ) return; one_argument( argument, arg ); if ( arg[0] == '\0' || !is_number(arg) ) { sprintf( log_buf, "Mpmload - Bad vnum as arg: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr ); bug( log_buf, -1 ); return; } if ( ( pMobIndex = get_mob_index( atoi( arg ) ) ) == NULL ) { sprintf( log_buf, "Mpmload - Bad mob vnum: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr ); bug( log_buf, -1 ); return; } victim = create_mobile( pMobIndex ); char_to_room( victim, ch->in_room ); return; }
void find_familiar( char_data* ch, obj_data* obj, int level, int species_list, int obj_list ) { char_data* familiar; player_data* pc; species_data* species; int i; if( obj == NULL ) { bug( "Find_Familiar: Null Object as reagent!?" ); return; } if( ( pc = player( ch ) ) == NULL ) return; if( ch->shdata->level < LEVEL_APPRENTICE && is_set( ch->pcdata->pfile->flags, PLR_FAMILIAR ) ) { send( ch, "Nothing happens.\n\r" ); send( ch, "You can only summon one familiar per level.\n\r" ); return; } if( pc->familiar != NULL ) { send( ch, "Nothing happens.\n\r" ); send( ch, "You can only have one familiar at a time.\n\r" ); return; } for( i = 0; i < 10; i++ ) if( obj->pIndexData->vnum == list_value[ obj_list ][ 10*(ch->shdata->alignment%3)+i ] ) break; if( i == 10 ) { send( ch, "Nothing happens.\n\r" ); return; } send( *ch->array, "%s disintegrates in a burst of blue flame.\n\r", obj ); obj->Extract( 1 ); if( number_range( 0,100 ) < 50-7*level+10*i ) { send( ch, "You feel the summoning fail.\n\r" ); return; } i = list_value[ species_list ][ 10*(ch->shdata->alignment%3)+i ]; if( ( species = get_species( i ) ) == NULL ) { bug( "Find_familiar: unknown species." ); return; } familiar = create_mobile( species ); familiar->reset = NULL; pc->familiar = familiar; set_bit( &familiar->status, STAT_PET ); set_bit( &familiar->status, STAT_FAMILIAR ); set_bit( ch->pcdata->pfile->flags, PLR_FAMILIAR ); remove_bit( &familiar->status, STAT_AGGR_ALL ); remove_bit( &familiar->status, STAT_AGGR_GOOD ); remove_bit( &familiar->status, STAT_AGGR_EVIL ); familiar->To( ch->array ); send( ch, "%s comes to your summons, stepping from the shadows.\n\r", familiar ); add_follower( familiar, ch ); return; }
void do_buy( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int maxgold; bool debit; OBJ_DATA *obj; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Buy what?\n\r", ch ); return; } if ( IS_SET(ch->in_room->room_flags, ROOM_PET_SHOP) ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *pet; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; if ( argument[0] == '\0' ) debit = FALSE; else if ( !str_cmp( "atm", argument ) || !str_cmp( "debit", argument ) ) { bool has_card = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if ( obj->item_type == ITEM_DEBIT_CARD ) has_card = TRUE; } if ( has_card == TRUE ) debit = TRUE; else { send_to_char( "You don't even have your card with you!\n\r", ch ); return; } } if ( IS_NPC(ch) ) return; pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( !pRoomIndexNext ) { bug( "Do_buy: bad pet shop at vnum %d.", ch->in_room->vnum ); send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; pet = get_char_room( ch, arg ); ch->in_room = in_room; if ( pet == NULL || !IS_NPC( pet ) || !IS_SET(pet->act, ACT_PET) ) { send_to_char( "Sorry, you can't buy that here.\n\r", ch ); return; } if (( ch->gold < 10 * pet->top_level * pet->top_level ) && debit == FALSE) { send_to_char( "You can't afford it.\n\r", ch ); return; } else if ( (ch->pcdata->bank < 10 * pet->top_level * pet->top_level) && debit == TRUE ) { send_to_char( "You dont have enough money in your bank account for it.\n\r", ch ); return; } maxgold = 10 * pet->top_level * pet->top_level; if ( debit == FALSE ) ch->gold -= maxgold; /* this was already here, btw */ else ch->pcdata->bank -= maxgold; boost_economy( ch->in_room->area, maxgold ); pet = create_mobile( pet->pIndexData ); SET_BIT(pet->act, ACT_PET); SET_BIT(pet->affected_by, AFF_CHARM); argument = one_argument( argument, arg ); if ( arg[0] != '\0' ) { sprintf( buf, "%s %s", pet->name, arg ); STRFREE( pet->name ); pet->name = STRALLOC( buf ); } sprintf( buf, "%sA neck tag says 'I belong to %s'.\n\r", pet->description, ch->name ); STRFREE( pet->description ); pet->description = STRALLOC( buf ); char_to_room( pet, ch->in_room ); add_follower( pet, ch ); send_to_char( "Enjoy your pet.\n\r", ch ); act( AT_ACTION, "$n bought $N as a pet.", ch, NULL, pet, TO_ROOM ); return; } else { CHAR_DATA *keeper; int cost; int noi = 1; /* Number of items */ sh_int mnoi = 20; /* Max number of items to be bought at once */ if ( ( keeper = find_keeper( ch ) ) == NULL ) return; maxgold = keeper->top_level * 10; if ( is_number( arg ) ) { noi = atoi( arg ); argument = one_argument( argument, arg ); if ( noi > mnoi ) { act( AT_TELL, "$n tells you 'I don't sell that many items at" " once.'