-
Notifications
You must be signed in to change notification settings - Fork 1
/
armweap.tba2020.patch
1023 lines (1012 loc) · 39.9 KB
/
armweap.tba2020.patch
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
diff -uN ../orig/src/armweap.c ./src/armweap.c
--- ../orig/src/armweap.c 1969-12-31 19:00:00.000000000 -0500
+++ ./src/armweap.c 2020-01-19 19:21:10.989532917 -0500
@@ -0,0 +1,843 @@
+/* ************************************************************************* */
+/* coded by castillo. email: castillo7@hotmail.com */
+/* ------------------------------------------------------------------------- */
+/* 08/01/1999 : Released ver 1.0 */
+/* ------------------------------------------------------------------------- */
+/* 10/01/1999 : ver 1.01 - fix a little bug that could mix up player's order */
+/* ------------------------------------------------------------------------- */
+/* 17/01/2020 : Updated to compile against TBAMUD 2020 */
+/* ************************************************************************* */
+
+#include "conf.h"
+#include "sysdep.h"
+#include "structs.h"
+#include "utils.h"
+#include "comm.h"
+#include "fight.h"
+#include "interpreter.h"
+#include "modify.h"
+#include "handler.h"
+#include "db.h"
+#include "spells.h"
+#include "oasis.h"
+#include "genzon.h"
+#include "genobj.h"
+
+#define ARMORER_MODE 0
+#define BLACKSMITH_MODE 1
+
+/* extern variables */
+extern char *pc_class_types[];
+extern char *apply_types[];
+extern char *wear_bits[];
+
+/* ----------------------------------------------------------------------- */
+/* This give a list a zone number (vnum) the program will use to
+ store all armors and weapons created. Support zone of 100 VNUMs
+ WARNING: the list must end with NOWHERE */
+/* ----------------------------------------------------------------------- */
+const int zones_system [] = {177, 178, 179, NOWHERE};
+/* ----------------------------------------------------------------------- */
+
+/* ----------------------------------------------------------------------- */
+/* These fields define what is allowed to choose...
+ FALSE(0): not allowed.
+ TRUE(1) : allowed.
+ TRUE(2) : allowed but the rest isn't. NOTE: must be used in need, to keep
+ good text alignement. but using only 0 and 1 won't hurt. */
+/* ----------------------------------------------------------------------- */
+const short allow_wear [NUM_ITEM_WEARS] =
+ {0, // ITEM_WEAR_TAKE
+ 1, // ITEM_WEAR_FINGER
+ 1, // ITEM_WEAR_NECK
+ 1, // ITEM_WEAR_BODY
+ 1, // ITEM_WEAR_HEAD
+ 1, // ITEM_WEAR_LEGS
+ 1, // ITEM_WEAR_FEET
+ 1, // ITEM_WEAR_HANDS
+ 1, // ITEM_WEAR_ARMS
+ 1, // ITEM_WEAR_SHIELD
+ 1, // ITEM_WEAR_ABOUT
+ 1, // ITEM_WEAR_WAIST
+ 1, // ITEM_WEAR_WRIST
+ 0, // ITEM_WEAR_WIELD
+ 1 // ITEM_WEAR_HOLD
+ };
+
+const short allow_stat [NUM_APPLIES] =
+ {0, // APPLY_NONE
+ 1, // APPLY_STR
+ 1, // APPLY_DEX
+ 1, // APPLY_INT
+ 1, // APPLY_WIS
+ 1, // APPLY_CON
+ 1, // APPLY_CHA
+ 0, // APPLY_CLASS (Reserved)
+ 0, // APPLY_LEVEL (Reserved)
+ 1, // APPLY_AGE
+ 1, // APPLY_CHAR_WEIGHT
+ 1, // APPLY_CHAR_HEIGHT
+ 1, // APPLY_MANA
+ 1, // APPLY_HIT
+ 1, // APPLY_MOVE
+ 0, // APPLY_GOLD (Reserved)
+ 0, // APPLY_EXP (Reserved)
+ 1, // APPLY_AC
+ 1, // APPLY_HITROLL
+ 1, // APPLY_DAMROLL
+ 1, // APPLY_SAVING_PARA
+ 1, // APPLY_SAVING_ROD
+ 1, // APPLY_SAVING_PETRI
+ 1, // APPLY_SAVING_BREATH
+ 1 // APPLY_SAVING_SPELL
+ };
+
+
+const short allow_attack [NUM_ATTACK_TYPES] =
+ {1, // hit
+ 1, // sting
+ 1, // whip
+ 1, // slash
+ 1, // bite
+ 1, // bludgeon
+ 1, // crush
+ 1, // pound
+ 1, // claw
+ 1, // maul
+ 1, // thrash
+ 1, // pierce
+ 1, // blast
+ 1, // punch
+ 1 // stab
+ };
+
+/* ----------------------------------------------------------------------- */
+/* TRUE(1) or FALSE(0). this field identify which applies are better to
+ have under 0. right now, there's: ARMOR, and all SAVING_ set to 1.
