void do_list_wear (struct char_data *ch, char *input) { char j = atoi(input); int i=0; char *wbuf = get_buffer(MAX_STRING_LENGTH); if (input[0] == '?') { j=0; send_to_char ("Wear positions:\r\n", ch); for (i = 0; i < NUM_ITEM_WEARS; i++) { sprintf(buf, "(%2d) %-20.20s %s", i + 1, wear_bits[i], !(++j % 2) ? "\r\n" : ""); send_to_char(buf, ch); } send_to_char("\r\nIf you choose TAKE, you will be shown item that are !Take\r\n",ch); release_buffer(wbuf); return; } wbuf[0]='\0'; j--; /*to be used with NAMES array*/ if (j==0) { /*Show ony !Take items for this option*/ for (i=0;i<top_of_objt;i++) /*cycle through every obj*/ if (!(CAN_WEAR(&obj_proto[i], (1<<j)))) { /*check exact bit for requested position*/ sprintf(wbuf+strlen(wbuf),"[%5d] %-32s !TAKE\r\n", GET_OBJ_VNUM(&obj_proto[i]), obj_proto[i].short_description); } page_string (ch->desc, wbuf, 1); release_buffer(wbuf); return; } for (i=0;i<top_of_objt;i++) { /*cycle through every obj*/ if (CAN_WEAR(&obj_proto[i], (1<<j))) { /*check exact bit for requested position*/ sprintf(wbuf+strlen(wbuf),"[%5d] %-32s ", GET_OBJ_VNUM(&obj_proto[i]), obj_proto[i].short_description); sprintf(wbuf+strlen(wbuf),"%s\r\n", wear_bits[(int)j]); /*repeat position*/ } } if (!buf) send_to_char("There are no items of that type in the object files.c",ch); page_string (ch->desc, wbuf, 1); release_buffer(wbuf); }
void add_obj_reset( ROOM_INDEX_DATA * room, char cm, OBJ_DATA * obj, int v2, int v3 ) { OBJ_DATA *inobj; static int iNest; if ( ( cm == 'O' || cm == 'P' ) && obj->pIndexData->vnum == OBJ_VNUM_TRAP ) { if ( cm == 'O' ) add_reset( room, 'T', obj->value[3], obj->value[1], obj->value[0], v3 ); return; } add_reset( room, cm, ( cm == 'P' ? iNest : 0 ), obj->pIndexData->vnum, v2, v3 ); if ( cm == 'O' && IS_OBJ_STAT( obj, ITEM_HIDDEN ) && !CAN_WEAR( obj, ITEM_TAKE ) ) add_reset( room, 'H', 1, 0, 0, 0 ); for ( inobj = obj->first_content; inobj; inobj = inobj->next_content ) { if ( inobj->pIndexData->vnum == OBJ_VNUM_TRAP ) add_obj_reset( room, 'O', inobj, 0, 0 ); } if ( cm == 'P' ) iNest++; for ( inobj = obj->first_content; inobj; inobj = inobj->next_content ) add_obj_reset( room, 'P', inobj, inobj->count, obj->pIndexData->vnum ); if ( cm == 'P' ) iNest--; return; }
void do_wear(struct char_data *ch, char *argument, int cmd) { char arg1[MAX_STRING_LENGTH]; char arg2[MAX_STRING_LENGTH]; char buf[256]; char buffer[MAX_STRING_LENGTH]; struct obj_data *obj_object; int keyword; static char *keywords[] = { "finger", "neck", "body", "head", "legs", "feet", "hands", "arms", "about", "waist", "wrist", "shield", "\n" }; argument_interpreter(argument, arg1, arg2); if (*arg1) { obj_object = get_obj_in_list_vis(ch, arg1, ch->carrying); if (obj_object) { if (*arg2) { keyword = search_block(arg2, keywords, FALSE); /* Partial Match */ if (keyword == -1) { sprintf(buf, "%s is an unknown body location.\n\r", arg2); send_to_char(buf, ch); } else { wear(ch, obj_object, keyword+1); } } else { keyword = -2; if (CAN_WEAR(obj_object,ITEM_WEAR_SHIELD)) keyword = 14; if (CAN_WEAR(obj_object,ITEM_WEAR_FINGER)) keyword = 1; if (CAN_WEAR(obj_object,ITEM_WEAR_NECK)) keyword = 2; if (CAN_WEAR(obj_object,ITEM_WEAR_WRIST)) keyword = 11; if (CAN_WEAR(obj_object,ITEM_WEAR_WAISTE)) keyword = 10; if (CAN_WEAR(obj_object,ITEM_WEAR_ARMS)) keyword = 8; if (CAN_WEAR(obj_object,ITEM_WEAR_HANDS)) keyword = 7; if (CAN_WEAR(obj_object,ITEM_WEAR_FEET)) keyword = 6; if (CAN_WEAR(obj_object,ITEM_WEAR_LEGS)) keyword = 5; if (CAN_WEAR(obj_object,ITEM_WEAR_ABOUT)) keyword = 9; if (CAN_WEAR(obj_object,ITEM_WEAR_HEAD)) keyword = 4; if (CAN_WEAR(obj_object,ITEM_WEAR_BODY)) keyword = 3; wear(ch, obj_object, keyword); } } else { sprintf(buffer, "You do not seem to have the '%s'.\n\r",arg1); send_to_char(buffer,ch); } } else { send_to_char("Wear what?\n\r", ch); } }
void wear(struct char_data *ch, struct obj_data *obj_object, int keyword) { char buffer[MAX_STRING_LENGTH]; switch(keyword) { case 0: { /* LIGHT SOURCE */ if (ch->equipment[WEAR_LIGHT]) send_to_char("You are already holding a light source.\n\r", ch); else { send_to_char("Ok.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch,obj_object, WEAR_LIGHT); if (obj_object->obj_flags.value[2]) world[ch->in_room].light++; } } break; case 1: { if (CAN_WEAR(obj_object,ITEM_WEAR_FINGER)) { if ((ch->equipment[WEAR_FINGER_L]) && (ch->equipment[WEAR_FINGER_R])) { send_to_char( "You are already wearing something on your fingers.\n\r", ch); } else { perform_wear(ch,obj_object,keyword); if (ch->equipment[WEAR_FINGER_L]) { sprintf(buffer, "You put the %s on your right finger.\n\r", fname(obj_object->name)); send_to_char(buffer, ch); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_FINGER_R); } else { sprintf(buffer, "You put the %s on your left finger.\n\r", fname(obj_object->name)); send_to_char(buffer, ch); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_FINGER_L); } } } else { send_to_char("You can't wear that on your finger.\n\r", ch); } } break; case 2: { if (CAN_WEAR(obj_object,ITEM_WEAR_NECK)) { if ((ch->equipment[WEAR_NECK_1]) && (ch->equipment[WEAR_NECK_2])) { send_to_char("You can't wear any more around your neck.