bool account_deny_char_entry(struct account *account, struct creature *ch) { // Admins and full wizards can multi-play all they want if (is_authorized(ch, MULTIPLAY, NULL)) return false; bool override = false; bool found = false; for (GList *it = first_living(creatures);it;it = next_living(it)) { struct creature *tch = it->data; if (tch->account == account) { // Admins and full wizards can multi-play all they want if (is_authorized(ch, MULTIPLAY, NULL)) override = true; // builder can have on a tester and vice versa. if (is_authorized(ch, LOGIN_WITH_TESTER, NULL) && is_tester(tch)) override = true; if (is_tester(ch) && is_authorized(tch, LOGIN_WITH_TESTER, NULL)) override = true; // We have a non-immortal already in the game, so they don't // get to come in found = true; } } if (override) return false; return found; }
void check_dyntext_updates(struct creature *ch) { dynamic_text_file *dyntext = NULL; for (dyntext = dyntext_list; dyntext; dyntext = dyntext->next) { if (dyntext->last_edit[0].tEdit > ch->account->entry_time) { if (!strcmp(dyntext->filename, "inews") && GET_LEVEL(ch) < LVL_AMBASSADOR) continue; if (!strcmp(dyntext->filename, "tnews") && GET_LEVEL(ch) < LVL_AMBASSADOR && !is_tester(ch)) continue; if (!strncmp(dyntext->filename, "fate", 4) || !strncmp(dyntext->filename, "arenalist", 9)) continue; send_to_char(ch, "%s [ The %s file has been updated. Use the %s command to view. ]%s\r\n", CCYEL(ch, C_NRM), dyntext->filename, dyntext->filename, CCNRM(ch, C_NRM)); } } }
int invalid_char_class(struct creature *ch, struct obj_data *obj) { // Protected object if (IS_PC(ch) && obj->shared->owner_id != 0 && obj->shared->owner_id != GET_IDNUM(ch)) { return true; } // Unapproved object if (!OBJ_APPROVED(obj) && !is_tester(ch) && GET_LEVEL(ch) < LVL_IMMORT) return true; // Anti class restrictions if ((IS_OBJ_STAT(obj, ITEM_ANTI_MAGIC_USER) && IS_MAGIC_USER(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_CLERIC) && IS_CLERIC(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_WARRIOR) && IS_WARRIOR(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_THIEF) && IS_THIEF(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_BARB) && IS_BARB(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_PSYCHIC) && IS_PSYCHIC(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_PHYSIC) && IS_PHYSIC(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_CYBORG) && IS_CYBORG(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_KNIGHT) && IS_KNIGHT(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_RANGER) && IS_RANGER(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_BARD) && IS_BARD(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_MONK) && IS_MONK(ch)) || (IS_OBJ_STAT2(obj, ITEM2_ANTI_MERC) && IS_MERC(ch))) return true; // Required class restrictions - any one of them must be met if ((IS_OBJ_STAT3(obj, ITEM3_REQ_MAGE) && IS_MAGE(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_CLERIC) && IS_CLERIC(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_THIEF) && IS_THIEF(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_WARRIOR) && IS_WARRIOR(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_BARB) && IS_BARB(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_PSIONIC) && IS_PSIONIC(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_PHYSIC) && IS_PHYSIC(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_CYBORG) && IS_CYBORG(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_KNIGHT) && IS_KNIGHT(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_RANGER) && IS_RANGER(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_BARD) && IS_BARD(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_MONK) && IS_MONK(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_VAMPIRE) && IS_VAMPIRE(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_MERCENARY) && IS_MERC(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_SPARE1) && IS_SPARE1(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_SPARE2) && IS_SPARE2(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_SPARE3) && IS_SPARE3(ch))) return false; // A required class existed and the creature didn't fulfill any if (IS_OBJ_STAT3(obj, ITEM3_REQ_MAGE | ITEM3_REQ_CLERIC | ITEM3_REQ_THIEF | ITEM3_REQ_WARRIOR | ITEM3_REQ_BARB | ITEM3_REQ_PSIONIC | ITEM3_REQ_PHYSIC | ITEM3_REQ_CYBORG | ITEM3_REQ_KNIGHT | ITEM3_REQ_RANGER | ITEM3_REQ_BARD | ITEM3_REQ_MONK | ITEM3_REQ_VAMPIRE | ITEM3_REQ_MERCENARY | ITEM3_REQ_SPARE1 | ITEM3_REQ_SPARE2 | ITEM3_REQ_SPARE3)) return true; // Passes all tests return false; }