+ That's needed to "calculate" the price for an armor or weapon...
+ eg: hitroll by 1, or armor by 1... armor must be known as a negative
+ stat, because it's better to have armor by (under 0) */
+/* ----------------------------------------------------------------------- */
+const short neg_stat [NUM_APPLIES] =
+ {0, // APPLY_NONE
+ 0, // APPLY_STR
+ 0, // APPLY_DEX
+ 0, // APPLY_INT
+ 0, // APPLY_WIS
+ 0, // APPLY_CON
+ 0, // APPLY_CHA
+ 0, // APPLY_CLASS (Reserved)
+ 0, // APPLY_LEVEL (Reserved)
+ 0, // APPLY_AGE
+ 0, // APPLY_CHAR_WEIGHT
+ 0, // APPLY_CHAR_HEIGHT
+ 0, // APPLY_MANA
+ 0, // APPLY_HIT
+ 0, // APPLY_MOVE
+ 0, // APPLY_GOLD (Reserved)
+ 0, // APPLY_EXP (Reserved)
+ 1, // APPLY_AC
+ 0, // APPLY_HITROLL
+ 0, // APPLY_DAMROLL
+ 1, // APPLY_SAVING_PARA
+ 1, // APPLY_SAVING_ROD
+ 1, // APPLY_SAVING_PETRI
+ 1, // APPLY_SAVING_BREATH
+ 1 // APPLY_SAVING_SPELL
+ };
+/* ----------------------------------------------------------------------- */
+
+/* ----------------------------------------------------------------------- */
+const signed int stat_limits [NUM_APPLIES][2] =
+ {{0,0}, // APPLY_NONE
+ {-4,4}, // APPLY_STR
+ {-4,4}, // APPLY_DEX
+ {-4,4}, // APPLY_INT
+ {-4,4}, // APPLY_WIS
+ {-4,4}, // APPLY_CON
+ {-4,4}, // APPLY_CHA
+ {0,0}, // APPLY_CLASS (Reserved)
+ {0,0}, // APPLY_LEVEL (Reserved)
+ {-10,10}, // APPLY_AGE
+ {-99,99}, // APPLY_CHAR_WEIGHT
+ {-99,99}, // APPLY_CHAR_HEIGHT
+ {0,100}, // APPLY_MANA
+ {0,100}, // APPLY_HIT
+ {0,100}, // APPLY_MOVE
+ {0,0}, // APPLY_GOLD (Reserved)
+ {0,0}, // APPLY_EXP (Reserved)
+ {-30,30}, // APPLY_AC
+ {-4,4}, // APPLY_HITROLL
+ {-4,4}, // APPLY_DAMROLL
+ {-10,10}, // APPLY_SAVING_PARA
+ {-10,10}, // APPLY_SAVING_ROD
+ {-10,10}, // APPLY_SAVING_PETRI
+ {-10,10}, // APPLY_SAVING_BREATH
+ {-10,10} // APPLY_SAVING_SPELL
+ };
+
+/* index (0-2)... 0=HITROLL_MODIFIER, 1=NUMBER_DAMAGE, 2=SIZE_DAMAGE */
+const short weapon_limits [3][2] = {{0, 10}, {0, 10}, {0, 20}};
+
+const int damage_price = 800000;
+/* ----------------------------------------------------------------------- */
+
+/* ----------------------------------------------------------------------- */
+/* basic price for an armor is based on the price of the slot choosen */