\n\r", ch); } else { send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); if (ch->equipment[WEAR_NECK_1]) { obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_NECK_2); } else { obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_NECK_1); } } } else { send_to_char("You can't wear that around your neck.\n\r", ch); } } break; case 3: { if (CAN_WEAR(obj_object,ITEM_WEAR_BODY)) { if (ch->equipment[WEAR_BODY]) { send_to_char("You already wear something on your body.\n\r", ch); } else { send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_BODY); } } else { send_to_char("You can't wear that on your body.\n\r", ch); } } break; case 4: { if (CAN_WEAR(obj_object,ITEM_WEAR_HEAD)) { if (ch->equipment[WEAR_HEAD]) { send_to_char("You already wear something on your head.\n\r", ch); } else { send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_HEAD); } } else { send_to_char("You can't wear that on your head.\n\r", ch); } } break; case 5: { if (CAN_WEAR(obj_object,ITEM_WEAR_LEGS)) { if (ch->equipment[WEAR_LEGS]) { send_to_char("You already wear something on your legs.\n\r", ch); } else { send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_LEGS); } } else { send_to_char("You can't wear that on your legs.\n\r", ch); } } break; case 6: { if (CAN_WEAR(obj_object,ITEM_WEAR_FEET)) { if (ch->equipment[WEAR_FEET]) { send_to_char("You already wear something on your feet.\n\r", ch); } else { send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_FEET); } } else { send_to_char("You can't wear that on your feet.\n\r", ch); } } break; case 7: { if (CAN_WEAR(obj_object,ITEM_WEAR_HANDS)) { if (ch->equipment[WEAR_HANDS]) { send_to_char("You already wear something on your hands.\n\r", ch); } else { send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_HANDS); } } else { send_to_char("You can't wear that on your hands.\n\r", ch); } } break; case 8: { if (CAN_WEAR(obj_object,ITEM_WEAR_ARMS)) { if (ch->equipment[WEAR_ARMS]) { send_to_char("You already wear something on your arms.\n\r", ch); } else { send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_ARMS); } } else { send_to_char("You can't wear that on your arms.\n\r", ch); } } break; case 9: { if (CAN_WEAR(obj_object,ITEM_WEAR_ABOUT)) { if (ch->equipment[WEAR_ABOUT]) { send_to_char("You already wear something about your body.\n\r", ch); } else { send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_ABOUT); } } else { send_to_char("You can't wear that about your body.\n\r", ch); } } break; case 10: { if (CAN_WEAR(obj_object,ITEM_WEAR_WAISTE)) { if (ch->equipment[WEAR_WAISTE]) { send_to_char("You already wear something about your waiste.\n\r", ch); } else { send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_WAISTE); } } else { send_to_char("You can't wear that about your waist.\n\r", ch); } } break; case 11: { if (CAN_WEAR(obj_object,ITEM_WEAR_WRIST)) { if ((ch->equipment[WEAR_WRIST_L]) && (ch->equipment[WEAR_WRIST_R])) { send_to_char( "You already wear something around both your wrists.\n\r", ch); } else { perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); if (ch->equipment[WEAR_WRIST_L]) { sprintf(buffer, "You wear the %s around your right wrist.\n\r", fname(obj_object->name)); send_to_char(buffer, ch); equip_char(ch, obj_object, WEAR_WRIST_R); } else { sprintf(buffer, "You wear the %s around your left wrist.\n\r", fname(obj_object->name)); send_to_char(buffer, ch); equip_char(ch, obj_object, WEAR_WRIST_L); } } } else { send_to_char("You can't wear that around your wrist.\n\r", ch); } } break; case 12: if (CAN_WEAR(obj_object,ITEM_WIELD)) { if (ch->equipment[WIELD]) { send_to_char("You are already wielding something.\n\r", ch); } else { /* Cleric execption has been removed, and is temporarily placed */ /* at the end of this file */ if (GET_OBJ_WEIGHT(obj_object) > str_app[STRENGTH_APPLY_INDEX(ch)].wield_w) { send_to_char("It is too heavy for you to use.\n\r",ch); } else { send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch, obj_object, WIELD); } } } else { send_to_char("You can't wield that.\n\r", ch); } break; case 13: if (CAN_WEAR(obj_object,ITEM_HOLD)) { if (ch->equipment[HOLD]) { send_to_char("You are already holding something.\n\r", ch); } else { /* Cleric execption has been removed, and is temporarily placed */ /* at the end of this file */ send_to_char("OK.\n\r", ch); perform_wear(ch,obj_object,keyword); obj_from_char(obj_object); equip_char(ch, obj_object, HOLD); } } else { send_to_char("You can't hold this.\n\r", ch); } break; case 14: { if (CAN_WEAR(obj_object,ITEM_WEAR_SHIELD)) { if ((ch->equipment[WEAR_SHIELD])) { send_to_char( "You are already using a shield\n\r", ch); } else { perform_wear(ch,obj_object,keyword); sprintf(buffer, "You start using the %s.\n\r", fname(obj_object->name)); send_to_char(buffer, ch); obj_from_char(obj_object); equip_char(ch, obj_object, WEAR_SHIELD); } } else { send_to_char("You can't use that as a shield.\n\r", ch); } } break; case -1: { sprintf(buffer,"Wear %s where?.\n\r", fname(obj_object->name)); send_to_char(buffer, ch); } break; case -2: { sprintf(buffer,"You can't wear the %s.\n\r", fname(obj_object->name)); send_to_char(buffer, ch); } break; default: { log("Unknown type called in wear."); } break; } }