/* * This function controls the change to maxmove, maxmana, and maxhp for * each char_class every time they gain a level. */ void advance_level(struct creature *ch, int8_t keep_internal) { int add_hp[2], add_mana[2], add_move[2], i, char_class; char *msg; add_hp[0] = add_hp[1] = constitution_hitpoint_bonus(GET_CON(ch)); add_mana[0] = add_mana[1] = wisdom_mana_bonus(GET_WIS(ch)); add_move[0] = add_move[1] = MAX(0, GET_CON(ch) - 15); for (i = 0; i < 2; i++) { if (i == 0) char_class = MIN(GET_CLASS(ch), NUM_CLASSES - 1); else char_class = MIN(GET_REMORT_CLASS(ch), NUM_CLASSES - 1); if (char_class < 0) continue; switch (char_class) { case CLASS_MAGIC_USER: add_hp[i] /= 5; add_hp[i] += number(3, 10); add_mana[i] += number(1, 11) + (GET_LEVEL(ch) / 3); add_move[i] += number(1, 3); break; case CLASS_CLERIC: add_hp[i] /= 2; add_hp[i] += number(5, 11); add_mana[i] += number(1, 10) + (GET_LEVEL(ch) / 5); add_move[i] += number(1, 4); break; case CLASS_BARD: add_hp[i] = add_hp[i] / 3; add_hp[i] += number(5, 10); add_mana[i] += number(1, 4) + (GET_LEVEL(ch) / 10); add_move[i] += number(10, 18); break; case CLASS_THIEF: add_hp[i] /= 3; add_hp[i] += number(4, 10); add_mana[i] = add_mana[i] * 3 / 10; add_move[i] += number(2, 6); break; case CLASS_MERCENARY: add_hp[i] += number(6, 14); add_mana[i] = add_mana[i] * 5 / 10; add_mana[i] += number(1, 5) + GET_LEVEL(ch) / 10; add_move[i] += number(3, 9); break; case CLASS_WARRIOR: add_hp[i] += number(10, 15); add_mana[i] = add_mana[i] * 4 / 10; add_mana[i] += number(1, 5); add_move[i] += number(5, 10); break; case CLASS_BARB: add_hp[i] += number(13, 18); add_mana[i] = add_mana[i] * 3 / 10; add_mana[i] += number(0, 3); add_move[i] += number(5, 10); break; case CLASS_KNIGHT: add_hp[i] += number(7, 13); add_mana[i] = add_mana[i] * 7 / 10; add_mana[i] += number(1, 4) + (GET_LEVEL(ch) / 15); add_move[i] += number(3, 8); break; case CLASS_RANGER: add_hp[i] += number(4, 11); add_mana[i] = add_mana[i] * 6 / 10; add_mana[i] += number(1, 6) + (GET_LEVEL(ch) / 8); add_move[i] += number(6, 14); break; case CLASS_PSIONIC: add_hp[i] /= 3; add_hp[i] += number(3, 8); add_mana[i] = add_mana[i] * 6 / 10; add_mana[i] += number(1, 7) + (GET_LEVEL(ch) / 5); add_move[i] += number(2, 6); break; case CLASS_PHYSIC: add_hp[i] /= 4; add_hp[i] += number(4, 9); add_mana[i] = add_mana[i] * 6 / 10; add_mana[i] += number(1, 6) + (GET_LEVEL(ch) / 3); add_move[i] += number(2, 10); break; case CLASS_CYBORG: add_hp[i] /= 2; add_hp[i] += number(6, 14); add_mana[i] = add_mana[i] * 3 / 10; add_mana[i] += number(1, 2) + (GET_LEVEL(ch) / 15); add_move[i] += number(5, 8); break; case CLASS_MONK: add_hp[i] /= 3; add_hp[i] += number(6, 12); add_mana[i] = add_mana[i] * 3 / 10; add_mana[i] += number(1, 2) + (GET_LEVEL(ch) / 22); add_move[i] += number(6, 9); break; default: add_hp[i] /= 2; add_hp[i] += number(5, 16); add_mana[i] = add_mana[i] * 5 / 10; add_mana[i] += number(1, 13) + (GET_LEVEL(ch) / 4); add_move[i] += number(7, 15); break; } } if (IS_RACE(ch, RACE_HALF_ORC) || IS_RACE(ch, RACE_ORC)) { add_move[0] *= 2; add_move[1] *= 2; } ch->points.max_hit += MAX(1, add_hp[0]); ch->points.max_move += MAX(1, add_move[0]); if (GET_LEVEL(ch) > 1) ch->points.max_mana += add_mana[0]; GET_LIFE_POINTS(ch) += (GET_LEVEL(ch) * (GET_WIS(ch) + GET_CON(ch))) / 300; if (PLR_FLAGGED(ch, PLR_HARDCORE)) GET_LIFE_POINTS(ch) += 1; if (IS_REMORT(ch) && GET_REMORT_GEN(ch)) { if (add_hp[0] < 0 || add_hp[1] < 0) { errlog("remort level (%s) add_hp: [0]=%d,[1]=%d", GET_NAME(ch), add_hp[0], add_hp[1]); } ch->points.max_hit += add_hp[1] / 4; ch->points.max_mana += add_mana[1] / 2; ch->points.max_move += add_move[1] / 4; } if (GET_LEVEL(ch) >= LVL_AMBASSADOR) { for (i = 0; i < 3; i++) GET_COND(ch, i) = -1; SET_BIT(PRF_FLAGS(ch), PRF_HOLYLIGHT); SET_BIT(PRF_FLAGS(ch), PRF_NOHASSLE); } if (GET_LEVEL(ch) == 10) SET_BIT(PRF2_FLAGS(ch), PRF2_NEWBIE_HELPER); // special section for improving read_scrolls and use_wands if (CHECK_SKILL(ch, SKILL_READ_SCROLLS) > 10) SET_SKILL(ch, SKILL_READ_SCROLLS, MIN(100, CHECK_SKILL(ch, SKILL_READ_SCROLLS) + MIN(10, number(1, GET_INT(ch) / 2)))); if (CHECK_SKILL(ch, SKILL_USE_WANDS) > 10) SET_SKILL(ch, SKILL_USE_WANDS, MIN(100, CHECK_SKILL(ch, SKILL_USE_WANDS) + MIN(10, number(1, GET_INT(ch) / 2)))); crashsave(ch); int rid = -1; if (ch->in_room != NULL) rid = ch->in_room->number; msg = tmp_sprintf("%s advanced to level %d in room %d%s", GET_NAME(ch), GET_LEVEL(ch), rid, is_tester(ch) ? " <TESTER>" : ""); if (keep_internal) slog("%s", msg); else mudlog(GET_INVIS_LVL(ch), BRF, true, "%s", msg); }