예제 #1
0
파일: shop.c 프로젝트: rparet/darkpawns
int
is_ok_char(struct char_data * keeper, struct char_data * ch, int shop_nr)
{
  char buf[200];

  if (!(CAN_SEE(keeper, ch)))
    {
      do_say(keeper, MSG_NO_SEE_CHAR, cmd_say, 0);
      return (FALSE);
    }
  if (IS_GOD(ch))
    return (TRUE);

  if ((IS_GOOD(ch) && NOTRADE_GOOD(shop_nr)) ||
      (IS_EVIL(ch) && NOTRADE_EVIL(shop_nr)) ||
      (IS_NEUTRAL(ch) && NOTRADE_NEUTRAL(shop_nr)))
    {
      sprintf(buf, "%s %s", GET_NAME(ch), MSG_NO_SELL_ALIGN);
      do_tell(keeper, buf, cmd_tell, 0);
      return (FALSE);
    }
  if (IS_NPC(ch))
    return (TRUE);

  if ((IS_MAGIC_USER(ch) && NOTRADE_MAGIC_USER(shop_nr)) ||
      (IS_CLERIC(ch) && NOTRADE_CLERIC(shop_nr)) ||
      (IS_THIEF(ch) && NOTRADE_THIEF(shop_nr)) ||
      (IS_WARRIOR(ch) && NOTRADE_WARRIOR(shop_nr)))
    {
      sprintf(buf, "%s %s", GET_NAME(ch), MSG_NO_SELL_CLASS);
      do_tell(keeper, buf, cmd_tell, 0);
      return (FALSE);
    }
  return (TRUE);
}
예제 #2
0
bool RSRG::add_marking(const int& npl,const Net_Mark_p& net_mark,const int& num,const int& type,int (*pf)(const int&, const Net_Mark_p&))
{
  v[0][0]=0;
  int count=MAX_ID;
  int MASK = 1<<(count-1);
  int conv=num;
  v[0][1]=type;
  int j=2;
  while(count--)
      	{
	v[0][j]=((conv & MASK ) ? 1 : 0);
#if DEBUG6
	cerr<<((conv & MASK ) ? 1 : 0);
#endif
      	conv <<= 1;
	j++;
      	} 
  for(int pl = 0 ; pl < npl; pl++)
  	{/* foreach place */
    	if (GORDER)
      		if (IS_NEUTRAL(pl))
      			{//neutral place
        		v[0][pl+j]=net_mark[pl].total;
      			}
      		else
      			{//colored
        		if (IS_FULL(pl))
        			{
          			v[0][pl+j]=(*pf)(pl,net_mark);  
        			}
        		else
        			{//empty
          			v[0][pl+j]=0;
        			}//empty
      			}//colored place

        else
    		{//colored not implemented
      		v[0][pl+j]=net_mark[OrdPlaces[pl]].total;
    		}//colored not implemented
  	}/* foreach place */
  //dd_edge new_marking(rs);
  rs->createEdge(v, 1, *new_marking);
  if ((type==3)||(type==1))
 	(*marking)+=(*new_marking);
  else
  	(*un_marking)+=(*new_marking);


#if DEBUG3
 for (int i=0;i<npl+MAX_ID+2;i++)
		{
		cout<<"["<<i<<"]"<<v[0][i]<<" ";
		}
 cout<<endl;
 }
예제 #3
0
파일: handler.c 프로젝트: Lundessa/raven3
int invalid_align(struct char_data *ch, struct obj_data *obj)
{
  if (OBJ_FLAGGED(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch))
    return TRUE;
  if (OBJ_FLAGGED(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch))
    return TRUE;
  if (OBJ_FLAGGED(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))
    return TRUE;
  return FALSE;
}
예제 #4
0
static int is_independent_from_instance( Node_p node_ptr)
 {/* Init is_independent_from_instance */
  int pl = GET_PLACE_INDEX(node_ptr);
  int ret_value = FALSE;

  if(
     IS_NEUTRAL(pl) || node_ptr->type == ONLY_S
#ifdef FLUSH_FUNCTION
     || node_ptr->type == FLUSH_TYPE
#endif
    )
   ret_value = TRUE;
  return(ret_value);
 }/* End is_independent_from_instance */
예제 #5
0
static int get_node_type( Node_p node_ptr,
			  int tr )
 {/* Init get_node_type */
  int ret_value = UNKNOWN;
  int pl = GET_PLACE_INDEX(node_ptr);

  if(IS_NEUTRAL(pl))
   {/* Posto neutro */
    ret_value = PROJECTION;
   }/* Posto neutro */
  else
   {/* Posto colorato */
    Coeff_p c_ptr = NULL;

    for(c_ptr = node_ptr->arcfun; c_ptr != NULL ; c_ptr = c_ptr->next)
     {/* Per ogni tupla della C.L. */
      if(c_ptr->guard != NULL)
       {/* Funzione con predicati */
	ret_value = GUARDED;
	goto ret;
       }/* Funzione con predicati */
     }/* Per ogni tupla della C.L. */
    if(node_ptr->arcfun->next != NULL)
     {/* Normale C.L */
      ret_value = COMPLEX;
     }/* Normale C.L */
    else
     {/* Una sola tupla di funzioni */
      ret_value = get_tuple_type(node_ptr->arcfun,tr,pl);
     }/* Una sola tupla di funzioni */
   }/* Posto colorato */
ret: switch(ret_value)
      {/* Tipo di funzione */
#ifdef FLUSH_FUNCTION
       case FLUSH_TYPE :
#endif
       case ONLY_S     :
       case PROJECTION :
       case COMPLEX    :
       case GUARDED    : break;
       default	       : out_error(ERROR_UNKNOWN_FUNCTION_TYPE,pl,tr,0,0,NULL,NULL);
      }/* Tipo di funzione */
  return(ret_value);
 }/* End get_node_type */
예제 #6
0
파일: handler.c 프로젝트: MUDOmnibus/Rom1
void equip_char(struct char_data *ch, struct obj_data *obj, int pos)
{
    int j;

    assert(pos>=0 && pos<MAX_WEAR);
    assert(!(ch->equipment[pos]));

    if (obj->carried_by) {
	log("EQUIP: Obj is carried_by when equip.");
	return;
    }

    if (obj->in_room!=NOWHERE) {
	log("EQUIP: Obj is in_room when equip.");
	return;
    }

    if ((IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)) ||
	(IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) ||
	(IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch))) {
	if (ch->in_room != NOWHERE) {
/*
	    act("You are zapped by $p and instantly drop it.", FALSE, ch, obj, 0, TO_CHAR);
	    act("$n is zapped by $p and instantly drop it.", FALSE, ch, obj, 0, TO_ROOM);
	    obj_to_room(obj, ch->in_room);
	    return; */
	} else {
	    log("ch->in_room = NOWHERE when equipping char.");
	}
    }

    ch->equipment[pos] = obj;

    if (GET_ITEM_TYPE(obj) == ITEM_ARMOR)
	GET_AC(ch) -= apply_ac(ch, pos);

    for(j=0; j<MAX_OBJ_AFFECT; j++)
	affect_modify(ch, obj->affected[j].location,
	  obj->affected[j].modifier,
	  obj->obj_flags.bitvector, TRUE);