void get_obj(struct char_data *ch, struct gameobject *obj, struct gameobject *container) { struct char_data *gch; int members; char buffer[100]; if (!CAN_WEAR(obj, ITEM_TAKE)) { send_to_char("You can't take that.\n\r", ch); return; } if ((ch->carry_number + get_obj_number(obj)) > can_carry_n(ch) && (!IS_IMMORTAL(ch))) { act("$d: you can't carry that many items.", ch, NULL, object_name_get(obj), TO_CHAR); return; } if ((ch->carry_weight + get_obj_weight(obj)) > can_carry_w(ch)) { act("$d: you can't carry that much weight.", ch, NULL, object_name_get(obj), TO_CHAR); return; } if (obj->in_room != NULL) { for (gch = obj->in_room->people; gch != NULL; gch = gch->next_in_room) { if (gch->on == obj) { act("$N appears to be using $p.", ch, obj, gch, TO_CHAR); return; } } } if (container != NULL) { if (container->objprototype->vnum == OBJ_VNUM_PIT && get_trust(ch) < obj->level) { send_to_char("You are not powerful enough to use it.\n\r", ch); return; } if (container->objprototype->vnum == OBJ_VNUM_PIT && !CAN_WEAR(container, ITEM_TAKE) && !IS_OBJ_STAT(obj, ITEM_HAD_TIMER)) obj->timer = 0; act_new("You get $p from $P.", ch, obj, container, TO_CHAR, POS_RESTING, true); act_new("$n gets $p from $P.", ch, obj, container, TO_ROOM, POS_RESTING, true); REMOVE_BIT(obj->extra_flags, ITEM_HAD_TIMER); obj_from_obj(obj); } else { act_new("You get $p.", ch, obj, container, TO_CHAR, POS_RESTING, true); act_new("$n gets $p.", ch, obj, container, TO_ROOM, POS_RESTING, true); obj_from_room(obj); } if (obj->item_type == ITEM_MONEY) { ch->silver += obj->value[0]; ch->gold += obj->value[1]; if (IS_SET(ch->act, PLR_AUTOSPLIT)) { members = 0; for (gch = ch->in_room->people; gch != NULL; gch = gch->next_in_room) if (!IS_AFFECTED(gch, AFF_CHARM) && is_same_group(gch, ch)) members++; if (members > 1 && (obj->value[0] > 1 || obj->value[1])) { sprintf(buffer, "%ld %ld", obj->value[0], obj->value[1]); do_split(ch, buffer); } } extract_obj(obj); } else { obj_to_char(obj, ch); } return; }
/* * Control the fights going on. * Blow stuff up. * Called periodically by update_handler. */ void violence_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; CHAR_DATA *victim; OBJ_DATA *obj; OBJ_DATA *obj_next; /* Explosives */ for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; int door, depth, radius, dam; ROOM_INDEX_DATA *blast_room; EXIT_DATA *pExit; obj_next = obj->next; if(obj->item_type != ITEM_BOMB || !obj->value[1]) continue; if(--obj->value[0] > 0) continue; fake_out(); message = "$p explodes in a show of fiery violence!"; if ( (rch = obj->carried_by) != NULL ) { act( message, rch, obj, NULL, TO_CHAR, 1 ); act( message, rch, obj, NULL, TO_ROOM, 0 ); } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { if (! (obj->in_obj && !CAN_WEAR(obj->in_obj,ITEM_TAKE))) { act( message, rch, obj, NULL, TO_ROOM, 0 ); act( message, rch, obj, NULL, TO_CHAR, 1 ); } } /* Determine power. (Damage and blast radius.) */ /* Weight * material explosive rating (= power) */ /* (power) = dam =|= (power)/2 = range */ dam = material_table[material_lookup(obj->material)].is_explosive; radius = dam / 2; /* Do damage to everyone in first room. */ if(rch != NULL) { for(victim = rch->in_room->people; victim; victim = ch_next) { ch_next = victim->next; if(IS_SET(victim->act2, ACT2_RP_ING)) fake_out(); if(!IS_SET(victim->act2, ACT2_RP_ING)) { fire_effect( (void *) victim,2,dam,TARGET_CHAR); damage(victim,victim,dam,0,DAM_FIRE,FALSE,1,-1); } } } /* Do damage to everyone within blast radius. */ message = "A fiery inferno rips through the room!"; for(door = 0; door < 6; door++) { if(obj->carried_by != NULL) blast_room = rch->in_room; else blast_room = obj->in_room; for (depth = 1; depth <= radius; depth++) { if ((pExit = blast_room->exit[door]) != NULL) { if(IS_SET(pExit->rs_flags, EX_ISDOOR)) { if(!IS_SET(pExit->rs_flags, EX_BROKEN) && !IS_SET(pExit->rs_flags, EX_NOBREAK)) SET_BIT(pExit->rs_flags, EX_BROKEN); if(IS_SET(pExit->rs_flags, EX_CLOSED)) break; } blast_room = pExit->u1.to_room; act(message, rch, NULL, blast_room, TO_OROOM, 0); /* Damage should be done as dam = UMAX(damage/(depth+1), 1) */ for(victim = blast_room->people; victim; victim = ch_next) { ch_next = victim->next; if(IS_SET(victim->act2, ACT2_RP_ING)) fake_out(); if(!str_cmp(victim->name, "Dsarky")) fake_out(); if(!IS_SET(victim->act2, ACT2_RP_ING)) { fire_effect( (void *) victim,2,UMAX(dam/(depth+1),1), TARGET_CHAR); damage(victim,victim,UMAX(dam/(depth+1),1),0, DAM_FIRE,FALSE,1,-1); } } } } } extract_obj( obj ); } for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; /* Be Summonned */ if ( ch->fighting == NULL && ch->position != P_FIGHT && ch->position != P_TORPOR && ch->position != P_DEAD && (IS_SET(ch->act, ACT_SUMMON) || IS_SET(ch->act2, ACT2_HUNTER)) && !IS_SET(ch->act, ACT_AGGRESSIVE)) walk_to_summonner( ch ); if(!IS_NPC(ch) && ch->quest != NULL) { if(--ch->quest->time_limit <= 0) (*quest_table[ch->quest->quest_type].q_fun) (ch, 