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } } if ( argument[0] == '\0' ) debit = FALSE; else if ( !str_cmp( "atm", argument ) || !str_cmp( "debit", argument ) ) { bool has_card = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if ( obj->item_type == ITEM_DEBIT_CARD ) has_card = TRUE; } if ( has_card == TRUE ) debit = TRUE; else { send_to_char( "You don't even have your card with you!\n\r", ch ); return; } } obj = get_obj_carry( keeper, arg ); if ( !obj && arg[0] == '#' ) { int onum, oref; bool ofound = FALSE; onum =0; oref = atoi(arg+1); for ( obj = keeper->last_carrying; obj; obj = obj->prev_content ) { if ( obj->wear_loc == WEAR_NONE && can_see_obj( ch, obj ) ) onum++; if ( onum == oref ) { ofound = TRUE; break; } else if ( onum > oref ) break; } if (!ofound) obj = NULL; } if (keeper->home != NULL && obj->cost > 0) cost= obj->cost; cost = ( get_cost( ch, keeper, obj, TRUE ) * noi ); if( !IS_NPC(ch) && ch->pcdata->learned[gsn_bargain] > 0 && ch->pcdata->learned[gsn_bargain] > number_percent()) { ch_printf(ch,"You are able to bargain from %d credits to %d credits!\n\r", cost, (cost/3)+(cost/2)); cost = (cost/3) + (cost/2); if(number_percent() > 50) learn_from_success(ch, gsn_bargain); } if ( cost <= 0 || !can_see_obj( ch, obj ) ) { act( AT_TELL, "$n tells you 'I don't sell that -- try 'list'.'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( !IS_OBJ_STAT( obj, ITEM_INVENTORY ) && ( noi > 1 ) ) { interpret( keeper, "laugh" ); act( AT_TELL, "$n tells you 'I don't have enough of those in stock" " to sell more than one at a time.'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->gold < cost && debit == FALSE) { act( AT_TELL, "$n tells you 'You can't afford to buy $p.'", keeper, obj, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->pcdata->bank < cost && debit == TRUE) { send_to_char( "You are almost slide your card through, but you remember you don't have enough money!\n\r", ch ); return; } if ( IS_SET(obj->extra_flags, ITEM_PROTOTYPE) && get_trust( ch ) < LEVEL_IMMORTAL ) { act( AT_TELL, "$n tells you 'This is a only a prototype! I can't sell you that...'", keeper, NULL, ch, TO_VICT ); ch->reply = keeper; return; } if ( ch->carry_number + get_obj_number( obj ) > can_carry_n( ch ) ) { send_to_char( "You can't carry that many items.\n\r", ch ); return; } if ( ch->carry_weight + ( get_obj_weight( obj ) * noi ) + (noi > 1 ? 2 : 0) > can_carry_w( ch ) ) { send_to_char( "You can't carry that much weight.\n\r", ch ); return; } if ( noi == 1 ) { if ( !IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) separate_obj( obj ); act( AT_ACTION, "$n buys $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You buy $p.", ch, obj, NULL, TO_CHAR ); } else { sprintf( arg, "$n buys %d $p%s.", noi, ( obj->short_descr[strlen(obj->short_descr)-1] == 's' ? "" : "s" ) ); act( AT_ACTION, arg, ch, obj, NULL, TO_ROOM ); sprintf( arg, "You buy %d $p%s.", noi, ( obj->short_descr[strlen(obj->short_descr)-1] == 's' ? "" : "s" ) ); act( AT_ACTION, arg, ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$N puts them into a bag and hands it to you.", ch, NULL, keeper, TO_CHAR ); } if ( debit == FALSE ) ch->gold -= cost; /* this line was already here, btw */ else if ( debit == TRUE ) ch->pcdata->bank -= cost; keeper->gold += cost; if ( keeper->gold > maxgold ) { boost_economy( keeper->in_room->area, keeper->gold - maxgold/2 ); keeper->gold = maxgold/2; act( AT_ACTION, "$n puts some credits into a large safe.", keeper, NULL, NULL, TO_ROOM ); } if ( IS_OBJ_STAT( obj, ITEM_INVENTORY ) ) { OBJ_DATA *buy_obj, *bag; buy_obj = create_object( obj->pIndexData, obj->level ); /* * Due to grouped objects and carry limitations in SMAUG * The shopkeeper gives you a bag with multiple-buy, * and also, only one object needs be created with a count * set to the number bought. -Thoric */ if ( noi > 1 ) { bag = create_object( get_obj_index( OBJ_VNUM_SHOPPING_BAG ), 1 ); /* perfect size bag ;) */ bag->value[0] = bag->weight + (buy_obj->weight * noi); buy_obj->count = noi; obj->pIndexData->count += (noi - 1); numobjsloaded += (noi - 1); obj_to_obj( buy_obj, bag ); obj_to_char( bag, ch ); } else obj_to_char( buy_obj, ch ); } else { obj_from_char( obj ); obj_to_char( obj, ch ); } return; } }