    affect_total(ch);
}
예제 #7
0
 bool OBResidue::GetAminoAcidProperty(int property) const
 {
   switch(property)
     {
     case OBAminoAcidProperty::ACIDIC:
       return IS_ACIDIC(_aakey)      != 0;
     case OBAminoAcidProperty::ACYCLIC:
       return IS_ACYCLIC(_aakey)     != 0;
     case OBAminoAcidProperty::ALIPHATIC:
       return IS_ALIPHATIC(_aakey)   != 0;
     case OBAminoAcidProperty::AROMATIC:
       return IS_AROMATIC(_aakey)    != 0;
     case OBAminoAcidProperty::BASIC:
       return IS_BASIC(_aakey)       != 0;
     case OBAminoAcidProperty::BURIED:
       return IS_BURIED(_aakey)      != 0;
     case OBAminoAcidProperty::CHARGED:
       return IS_CHARGED(_aakey)     != 0;
     case OBAminoAcidProperty::CYCLIC:
       return IS_CYCLIC(_aakey)      != 0;
     case OBAminoAcidProperty::HYDROPHOBIC:
       return IS_HYDROPHOBIC(_aakey) != 0;
     case OBAminoAcidProperty::LARGE:
       return IS_LARGE(_aakey)       != 0;
     case OBAminoAcidProperty::MEDIUM:
       return IS_MEDIUM(_aakey)      != 0;
     case OBAminoAcidProperty::NEGATIVE:
       return IS_NEGATIVE(_aakey)    != 0;
     case OBAminoAcidProperty::NEUTRAL:
       return IS_NEUTRAL(_aakey)     != 0;
     case OBAminoAcidProperty::POLAR:
       return IS_POLAR(_aakey)       != 0;
     case OBAminoAcidProperty::POSITIVE:
       return IS_POSITIVE(_aakey)    != 0;
     case OBAminoAcidProperty::SMALL:
       return IS_SMALL(_aakey)       != 0;
     case OBAminoAcidProperty::SURFACE:
       return IS_SURFACE(_aakey)     != 0;
     default:
       return false;
     }
 }
예제 #8
0
파일: interp.c 프로젝트: m241dan/W4M-Repo
bool check_social( CHAR_DATA * ch, const char *command, const char *argument )
{
   char arg[MAX_INPUT_LENGTH];
   CHAR_DATA *victim, *victim_next;
   SOCIALTYPE *social;
   CHAR_DATA *removed[128];   /* What are the chances of more than 128? */
   ROOM_INDEX_DATA *room;
   int i = 0, k = 0;

   if( ( social = find_social( command ) ) == NULL )
      return FALSE;

   if( !IS_NPC( ch ) && xIS_SET( ch->act, PLR_NO_EMOTE ) )
   {
      send_to_char( "You are anti-social!\r\n", ch );
      return TRUE;
   }

   switch ( ch->position )
   {
      case POS_DEAD:
         send_to_char( "Lie still; you are DEAD.\r\n", ch );
         return TRUE;

      case POS_INCAP:
      case POS_MORTAL:
         send_to_char( "You are hurt far too bad for that.\r\n", ch );
         return TRUE;

      case POS_STUNNED:
         send_to_char( "You are too stunned to do that.\r\n", ch );
         return TRUE;

      case POS_SLEEPING:
         /*
          * I just know this is the path to a 12" 'if' statement.  :(
          * But two players asked for it already!  -- Furey
          */
         if( !str_cmp( social->name, "snore" ) )
            break;
         send_to_char( "In your dreams, or what?\r\n", ch );
         return TRUE;
   }

   /*
    * Search room for chars ignoring social sender and 
    * remove them from the room until social has been  
    * completed              
    */
   room = ch->in_room;
   for( victim = ch->in_room->first_person; victim; victim = victim_next )
   {
      if( i == 127 )
         break;
      victim_next = victim->next_in_room;
      if( is_ignoring( victim, ch ) )
      {
         if( !IS_IMMORTAL( ch ) || get_trust( victim ) > get_trust( ch ) )
         {
            removed[i] = victim;
            i++;
            UNLINK( victim, room->first_person, room->last_person, next_in_room, prev_in_room );
         }
         else
         {
            set_char_color( AT_IGNORE, victim );
            ch_printf( victim, "You attempt to ignore %s," " but are unable to do so.\r\n", ch->name );
         }
      }
   }

   one_argument( argument, arg );
   victim = NULL;
   if( arg[0] == '\0' )
   {
      act( AT_SOCIAL, social->others_no_arg, ch, NULL, victim, TO_ROOM );
      act( AT_SOCIAL, social->char_no_arg, ch, NULL, victim, TO_CHAR );
   }
   else if( ( victim = get_char_room( ch, arg ) ) == NULL )
   {
      /*
       * If they aren't in the room, they may be in the list of 
       * people ignoring...                 
       */
      if( i != 0 )
      {
         for( k = 0, victim = removed[0]; k < i; k++, victim = removed[k] )
         {
            if( nifty_is_name( victim->name, arg ) || nifty_is_name_prefix( arg, victim->name ) )
            {
               set_char_color( AT_IGNORE, ch );
               ch_printf( ch, "%s is ignoring you.\r\n", victim->name );
               break;
            }
         }
      }

      if( !victim )
         send_to_char( "They aren't here.\r\n", ch );
   }
   else if( victim == ch )
   {
      act( AT_SOCIAL, social->others_auto, ch, NULL, victim, TO_ROOM );
      act( AT_SOCIAL, social->char_auto, ch, NULL, victim, TO_CHAR );
   }
   else
   {
      act( AT_SOCIAL, social->others_found, ch, NULL, victim, TO_NOTVICT );
      act( AT_SOCIAL, social->char_found, ch, NULL, victim, TO_CHAR );
      act( AT_SOCIAL, social->vict_found, ch, NULL, victim, TO_VICT );

      if( !IS_NPC( ch ) && IS_NPC( victim )
          && !IS_AFFECTED( victim, AFF_CHARM ) && IS_AWAKE( victim ) && !HAS_PROG( victim->pIndexData, ACT_PROG ) )
      {
         switch ( number_bits( 4 ) )
         {
            case 0:
               if( IS_EVIL( ch ) && !is_safe( victim, ch, TRUE ) )   /* was IS_EVIL(ch) ||.... didn't make sense to me - FB */
                     multi_hit( victim, ch, TYPE_UNDEFINED );
               else if( IS_NEUTRAL( ch ) )
               {
                  act( AT_ACTION, "$n slaps $N.", victim, NULL, ch, TO_NOTVICT );
                  act( AT_ACTION, "You slap $N.", victim, NULL, ch, TO_CHAR );
                  act( AT_ACTION, "$n slaps you.", victim, NULL, ch, TO_VICT );
               }
               else
               {
                  act( AT_ACTION, "$n acts like $N doesn't even exist.", victim, NULL, ch, TO_NOTVICT );
                  act( AT_ACTION, "You just ignore $N.", victim, NULL, ch, TO_CHAR );
                  act( AT_ACTION, "$n appears to be ignoring you.", victim, NULL, ch, TO_VICT );
               }
               break;

            case 1:
            case 2:
            case 3:
            case 4:
            case 5:
            case 6:
            case 7:
            case 8:
               act( AT_SOCIAL, social->others_found, victim, NULL, ch, TO_NOTVICT );
               act( AT_SOCIAL, social->char_found, victim, NULL, ch, TO_CHAR );
               act( AT_SOCIAL, social->vict_found, victim, NULL, ch, TO_VICT );
               break;

            case 9:
            case 10:
            case 11:
            case 12:
               act( AT_ACTION, "$n slaps $N.", victim, NULL, ch, TO_NOTVICT );
               act( AT_ACTION, "You slap $N.", victim, NULL, ch, TO_CHAR );
               act( AT_ACTION, "$n slaps you.", victim, NULL, ch, TO_VICT );
               break;
         }
      }
   }