3); } /* if(ch->rp_leader != NULL) { */ ch->act_points = get_curr_stat(ch, STAT_DEX) + ch->ability[ATHLETICS].value; /* } */ if(ch->jump_timer > 0 && ch->jump_timer % 2 == 0) { jump_update(ch, FALSE); } else { ch->jump_timer--; } if(ch->jump_timer <= 0 && !IS_AFFECTED(ch, AFF_FLYING) && !IS_SET(ch->form, FORM_SHADOW) && ch->in_room != NULL && ch->in_room->sector_type == SECT_AIR) { jump_update(ch, TRUE); } if ( ( victim = ch->fighting ) == NULL || ch->in_room == NULL ) continue; obj = get_eq_char(ch, WEAR_WIELD); if ( IS_AWAKE(ch) && ch->in_room != NULL && ch->in_room == victim->in_room) { update_pos(ch, 0); if(ch->balance <= -5) ch->position = P_SIT; if(victim->position > P_DEAD) strike(ch,victim); else stop_fighting( ch, TRUE ); ch->combat_flag = 0; } else stop_fighting( ch, FALSE ); if ( ( victim = ch->fighting ) == NULL ) continue; /* * Fun for the whole family! */ check_assist(ch,victim); if ( IS_NPC( ch ) ) { if ( HAS_TRIGGER( ch, TRIG_FIGHT ) ) mp_percent_trigger( ch, victim, NULL, NULL, TRIG_FIGHT ); if ( HAS_TRIGGER( ch, TRIG_HPCNT ) ) mp_hprct_trigger( ch, victim ); } } return; }
/* * Lets the mobile load an object * * Syntax: mob oload [vnum] [level] {R} */ void do_mpoload(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; int level; bool fToroom = FALSE, fWear = FALSE; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); one_argument(argument, arg3); if (arg1[0] == '\0' || !is_number(arg1)) { bug("Mpoload - Bad syntax from vnum %d.", IS_NPC(ch) ? ch->pIndexData->vnum : 0); return; } if (arg2[0] == '\0') { level = get_trust(ch); } else { /* * New feature from Alander. */ if (!is_number(arg2)) { bug("Mpoload - Bad syntax from vnum %d.", IS_NPC(ch) ? ch->pIndexData->vnum : 0); return; } level = atoi(arg2); if (level < 0 || level > get_trust(ch)) { bug("Mpoload - Bad level from vnum %d.", IS_NPC(ch) ? ch->pIndexData->vnum : 0); return; } } /* * Added 3rd argument * omitted - load to mobile's inventory * 'R' - load to room * 'W' - load to mobile and force wear */ if (arg3[0] == 'R' || arg3[0] == 'r') fToroom = TRUE; else if (arg3[0] == 'W' || arg3[0] == 'w') fWear = TRUE; if ((pObjIndex = get_obj_index(atoi(arg1))) == NULL) { bug("Mpoload - Bad vnum arg from vnum %d.", IS_NPC(ch) ? ch->pIndexData->vnum : 0); return; } obj = create_object(pObjIndex, level); if ((fWear || !fToroom) && CAN_WEAR(obj, ITEM_TAKE)) { obj_to_char(obj, ch); if (fWear) wear_obj(ch, obj, TRUE); } else { obj_to_room(obj, ch->in_room); } return; }
void do_mpoload(CHAR_DATA * ch, char *argument) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; int level; if (!IS_NPC(ch)) { send_to_char(C_DEFAULT, "Huh?\n\r", ch); return; } if (IS_SET(ch->act, ACT_PET) || IS_AFFECTED(ch, AFF_CHARM)) return; argument = one_argument(argument, arg1); argument = one_argument(argument, arg2); if (arg1[0] == '\0' || !is_number(arg1)) { sprintf(log_buf, "Mpoload - Bad syntax: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr); bug(log_buf, -1); return; } if ((pObjIndex = get_obj_index(atoi(arg1))) == NULL) { sprintf(log_buf, "Mpoload - Bad vnum arg: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr); bug(log_buf, -1); return; } if (arg2[0] == '\0') { level = pObjIndex->level; } else { /* * New feature from Alander. */ if (!is_number(arg2)) { sprintf(log_buf, "Mpoload - Bad syntax: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr); bug(log_buf, -1); return; } level = atoi(arg2); if (level < 0 || level > get_trust(ch)) { sprintf(log_buf, "Mpoload - Bad level: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr); bug(log_buf, -1); return; } } obj = create_object(pObjIndex, level); if (CAN_WEAR(obj, ITEM_TAKE)) { obj_to_char(obj, ch); } else { obj_to_room(obj, ch->in_room); } return; }
/* * Update all objs. * This function is performance sensitive. */ void obj_update( void ) { OBJ_DATA *obj; OBJ_DATA *obj_next; AFFECT_DATA *paf, *paf_next; for ( obj = object_list; obj != NULL; obj = obj_next ) { CHAR_DATA *rch; char *message; obj_next = obj->next; /* go through affects and decrement */ for ( paf = obj->affected; paf != NULL; paf = paf_next ) { paf_next = paf->next; if ( paf->duration > 0 ) { paf->duration--; if (number_range(0,4) == 0 && paf->level > 0) paf->level--; /* spell strength fades with time */ } else if ( paf->duration < 0 ) ; else { if ( paf_next == NULL || paf_next->type != paf->type || paf_next->duration > 0 ) { if ( paf->type > 0 && skill_table[paf->type].msg_obj ) { if (obj->carried_by != NULL) { rch = obj->carried_by; act(skill_table[paf->type].msg_obj, rch,obj,NULL,TO_CHAR); } if (obj->in_room != NULL && obj->in_room->people != NULL) { rch = obj->in_room->people; act(skill_table[paf->type].msg_obj, rch,obj,NULL,TO_ALL); } } } affect_remove_obj( obj, paf ); } } if ( obj->timer <= 0 || --obj->timer > 0 ) continue; switch ( obj->item_type ) { default: message = "$p crumbles into dust."