+const int wear_price [NUM_ITEM_WEARS] =
+ {0 , // ITEM_WEAR_TAKE
+ 300000, // ITEM_WEAR_FINGER
+ 500000, // ITEM_WEAR_NECK
+ 300000, // ITEM_WEAR_BODY
+ 300000, // ITEM_WEAR_HEAD
+ 300000, // ITEM_WEAR_LEGS
+ 300000, // ITEM_WEAR_FEET
+ 300000, // ITEM_WEAR_HANDS
+ 300000, // ITEM_WEAR_ARMS
+ 300000, // ITEM_WEAR_SHIELD
+ 300000, // ITEM_WEAR_ABOUT
+ 300000, // ITEM_WEAR_WAIST
+ 300000, // ITEM_WEAR_WRIST
+ 300000, // ITEM_WEAR_WIELD
+ 300000 // ITEM_WEAR_HOLD
+ };
+
+const int stat_price [NUM_APPLIES] =
+ {0, // APPLY_NONE
+ 80000, // APPLY_STR
+ 100000, // APPLY_DEX
+ 100000, // APPLY_INT
+ 100000, // APPLY_WIS
+ 100000, // APPLY_CON
+ 100000, // APPLY_CHA
+ 0, // APPLY_CLASS (Reserved)
+ 0, // APPLY_LEVEL (Reserved)
+ 50000, // APPLY_AGE
+ 20000, // APPLY_CHAR_WEIGHT
+ 20000, // APPLY_CHAR_HEIGHT
+ 50000, // APPLY_MANA
+ 50000, // APPLY_HIT
+ 50000, // APPLY_MOVE
+ 0, // APPLY_GOLD (Reserved)
+ 0, // APPLY_EXP (Reserved)
+ 70000, // APPLY_AC
+ 150000, // APPLY_HITROLL
+ 150000, // APPLY_DAMROLL
+ 20000, // APPLY_SAVING_PARA
+ 20000, // APPLY_SAVING_ROD
+ 20000, // APPLY_SAVING_PETRI
+ 20000, // APPLY_SAVING_BREATH
+ 20000 // APPLY_SAVING_SPELL
+ };
+
+/* basic price for a weapon is based on attack type */
+const int attack_price [NUM_ATTACK_TYPES] =
+ {400000, // hit
+ 400000, // sting
+ 400000, // whip
+ 400000, // slash
+ 400000, // bite
+ 400000, // bludgeon
+ 400000, // crush
+ 400000, // pound
+ 400000, // claw
+ 400000, // maul
+ 400000, // thrash
+ 400000, // pierce
+ 400000, // blast
+ 400000, // punch
+ 400000 // stab
+ };
+/* ----------------------------------------------------------------------- */
+
+/* ----------------------------------------------------------------------- */
+const char weapon_affname [3][20] = {
+ "HITROLL_MODIFIER",
+ "NUMBER_DAMAGE",
+ "SIZE_DAMAGE"};
+const char name_mob_mode [2][20] = {"Armorer", "Blacksmith"};
+const char name_obj_mode [2][20] = {"armor", "weapon"};
+
+struct armory_olcs {
+ char *name;
+ struct oasis_olc_data *olc;
+ struct armory_olcs *next;
+} *armorer_list = NULL;
+
+struct armory_olcs *blacksmith_list = NULL;
+struct obj_data item;
+/* ********************************************************************** */
+
+/* validate a description, name, etc.