   /*
    * Replace the chars in the ignoring list to the room 
    * note that the ordering of the players in the room  
    * might change                
    */
   if( i != 0 )
   {
      for( k = 0, victim = removed[0]; k < i; k++, victim = removed[k] )
      {
         LINK( victim, room->first_person, room->last_person, next_in_room, prev_in_room );
      }
   }

   return TRUE;
}
예제 #9
0
파일: objsave.c 프로젝트: sean/dominionmud
void auto_equip(struct char_data *ch, struct obj_data *obj, int location)
{
  int j;

  if (location > 0) { /* was worn */
    switch (j = (location - 1)) {
      case WEAR_FINGER_R:
      case WEAR_FINGER_L:
	if (!CAN_WEAR(obj,ITEM_WEAR_FINGER))
	  location = LOC_INVENTORY;
	break;
      case WEAR_NECK_1:
      case WEAR_NECK_2:
	if (!CAN_WEAR(obj,ITEM_WEAR_NECK))
	  location = LOC_INVENTORY;
	break;
      case WEAR_BODY:
	if (!CAN_WEAR(obj,ITEM_WEAR_BODY))
	  location = LOC_INVENTORY;
	break;
      case WEAR_HEAD:
	if (!CAN_WEAR(obj,ITEM_WEAR_HEAD))
	  location = LOC_INVENTORY;
	break;
      case WEAR_LEGS:
	if (!CAN_WEAR(obj,ITEM_WEAR_LEGS))
	  location = LOC_INVENTORY;
	break;
      case WEAR_FOOT_R:
      case WEAR_FOOT_L:
	if (!CAN_WEAR(obj,ITEM_WEAR_FEET))
	  location = LOC_INVENTORY;
	break;
      case WEAR_HAND_R:
      case WEAR_HAND_L:
	if (!CAN_WEAR(obj,ITEM_WEAR_HANDS))
	  location = LOC_INVENTORY;
	break;
      case WEAR_ARM_R:
      case WEAR_ARM_L:
	if (!CAN_WEAR(obj,ITEM_WEAR_ARMS))
	  location = LOC_INVENTORY;
	break;
      case WEAR_BACK:
	if (!CAN_WEAR(obj,ITEM_WEAR_BACK))
	  location = LOC_INVENTORY;
	break;
      case WEAR_WAIST:
	if (!CAN_WEAR(obj,ITEM_WEAR_WAIST))
	  location = LOC_INVENTORY;
	break;
      case WEAR_WRIST_R:
      case WEAR_WRIST_L:
	if (!CAN_WEAR(obj,ITEM_WEAR_WRIST))
	  location = LOC_INVENTORY;
	break;
      case WEAR_WIELD:
      case WEAR_HOLD:
	if (!CAN_WEAR(obj, ITEM_WEAR_HOLD) &&
            !CAN_WEAR(obj, ITEM_WEAR_TAKE))
	  location = LOC_INVENTORY;
	break;
      default:
	location = LOC_INVENTORY;
    }
    if (location > 0) {
      if (!GET_EQ(ch,j)) {
        /* check ch's alignment to prevent $M from being zapped through auto-equip */
	if ((IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)) ||
	    (IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) ||
	    (IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch)))
	  location = LOC_INVENTORY;
	else
	  equip_char(ch, obj, j);
      } else  { /* oops - saved player with double equipment[j]? */
        char aeq[128];
        sprintf(aeq, "SYSERR: autoeq: '%s' already equipped in position %d.", GET_NAME(ch), location);
        mudlog(aeq, BRF, LVL_IMMORT, TRUE);
        location = LOC_INVENTORY;
      }
    }
  }

  if ( location <= 0 )
    obj_to_char(obj, ch);
}
예제 #10
0
bool RSRG::init_RS(const int& npl,const Net_Mark_p& net_mark,const int&num,int (*pf)(const int&, const Net_Mark_p&))
{
  v[0][0]=0;
  int count=MAX_ID;
  int MASK = 1<<(count-1);
  int conv=num;
  v[0][1]=0;//tangible
  int j=2;
  while(count--)
      	{
	v[0][j]=((conv & MASK ) ? 1 : 0);
#if DEBUG6
	cerr<<((conv & MASK ) ? 1 : 0);
#endif
      	conv <<= 1;
	j++;
      	} 
  for(int pl = 0 ; pl < npl; pl++)
  {/* foreach place */
    if (GORDER)
    {
      if (IS_NEUTRAL(pl))
      {//neutral place
        v[0][pl+j]=net_mark[pl].total;
      }//neutral place
      else
      {//colored
        if (IS_FULL(pl))
        {
          v[0][pl+j]=pf(pl,net_mark);     
        }
        else
        {//empty
          v[0][pl+j]=0;
        }//empty
      }//colored place
    }
    else
    {//colored not implemented
      v[0][pl+j]=net_mark[OrdPlaces[pl]].total;
    }//colored not implemented
  }/* foreach place */
  rs->createEdge(v, 1, *un_marking);


#if DEBUG3
for (int i=0;i<npl+MAX_ID+2;i++)
		{
		cout<<"["<<i<<"]"<<v[0][i]<<" ";
		}
cout<<endl<<endl;

#endif


#if DEBUG
  cout<<"\nInitial Marking\n";
  (*un_marking).show(stdout,true);
#endif
  return true;
}
예제 #11
0
파일: handler.c 프로젝트: Calebros/aol
void equip_char(struct char_data * ch, struct obj_data * obj, int pos)
{
  int j;
  int invalid_class(struct char_data *ch, struct obj_data *obj);
  int invalid_race(struct char_data *ch, struct obj_data *obj);

  assert(pos >= 0 && pos < NUM_WEARS);

  if (GET_EQ(ch, pos)) {
    GET_NAME(ch, chname);
    sprintf(buf, "SYSERR: Char is already equipped: %s, %s", chname,
	    obj->short_description);
    FREE_NAME(chname);
    log(buf);
    return;
  }

if (obj->carried_by) {
  log("SYSERR: EQUIP: Obj is carried_by when equip.");
    return;
  }

  if (obj->in_room != NOWHERE) {
    log("SYSERR: EQUIP: Obj is in_room when equip.");
    return;
  }

  /*  Let's change the messages here.  Soli, 8/12/99  */
  if ((IS_OBJ_STAT(obj, ITEM_ANTI_EVIL) && IS_EVIL(ch)) ||
      (IS_OBJ_STAT(obj, ITEM_ANTI_GOOD) && IS_GOOD(ch)) ||
      (IS_OBJ_STAT(obj, ITEM_ANTI_NEUTRAL) && IS_NEUTRAL(ch)))
  {
      act("You are zapped by $p and instantly let go of it.", FALSE, ch, obj, 0, TO_CHAR);
      act("$n is zapped by $p and instantly lets go of it.", FALSE, ch, obj, 0, TO_ROOM);
      obj_to_char(obj, ch);	/* changed to drop in inventory instead of
				 * ground */
      return;
  }

  /*  I'm moving the other two to a seperate function, checked before we
      actually wear the eq.  Soli, 8/12/99  */

