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); }
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; }
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; }
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 */
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 */
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); }
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; } }
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; }
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); }
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; }
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); }
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 $N!", FALSE, ch, 0, vict, TO_ROOM); hit(ch, FIGHTING(vict), TYPE_UNDEFINED); found = TRUE; } } //End forif } // Add new mobile actions here } // end for() }
void mobile_activity(void) { struct char_data *ch, *next_ch, *vict; struct obj_data *obj, *best_obj; int door, found, max; memory_rec *names; for (ch = character_list; ch; ch = next_ch) { next_ch = ch->next; if (!IS_MOB(ch)) continue; /* Examine call for special procedure */ if (MOB_FLAGGED(ch, MOB_SPEC) && !no_specials) { if (mob_index[GET_MOB_RNUM(ch)].func == NULL) { log("SYSERR: %s (#%d): Attempting to call non-existing mob function.", GET_NAME(ch), GET_MOB_VNUM(ch)); REMOVE_BIT_AR(MOB_FLAGS(ch), MOB_SPEC); } else { char actbuf[MAX_INPUT_LENGTH] = ""; if ((mob_index[GET_MOB_RNUM(ch)].func) (ch, ch, 0, actbuf)) continue; /* go to next char */ } } /* If the mob has no specproc, do the default actions */ if (FIGHTING(ch) || !AWAKE(ch)) continue; /* hunt a victim, if applicable */ hunt_victim(ch); /* Scavenger (picking up objects) */ if (MOB_FLAGGED(ch, MOB_SCAVENGER)) if (world[IN_ROOM(ch)].contents && !rand_number(0, 10)) { max = 1; best_obj = NULL; for (obj = world[IN_ROOM(ch)].contents; obj; obj = obj->next_content) if (CAN_GET_OBJ(ch, obj) && GET_OBJ_COST(obj) > max) { best_obj = obj; max = GET_OBJ_COST(obj); } if (best_obj != NULL) { obj_from_room(best_obj); obj_to_char(best_obj, ch); act("$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() */ }
/* --------------------------------------------------------------------- * 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 ) ); }
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; }