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); }
/* Hitpoint gain pr. game hour */ int hit_gain(struct char_data * ch) { int gain; if (IS_NPC(ch)) { /* Neat and fast */ gain = GET_LEVEL(ch); } else { gain = graf(age(ch)->year, 8, 12, 20, 32, 16, 10, 4); /* Class/Level calculations */ /* Skill/Spell calculations */ /* Position calculations */ switch (GET_POS(ch)) { case POS_SLEEPING: gain += (gain / 2); /* Divide by 2 */ break; case POS_RESTING: gain += (gain / 4); /* Divide by 4 */ break; case POS_SITTING: gain += (gain / 8); /* Divide by 8 */ break; } if (IS_MAGIC_USER(ch) || IS_CLERIC(ch)) gain /= 2; /* Ouch. */ if ((GET_COND(ch, FULL) == 0) || (GET_COND(ch, THIRST) == 0)) gain /= 4; } if (AFF_FLAGGED(ch, AFF_POISON)) gain /= 4; return (gain); }
/* * Every spell that does damage comes through here. This calculates the * amount of damage, adds in any modifiers, determines what the saves are, * tests for save and calls damage(). * * -1 = dead, otherwise the amount of damage done. */ int mag_damage(int level, struct char_data *ch, struct char_data *victim, int spellnum, int savetype) { int dam = 0; if (victim == NULL || ch == NULL) return (0); switch (spellnum) { /* Mostly mages */ case SPELL_MAGIC_MISSILE: case SPELL_CHILL_TOUCH: /* chill touch also has an affect */ if (IS_MAGIC_USER(ch)) dam = dice(1, 8) + 1; else dam = dice(1, 6) + 1; break; case SPELL_BURNING_HANDS: if (IS_MAGIC_USER(ch)) dam = dice(3, 8) + 3; else dam = dice(3, 6) + 3; break; case SPELL_SHOCKING_GRASP: if (IS_MAGIC_USER(ch)) dam = dice(5, 8) + 5; else dam = dice(5, 6) + 5; break; case SPELL_LIGHTNING_BOLT: if (IS_MAGIC_USER(ch)) dam = dice(7, 8) + 7; else dam = dice(7, 6) + 7; break; case SPELL_COLOR_SPRAY: if (IS_MAGIC_USER(ch)) dam = dice(9, 8) + 9; else dam = dice(9, 6) + 9; break; case SPELL_FIREBALL: if (IS_MAGIC_USER(ch)) dam = dice(11, 8) + 11; else dam = dice(11, 6) + 11; break; /* Mostly clerics */ case SPELL_DISPEL_EVIL: dam = dice(6, 8) + 6; if (IS_EVIL(ch)) { victim = ch; dam = GET_HIT(ch) - 1; } else if (IS_GOOD(victim)) { act("The gods protect $N.", FALSE, ch, 0, victim, TO_CHAR); return (0); } break; case SPELL_DISPEL_GOOD: dam = dice(6, 8) + 6; if (IS_GOOD(ch)) { victim = ch; dam = GET_HIT(ch) - 1; } else if (IS_EVIL(victim)) { act("The gods protect $N.", FALSE, ch, 0, victim, TO_CHAR); return (0); } break; case SPELL_CALL_LIGHTNING: dam = dice(7, 8) + 7; break; case SPELL_HARM: dam = dice(8, 8) + 8; break; case SPELL_ENERGY_DRAIN: if (GET_LEVEL(victim) <= 2) dam = 100; else dam = dice(1, 10); break; /* Area spells */ case SPELL_EARTHQUAKE: dam = dice(2, 8) + level; break; } /* switch(spellnum) */ /* divide damage by two if victim makes his saving throw */ if (mag_savingthrow(victim, savetype, 0)) dam /= 2; /* and finally, inflict the damage */ return (damage(ch, victim, dam, spellnum)); }
int invalid_char_class(struct creature *ch, struct obj_data *obj) { // Protected object if (IS_PC(ch) && obj->shared->owner_id != 0 && obj->shared->owner_id != GET_IDNUM(ch)) { return true; } // Unapproved object if (!OBJ_APPROVED(obj) && !is_tester(ch) && GET_LEVEL(ch) < LVL_IMMORT) return true; // Anti class restrictions if ((IS_OBJ_STAT(obj, ITEM_ANTI_MAGIC_USER) && IS_MAGIC_USER(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_CLERIC) && IS_CLERIC(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_WARRIOR) && IS_WARRIOR(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_THIEF) && IS_THIEF(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_BARB) && IS_BARB(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_PSYCHIC) && IS_PSYCHIC(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_PHYSIC) && IS_PHYSIC(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_CYBORG) && IS_CYBORG(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_KNIGHT) && IS_KNIGHT(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_RANGER) && IS_RANGER(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_BARD) && IS_BARD(ch)) || (IS_OBJ_STAT(obj, ITEM_ANTI_MONK) && IS_MONK(ch)) || (IS_OBJ_STAT2(obj, ITEM2_ANTI_MERC) && IS_MERC(ch))) return true; // Required class restrictions - any one of them must be met if ((IS_OBJ_STAT3(obj, ITEM3_REQ_MAGE) && IS_MAGE(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_CLERIC) && IS_CLERIC(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_THIEF) && IS_THIEF(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_WARRIOR) && IS_WARRIOR(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_BARB) && IS_BARB(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_PSIONIC) && IS_PSIONIC(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_PHYSIC) && IS_PHYSIC(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_CYBORG) && IS_CYBORG(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_KNIGHT) && IS_KNIGHT(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_RANGER) && IS_RANGER(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_BARD) && IS_BARD(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_MONK) && IS_MONK(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_VAMPIRE) && IS_VAMPIRE(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_MERCENARY) && IS_MERC(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_SPARE1) && IS_SPARE1(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_SPARE2) && IS_SPARE2(ch)) || (IS_OBJ_STAT3(obj, ITEM3_REQ_SPARE3) && IS_SPARE3(ch))) return false; // A required class existed and the creature didn't fulfill any if (IS_OBJ_STAT3(obj, ITEM3_REQ_MAGE | ITEM3_REQ_CLERIC | ITEM3_REQ_THIEF | ITEM3_REQ_WARRIOR | ITEM3_REQ_BARB | ITEM3_REQ_PSIONIC | ITEM3_REQ_PHYSIC | ITEM3_REQ_CYBORG | ITEM3_REQ_KNIGHT | ITEM3_REQ_RANGER | ITEM3_REQ_BARD | ITEM3_REQ_MONK | ITEM3_REQ_VAMPIRE | ITEM3_REQ_MERCENARY | ITEM3_REQ_SPARE1 | ITEM3_REQ_SPARE2 | ITEM3_REQ_SPARE3)) return true; // Passes all tests return false; }