  GET_EQ(ch, pos) = obj;
  obj->worn_by = ch;
  obj->worn_on = pos;

  if (GET_OBJ_TYPE(obj) == ITEM_ARMOR)
    GET_AC(ch) -= apply_ac(ch, pos);

  if (ch->in_room != NOWHERE) {
    if (pos == WEAR_LIGHT && GET_OBJ_TYPE(obj) == ITEM_LIGHT)
      if (GET_OBJ_VAL(obj, 2))	/* if light is ON */
	world[ch->in_room].light++;
  } else {
    log("SYSERR: ch->in_room = NOWHERE when equipping char.");
  }

  for (j = 0; j < MAX_OBJ_AFFECT; j++)
    affect_modify(ch, obj->affected[j].location,
		  obj->affected[j].modifier,
		  obj->obj_flags.bitvector, TRUE);
  affect_total(ch);
}
예제 #12
0
void mobile_activity(void)
{
  register struct char_data *ch, *next_ch, *vict;
  struct char_data *min_vict = NULL;
  struct obj_data *obj, *next_obj, *best_obj, *cont;
  int door, found, max, where;
  int casual, max_abil=0, curr_abil, gold;
  memory_rec *names;
  room_rnum target_room;

  extern int no_specials;
  ACMD(do_get);

  for (ch = character_list; ch; ch = next_ch) {
    next_ch = ch->next;
    
    if (!IS_MOB(ch))
      continue;
    
    //lance ripristina il master!
 	  if (IS_NPC(ch) && MOB_FLAGGED(ch, MOB_SAVE))
 		  chkmaster(ch);

    // Examine call for special procedure
    if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) {
      if (mob_index[GET_MOB_RNUM(ch)].func == NULL) {
	      sprintf(buf, "SYSERR: %s (#%d): Attempting to call non-existing mob func", GET_NAME(ch), GET_MOB_VNUM(ch));
	      log(buf);
	      REMOVE_BIT(MOB_FLAGS(ch), MOB_SPEC);
      }
      else {
	      //(mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, "");
	      if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, ""))
	        continue;	     /*  go to next char*/
      }
    }

// If the mob has no specproc, do the default actions
    if (FIGHTING(ch) || !AWAKE(ch))
      continue;

// Nuovo Scavenger (picking up objects) by Rusty 
    if (MOB_FLAGGED(ch, MOB_SCAVENGER))
	  if (world[ch->in_room].contents && (number(0, 10) > 5)) {
		  max = -1000;
		  best_obj = NULL;
		  for (obj = world[ch->in_room].contents; obj; obj = obj->next_content)
	  	if (CAN_GET_OBJ(ch, obj) && objlevel(obj) > max) {
			  best_obj = obj;
			  max = objlevel(obj);
			}
    
		  if (best_obj != NULL) {
			  obj_from_room(best_obj);
			  obj_to_char(best_obj, ch);
			  act("$n prende $p.", FALSE, ch, best_obj, 0, TO_ROOM);

// Orione, tolta la procedura che fa indossare l'eq raccolto ai mob scavenger
// Scavenger Plus:Mob wear the best object
/*
			  where=find_eq_pos(ch, best_obj, 0);
			  if (CAN_WEAR(best_obj, ITEM_WEAR_WIELD))
			    where=WEAR_WIELD;

			  if ( (where>0) && GET_EQ(ch,where)) {
				  // se ce l'ha gia!
				  if ((objlevel((ch)->equipment[where]))< objlevel(best_obj)) {
				    obj_to_char((obj=unequip_char(ch, where)), ch);
					  act("$n smette di usare $p.", FALSE, ch, obj, 0, TO_ROOM);
				  } 
				  else {
					  where = NUM_WEARS; // cioe' oggetto non indossabile
				  }

				  if (GET_LEVEL(ch)>=objlevel(best_obj)) {
					  if (where>=0 && where <NUM_WEARS) {
						  obj_from_char(best_obj);
						  equip_char(ch,best_obj,where);
						  wear_message(ch,best_obj,where);
					  }
				  }
			  }
*/
		  }
	  } //End ifif

// Mob BodyGuard !?       
    if (MOB_FLAGGED(ch, MOB_BGUARD) && (ch->master)) {
      if (   (FIGHTING(ch->master) && (npc_rescue(ch, ch->master) == FALSE))
	        || (ch->master && WHOKILLED(ch->master)) ) {
        act("$N Si schiera Prontamente al tuo fianco!", FALSE,ch->master, 0, ch, TO_CHAR);
	      act("$n Si schiera prontamente al fianco di $N", FALSE, ch, 0, ch->master, TO_ROOM);
	      if (WHOKILLED(ch->master))	
	        hit(ch, WHOKILLED(ch->master), TYPE_UNDEFINED);/*in ogni caso assiste*/
	      else
	        hit(ch, FIGHTING(ch->master), TYPE_UNDEFINED);/*in ogni caso assiste*/
	    }
     
      if (FIGHTING(ch)) {
	      npc_rescue(ch, ch->master);
		    if (WHOKILLED(ch->master))
		      hit(ch, WHOKILLED(ch->master), TYPE_UNDEFINED);  /*in ogni caso assiste*/
		    continue;
		  }	  
    }

//MOB_THIEF
    if (   MOB_FLAGGED(ch, MOB_CRIMINAL)  && (GET_POS(ch) == POS_RESTING)
        && IS_AFFECTED(ch, AFF_HIDE) && GET_HIT(ch) >= 2*GET_MAX_HIT(ch)/3) {
      appear(ch);
      GET_POS(ch)=POS_STANDING;
    }
    if (   MOB_FLAGGED(ch, MOB_CRIMINAL) 
        && ( GET_POS(ch) == POS_STANDING) 
        && ( (casual = number(0, 11)) < 6 ) ) {   // 50%  Rubare

      // cerca le vittime  1) Devono aver almeno 1 coin  
      //                   2) Deve aver una buona prob di farcela
      for (found=FALSE, min_vict = NULL, vict = world[ch->in_room].people; vict; vict = vict->next_in_room) {
	      if (CAN_SEE(ch, vict) && (vict != ch)) {
	        if ((min_vict == NULL) || (max_abil < 100)) {
	        //se ha il 100% tanto vale fermarsi
	        //Calcolo dell abilita:presa esattamente da D n'D

	          curr_abil = MIN(90, (10*(GET_LEVEL(ch)) - 5*GET_LEVEL(vict)));
	          curr_abil -=  dex_app[GET_DEX(vict)].reaction;
	          if (GET_POS(vict) < POS_STANDING)
	            curr_abil += 200;
	    // Se la vittima e' addormentata-stunned - incap o morta ovviamente
	    //  deruberai questa sicuramente

	          if (   (curr_abil >= 40) 
	              && (GET_GOLD(vict) != 0) 
	              && (curr_abil > max_abil) ) {
	            min_vict = vict;
	            max_abil = curr_abil;
	            found=TRUE;
	          }
	        }
	      }
      }
      // Se ha trovato la vittima
      if (found == TRUE) {
	      if ((casual = number(1, 100)) > max_abil) {
	        if (!IS_NPC(min_vict))
	          act(" $n cerca di prendere dei soldi dal tuo Borsello", FALSE, ch, 0, min_vict, TO_CHAR);
	        else {
	          act("Oops...", FALSE, ch, 0, min_vict, TO_ROOM);
	          act("$n cerca di rubare soldi a $N..Ma viene Scoperto! ", FALSE, ch, 0, min_vict, TO_ROOM);
	        }
	        