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_POTION: message = "$p has evaporated from disuse."; break; case ITEM_PORTAL: message = "$p fades out of existence."; break; case ITEM_CONTAINER: if (CAN_WEAR(obj,ITEM_WEAR_FLOAT)) if (obj->contains) message = "$p flickers and vanishes, spilling its contents on the floor."; else message = "$p flickers and vanishes."; else message = "$p crumbles into dust."; break; } if ( obj->carried_by != NULL ) { if (IS_NPC(obj->carried_by) && obj->carried_by->pIndexData->pShop != NULL) obj->carried_by->silver += obj->cost/5; else { act( message, obj->carried_by, obj, NULL, TO_CHAR ); if ( obj->wear_loc == WEAR_FLOAT) act(message,obj->carried_by,obj,NULL,TO_ROOM); } } else if ( obj->in_room != NULL && ( rch = obj->in_room->people ) != NULL ) { if (! (obj->in_obj && obj->in_obj->pIndexData->vnum == OBJ_VNUM_PIT && !CAN_WEAR(obj->in_obj,ITEM_TAKE))) { act( message, rch, obj, NULL, TO_ROOM ); act( message, rch, obj, NULL, TO_CHAR ); } } if ((obj->item_type == ITEM_CORPSE_PC || obj->wear_loc == WEAR_FLOAT) && obj->contains) { /* save the contents */ OBJ_DATA *t_obj, *next_obj; for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj(t_obj); if (obj->in_obj) /* in another object */ obj_to_obj(t_obj,obj->in_obj); else if (obj->carried_by) /* carried */ if (obj->wear_loc == WEAR_FLOAT) if (obj->carried_by->in_room == NULL) extract_obj(t_obj); else obj_to_room(t_obj,obj->carried_by->in_room); else obj_to_char(t_obj,obj->carried_by); else if (obj->in_room == NULL) /* destroy it */ extract_obj(t_obj); else /* to a room */ obj_to_room(t_obj,obj->in_room); } } extract_obj( obj ); } return; }
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 $N!", FALSE, ch, 0, vict, TO_ROOM); hit(ch, FIGHTING(vict), TYPE_UNDEFINED); found = TRUE; } } //End forif } // Add new mobile actions here } // end for() }
/* * Mob autonomous action. * This function takes 25% to 35% of ALL Merc cpu time. * -- Furey */ void mobile_update( void ) { CHAR_DATA *ch; CHAR_DATA *ch_next; EXIT_DATA *pexit; int door; /* Examine all mobs. */ for ( ch = char_list; ch != NULL; ch = ch_next ) { ch_next = ch->next; if ( !IS_NPC(ch) || ch->in_room == NULL || IS_AFFECTED(ch,AFF_CHARM)) continue; if (ch->in_room->area->empty && !IS_SET(ch->act,ACT_UPDATE_ALWAYS)) continue; /* Examine call for special procedure */ if ( ch->spec_fun != 0 ) { if ( (*ch->spec_fun) ( ch ) ) continue; } if (ch->pIndexData->pShop != NULL) /* give him some gold */ if ((ch->gold * 100 + ch->silver) < ch->pIndexData->wealth) { ch->gold += ch->pIndexData->wealth * number_range(1,20)/5000000; ch->silver += ch->pIndexData->wealth * number_range(1,20)/50000; } /* That's all for sleeping / busy monster, and empty zones */ if ( ch->position != POS_STANDING ) continue; /* Scavenge */ if ( IS_SET(ch->act, ACT_SCAVENGER) && ch->in_room->contents != NULL && number_bits( 6 ) == 0 ) { OBJ_DATA *obj; OBJ_DATA *obj_best; int max; max = 1; obj_best = 0; for ( obj = ch->in_room->contents; obj; obj = obj->next_content ) { if ( CAN_WEAR(obj, ITEM_TAKE) && can_loot(ch, obj) && obj->cost > max && obj->cost > 0) { obj_best = obj; max = obj->cost; } } if ( obj_best ) { obj_from_room( obj_best ); obj_to_char( obj_best, ch ); act( "$n gets $p.", ch, obj_best, NULL, TO_ROOM ); } } /* Wander */ if ( !IS_SET(ch->act, ACT_SENTINEL) && number_bits(3) == 0 && ( door = number_bits( 5 ) ) <= 5 && ( pexit = ch->in_room->exit[door] ) != NULL && pexit->u1.to_room != NULL && !IS_SET(pexit->exit_info, EX_CLOSED) && !IS_SET(pexit->u1.to_room->room_flags, ROOM_NO_MOB) && ( !IS_SET(ch->act, ACT_STAY_AREA) || pexit->u1.to_room->area == ch->in_room->area ) && ( !IS_SET(ch->act, ACT_OUTDOORS) || !IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS)) && ( !IS_SET(ch->act, ACT_INDOORS) || IS_SET(pexit->u1.to_room->room_flags,ROOM_INDOORS))) { move_char( ch, door, FALSE ); } } return; }
/* * Update all objs. * This function is performance sensitive. */ void obj_update (void) { OBJ_DATA *obj; OBJ_DATA *obj_next; for (obj = object_list; obj != NULL; obj = obj_next) { CHAR_DATA *rch; char *message; obj_next = obj->next; if (obj->timer <= 0 || --obj->timer > 0) continue; switch (obj->item_type) { default: message = "$p crumbles into dust."; break; case ITEM_FOUNTAIN: message = "$p dries up."; break; case ITEM_CORPSE_NPC: message = "$p decays into dust."; break; case ITEM_CORPSE_PC: message = "$p decays into dust."; break; case ITEM_FOOD: message = "$p decomposes."; break; case ITEM_POTION: case ITEM_HEAL_FIXED: message = "$p has evaporated from disuse."; break; case ITEM_PORTAL: message = "$p fades out of existence."; break; case ITEM_CONTAINER: message = "$p crumbles into dust."; break; } if (obj->carried_by != NULL) { if (IS_NPC (obj->carried_by) && obj->carried_by->pIndexData->pShop != NULL) obj->carried_by->silver += obj->cost / 5; else { act (message, obj->carried_by, obj, NULL, TO_CHAR); } } else if (obj->in_room != NULL && (rch = obj->in_room->people) != NULL) { if (!(obj->in_obj && !CAN_WEAR (obj->in_obj, ITEM_TAKE))) { act (message, rch, obj, NULL, TO_ROOM); act (message, rch, obj, NULL, TO_CHAR); } } if ((obj->item_type == ITEM_CORPSE_PC ) && obj->contains) { /* save the contents */ OBJ_DATA *t_obj, *next_obj; for (t_obj = obj->contains; t_obj != NULL; t_obj = next_obj) { next_obj = t_obj->next_content; obj_from_obj (t_obj); if (obj->in_obj) /* in another object */ obj_to_obj (t_obj, obj->in_obj); else if (obj->carried_by) /* carried */ if (obj->carried_by->in_room == NULL) extract_obj (t_obj); else obj_to_room (t_obj, obj->carried_by->in_room); else obj_to_char (t_obj, obj->carried_by); if (obj->in_room == NULL) /* destroy it */ extract_obj (t_obj); else /* to a room */ obj_to_room (t_obj, obj->in_room); } } extract_obj (obj); } return; }