+ We don't allow ~ or $, because it's marks in database file...
+ otherwise after a crash or reboot, your mud won't boot up.
+ I don't @ as color code for object name
+
+ NOTE: Truncate the string if the size is above max_size */
+void val_desc (char *s, bool color, int max_size)
+{
+ int i;
+ for (i=0; i<strlen(s); i++) {
+ if (i >= max_size - 1) {
+ s[i] = '\x0';
+ break;
+ }
+
+ if ((s[i] == '~') || (s[i] == '$') || ((s[i] == '@') && !color))
+ s[i] = ' ';
+ }
+}
+
+void list_stat (struct char_data *ch)
+{
+ int i, cpt=0;
+ char buf [2048] = "";
+ char ind [4][10] = {"\r\n", " * ", "\r\n", "\r\n"};
+
+ sprintf(buf, "There is the list of availables stats:\r\n"
+ "(choose one or more with: want <name> <value>)\r\n\r\n"
+ "@YName Price Limits "
+ "Name Price Limits.@n\r\n");
+ parse_at(buf);
+ send_to_char(ch, "%s", buf);
+
+ for (i=0; i<NUM_APPLIES; i++)
+ if ((allow_stat [i] < 0) || (allow_stat [i] > 2)) /* sanity check */
+ send_to_char (ch, "\r\n**** ERROR: allow_stat[] is corrupted.\r\n");
+ else
+ if (allow_stat [i] != 0) {
+ sprintf (buf, "@R%-13s @m: @g%4d@Rk @c[@g%3d@c, @g%3d@c]@n%s",
+ apply_types [i], stat_price [i] / 1000, stat_limits [i][0],
+ stat_limits [i][1], (i < NUM_APPLIES - 1) ?
+ ind [allow_stat [i] * 2 + (++cpt % 2) - 2] : "\r\n");
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ }
+}
+
+void list_wear (struct char_data *ch)
+{
+ int i, cpt=0;
+ char buf [2048] = "";
+ char ind [4][10] = {"\r\n", " * ", "\r\n", "\r\n"};
+
+ sprintf (buf, "What kind of body armor do you want?\r\n"
+ "(choose a kind with: want wear <name>)\r\n\r\n"
+ "@YName Price Name Price.@n\r\n");
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+
+ for (i=0; i<NUM_ITEM_WEARS; i++)
+ if ((allow_wear [i] < 0) || (allow_wear [i] > 2)) /* sanity check */
+ send_to_char (ch, "\r\n**** ERROR: allow_wear [] is corrupted.\r\n");
+ else
+ if (allow_wear [i] != 0) {
+ sprintf (buf, "@R%-13s @m: @g%3d@Rk@n%s", wear_bits [i],
+ wear_price [i] / 1000, (i < NUM_ITEM_WEARS - 1) ?
+ ind [allow_wear [i] * 2 + (++cpt % 2) - 2] : "\r\n");
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ }
+}
+
+void list_attack (struct char_data *ch)
+{
+ int i, cpt=0;
+ char buf [2048] = "";
+ char ind [4][10] = {"\r\n", " * ", "\r\n", "\r\n"};
+
+ sprintf (buf, "What kind of weapon do you want?\r\n"
+ "(choose a kind with: want attack <name>)\r\n\r\n"
+ "@YAttack name Price Attack name Price.@n\r\n");
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+
+ for (i=0; i<NUM_ATTACK_TYPES; i++)
+ if ((allow_attack [i] < 0) || (allow_attack [i] > 2)) /* sanity check */
+ send_to_char (ch, "\r\n**** ERROR: allow_attack [] is corrupted.\r\n");
+ else
+ if (allow_attack [i] != 0) {
+ sprintf (buf, "@R%-12s @m: @g%6d@Rk@n%s", attack_hit_text[i].singular,
+ attack_price[i] / 1000, (i < NUM_ATTACK_TYPES - 1) ?