	        //Beccato ... fa 2 tentativi di fuga
	        if (((door = number(1, 7)) < NUM_OF_DIRS) && CAN_GO(ch, door) &&
	             !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door -= 1) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	             !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door += 2) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	             !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        
	        if (IS_NPC(min_vict)) {
	          act("$n Urla: $N e' uno sporco LADRO!!!!", FALSE, min_vict, 0, ch, TO_ROOM);
	          hit(min_vict, ch, TYPE_UNDEFINED);
	        }
	      }
	      // Il Bastardo ce la fa!
	      else {
	        if (GET_POS(min_vict) < 5) {
	          GET_GOLD(ch) += GET_GOLD(min_vict);
	          GET_GOLD(min_vict) = 0;    //la ripulisce completamente
	        }
	        else {
	          gold = number((GET_GOLD(min_vict) / 10), (GET_GOLD(min_vict) / 2));
	          //gold = MIN(5000, gold);
	          if (gold > 0) {
	            GET_GOLD(ch) += gold;
	            GET_GOLD(min_vict) -= gold;
	            if (GET_GOLD(min_vict) < 0)
	              GET_GOLD(min_vict) = 0;
	          }
	        }
	        // Dopo il furto si allontana
	        if (((door = number(1, 6)) < NUM_OF_DIRS) && CAN_GO(ch, door) &&
	           !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door -=1) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	           !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	        if ((door +=2) < NUM_OF_DIRS && CAN_GO(ch, door) &&
	           !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	          perform_move(ch,door,1,CAN_SHOW_ROOM);
	      }
      }
      else { // Nessuna vittima appetibile:se ne va!
	      
	      if (((door = number(0, 6)) < NUM_OF_DIRS) && CAN_GO(ch, door) &&
	          !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) )
	        perform_move(ch, door, 1, CAN_SHOW_ROOM);
      }
    }

// Mob Sciacalli indossano EQ    
    if (MOB_FLAGGED(ch, MOB_NECRO) && !FIGHTING(ch) && AWAKE(ch))
    if (world[ch->in_room].contents) {
	    max = -1000;
	    best_obj=NULL;
	    for (cont = world[ch->in_room].contents;cont;cont = cont->next_content)
	    if (GET_OBJ_TYPE(cont) == ITEM_CONTAINER) {
	      for (obj = cont->contains; obj; obj = next_obj) {
		      next_obj = obj->next_content;
		      if (obj != NULL) {
		        if (CAN_SEE_OBJ(ch, obj) && ( (max = objlevel(obj)) <= GET_LEVEL(ch)) ) {
		          perform_get_from_container(ch, obj, cont, FIND_OBJ_INV);
		          if (obj != NULL) {
		            where = find_eq_pos(ch, obj, 0);
		            if (CAN_WEAR(obj, ITEM_WEAR_HOLD))
			            where = WEAR_HOLD;
		            if (GET_OBJ_TYPE(obj)==ITEM_LIGHT)
			            where = WEAR_LIGHT;
		            if (CAN_WEAR(obj, ITEM_WEAR_WIELD))
			            where = WEAR_WIELD;
		            if (where < 0) {
			            sprintf(buf,"SYSERR:pos < 0 ,in cont %s obj %d %s In room %d", 
			                        cont->name, 
			                        GET_OBJ_RNUM(obj), 
			                        obj->name, 
			                        IN_ROOM(ch));
			            log(buf);
			            where = NUM_WEARS;
		            }
		            
		            if (GET_EQ(ch, where) && where < NUM_WEARS) {
			            if ((objlevel((ch)->equipment[where])) < objlevel(obj)) {
			              obj_to_char((best_obj = unequip_char(ch, where)), ch);
			              act("$n smette di usare $p.",FALSE, ch, best_obj, 0, TO_ROOM);
			            }
			            else
			              where = NUM_WEARS;
		            }
		            if (where >= 0 && where < NUM_WEARS) {
			            wear_message(ch, obj, where);
			            obj_from_char(obj);
			            equip_char(ch, obj, where);
		            }
		          }
		        }
		      }
	      }
	    } //End forif
	  } //End ifif

// Mob Movement
    if (HUNTING(ch)) 
      hunt_victim(ch);
    else {
	    if (MOB_FLAGGED(ch , MOB_SEARCHER)) {}
 	    else {
        if (ch->in_room != NOWHERE) {
          if (!IS_IN_WILD(ch)) {
            if (   !MOB_FLAGGED(ch, MOB_SENTINEL) 
                && (GET_POS(ch) == POS_STANDING) 
                && (   (door = number(0, 8)) < NUM_OF_DIRS) 
                    && CAN_GO(ch, door) 
                    && !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB | ROOM_DEATH) 
                    && (   !MOB_FLAGGED(ch, MOB_STAY_ZONE) 
                        || (world[EXIT(ch, door)->to_room].zone == world[ch->in_room].zone))) {
              perform_move(ch, door, 1, CAN_SHOW_ROOM);
            }
          }
          else {  // E' in wilderness
            if (MOB_FLAGGED(ch, MOB_WILDHUNT)) 
              door = wild_mobhunter(ch);
            else 
              door = number(0, 8);
            
            if (door >= 0 && door < NUM_OF_DIRS) 
              target_room = wild_target_room(ch, door);
            else 
              target_room = -1;
            
            if (   !MOB_FLAGGED(ch, MOB_SENTINEL) 
                && (GET_POS(ch) == POS_STANDING) 
                && (target_room != -1) 
                && (   !MOB_FLAGGED(ch, MOB_STAY_ZONE) 
                    || (world[target_room].wild_rnum == world[ch->in_room].wild_rnum))) {
              perform_move(ch, door, 1, CAN_SHOW_ROOM);
            }
          }
        }	
      }
    }

// Aggressive Mobs
    if (MOB_FLAGGED(ch, MOB_AGGRESSIVE | MOB_AGGR_TO_ALIGN)) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
	      if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	        continue;
	      if (number(0, 3) < 2)
	        continue; // Simple simulate Random a Joke from Phantom ;P
	      if (GET_ABIL (vict, ABIL_TRATTATIVA) >= EXPERT_LIV)
	        continue; // I pg con trattativa ad esperto fanno pace con gli aggressivi (by Spini)
	      if (controllo_volo(ch, vict))
		continue;
	      if (affected_by_spell (vict, SPELLSKILL, DISEASE_PESTE))
		continue;

	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_PROP) && (MASTER_ID(ch)==GET_IDNUM(vict)))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_CLAN) && (CLAN_ID(ch)==GET_CLAN(vict)))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_AL_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == ALLIANCE))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_EN_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == WAR))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_NO_PC_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == PEACE))
	        continue;
	      if (MOB_FLAGGED(ch, MOB_AGGR_VAS_CLAN) && (GET_CLAN_DIPLO(GET_CLAN(ch),GET_CLAN(vict)) == VASSALLO))
	  	    continue;

        if (   !MOB_FLAGGED(ch, MOB_AGGR_TO_ALIGN) 
            || (MOB_FLAGGED(ch, MOB_AGGR_EVIL) && IS_EVIL(vict)) 
            || (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) 
            || (MOB_FLAGGED(ch, MOB_AGGR_GOOD) && IS_GOOD(vict)) ) {
	        if (GET_MOB_SPEC(ch)== thief)
	          npc_backstab(ch,vict);
	        else
	          hit(ch, vict, TYPE_UNDEFINED);
	        found = TRUE;
	      }
      }
    }

// Mob Memory
    if (MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) {
        if (!CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
          continue;
        for (names = MEMORY(ch); names && !found; names = names->next)
        if (names->id == GET_IDNUM(vict)) {
          found = TRUE;
          act("$n esclama, 'Hey!! Tu sei il tipo che mi ha attaccato!!!'", FALSE, ch, 0, 0, TO_ROOM);
          hit(ch, vict, TYPE_UNDEFINED);
        } //End forif
      }
    }

// Helper Mobs Paladino del bene
    if (   MOB_FLAGGED(ch, MOB_HELPER)
        && !MOB_FLAGGED(ch, MOB_CRIMINALHELPER) ) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room)
      if (   ch != vict 
          && IS_NPC(vict) 
          && FIGHTING(vict) 
          && !IS_NPC(FIGHTING(vict)) 
          && ch != FIGHTING(vict) ) {			
        if (   MOB_FLAGGED(vict, MOB_CRIMINAL)
            || (   (ch->master)
                && (FIGHTING(vict) == ch->master) ) ) {
	        hit(ch, vict, TYPE_UNDEFINED);
	        found = TRUE;
	      } 		
	      else { 
	        act("$n arriva in aiuto di $N!", FALSE, ch, 0, vict, TO_ROOM);
	        hit(ch, FIGHTING(vict), TYPE_UNDEFINED);
	        found = TRUE;
	      }
	    } //End forif
    }
	