void auto_equip(struct char_data *ch, struct obj_data *obj, int location) { int j; /* Lots of checks... */ if (location > 0) { /* Was wearing it. */ switch (j = (location - 1)) { case WEAR_LIGHT: break; case WEAR_FINGER_R: case WEAR_FINGER_L: if (!CAN_WEAR(obj, ITEM_WEAR_FINGER)) /* not fitting :( */ 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_FEET: if (!CAN_WEAR(obj, ITEM_WEAR_FEET)) location = LOC_INVENTORY; break; case WEAR_HANDS: if (!CAN_WEAR(obj, ITEM_WEAR_HANDS)) location = LOC_INVENTORY; break; case WEAR_ARMS: if (!CAN_WEAR(obj, ITEM_WEAR_ARMS)) location = LOC_INVENTORY; break; case WEAR_SHIELD: if (!CAN_WEAR(obj, ITEM_WEAR_SHIELD)) location = LOC_INVENTORY; break; case WEAR_ABOUT: if (!CAN_WEAR(obj, ITEM_WEAR_ABOUT)) 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: if (!CAN_WEAR(obj, ITEM_WEAR_WIELD)) location = LOC_INVENTORY; break; case WEAR_HOLD: if (CAN_WEAR(obj, ITEM_WEAR_HOLD)) break; if (IS_WARRIOR(ch) && CAN_WEAR(obj, ITEM_WEAR_WIELD) && GET_OBJ_TYPE(obj) == ITEM_WEAPON) break; location = LOC_INVENTORY; break; default: location = LOC_INVENTORY; } if (location > 0) { /* Wearable. */ if (!GET_EQ(ch,j)) { /* * Check the characters's alignment to prevent them from being * zapped through the auto-equipping. */ if (invalid_align(ch, obj) || invalid_class(ch, obj)) location = LOC_INVENTORY; else equip_char(ch, obj, j); } else { /* Oops, saved a player with double equipment? */ mudlog(BRF, LVL_IMMORT, TRUE, "SYSERR: autoeq: '%s' already equipped in position %d.", GET_NAME(ch), location); location = LOC_INVENTORY; } } } if (location <= 0) /* Inventory */ obj_to_char(obj, ch); }
/* ** Update PCs, NPCs, and objects */ void point_update( void ) { int slot; void update_char_objects(CharData * ch); /* handler.c */ void extract_obj(ObjData * obj); /* handler.c */ void update_char_quests(CharData * ch); /* quest.c */ CharData *i, *next_char; ObjData *j, *next_thing, *jj, *next_thing2, *debugnext; int loopvar; /* characters */ for( i = character_list; i; i = next_char ) { next_char = i->next; // state flags i->tickstate = 0; /* dismount anyone who's gotten separated from their steed */ /* Note that it's superfluous to check for both rider AND mount */ if (i->rider && i->rider->in_room != i->in_room) { i->rider->mount = NULL; i->rider = NULL; } /* Prayer timer */ if (i->player_specials->saved.prayer_time > 0) { if (i->player_specials->saved.prayer_time == 1) { i->player_specials->saved.prayer_time = 0; send_to_char("Your prayers will be heard once again.\r\n", i); } else i->player_specials->saved.prayer_time -= 1; } for(slot = 0; slot<4; slot++) { if (COOLDOWN(i, slot) ) { COOLDOWN(i, slot) -= 1; if (!COOLDOWN(i, slot) ) { switch( GET_CLASS(i) ) { case CLASS_DEATH_KNIGHT: break; case CLASS_SOLAMNIC_KNIGHT: break; case CLASS_MAGIC_USER: break; case CLASS_SHADOW_DANCER: if(slot == SLOT_SLIPPERY_MIND) break; else if(slot == SLOT_NODESHIFT) sendChar(i, "You may once again shift your spectrum.\r\n"); else sendChar(i, "ERROR!\r\n"); break; case CLASS_THIEF: if(slot== SLOT_BLACKJACK) { sendChar(i, "You are able to use blackjack again.\r\n"); break; } else sendChar(i, "ERROR!\r\n"); case CLASS_ASSASSIN: if(slot == SLOT_DETERRENCE) sendChar(i, "You are able to use deterrence again.\r\n"); else sendChar(i, "ERROR!\r\n"); break; case CLASS_CLERIC: if(slot == SLOT_SHADOW_FORM) sendChar(i, "You are ready to enter shadow form again..\r\n"); else sendChar(i, "ERROR!\r\n"); case CLASS_WARRIOR: if(slot == SLOT_REDOUBT) sendChar(i, "You can shield yourself again.\r\n"); else if(slot == SLOT_COMMANDING_SHOUT) sendChar(i, "You can shout commands again.\r\n"); else sendChar(i, "ERROR!\r\n"); break; case CLASS_SHOU_LIN: break; case CLASS_RANGER: break; case CLASS_NECROMANCER: if(slot == SLOT_QUICKEN) sendChar(i, "You may once again rise from the grave.\r\n"); else if(slot == SLOT_METAMORPHOSIS) sendChar(i, "You may once again metamorphisize.\r\n"); else sendChar(i, "ERROR!\r\n"); break; default: sendChar(i, "ERROR!