+ ind [allow_attack [i] * 2 + (++cpt % 2) - 2] : "\r\n");
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ }
+}
+
+void list_help (struct char_data *ch, int mode)
+{
+ char buf [2048] = "";
+
+ sprintf (buf, "@RCommands are@5:@n\r\n"
+ "@YList stat @m- @cShow you the list of add on.\r\n"
+ "%s"
+ "@YWant @m- @cac <value>.\r\n"
+ "@Y @m- @clong <desc>. (that's the description you see\r\n"
+ " @cif your %s is lying on the floor)\r\n"
+ "@Y @m- @cname <name>. (that's the words to handle your %s)\r\n"
+ "@Y @m- @cshort <desc>. (that's the normal description)\r\n"
+ "@Y @m- @cstat <value>. (see: 'list stat')\r\n"
+ "@Y%s"
+ "@YBuy @m- @cbuy the %s you just setted up.\r\n"
+ "@YReset @m- @cWill reset the %s to the default one.\r\n"
+ "@RNote: @m- @cthere is a limits of @R%d @cstats per item.\r\n"
+ " @m- @cYou get a pay back of half the value for a negative stat.\n\r"
+ " @m- @cThere is a minimum fee per %s that is: the price of %s",
+
+ (mode == ARMORER_MODE) ? "@YList wear @m- @cGet a look to my armorer's skills.\r\n"
+ : "@YList attack @m- @cGet a look to my blacksmith's skills.\r\n",
+ name_obj_mode [mode], name_obj_mode [mode],
+ (mode == ARMORER_MODE) ? " @m- @cwear <item_wear>.\r\n"
+ : " @m- @cHITROLL_MODIFIER <number>.\r\n"
+ " @m- @cNUMBER_DAMAGE <number>.\r\n"
+ " @m- @cSIZE_DAMAGE <number>.\r\n",
+ name_obj_mode [mode], name_obj_mode [mode],
+ MAX_OBJ_AFFECT, name_obj_mode [mode],
+ (mode == ARMORER_MODE) ? "item wear.\r\n" :
+ "attack type.\r\n @m- @cADD TO THE BASIC PRICE:"
+ "(NUMBER_DAMAGE * SIZE_DAMAGE * 800k)@n\r\n");
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ sprintf(buf, "@c-----------------------------------------------------------------@n\r\n");
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+}
+
+void do_want (struct char_data *ch, char *argument, struct armory_olcs *d,
+ int mode)
+{
+ int i, i2, found = -1, number;
+ char buf [2048] = "";
+
+ argument = one_argument(argument, buf);
+ skip_spaces (&argument);
+
+ number = atoi (argument);
+ for (i=0; i<NUM_APPLIES; i++) {
+ if (allow_stat[i] && isname(buf, apply_types[i])) {
+ if ((number < stat_limits[i][0]) || (number > stat_limits[i][1])) {
+ sprintf (buf, "@gYour value is out of range. the limits for @m%s"
+ " @gis @c[@R%d@g, @R%d@c].@n\r\n",
+ apply_types[i], stat_limits[i][0], stat_limits[i][1]);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ } else {
+ for (i2=0; i2<MAX_OBJ_AFFECT; i2++)
+ if (OLC_OBJ(d)->affected [i2].location == i) {
+ found = i2;
+ i2 = MAX_OBJ_AFFECT;
+ } else if ( (found == -1) &&
+ ((OLC_OBJ(d)->affected[i2].location == 0) ||
+ (i2 == MAX_OBJ_AFFECT - 1)) )
+ found = i2;
+ if (number != 0) {
+ OLC_OBJ(d)->affected[found].location = i;
+ sprintf (buf, "@gYou set @m%s @gto @m: @R%d.\r\n@n",
+ apply_types[i], number);
+ } else {
+ OLC_OBJ(d)->affected[found].location = 0;