// Helper Mobs Servo del male
    if (   MOB_FLAGGED(ch, MOB_CRIMINALHELPER)
        && !MOB_FLAGGED(ch, MOB_HELPER) ) {
      found = FALSE;
      for (vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room)
      if (   ch != vict 
          && IS_NPC(vict) 
          && FIGHTING(vict) 
          && !IS_NPC(FIGHTING(vict)) 
          && ch != FIGHTING(vict) ) {			
        if (   MOB_FLAGGED(vict, MOB_CRIMINAL)
            || (   (ch->master) 
                && (vict == ch->master) ) ) {
          act("$n arriva in aiuto di $N!", FALSE, ch, 0, vict, TO_ROOM);
          hit(ch, FIGHTING(vict), TYPE_UNDEFINED);
          found = TRUE;
        }
      } //End forif
    }
	
// Add new mobile actions here

  }				// end for()
}
예제 #13
0
파일: mobact.c 프로젝트: axanon/tbamud
void mobile_activity(void)
{
  struct char_data *ch, *next_ch, *vict;
  struct obj_data *obj, *best_obj;
  int door, found, max;
  memory_rec *names;

  for (ch = character_list; ch; ch = next_ch) {
    next_ch = ch->next;

    if (!IS_MOB(ch))
      continue;

    /* Examine call for special procedure */
    if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) {
      if (mob_index[GET_MOB_RNUM(ch)].func == NULL) {
	log("SYSERR: %s (#%d): Attempting to call non-existing mob function.",
		GET_NAME(ch), GET_MOB_VNUM(ch));
	REMOVE_BIT_AR(MOB_FLAGS(ch), MOB_SPEC);
      } else {
        char actbuf[MAX_INPUT_LENGTH] = "";
	if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, actbuf))
	  continue;		/* go to next char */
      }
    }

    /* If the mob has no specproc, do the default actions */
    if (FIGHTING(ch) || !AWAKE(ch))
      continue;

    /* hunt a victim, if applicable */
    hunt_victim(ch);

    /* Scavenger (picking up objects) */
    if (MOB_FLAGGED(ch, MOB_SCAVENGER))
      if (world[IN_ROOM(ch)].contents && !rand_number(0, 10)) {
	max = 1;
	best_obj = NULL;
	for (obj = world[IN_ROOM(ch)].contents; obj; obj = obj->next_content)
	  if (CAN_GET_OBJ(ch, obj) && GET_OBJ_COST(obj) > max) {
	    best_obj = obj;
	    max = GET_OBJ_COST(obj);
	  }
	if (best_obj != NULL) {
	  obj_from_room(best_obj);
	  obj_to_char(best_obj, ch);
	  act("$n gets $p.", FALSE, ch, best_obj, 0, TO_ROOM);
	}
      }

    /* Mob Movement */
    if (!MOB_FLAGGED(ch, MOB_SENTINEL) && (GET_POS(ch) == POS_STANDING) &&
       ((door = rand_number(0, 18)) < DIR_COUNT) && CAN_GO(ch, door) &&
       !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_NOMOB) &&
       !ROOM_FLAGGED(EXIT(ch, door)->to_room, ROOM_DEATH) &&
       (!MOB_FLAGGED(ch, MOB_STAY_ZONE) ||
           (world[EXIT(ch, door)->to_room].zone == world[IN_ROOM(ch)].zone))) 
    {
      /* If the mob is charmed, do not move the mob. */
      if (ch->master == NULL)
        perform_move(ch, door, 1);
    }

    /* Aggressive Mobs */
     if (!MOB_FLAGGED(ch, MOB_HELPER) && (!AFF_FLAGGED(ch, AFF_BLIND) || !AFF_FLAGGED(ch, AFF_CHARM))) {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) {
	if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	  continue;

	if (MOB_FLAGGED(ch, MOB_WIMPY) && AWAKE(vict))
	  continue;

	if (MOB_FLAGGED(ch, MOB_AGGRESSIVE  ) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_EVIL   ) && IS_EVIL(vict)) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_NEUTRAL) && IS_NEUTRAL(vict)) ||
	   (MOB_FLAGGED(ch, MOB_AGGR_GOOD   ) && IS_GOOD(vict))) {

          /* Can a master successfully control the charmed monster? */
          if (aggressive_mob_on_a_leash(ch, ch->master, vict))
            continue;

	  hit(ch, vict, TYPE_UNDEFINED);
	  found = TRUE;
	}
      }
    }

    /* Mob Memory */
    if (MOB_FLAGGED(ch, MOB_MEMORY) && MEMORY(ch)) {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) {
	if (IS_NPC(vict) || !CAN_SEE(ch, vict) || PRF_FLAGGED(vict, PRF_NOHASSLE))
	  continue;

	for (names = MEMORY(ch); names && !found; names = names->next) {
	  if (names->id != GET_IDNUM(vict))
            continue;

          /* Can a master successfully control the charmed monster? */
          if (aggressive_mob_on_a_leash(ch, ch->master, vict))
            continue;

          found = TRUE;
          act("'Hey!  You're the fiend that attacked me!!!', exclaims $n.", FALSE, ch, 0, 0, TO_ROOM);
          hit(ch, vict, TYPE_UNDEFINED);
        }
      }
    }

    /* Charmed Mob Rebellion: In order to rebel, there need to be more charmed 
     * monsters than the person can feasibly control at a time.  Then the
     * mobiles have a chance based on the charisma of their leader.
     * 1-4 = 0, 5-7 = 1, 8-10 = 2, 11-13 = 3, 14-16 = 4, 17-19 = 5, etc. */
    if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && num_followers_charmed(ch->master) > (GET_CHA(ch->master) - 2) / 3) {
      if (!aggressive_mob_on_a_leash(ch, ch->master, ch->master)) {
        if (CAN_SEE(ch, ch->master) && !PRF_FLAGGED(ch->master, PRF_NOHASSLE))
          hit(ch, ch->master, TYPE_UNDEFINED);
        stop_follower(ch);
      }
    }

    /* Helper Mobs */
    if (MOB_FLAGGED(ch, MOB_HELPER) && (!AFF_FLAGGED(ch, AFF_BLIND) || !AFF_FLAGGED(ch, AFF_CHARM))) 
    {
      found = FALSE;
      for (vict = world[IN_ROOM(ch)].people; vict && !found; vict = vict->next_in_room) 
      {
	      if (ch == vict || !IS_NPC(vict) || !FIGHTING(vict))
          continue; 
	      if (IS_NPC(FIGHTING(vict)) || ch == FIGHTING(vict))
          continue;

	      act("$n jumps to the aid of $N!", FALSE, ch, 0, vict, TO_ROOM);
	      hit(ch, FIGHTING(vict), TYPE_UNDEFINED);
	      found = TRUE;
      }
    }