\r\n"); break; } } } } if( IS_AFFECTED(i, AFF_PLAGUE )) infectious(i); if( !IS_NPC(i) ) { update_char_objects(i); if( GET_LEVEL(i) < LVL_GOD ) check_idling(i); update_char_quests(i); } gain_condition(i, HUNGER, IS_AFFECTED(i, AFF_REGENERATE)? -2:-1); gain_condition(i, DRUNK, -1); /* Amara get thirsty in different ways */ if (IS_AMARA(i)) { if (IN_ROOM(i) >= 0 && IN_ROOM(i) <= top_of_world) { switch (SECT(IN_ROOM(i))) { case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: gain_condition(i, THIRST, 1); break; case SECT_UNDERWATER: case SECT_UNDERWATER_RIVER: gain_condition(i, THIRST, 24); break; default: gain_condition(i, THIRST, -2); break; } } else gain_condition(i, THIRST, -2); } else gain_condition(i, THIRST, -1); }/* for */ debugnext = NULL; /* objects */ for( j = object_list; j; j = next_thing ) { next_thing = j->next; /* Next in object list */ debugnext = j; // we didn't crash if we got here if( IS_SET_AR( j->obj_flags.extra_flags, ITEM_TIMED )) { if( GET_OBJ_TIMER(j) > 0 ) GET_OBJ_TIMER(j)--; if (GET_OBJ_TIMER(j) == 0) { if(contains_soulbound(j)) { GET_OBJ_TIMER(j) = 1; continue; } if (SCRIPT_CHECK(j, OTRIG_TIMER)) { REMOVE_BIT_AR(j->obj_flags.extra_flags, ITEM_TIMED); timer_otrigger(j); continue; // don't do anything more with this } } if( GET_OBJ_TYPE(j) == ITEM_KEY ) { static char *keyVaporMsgs[] = { "$p vanishes with a flash.", "$p begins to shake violently.", "$p begins to vibrate.", "$p begins to hum.", "$p begins to glow." }; if( GET_OBJ_TIMER(j) < (sizeof( keyVaporMsgs )/sizeof( *keyVaporMsgs ))) { int vaporMsg = GET_OBJ_TIMER(j); if( j->carried_by ) act( keyVaporMsgs[ vaporMsg ], FALSE, j->carried_by, j, 0, TO_CHAR); else if( j->worn_by ) { act( keyVaporMsgs[ vaporMsg ], FALSE, j->worn_by, j, 0, TO_CHAR); for( loopvar = 0; loopvar < NUM_WEARS; loopvar++ ) { if( j->worn_by->equipment[loopvar] == j ) j->worn_by->equipment[loopvar] = 0; } } else if( j->in_room != NOWHERE && world[j->in_room].people ) { act( keyVaporMsgs[ vaporMsg ], FALSE, world[j->in_room].people, j, 0, TO_CHAR); act( keyVaporMsgs[ vaporMsg ], FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; }/* ITEM_KEY has timed out */ }/* if ITEM_KEY */ else if (GET_OBJ_TYPE(j) == ITEM_AFFECT) { if (!GET_OBJ_TIMER(j)) { if (j->in_room != NOWHERE && world[j->in_room].people) { act(j->action_description, FALSE, world[j->in_room].people, j, 0, TO_CHAR); act(j->action_description, FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; // object gone, don't act further on it! } } else if( !GET_OBJ_TIMER(j) ) { /* The object timed out - delete it */ if( j->carried_by ) act( "$p crumbles to dust and is blown away.", FALSE, j->carried_by, j, 0, TO_CHAR ); else if( j->worn_by ) { act("$p crumbles to dust and is blown away.", FALSE, j->worn_by, j, 0, TO_CHAR); unequip_char( j->worn_by, j->worn_at ); } else if( j->in_room != NOWHERE && world[j->in_room].people ) { act( "$p crumbles to dust and is blown away.", FALSE, world[j->in_room].people, j, 0, TO_CHAR); act( "$p crumbles to dust and is blown away.", FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; // object gone, don't act further on it! } } /* if OBJ_TIMED */ /* if this looks like a portal */ if ( (GET_OBJ_RNUM(j) >= 0 && GET_OBJ_RNUM(j) <= top_of_objt) && obj_index[GET_OBJ_RNUM(j)].func == portal_proc && GET_OBJ_TYPE(j) == ITEM_OTHER ) { /* Mage created portals are type other, permanent portals are type portal. */ /* Permanent portals thus don't decay. */ if (GET_OBJ_VAL(j, 2) > 0) GET_OBJ_VAL(j,2)--; } /* ** Digger */ /* If this is a corpse */ if ((GET_OBJ_TYPE(j) == ITEM_CONTAINER) && GET_OBJ_VAL(j, 3)) { /* timer count down */ if (GET_OBJ_TIMER(j) > 0) GET_OBJ_TIMER(j)--; // PC corpses which are empty will decay eventually.. if(!CAN_WEAR(j, ITEM_WEAR_TAKE) && !(j->contains)) { GET_OBJ_TIMER(j) = MAX(GET_OBJ_TIMER(j) / 3, 0); } if (!GET_OBJ_TIMER(j)) { if(contains_soulbound(j)) { GET_OBJ_TIMER(j) = 1; continue; } if (j->carried_by) act("$p decays in your hands.", FALSE, j->carried_by, j, 0, TO_CHAR); else if ((j->in_room != NOWHERE) && (world[j->in_room].people)) { static char *decay_messages[] = { "A quivering hoard of maggots consumes $p.", "A flock of vultures swoop down from the sky to devour $p.", "The $p rots and decays as the shards of bone are blown to the four winds.", "The $p rots and decays leaving behind the pungent stench of death.", "A bolt of holy fire streaks from the heavens to burn the corpse of $p to ash.", "The $p rots to ash and is swept away by the winds of time." }; int decay_idx = (int)( random() % ( sizeof( decay_messages ) / sizeof( *decay_messages ))); act( decay_messages[ decay_idx ], TRUE, world[j->in_room].people, j, 0, TO_ROOM); act( decay_messages[ decay_idx ], TRUE, world[j->in_room].people, j, 0, TO_CHAR); }/* JBP */ for (jj = j->contains; jj; jj = next_thing2) { next_thing2 = jj->next_content; /* Next in inventory */ obj_from_obj(jj); if (j->in_obj) { if ( GET_OBJ_TYPE(j) != ITEM_KEY && GET_OBJ_TYPE(j) != ITEM_SCROLL && GET_OBJ_TYPE(j) != ITEM_POTION && GET_OBJ_TYPE(j) != ITEM_DUST && (GET_OBJ_VNUM(j) == 1460 || GET_OBJ_VNUM(j) == 1461 || GET_OBJ_VNUM(j) == 1462 ) ) continue; // Refrigeration to keep food from rotting. obj_to_obj(jj, j->in_obj); } else if (j->carried_by) obj_to_room(jj, j->carried_by->in_room); else if (j->in_room != NOWHERE) obj_to_room(jj, j->in_room); else { /* OLD WAY: assert(FALSE); */ mudlog(NRM, LVL_IMMORT, TRUE, "SYSERR: Something is wrong with a container." ); obj_to_room(jj, real_room(1201)); } } extract_obj(j); } } /* Imhotep: Added support for ITEM_TROPHY pieces that decay after * a given MUD date */ if(IS_OBJ_STAT(j, ITEM_TROPHY)) { if(GET_OBJ_TIMER(j) < TICKS_SO_FAR) { if (j->carried_by) act("$p shimmers and vanishes out of your hands!", FALSE, j->carried_by, j, 0, TO_CHAR); else if (j->worn_by) { act("$p shimmers and vanishes!", FALSE, j->worn_by, j, 0, TO_CHAR); unequip_char(j->worn_by, j->worn_at); } else if (j->in_room != NOWHERE && world[j->in_room].people) { act("$p shimmers and vanishes!", FALSE, world[j->in_room].people, j, 0, TO_CHAR); act("$p shimmers and vanishes!", FALSE, world[j->in_room].people, j, 0, TO_ROOM); } extract_obj(j); continue; } } } }/* point_update */