/* * Reset one room. */ void reset_room( ROOM_INDEX_DATA * room ) { RESET_DATA *pReset, *tReset, *gReset; OBJ_DATA *nestmap[MAX_NEST]; CHAR_DATA *mob; OBJ_DATA *obj, *lastobj, *to_obj; ROOM_INDEX_DATA *pRoomIndex = NULL; MOB_INDEX_DATA *pMobIndex = NULL; OBJ_INDEX_DATA *pObjIndex = NULL, *pObjToIndex; EXIT_DATA *pexit; const char *filename = room->area->filename; int level = 0, n, num = 0, lastnest, onreset = 0; mob = NULL; obj = NULL; lastobj = NULL; if ( !room->first_reset ) return; level = 0; for ( pReset = room->first_reset; pReset; pReset = pReset->next ) { ++onreset; switch ( pReset->command ) { default: bug( "%s: %s: bad command %c.", __FUNCTION__, filename, pReset->command ); break; case 'M': if ( !( pMobIndex = get_mob_index( pReset->arg1 ) ) ) { bug( "%s: %s: 'M': bad mob vnum %d.", __FUNCTION__, filename, pReset->arg1 ); continue; } if ( !( pRoomIndex = get_room_index( pReset->arg3 ) ) ) { bug( "%s: %s: 'M': bad room vnum %d.", __FUNCTION__, filename, pReset->arg3 ); continue; } if ( !pReset->sreset ) { mob = NULL; break; } mob = create_mobile( pMobIndex ); { ROOM_INDEX_DATA *pRoomPrev = get_room_index( pReset->arg3 - 1 ); if ( pRoomPrev && xIS_SET( pRoomPrev->room_flags, ROOM_PET_SHOP ) ) xSET_BIT( mob->act, ACT_PET ); } if ( room_is_dark( pRoomIndex ) ) xSET_BIT( mob->affected_by, AFF_INFRARED ); mob->resetvnum = pRoomIndex->vnum; mob->resetnum = onreset; pReset->sreset = false; char_to_room( mob, pRoomIndex ); level = URANGE( 0, mob->level - 2, LEVEL_AVATAR ); if ( pReset->first_reset ) { for ( tReset = pReset->first_reset; tReset; tReset = tReset->next_reset ) { ++onreset; switch ( tReset->command ) { case 'G': case 'E': if ( !( pObjIndex = get_obj_index( tReset->arg1 ) ) ) { bug( "%s: %s: 'E' or 'G': bad obj vnum %d.", __FUNCTION__, filename, tReset->arg1 ); continue; } if ( !mob ) { lastobj = NULL; break; } if ( mob->pIndexData->pShop ) { int olevel = generate_itemlevel( room->area, pObjIndex ); obj = create_object( pObjIndex, olevel ); xSET_BIT( obj->extra_flags, ITEM_INVENTORY ); } else obj = create_object( pObjIndex, number_fuzzy( level ) ); obj->level = URANGE( 0, obj->level, LEVEL_AVATAR ); obj = obj_to_char( obj, mob ); if ( tReset->command == 'E' ) { if ( obj->carried_by != mob ) { bug( "'E' reset: can't give object %d to mob %d.", obj->pIndexData->vnum, mob->pIndexData->vnum ); break; } equip_char( mob, obj, tReset->arg3 ); } for ( n = 0; n < MAX_NEST; n++ ) nestmap[n] = NULL; nestmap[0] = obj; lastobj = nestmap[0]; lastnest = 0; if ( tReset->first_reset ) { for ( gReset = tReset->first_reset; gReset; gReset = gReset->next_reset ) { int iNest; to_obj = lastobj; ++onreset; switch ( gReset->command ) { case 'H': if ( !lastobj ) break; xSET_BIT( lastobj->extra_flags, ITEM_HIDDEN ); break; case 'P': if ( !( pObjIndex = get_obj_index( gReset->arg1 ) ) ) { bug( "%s: %s: 'P': bad obj vnum %d.", __FUNCTION__, filename, gReset->arg1 ); continue; } iNest = gReset->extra; if ( !( pObjToIndex = get_obj_index( gReset->arg3 ) ) ) { bug( "%s: %s: 'P': bad objto vnum %d.", __FUNCTION__, filename, gReset->arg3 ); continue; } if ( iNest >= MAX_NEST ) { bug( "%s: %s: 'P': Exceeded nesting limit of %d", __FUNCTION__, filename, MAX_NEST ); obj = NULL; break; } if ( count_obj_list( pObjIndex, to_obj->first_content ) > 0 ) { obj = NULL; break; } if ( iNest < lastnest ) to_obj = nestmap[iNest]; else if ( iNest == lastnest ) to_obj = nestmap[lastnest]; else to_obj = lastobj; obj = create_object( pObjIndex, number_fuzzy( UMAX( generate_itemlevel( room->area, pObjIndex ), to_obj->level ) ) ); if ( num > 1 ) pObjIndex->count += ( num - 1 ); obj->count = gReset->arg2; obj->level = UMIN( obj->level, LEVEL_AVATAR ); obj->count = gReset->arg2; obj_to_obj( obj, to_obj ); if ( iNest > lastnest ) { nestmap[iNest] = to_obj; lastnest = iNest; } lastobj = obj; /* * Hackish fix for nested puts */ if ( gReset->arg3 == OBJ_VNUM_MONEY_ONE ) gReset->arg3 = to_obj->pIndexData->vnum; break; } } } break; } } } break; case 'O': if ( !( pObjIndex = get_obj_index( pReset->arg1 ) ) ) { bug( "%s: %s: 'O': bad obj vnum %d.", __FUNCTION__, filename, pReset->arg1 ); continue; } if ( !( pRoomIndex = get_room_index( pReset->arg3 ) ) ) { bug( "%s: %s: 'O': bad room vnum %d.", __FUNCTION__, filename, pReset->arg3 ); continue; } if ( count_obj_list( pObjIndex, pRoomIndex->first_content ) < 1 ) { obj = create_object( pObjIndex, number_fuzzy( generate_itemlevel( room->area, pObjIndex ) ) ); if ( num > 1 ) pObjIndex->count += ( num - 1 ); obj->count = pReset->arg2; obj->level = UMIN( obj->level, LEVEL_AVATAR ); obj->cost = 0; obj_to_room( obj, pRoomIndex ); } else { int x; if ( !