+ sprintf (buf, "@gYou unset @m%s.@n\r\n", apply_types[i]);
+ }
+ OLC_OBJ(d)->affected[found].modifier = number;
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ }
+ }
+ }
+
+ if (isname(buf, "name")) {
+ if (OLC_OBJ(d)->name)
+ free (OLC_OBJ(d)->name);
+ val_desc (argument, false, MAX_OBJ_NAME);
+ OLC_OBJ(d)->name = strdup(argument);
+ sprintf (buf, "@gYou set @mNAME@g to @m: @R%s@n\r\n", argument);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ }
+ if (isname(buf, "long description")) {
+ if (OLC_OBJ(d)->description)
+ free (OLC_OBJ(d)->description);
+ val_desc(argument, true, MAX_OBJ_DESC);
+ OLC_OBJ(d)->description = strdup(argument);
+ sprintf (buf, "@mYou set @gLONG DESCRIPTION@m to @g: @R%s@n\r\n", argument);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ }
+ if (isname(buf, "short description")) {
+ if (OLC_OBJ(d)->short_description)
+ free (OLC_OBJ(d)->short_description);
+ val_desc(argument, true, MAX_OBJ_DESC);
+ OLC_OBJ(d)->short_description = strdup (argument);
+ sprintf (buf, "@mYou set @gSHORT DESCRIPTION@m to @g: @R%s@n\r\n",
+ argument);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ }
+ if (mode == ARMORER_MODE) {
+ if (isname(buf, "ac")) {
+ if ( (number < stat_limits[APPLY_AC][0]) ||
+ (number > stat_limits[APPLY_AC][1]) ) {
+ sprintf (buf, "@gYour value is out of range. the limits for @m%s"
+ " @gis @c[@R%d@g, @R%d@c].@n\r\n",
+ apply_types[APPLY_AC], stat_limits[APPLY_AC][0],
+ stat_limits[APPLY_AC][1]);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ }
+ GET_OBJ_VAL(OLC_OBJ(d), 0) = number;
+ sprintf (buf, "@gYou set @mAC@g to @m: @R%d@n\r\n", number);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ }
+ if (isname(buf, "wear")) {
+ for (i=0; i<NUM_ITEM_WEARS; i++)
+ if (allow_wear [i] && isname(argument, wear_bits[i])) {
+ GET_OBJ_WEAR(OLC_OBJ(d))[0] = i;
+ sprintf (buf, "@gYou set @mWEAR_ITEM@g to @m: @R%s@n\r\n",
+ wear_bits[i]);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ }
+ }
+ } else { /* mode=blacksmith */
+ if (isname(buf, "attack"))
+ for (i=0; i<NUM_ATTACK_TYPES; i++)
+ if (allow_attack[i] && isname(argument,
+ attack_hit_text[i].singular)) {
+ GET_OBJ_VAL(OLC_OBJ(d), 3) = i;
+ sprintf (buf, "@gYou set @mATTACK TYPE@g to @m: @R%s@n\r\n",
+ attack_hit_text[i].singular);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ }
+ for (i=0; i<3; i++)
+ if (isname(buf, weapon_affname [i])) {
+ if ((number < weapon_limits [i][0]) ||
+ (number > weapon_limits [i][1])) {
+ sprintf (buf, "@gYour value is out of range. the limits for "
+ "@m%s @gis @c[@R%d@g, @R%d@c].@n\r\n",
+ weapon_affname [i], weapon_limits[i][0],
+ weapon_limits[i][1]);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ } else {
+ GET_OBJ_VAL(OLC_OBJ(d), i) = number;
+ sprintf (buf, "@gYou set @m%s @gto @m: @R%d@n\r\n",
+ weapon_affname [i], number);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ }
+ }