    /* Add new mobile actions here */

  }				/* end for() */
}
예제 #14
0
파일: mob_prog.c 프로젝트: Firehed/RotK
/* ---------------------------------------------------------------------
 * CMD_EVAL
 * This monster evaluates an if/or/and statement
 * There are five kinds of statement:
 * 1) keyword and value (no $-code)	    if random 30
 * 2) keyword, comparison and value	    if people > 2
 * 3) keyword and actor		    	    if isnpc $n
 * 4) keyword, actor and value		    if carries $n sword
 * 5) keyword, actor, comparison and value  if level $n >= 10
 *
 *----------------------------------------------------------------------
 */
int cmd_eval( sh_int vnum, char *line, int check,
	CHAR_DATA *mob, CHAR_DATA *ch, 
	const void *arg1, const void *arg2, CHAR_DATA *rch )
{
    CHAR_DATA *lval_char = mob;
    CHAR_DATA *vch = (CHAR_DATA *) arg2;
    OBJ_DATA *obj1 = (OBJ_DATA  *) arg1;
    OBJ_DATA *obj2 = (OBJ_DATA  *) arg2;
    OBJ_DATA  *lval_obj = NULL;

    char *original, buf[MAX_INPUT_LENGTH], code;
    int lval = 0, oper = 0, rval = -1;

    original = line;
    line = one_argument( line, buf );
    if ( buf[0] == '\0' || mob == NULL )
	return FALSE;

    /*
     * If this mobile has no target, let's assume our victim is the one
     */
    if ( mob->mprog_target == NULL )
	mob->mprog_target = ch;

    switch ( check )
    {
	/*
	 * Case 1: keyword and value
	 */
	case CHK_RAND:
	    return( atoi( buf ) < number_percent() );
	case CHK_MOBHERE:
	    if ( is_number( buf ) )
		return( get_mob_vnum_room( mob, atoi(buf) ) );
	    else
		return( (bool) (get_char_room( mob, buf) != NULL) );
	case CHK_OBJHERE:
	    if ( is_number( buf ) )
		return( get_obj_vnum_room( mob, atoi(buf) ) );
	    else
		return( (bool) (get_obj_here( mob, buf) != NULL) );
        case CHK_MOBEXISTS:
	    return( (bool) (get_char_world( mob, buf) != NULL) );
	case CHK_OBJEXISTS:
	    return( (bool) (get_obj_world( mob, buf) != NULL) );
	/*
	 * Case 2 begins here: We sneakily use rval to indicate need
	 * 		       for numeric eval...
	 */
	case CHK_PEOPLE:
	    rval = count_people_room( mob, 0 ); break;
	case CHK_PLAYERS:
	    rval = count_people_room( mob, 1 ); break;
	case CHK_MOBS:
	    rval = count_people_room( mob, 2 ); break;
	case CHK_CLONES:
	    rval = count_people_room( mob, 3 ); break;
	case CHK_ORDER:
	    rval = get_order( mob ); break;
	case CHK_HOUR:
	    rval = time_info.hour; break;
	default:;
    }

    /*
     * Case 2 continued: evaluate expression
     */
    if ( rval >= 0 )
    {
	if ( (oper = keyword_lookup( fn_evals, buf )) < 0 )
	{
	    sprintf( buf, "Cmd_eval: prog %d syntax error(2) '%s'",
		vnum, original );
	    bug( buf, 0 );
	    return FALSE;
	}
	one_argument( line, buf );
	lval = rval;
	rval = atoi( buf );
	return( num_eval( lval, oper, rval ) );
    }

    /*
     * Case 3,4,5: Grab actors from $* codes
     */
    if ( buf[0] != '$' || buf[1] == '\0' )
    {
	sprintf( buf, "Cmd_eval: prog %d syntax error(3) '%s'",
		vnum, original );
	bug( buf, 0 );
        return FALSE;
    }
    else
        code = buf[1];
    switch( code )
    {
    	case 'i':
            lval_char = mob; break;
        case 'n':
            lval_char = ch; break;
        case 't':
            lval_char = vch; break;
        case 'r':
            lval_char = rch == NULL ? get_random_char( mob ) : rch ; break;
        case 'o':
            lval_obj = obj1; break;
        case 'p':
            lval_obj = obj2; break;
	case 'q':
	    lval_char = mob->mprog_target; break;
	default:
	    sprintf( buf, "Cmd_eval: prog %d syntax error(4) '%s'",
		vnum, original );
	    bug( buf, 0 );
	    return FALSE;
    }
    /*
     * From now on, we need an actor, so if none was found, bail out
     */
    if ( lval_char == NULL && lval_obj == NULL )
    	return FALSE;

    /*
     * Case 3: Keyword, comparison and value
     */
    switch( check )
    {
	case CHK_ISPC:
            return( lval_char != NULL && !IS_NPC( lval_char ) );
        case CHK_ISNPC:
            return( lval_char != NULL && IS_NPC( lval_char ) );
        case CHK_ISGOOD:
            return( lval_char != NULL && IS_GOOD( lval_char ) );
        case CHK_ISEVIL:
            return( lval_char != NULL && IS_EVIL( lval_char ) );
        case CHK_ISNEUTRAL:
            return( lval_char != NULL && IS_NEUTRAL( lval_char ) );
	case CHK_ISIMMORT:
            return( lval_char != NULL && IS_IMMORTAL( lval_char ) );
        case CHK_ISCHARM: /* A relic from MERC 2.2 MOBprograms */
            return( lval_char != NULL && IS_AFFECTED( lval_char, AFF_CHARM ) );
        case CHK_ISFOLLOW:
            return( lval_char != NULL && lval_char->master != NULL 
		 && lval_char->master->in_room == lval_char->in_room );
	case CHK_ISACTIVE:
	    return( lval_char != NULL && lval_char->position > POS_SLEEPING );
	case CHK_ISDELAY:
	    return( lval_char != NULL && lval_char->mprog_delay > 0 );
	case CHK_ISVISIBLE:
            switch( code )
            {
                default :
                case 'i':
                case 'n':
                case 't':
                case 'r':
		case 'q':
	    	    return( lval_char != NULL && can_see( mob, lval_char ) );
		case 'o':
		case 'p':
	    	    return( lval_obj != NULL && can_see_obj( mob, lval_obj ) );
	    }
	case CHK_HASTARGET:
	    return( lval_char != NULL && lval_char->mprog_target != NULL
		&&  lval_char->in_room == lval_char->mprog_target->in_room );
	case CHK_ISTARGET:
	    return( lval_char != NULL && mob->mprog_target == lval_char );
	default:;
     }

     /* 
      * Case 4: Keyword, actor and value
      */
     line = one_argument( line, buf );
     switch( check )
     {
	case CHK_AFFECTED:
	    return( lval_char != NULL 
		&&  IS_SET(lval_char->affected_by, flag_lookup(buf, affect_flags)) );
	case CHK_ACT:
	    return( lval_char != NULL 
		&&  IS_SET(lval_char->act, flag_lookup(buf, act_flags)) );
	case CHK_IMM:
	    return( lval_char != NULL 
		&&  IS_SET(lval_char->imm_flags, flag_lookup(buf, imm_flags)) );
	case CHK_OFF:
	    return( lval_char != NULL 
		&&  IS_SET(lval_char->off_flags, flag_lookup(buf, off_flags)) );
	case CHK_CARRIES:
	    if ( is_number( buf ) )
		return( lval_char != NULL && has_item( lval_char, atoi(buf), -1, FALSE ) );
	    else
		return( lval_char != NULL && (get_obj_carry( lval_char, buf ) != NULL) );
	case CHK_WEARS:
	    if ( is_number( buf ) )
		return( lval_char != NULL && has_item( lval_char, atoi(buf), -1, TRUE ) );
	    else
		return( lval_char != NULL && (get_obj_wear( lval_char, buf ) != NULL) );
	case CHK_HAS:
	    return( lval_char != NULL && has_item( lval_char, -1, item_lookup(buf), FALSE ) );
	case CHK_USES:
	    return( lval_char != NULL && has_item( lval_char, -1, item_lookup(buf), TRUE ) );
	case CHK_NAME:
            switch( code )
            {
                default :
                case 'i':
                case 'n':
                case 't':
                case 'r':
		case 'q':
		    return( lval_char != NULL && is_name( buf, lval_char->name ) );
		case 'o':
		case 'p':
		    return( lval_obj != NULL && is_name( buf, lval_obj->name ) );
	    }
	case CHK_POS:
	    return( lval_char != NULL && lval_char->position == position_lookup( buf ) );
	case CHK_CLAN:
	    return( lval_char != NULL && lval_char->clan == clan_lookup( buf ) );
	case CHK_RACE:
	    return( lval_char != NULL && lval_char->race == race_lookup( buf ) );
	case CHK_OBJTYPE:
	    return( lval_obj != NULL && lval_obj->item_type == item_lookup( buf ) );
	default:;
    }