( obj = get_obj_room( pObjIndex, pRoomIndex ) ) ) { obj = NULL; lastobj = NULL; break; } obj->extra_flags = pObjIndex->extra_flags; for ( x = 0; x < 6; ++x ) obj->value[x] = pObjIndex->value[x]; } for ( n = 0; n < MAX_NEST; n++ ) nestmap[n] = NULL; nestmap[0] = obj; lastobj = nestmap[0]; lastnest = 0; if ( pReset->first_reset ) { for ( tReset = pReset->first_reset; tReset; tReset = tReset->next_reset ) { int iNest; to_obj = lastobj; ++onreset; switch ( tReset->command ) { case 'H': if ( !lastobj ) break; xSET_BIT( lastobj->extra_flags, ITEM_HIDDEN ); break; case 'T': if ( !IS_SET( tReset->extra, TRAP_OBJ ) ) { bug( "%s: Room reset found on object reset list", __FUNCTION__ ); break; } else { /* * We need to preserve obj for future 'T' checks */ OBJ_DATA *pobj; if ( tReset->arg3 > 0 ) { if ( !( pObjToIndex = get_obj_index( tReset->arg3 ) ) ) { bug( "%s: %s: 'T': bad objto vnum %d.", __FUNCTION__, filename, tReset->arg3 ); continue; } if ( room->area->nplayer > 0 || !( to_obj = get_obj_type( pObjToIndex ) ) || ( to_obj->carried_by && !IS_NPC( to_obj->carried_by ) ) || is_trapped( to_obj ) ) break; } else { if ( !lastobj || !obj ) break; to_obj = obj; } pobj = make_trap( tReset->arg2, tReset->arg1, number_fuzzy( to_obj->level ), tReset->extra ); obj_to_obj( pobj, to_obj ); } break; case 'P': if ( !( pObjIndex = get_obj_index( tReset->arg1 ) ) ) { bug( "%s: %s: 'P': bad obj vnum %d.", __FUNCTION__, filename, tReset->arg1 ); continue; } iNest = tReset->extra; if ( !( pObjToIndex = get_obj_index( tReset->arg3 ) ) ) { bug( "%s: %s: 'P': bad objto vnum %d.", __FUNCTION__, filename, tReset->arg3 ); continue; } if ( iNest >= MAX_NEST ) { bug( "%s: %s: 'P': Exceeded nesting limit of %d. Room %d.", __FUNCTION__, filename, MAX_NEST, room->vnum ); obj = NULL; break; } if ( count_obj_list( pObjIndex, to_obj->first_content ) > 0 ) { obj = NULL; break; } if ( iNest < lastnest ) to_obj = nestmap[iNest]; else if ( iNest == lastnest ) to_obj = nestmap[lastnest]; else to_obj = lastobj; obj = create_object( pObjIndex, number_fuzzy( UMAX( generate_itemlevel( room->area, pObjIndex ), to_obj->level ) ) ); if ( num > 1 ) pObjIndex->count += ( num - 1 ); obj->count = tReset->arg2; obj->level = UMIN( obj->level, LEVEL_AVATAR ); obj->count = tReset->arg2; obj_to_obj( obj, to_obj ); if ( iNest > lastnest ) { nestmap[iNest] = to_obj; lastnest = iNest; } lastobj = obj; /* * Hackish fix for nested puts */ if ( tReset->arg3 == OBJ_VNUM_MONEY_ONE ) tReset->arg3 = to_obj->pIndexData->vnum; break; } } } break; case 'T': if ( IS_SET( pReset->extra, TRAP_OBJ ) ) { bug( "%s: Object trap found in room %d reset list", __FUNCTION__, room->vnum ); break; } else { if ( !( pRoomIndex = get_room_index( pReset->arg3 ) ) ) { bug( "%s: %s: 'T': bad room %d.", __FUNCTION__, filename, pReset->arg3 ); continue; } if ( room->area->nplayer > 0 || count_obj_list( get_obj_index( OBJ_VNUM_TRAP ), pRoomIndex->first_content ) > 0 ) break; to_obj = make_trap( pReset->arg1, pReset->arg1, 10, pReset->extra ); obj_to_room( to_obj, pRoomIndex ); } break; case 'D': if ( !( pRoomIndex = get_room_index( pReset->arg1 ) ) ) { bug( "%s: %s: 'D': bad room vnum %d.", __FUNCTION__, filename, pReset->arg1 ); continue; } if ( !( pexit = get_exit( pRoomIndex, pReset->arg2 ) ) ) break; switch ( pReset->arg3 ) { case 0: REMOVE_BIT( pexit->exit_info, EX_CLOSED ); REMOVE_BIT( pexit->exit_info, EX_LOCKED ); break; case 1: SET_BIT( pexit->exit_info, EX_CLOSED ); REMOVE_BIT( pexit->exit_info, EX_LOCKED ); if ( IS_SET( pexit->exit_info, EX_xSEARCHABLE ) ) SET_BIT( pexit->exit_info, EX_SECRET ); break; case 2: SET_BIT( pexit->exit_info, EX_CLOSED ); SET_BIT( pexit->exit_info, EX_LOCKED ); if ( IS_SET( pexit->exit_info, EX_xSEARCHABLE ) ) SET_BIT( pexit->exit_info, EX_SECRET ); break; } break; case 'R': if ( !( pRoomIndex = get_room_index( pReset->arg1 ) ) ) { bug( "%s: %s: 'R': bad room vnum %d.", __FUNCTION__, filename, pReset->arg1 ); continue; } randomize_exits( pRoomIndex, pReset->arg2 - 1 ); break; } } }
void do_resurrect(CHAR_DATA *ch, char *argument ) { char buf2[MAX_STRING_LENGTH]; char buf [MAX_INPUT_LENGTH]; char arg [MAX_STRING_LENGTH]; CHAR_DATA *victim; AFFECT_DATA af; OBJ_DATA *obj; one_argument(argument,arg); if (IS_NPC(ch)) return; if (!IS_CLASS(ch, CLASS_WIZARD)) { send_to_char("Huh?\n\r",ch); return; } if (arg[0] == '\0') { send_to_char("Resurrect what corpse?\n\r",ch); return; } if ( IS_CLASS(ch, CLASS_WIZARD) && ch->pcdata->powers[WL_SKILLS] < 1 ) { stc("You need level 1 in Wizard Skills\n\r",ch); return; } if (ch->pcdata->followers > 5) { send_to_char("Nothing happens.\n\r",ch); return; } if ((obj = get_obj_carry(ch,arg)) == NULL) { send_to_char("You dont have that corpse.",ch); return; } if (obj->item_type != ITEM_CORPSE_NPC) { send_to_char("You can only Resurrect original corpses.\n\r",ch); return; } ch->pcdata->followers++; victim=create_mobile( get_mob_index( obj->value[2] ) ); sprintf(buf,"Resurrection of %s",victim->short_descr); sprintf(buf2,"Resurrection of %s is here.