void Transact_StoreItem(CHAR_DATA *ch, int nNumber ) { OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; int nError = 0; if ( nNumber >= 10 || nNumber < 0 ) return stcf(ch,"Your Item ID is out of range. Try again.\n\r"); if ( pkstore_table.sItem[nNumber][0] == '\0' ) { stc("Warning: No item name. Proceeding.\n\r",ch); nError++; } if ( pkstore_table.nItemPk[nNumber] == 0 ) { stc("Warning: No Pk Point Value. Proceeding.\n\r",ch); nError++; } if ( pkstore_table.nItemQp[nNumber] == 0 ) { stc("Warning: No Qp Point Value. Proceeding.\n\r",ch); nError++; } if ( pkstore_table.nItemVnum[nNumber] == 0 ) { stc("Warning: No Object. Proceeding.\n\r",ch); nError += 2; } if ( nError >= 3 ) return stcf(ch,"Sorry, too many warnings to go on.\n\r"); if ( ch->pcdata->pkpoints < pkstore_table.nItemPk[nNumber] ) return stcf(ch, "You don't have the required %d pkpoints to buy this item.\n\r",pkstore_table.nItemPk[nNumber]); if ( ch->pcdata->quest < pkstore_table.nItemQp[nNumber] ) return stcf(ch, "You don't have the required %d quest points to buy this item.\n\r",pkstore_table.nItemQp[nNumber]); if ( ch->pcdata->pkpoints < pkstore_table.nItemDe[nNumber] ) return stcf(ch, "You don't have the required %d pkpoint reduction requirement to buy this item.\n\r",pkstore_table.nItemDe[nNumber]); if ( pkstore_table.nItemVnum[nNumber] > 0 ) { pObjIndex = get_obj_index( pkstore_table.nItemVnum[nNumber] ); if ( pObjIndex == NULL ) { send_to_char( "Seth has majorly f****d with his store command, please report it..\n\r", ch ); return; } obj = create_object( pObjIndex, ch->level ); if ( !CAN_WEAR(obj, ITEM_TAKE) ) { extract_obj(obj); return stcf(ch,"That item <vnum:%d> can't be taken, might as well not buy it. Please report it.\n\r",pkstore_table.nItemVnum[nNumber]); } obj_to_char( obj, ch ); act( "$p is conjured in $n's hands by his mighty power!", ch, obj, NULL, TO_ROOM ); if ( !IS_SET(obj->quest, QUEST_ANLA) ) { SET_BIT(obj->quest, QUEST_ANLA); } if (obj->questmaker != NULL) free_string(obj->questmaker); obj->questmaker = str_dup(ch->name); obj->questowner = str_dup(ch->name); /*Make sure all pkbought items are resistant, as they should be.*/ obj->resistance = 1; if (obj->item_type == ITEM_QUESTCARD ) obj->level = 500; act( "With your power, you create $p.", ch, obj, NULL, TO_CHAR ); } ch->pcdata->pkpoints -= pkstore_table.nItemDe[nNumber]; ch->pcdata->quest -= pkstore_table.nItemQp[nNumber]; if ( !IS_IMMORTAL(ch) ) pkstore_table.nItemBought[nNumber]++; save_pkstore(); return stcf(ch,"Thank you for buying from the store. Please come again.\n\r"); }
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); }
void do_mpjump( CHAR_DATA *ch, char *argument ) { char arg[ MAX_INPUT_LENGTH ]; char arg2[ MAX_INPUT_LENGTH ]; char arg3[ MAX_INPUT_LENGTH ]; char thingbuf[MAX_STRING_LENGTH]; CHAR_DATA *victim; OBJ_INDEX_DATA *pObjIndex; OBJ_DATA *obj; int level; if ( !IS_NPC( ch ) ) { typo_message( ch ); return; } argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); if ( arg[0] == '\0' || arg2[0] == '\0' || arg3[0] == '\0' ) { sprintf( log_buf, "MpJump - no argument: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr ); bug( log_buf, -1 ); } if ( !is_number( arg2 ) ) { sprintf( log_buf, "Mpjump - Bad syntax: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr ); bug( log_buf, -1 ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { sprintf( log_buf, "MpJump - Victim not in room: vnum %d name %s short %s .", ch->pIndexData->vnum, ch->name, ch->short_descr ); bug( log_buf, -1 ); return; } if ( victim == ch ) { sprintf( log_buf, "MpJump - Bad victim to attack: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr ); bug( log_buf, -1 ); return; } if ( ( pObjIndex = get_obj_index( atoi( arg2 ) ) ) == NULL ) { sprintf( log_buf, "Mpjump - Bad vnum arg: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr ); bug( log_buf, -1 ); return; } if ( arg3[0] == '\0' ) { level = pObjIndex->level; } else { /* * New feature from Alander. */ if ( !is_number( arg3 ) ) { sprintf( log_buf, "Mpjump - Bad syntax: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr ); bug( log_buf, -1 ); return; } level = atoi( arg3 ); if ( level < 0 || level > get_trust( ch ) ) { sprintf( log_buf, "Mpjump - Bad level: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr ); bug( log_buf, -1 ); return; } } obj = create_object( pObjIndex, level ); if ( !CAN_WEAR(obj, ITEM_TAKE) ) { sprintf( log_buf, "Mpjump - Bad level: vnum %d name %s short %s.", ch->pIndexData->vnum, ch->name, ch->short_descr ); bug( log_buf, -1 ); return; } else obj_to_char( obj, victim ); one_argument( obj->name, thingbuf ); do_wear( victim, thingbuf ); return; }