    /*
     * Case 5: Keyword, actor, comparison and value
     */
    if ( (oper = keyword_lookup( fn_evals, buf )) < 0 )
    {
	sprintf( buf, "Cmd_eval: prog %d syntax error(5): '%s'",
		vnum, original );
	bug( buf, 0 );
	return FALSE;
    }
    one_argument( line, buf );
    rval = atoi( buf );

    switch( check )
    {
	case CHK_VNUM:
	    switch( code )
            {
                default :
                case 'i':
                case 'n':
                case 't':
                case 'r':
		case 'q':
                    if( lval_char != NULL && IS_NPC( lval_char ) )
                        lval = lval_char->pIndexData->vnum;
                    break;
                case 'o':
                case 'p':
                     if ( lval_obj != NULL )
                        lval = lval_obj->pIndexData->vnum;
            }
            break;
	case CHK_HPCNT:
	    if ( lval_char != NULL ) lval = (lval_char->hit * 100)/(UMAX(1,lval_char->max_hit)); break;
	case CHK_ROOM:
	    if ( lval_char != NULL && lval_char->in_room != NULL )
		lval = lval_char->in_room->vnum; break;
        case CHK_SEX:
	    if ( lval_char != NULL ) lval = lval_char->sex; break;
        case CHK_LEVEL:
            if ( lval_char != NULL ) lval = lval_char->level; break;
	case CHK_ALIGN:
            if ( lval_char != NULL ) lval = lval_char->alignment; break;
	case CHK_MONEY:  /* Money is converted to silver... */
	    if ( lval_char != NULL ) 
		lval = lval_char->gold + (lval_char->silver * 100); break;
	case CHK_OBJVAL0:
            if ( lval_obj != NULL ) lval = lval_obj->value[0]; break;
        case CHK_OBJVAL1:
            if ( lval_obj != NULL ) lval = lval_obj->value[1]; break;
        case CHK_OBJVAL2: 
            if ( lval_obj != NULL ) lval = lval_obj->value[2]; break;
        case CHK_OBJVAL3:
            if ( lval_obj != NULL ) lval = lval_obj->value[3]; break;
	case CHK_OBJVAL4:
	    if ( lval_obj != NULL ) lval = lval_obj->value[4]; break;
	case CHK_GRPSIZE:
	    if( lval_char != NULL ) lval = count_people_room( lval_char, 4 ); break;
	default:
            return FALSE;
    }
    return( num_eval( lval, oper, rval ) );
}
예제 #15
0
bool check_social( CHAR_DATA * ch, const char *command, const char *argument )
{
   char arg[MAX_INPUT_LENGTH];
   CHAR_DATA *victim;
   SOCIALTYPE *social;

   if( ( social = find_social( command ) ) == NULL )
      return FALSE;

   if( !IS_NPC( ch ) && IS_SET( ch->act, PLR_NO_EMOTE ) )
   {
      send_to_char( "You are anti-social!\r\n", ch );
      return TRUE;
   }

   switch ( ch->position )
   {
      case POS_DEAD:
         send_to_char( "Lie still; you are DEAD.\r\n", ch );
         return TRUE;

      case POS_INCAP:
      case POS_MORTAL:
         send_to_char( "You are hurt far too bad for that.\r\n", ch );
         return TRUE;

      case POS_STUNNED:
         send_to_char( "You are too stunned to do that.\r\n", ch );
         return TRUE;

      case POS_SLEEPING:
         /*
          * I just know this is the path to a 12" 'if' statement.  :(
          * But two players asked for it already!  -- Furey
          */
         if( !str_cmp( social->name, "snore" ) )
            break;
         send_to_char( "In your dreams, or what?\r\n", ch );
         return TRUE;

   }

   one_argument( argument, arg );
   victim = NULL;
   if( arg[0] == '\0' )
   {
      act( AT_SOCIAL, social->others_no_arg, ch, NULL, victim, TO_ROOM );
      act( AT_SOCIAL, social->char_no_arg, ch, NULL, victim, TO_CHAR );
   }
   else if( ( victim = get_char_room( ch, arg ) ) == NULL )
   {
      send_to_char( "They aren't here.\r\n", ch );
   }
   else if( victim == ch )
   {
      act( AT_SOCIAL, social->others_auto, ch, NULL, victim, TO_ROOM );
      act( AT_SOCIAL, social->char_auto, ch, NULL, victim, TO_CHAR );
   }
   else
   {
      act( AT_SOCIAL, social->others_found, ch, NULL, victim, TO_NOTVICT );
      act( AT_SOCIAL, social->char_found, ch, NULL, victim, TO_CHAR );
      act( AT_SOCIAL, social->vict_found, ch, NULL, victim, TO_VICT );

      if( !IS_NPC( ch ) && IS_NPC( victim )
          && !IS_AFFECTED( victim, AFF_CHARM ) && IS_AWAKE( victim ) && !IS_SET( victim->pIndexData->progtypes, ACT_PROG ) )
      {
         switch ( number_bits( 4 ) )
         {
            case 0:
               if( !IS_SET( ch->in_room->room_flags, ROOM_SAFE ) || IS_EVIL( ch ) )
                  multi_hit( victim, ch, TYPE_UNDEFINED );
               else if( IS_NEUTRAL( ch ) )
               {
                  act( AT_ACTION, "$n slaps $N.", victim, NULL, ch, TO_NOTVICT );
                  act( AT_ACTION, "You slap $N.", victim, NULL, ch, TO_CHAR );
                  act( AT_ACTION, "$n slaps you.", victim, NULL, ch, TO_VICT );
               }
               else
               {
                  act( AT_ACTION, "$n acts like $N doesn't even exist.", victim, NULL, ch, TO_NOTVICT );
                  act( AT_ACTION, "You just ignore $N.", victim, NULL, ch, TO_CHAR );
                  act( AT_ACTION, "$n appears to be ignoring you.", victim, NULL, ch, TO_VICT );
               }
               break;

            case 1:
            case 2:
            case 3:
            case 4:
            case 5:
            case 6:
            case 7:
            case 8:
               act( AT_SOCIAL, social->others_found, victim, NULL, ch, TO_NOTVICT );
               act( AT_SOCIAL, social->char_found, victim, NULL, ch, TO_CHAR );
               act( AT_SOCIAL, social->vict_found, victim, NULL, ch, TO_VICT );
               break;

            case 9:
            case 10:
            case 11:
            case 12:
               act( AT_ACTION, "$n slaps $N.", victim, NULL, ch, TO_NOTVICT );
               act( AT_ACTION, "You slap $N.", victim, NULL, ch, TO_CHAR );
               act( AT_ACTION, "$n slaps you.", victim, NULL, ch, TO_VICT );
               break;
         }
      }
   }

   return TRUE;
}