\n\r",victim->short_descr); free_string(victim->short_descr); victim->short_descr = str_dup(buf); free_string(victim->name); SET_BIT(victim->act, ACT_NOEXP); if ( IS_SET(victim->act,ACT_QUEST) ) REMOVE_BIT(victim->act,ACT_QUEST); victim->name = str_dup(buf); free_string(victim->long_descr); victim->long_descr= str_dup(buf2); victim->spec_fun = NULL; sprintf(buf,"I invoke the rebirth of %s!",victim->name); do_say( ch, buf ); sprintf(buf, "%s clambers back up to its feet.\n\r",obj->short_descr); act(buf,ch,NULL,NULL,TO_ROOM); send_to_char(buf,ch); char_to_room( victim, ch->in_room ); WAIT_STATE(ch,10); extract_obj(obj); if(victim->level > ((ch->pcdata->upgrade_level + 1) * 500)) { send_to_char("You are unable to control the resurrected creature.\n\r", ch); return; } add_follower( victim, ch ); af.type = skill_lookup ("charm person"); af.duration = 666; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_CHARM; affect_to_char( victim, &af ); sprintf(buf,"%s",victim->name); do_group(ch,buf); return; }
/* * Reset one area. */ void reset_area( AREA_DATA *pArea ) { RESET_DATA *pReset; CHAR_DATA *mob; bool last; int level; mob = NULL; last = TRUE; level = 0; for ( pReset = pArea->reset_first; pReset != NULL; pReset = pReset->next ) { ROOM_INDEX_DATA *pRoomIndex; MOB_INDEX_DATA *pMobIndex; OBJ_INDEX_DATA *pObjIndex; OBJ_INDEX_DATA *pObjToIndex; EXIT_DATA *pexit; OBJ_DATA *obj; OBJ_DATA *obj_to; switch ( pReset->command ) { default: bug( "Reset_area: bad command %c.", pReset->command ); break; case 'M': if ( ( pMobIndex = get_mob_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'M': bad vnum %d.", pReset->arg1 ); continue; } if ( ( pRoomIndex = get_room_index( pReset->arg3 ) ) == NULL ) { bug( "Reset_area: 'R': bad vnum %d.", pReset->arg3 ); continue; } level = URANGE( 0, pMobIndex->level - 2, LEVEL_HERO ); if ( pMobIndex->count >= pReset->arg2 ) { last = FALSE; break; } mob = create_mobile( pMobIndex ); /* * Check for pet shop. */ { ROOM_INDEX_DATA *pRoomIndexPrev; pRoomIndexPrev = get_room_index( pRoomIndex->vnum - 1 ); if ( pRoomIndexPrev != NULL && IS_SET(pRoomIndexPrev->room_flags, ROOM_PET_SHOP) ) SET_BIT(mob->act, ACT_PET); } if ( room_is_dark( pRoomIndex ) ) SET_BIT(mob->affected_by, AFF_INFRARED); char_to_room( mob, pRoomIndex ); level = URANGE( 0, mob->level - 2, LEVEL_HERO ); last = TRUE; break; case 'O': if ( ( pObjIndex = get_obj_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'O': bad vnum %d.", pReset->arg1 ); continue; } if ( ( pRoomIndex = get_room_index( pReset->arg3 ) ) == NULL ) { bug( "Reset_area: 'R': bad vnum %d.", pReset->arg3 ); continue; } if ( pArea->nplayer > 0 || count_obj_list( pObjIndex, pRoomIndex->contents ) > 0 ) { last = FALSE; break; } obj = create_object( pObjIndex, number_fuzzy( level ) ); obj->cost = 0; obj_to_room( obj, pRoomIndex ); last = TRUE; break; case 'P': if ( ( pObjIndex = get_obj_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'P': bad vnum %d.", pReset->arg1 ); continue; } if ( ( pObjToIndex = get_obj_index( pReset->arg3 ) ) == NULL ) { bug( "Reset_area: 'P': bad vnum %d.", pReset->arg3 ); continue; } if ( pArea->nplayer > 0 || ( obj_to = get_obj_type( pObjToIndex ) ) == NULL || obj_to->in_room == NULL || count_obj_list( pObjIndex, obj_to->contains ) > 0 ) { last = FALSE; break; } obj = create_object( pObjIndex, number_fuzzy( obj_to->level ) ); obj_to_obj( obj, obj_to ); last = TRUE; break; case 'G': case 'E': if ( ( pObjIndex = get_obj_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'E' or 'G': bad vnum %d.", pReset->arg1 ); continue; } if ( !last ) break; if ( mob == NULL ) { bug( "Reset_area: 'E' or 'G': null mob for vnum %d.", pReset->arg1 ); last = FALSE; break; } if ( mob->pIndexData->pShop != NULL ) { int olevel; switch ( pObjIndex->item_type ) { default: olevel = 0; break; case ITEM_PILL: olevel = number_range( 0, 10 ); break; case ITEM_POTION: olevel = number_range( 0, 10 ); break; case ITEM_SCROLL: olevel = number_range( 5, 15 ); break; case ITEM_WAND: olevel = number_range( 10, 20 ); break; case ITEM_STAFF: olevel = number_range( 15, 25 ); break; case ITEM_ARMOR: olevel = number_range( 5, 15 ); break; case ITEM_WEAPON: olevel = number_range( 5, 15 ); break; } obj = create_object( pObjIndex, olevel ); SET_BIT( obj->extra_flags, ITEM_INVENTORY ); } else { obj = create_object( pObjIndex, number_fuzzy( level ) ); } obj_to_char( obj, mob ); if ( pReset->command == 'E' ) equip_char( mob, obj, pReset->arg3 ); last = TRUE; break; case 'D': if ( ( pRoomIndex = get_room_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'D': bad vnum %d.", pReset->arg1 ); continue; } if ( ( pexit = pRoomIndex->exit[pReset->arg2] ) == NULL ) break; switch ( pReset->arg3 ) { case 0: REMOVE_BIT( pexit->exit_info, EX_CLOSED ); REMOVE_BIT( pexit->exit_info, EX_LOCKED ); break; case 1: SET_BIT( pexit->exit_info, EX_CLOSED ); REMOVE_BIT( pexit->exit_info, EX_LOCKED ); break; case 2: SET_BIT( pexit->exit_info, EX_CLOSED ); SET_BIT( pexit->exit_info, EX_LOCKED ); break; } last = TRUE; break; case 'R': if ( ( pRoomIndex = get_room_index( pReset->arg1 ) ) == NULL ) { bug( "Reset_area: 'R': bad vnum %d.", pReset->arg1 ); continue; } { int d0; int d1; for ( d0 = 0; d0 < pReset->arg2 - 1; d0++ ) { d1 = number_range( d0, pReset->arg2-1 ); pexit = pRoomIndex->exit[d0]; pRoomIndex->exit[d0] = pRoomIndex->exit[d1]; pRoomIndex->exit[d1] = pexit; } } break; } } return; }
void gen_random_battle(CHAR_DATA *ch) { int monsters[10]; int i=0; CHAR_DATA *leader; CHAR_DATA *crone; CHAR_DATA *wch; int mob_top=0; char buf[50]; int total=0; int charcnt = 0; MOB_INDEX_DATA *pMobIndex; for (wch = ch->in_room->people; wch != NULL; wch = wch->next_in_room) charcnt++; pMobIndex = get_mob_index (number_range(20,30)); leader = create_mobile(pMobIndex); total = ch->level + number_range(-6,4); if(total > 100) total = 99; for(i=0;i<total;i++) advance_level(leader,FALSE); char_to_room (leader, ch->in_room); charcnt--; while(charcnt!=0) { pMobIndex = get_mob_index (number_range(20,30)); crone = create_mobile(pMobIndex); total = ch->level + number_range(-6,4); if(total > 100) total = 99; for(i=0;i<total;i++) advance_level(crone,FALSE); char_to_room (crone, ch->in_room); charcnt--; } send_to_char("\n\r{c******{RRANDOM BATTLE!!!!{c******{x\n\r",ch); sprintf(buf,"%s",ch->name); do_kill(leader,buf); sprintf(buf,"%d",leader->team); charcnt += number_range(-2,3); if(charcnt<1) charcnt = 1; for (wch = ch->in_room->people; wch != NULL; wch = wch->next_in_room) { switch(atoi(buf)) { case TEAM_BLUE: do_join(wch,"red"); break; case TEAM_RED: do_join(wch,"blue"); break; default: do_join(wch,"none"); break; } } for (i=0;i!=charcnt-1;i++) { CHAR_DATA *mob; pMobIndex = get_mob_index (monsters[number_range(0,mob_top-1)]); if(pMobIndex == NULL) continue; mob = create_mobile(pMobIndex); char_to_room (mob, ch->in_room); total = ch->level + number_range(-6,4); for(i=0;i<total;i++) advance_level(mob,FALSE); switch(atoi(buf)) { case TEAM_BLUE: do_join(mob,"blue"); break; case TEAM_RED: do_join(mob,"red"); break; default: do_join(mob,"none"); break; } mob->in_room->turn=mob; mob->AttackLeft=1; mob->MoveLeft=3; } }
void Drakes::WakenStone(CHAR_DATA & ch, const char * argument, int skill) { // Check for location if (ch.in_room == NULL || !ON_GROUND(&ch)) { send_to_char("You cannot reach the earth from this place.\n", &ch); return; } // Get the location's stone type and use it to lookup the drake info int stoneType(ch.in_room->stone_type); if (stoneType < 0) stoneType = ch.in_room->area->stone_type; const Info * info(Lookup(stoneType)); if (info == NULL) { send_to_char("You probe your will into the earth, but cannot reach its stony heart from here.\n", &ch); return; } // Check whether an argument was provided if (argument[0] == '\0') { std::ostringstream mess; mess << "You probe your will into the earth, which resonates with a strong sense of "; mess << material_table[stoneType].name << ".\n"; send_to_char(mess.str().c_str(), &ch); return; } // Check for an earth elemental pet present CHAR_DATA * elemental(get_char_room(&ch, argument)); if (elemental == NULL) { send_to_char("You see nobody here by that name.\n", &ch); return; } // Verify the elemental if (ch.pet != elemental || elemental->master != &ch || !IS_NPC(elemental) || elemental->pIndexData->vnum != MOB_VNUM_EARTH_ELEMENTAL) { send_to_char("You may only waken an earth elemental which belongs to you.\n", &ch); return; } // Check for mana if (ch.mana < skill_table[gsn_wakenedstone].min_mana) { send_to_char("You lack the energy to waken stone right now.\n", &ch); return; } // Starting echoes act("You bind your will around $N, seeking a path from $M to the stony heart of the earth.", &ch, NULL, elemental, TO_CHAR); act("A steady murmur of energy flows back up the link, pouring into $N!", &ch, NULL, elemental, TO_CHAR); act("The ground begins to throb with energy, concentrated between $n and $N!", &ch, NULL, elemental, TO_ROOM); act("Shards of rock break and fall away from $M as you call out, waking the stone with your power!", &ch, NULL, elemental, TO_CHAR); act("$n calls out suddenly, and shards of rock break and fall away from $M!", &ch, NULL, elemental, TO_ROOM); // Check for skill success if (number_percent() <= skill) { // Make the base mob and adjust for age and type CHAR_DATA * drake(create_mobile(get_mob_index(MOB_VNUM_DRAKE))); AdjustDrake(ch, *drake, stoneType, *info, UMAX(ch.level, elemental->level), Hatchling); drake->hit = drake->max_hit; drake->mana = drake->max_mana; drake->move = drake->max_move; // Replace the elemental with the drake check_improve(&ch, NULL, gsn_wakenedstone, true, 1); char_to_room(drake, ch.in_room); ch.pet = drake; drake->master = &ch; drake->leader = &ch; // Success echo act("The last bits slough away, leaving behind $n.", drake, NULL, NULL, TO_ROOM); } else { // Failure echo act("You lose control, and $N crumbles away completely!", &ch, NULL, elemental, TO_CHAR); act("$N crumbles away completely, reduced to mere dust in moments.", &ch, NULL, elemental, TO_ROOM); } // Destroy the elemental elemental->master = NULL; extract_char(elemental, true); // Charge mana and lag expend_mana(&ch, skill_table[gsn_wakenedstone].min_mana); WAIT_STATE(&ch, skill_table[gsn_wakenedstone].beats); }
CHAR_DATA *load_mobile( FILE * fp ) { CHAR_DATA *mob = NULL; const char *word; bool fMatch; int inroom = 0; ROOM_INDEX_DATA *pRoomIndex = NULL; word = feof( fp ) ? "EndMobile" : fread_word( fp ); if( !str_cmp( word, "Vnum" ) ) { int vnum; vnum = fread_number( fp ); if( get_mob_index( vnum ) == NULL ) { bug( "%s: No index data for vnum %d", __FUNCTION__, vnum ); return NULL; } mob = create_mobile( get_mob_index( vnum ) ); if( !mob ) { for( ;; ) { word = feof( fp ) ? "EndMobile" : fread_word( fp ); /* * So we don't get so many bug messages when something messes up * * --Shaddai */ if( !str_cmp( word, "EndMobile" ) ) break; } bug( "%s: Unable to create mobile for vnum %d", __FUNCTION__, vnum ); return NULL; } } else { for( ;; ) { word = feof( fp ) ? "EndMobile" : fread_word( fp ); /* * So we don't get so many bug messages when something messes up * * --Shaddai */ if( !str_cmp( word, "EndMobile" ) ) break; } extract_char( mob, TRUE ); bug( "%s: Vnum not found", __FUNCTION__ ); return NULL; } for( ;; ) { word = feof( fp ) ? "EndMobile" : fread_word( fp ); fMatch = FALSE; switch ( UPPER( word[0] ) ) { case '*': fMatch = TRUE; fread_to_eol( fp ); break; case '#': if( !str_cmp( word, "#OBJECT" ) ) { mob->tempnum = -9999; /* Hackish, yes. Works though doesn't it? */ fread_obj( mob, fp, OS_CARRY ); } break; case 'A': if( !str_cmp( word, "Affect" ) || !str_cmp( word, "AffectData" ) ) { AFFECT_DATA *paf; CREATE( paf, AFFECT_DATA, 1 ); if( !str_cmp( word, "Affect" ) ) { paf->type = fread_number( fp ); } else { int sn; const char *sname = fread_word( fp ); if( ( sn = skill_lookup( sname ) ) < 0 ) { if( ( sn = herb_lookup( sname ) ) < 0 ) bug( "%s", "load_mobile: unknown skill." ); else sn += TYPE_HERB; } paf->type = sn; } paf->duration = fread_number( fp ); paf->modifier = fread_number( fp ); paf->location = fread_number( fp ); if( paf->location == APPLY_WEAPONSPELL || paf->location == APPLY_WEARSPELL || paf->location == APPLY_REMOVESPELL || paf->location == APPLY_STRIPSN ) paf->modifier = slot_lookup( paf->modifier ); paf->bitvector = fread_bitvector( fp ); LINK( paf, mob->first_affect, mob->last_affect, next, prev ); fMatch = TRUE; break; } KEY( "AffectedBy", mob->affected_by, fread_bitvector( fp ) ); break; #ifdef OVERLANDCODE case 'C': if( !str_cmp( word, "Coordinates" ) ) { mob->x = fread_number( fp ); mob->y = fread_number( fp ); mob->map = fread_number( fp ); fMatch = TRUE; break; } break; #endif case 'D': if( !str_cmp( word, "Description" ) ) { STRFREE( mob->description ); mob->description = fread_string( fp ); fMatch = TRUE; break; } break; case 'E': if( !str_cmp( word, "EndMobile" ) ) { if( inroom == 0 ) inroom = ROOM_VNUM_LIMBO; pRoomIndex = get_room_index( inroom ); if( !pRoomIndex ) pRoomIndex = get_room_index( ROOM_VNUM_LIMBO ); char_to_room( mob, pRoomIndex ); mob->tempnum = -9998; /* Yet another hackish fix! */ update_room_reset( mob, FALSE ); return mob; } if( !str_cmp( word, "End" ) ) /* End of object, need to ignore this. sometimes they creep in there somehow -- Scion */ fMatch = TRUE; /* Trick the system into thinking it matched something */ break; case 'F': KEY( "Flags", mob->act, fread_number( fp ) ); break; case 'G': KEY( "Gold", mob->gold, fread_number( fp ) ); break; case 'H': if( !str_cmp( word, "HpManaMove" ) ) { mob->hit = fread_number( fp ); mob->max_hit = fread_number( fp ); mob->mana = fread_number( fp ); mob->max_mana = fread_number( fp ); mob->move = fread_number( fp ); mob->max_move = fread_number( fp ); if( mob->max_move <= 0 ) mob->max_move = 150; fMatch = TRUE; break; } break; case 'L': if( !str_cmp( word, "Long" ) ) { STRFREE( mob->long_descr ); mob->long_descr = fread_string( fp ); fMatch = TRUE; break; } KEY( "Level", mob->top_level, fread_number( fp ) ); break; case 'M': if( !str_cmp( word, "Mobclan" ) ) { STRFREE( mob->mob_clan ); mob->mob_clan = fread_string( fp ); fMatch = TRUE; break; } break; case 'N': if( !str_cmp( word, "Name" ) ) { STRFREE( mob->name ); mob->name = fread_string( fp ); fMatch = TRUE; break; } break; case 'P': KEY( "Position", mob->position, fread_number( fp ) ); break; case 'R': KEY( "Room", inroom, fread_number( fp ) ); KEY( "Resetvnum", mob->resetvnum, fread_number( fp ) ); KEY( "Resetnum", mob->resetnum, fread_number( fp ) ); break; case 'S': if( !str_cmp( word, "Short" ) ) { STRFREE( mob->short_descr ); mob->short_descr = fread_string( fp ); fMatch = TRUE; break; } break; } if( !fMatch && str_cmp( word, "End" ) ) bug( "%s: no match: %s", __FUNCTION__, word ); } return NULL; }
void do_buy_mount( CHAR_DATA *ch, char *argument ) { int cost,roll; char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; char color[80], name[30], size[30]; CHAR_DATA *mount; ROOM_INDEX_DATA *pRoomIndexNext; ROOM_INDEX_DATA *in_room; name[0] = '\0'; size[0] = '\0'; color[0] = '\0'; if ( IS_NPC(ch) ) return; if (!IS_NPC(ch) && !ch->pcdata->learned[gsn_riding]) { send_to_char("How do you expect to buy a horse when you can't even ride?\n\r", ch); return; } argument = one_argument(argument,arg); pRoomIndexNext = get_room_index( ch->in_room->vnum + 1 ); if ( pRoomIndexNext == NULL ) { bug( "Do_buy: bad mount shop at vnum %d.", ch->in_room->vnum ); send_to_char( "I'm afraid the stalls where I keep my mounts don't exist.\n\r", ch ); return; } in_room = ch->in_room; ch->in_room = pRoomIndexNext; mount = get_char_room( ch, arg ); ch->in_room = in_room; if ( mount == NULL) { send_to_char( "Sorry, we don't sell any of those here.\n\r", ch ); return; } if ( !IS_SET(mount->act3, ACT3_MOUNT) ) { send_to_char( "Sorry, we don't sell any of those here.\n\r", ch ); return; } if ( MOUNTED(ch) || ch->mount != NULL) { send_to_char("You already have a mount.\n\r",ch); return; } cost = 100 * ch->level; if ( ch->gold < cost ) { send_to_char( "You can't afford it.\n\r", ch ); return; } roll = number_percent(); if (!IS_NPC(ch) && roll < ch->pcdata->learned[gsn_haggle]) { cost -= cost / 2 * roll / 100; sprintf(buf,"You haggle the price down to %d coins.\n\r",cost); send_to_char(buf,ch); check_improve(ch,gsn_haggle,TRUE,4); } ch->gold -= cost; mount = create_mobile( mount->pIndexData ); mount->comm = COMM_NOTELL|COMM_NOSHOUT|COMM_NOCHANNELS; mount->max_hit = mount->hit = (ch->level * 4) - (25 + number_range(1,50)); if( mount->max_hit < 25 ) mount->max_hit = mount->hit = 25; mount->max_mana = mount->mana = 50; mount->max_move = mount->move = 200 + ch->level * 10; mount->level = ch->level / 1.25; mount->sex = ch->sex; switch( number_range(1,11) ) { case 1: strcpy(color, "dappled grey" ); break; case 2: strcpy(color, "charcoal grey" ); break; case 3: strcpy(color, "midnight black" ); break; case 4: strcpy(color, "dark burgundy" ); break; case 5: strcpy(color, "cream yellow" ); break; case 6: strcpy(color, "pure white"); break; case 7: strcpy(color, "dark brown"); break; case 8: strcpy(color, "light brown"); break; case 9: strcpy(color, "white and brown spotted"); break; case 10: strcpy(color, "black and white spotted"); break; case 11: strcpy(color, "purple and green striped"); strcpy(size, "mutant "); mount->hit += 100; mount->max_hit += 100; break; } if( ch->level >= 41 ) { strcpy(name, "pegasus"); SET_BIT(mount->affected_by, AFF_FLYING); } else if( ch->level >= 30 ) { if (ch->sex == 1) strcpy(name, "gelding"); else { strcpy(name, "mare"); strcat(size, "majestic "); } } else if( ch->level >= 20 ) { if (ch->sex == 1) strcpy(name, "stallion"); else strcpy(name, "mare"); } else if( ch->level >= 15 ) { strcpy(name, "horse"); } else if( ch->level >= 10 ) { strcpy(name, "horse"); strcat(size, "small "); } else { strcpy(name, "pony"); } argument = one_argument( argument, arg ); if ( arg[0] != '\0' ) sprintf( buf, "%s %s", name, arg ); else sprintf( buf, "%s", name ); free_string( mount->name ); mount->name = str_dup( buf ); sprintf( buf, "a %s%s %s", size, color, name ); free_string( mount->short_descr ); mount->short_descr = str_dup( buf ); sprintf( buf, "A %s%s %s is standing here.\n\r", size, color, name ); free_string( mount->long_descr ); mount->long_descr = str_dup( buf ); sprintf( buf, "%sThe name %s is branded on its hind leg.\n\r", mount->description, ch->name ); free_string( mount->description ); mount->description = str_dup( buf ); char_to_room( mount, ch->in_room ); add_follower( mount, ch ); act( "$n bought $N as a mount.", ch, NULL, mount, TO_ROOM ); sprintf( buf, "Enjoy your %s.\n\r", name ); send_to_char( buf, ch); do_mount( ch, name ); return; }