+ }
+ sprintf (buf, "@mSorry, @gbut i don't understand what you want.@n\r\n");
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+}
+
+void reset_armweap (struct char_data *ch, struct armory_olcs *q, int aff,
+ int mode)
+{
+ char buf [2048] = "";
+
+ clear_object(OLC_OBJ(q));
+ if (OLC_OBJ(q)->name)
+ free(OLC_OBJ(q)->name);
+ if (OLC_OBJ(q)->description)
+ free(OLC_OBJ(q)->description);
+ if (OLC_OBJ(q)->short_description)
+ free(OLC_OBJ(q)->short_description);
+ OLC_OBJ(q)->name = strdup("Undefined object");
+ OLC_OBJ(q)->description = strdup ("An unfinished object is lying here.");
+ OLC_OBJ(q)->short_description = strdup("An unfinished object");
+ GET_OBJ_WEAR(OLC_OBJ(q))[0] = 1;
+ if (mode == ARMORER_MODE)
+ GET_OBJ_TYPE(OLC_OBJ(q)) = ITEM_ARMOR;
+ else
+ GET_OBJ_TYPE(OLC_OBJ(q)) = ITEM_WEAPON;
+ OLC_VAL(q) = 0;
+ if (aff) {
+ sprintf (buf, "@gStat for %s has been reset.@n\r\n", name_obj_mode [mode]);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ }
+}
+
+long int armory_cost ( struct armory_olcs *q, int mode )
+{
+ long int cost;
+ long int min_cost;
+ int i, ac_cost, aff_cost, aff_id, aff_mod;
+
+/* add the base price: wear slot price */
+ if (mode == ARMORER_MODE) {
+ cost = min_cost = wear_price [GET_OBJ_WEAR(OLC_OBJ(q))[0]];
+
+/* add the AC cost */
+ ac_cost = stat_price [APPLY_AC];
+ if (GET_OBJ_VAL(OLC_OBJ(q), 0) < 0)
+ ac_cost = ac_cost / 2;
+
+ cost += ac_cost * GET_OBJ_VAL(OLC_OBJ(q), 0);
+ }
+ else {
+ cost = min_cost = attack_price [GET_OBJ_VAL(OLC_OBJ(q), 3)];
+
+ cost += GET_OBJ_VAL(OLC_OBJ(q), 0) * stat_price[APPLY_HITROLL];
+ cost += GET_OBJ_VAL(OLC_OBJ(q), 1) * GET_OBJ_VAL(OLC_OBJ(q), 2) * damage_price;
+ }
+
+/* add the price of each stats (modifier) */
+ for (i=0; i < MAX_OBJ_AFFECT; i++) {
+ aff_id = OLC_OBJ(q)->affected[i].location;
+ aff_mod = OLC_OBJ(q)->affected[i].modifier;
+
+ aff_cost = stat_price [aff_id] * abs(aff_mod);
+
+ if (neg_stat [aff_id] ^ (aff_mod > 0))
+ cost += aff_cost;
+ else
+ cost -= aff_cost / 2;
+ }
+
+/* let's make sure the eq cost somethings */
+ if (cost < min_cost)
+ cost = min_cost;
+
+ return (cost);
+}
+
+void armweap_buy (struct char_data *ch, struct armory_olcs *q, int mode)
+{
+ long int cost;
+ struct obj_data *obj;
+ int i, x = -1;
+ char buf [2048] = "";
+
+ cost = armory_cost (q, mode);
+ if (GET_GOLD(ch) < cost) {
+ sprintf (buf, "@gSorry, you don't have enough coins!@n\r\n");
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return;
+ }
+
+ OLC_NUM(q) = NOWHERE;
+ while (OLC_NUM(q) == NOWHERE) {
+ while ( (zones_system[++x] != NOWHERE) &&
+ ((OLC_ZNUM(q) = real_zone_by_thing(zones_system[x] * 100)) == NOWHERE));
+ if (zones_system[x] == NOWHERE) {
+ sprintf (buf, "Sorry, there's no zone to create armor. notify an admin.\r\n");
+ send_to_char (ch, "%s", buf);
+
+ log ("SYSERR: There's no zone allowed to created new objs.");
+ return;
+ }
+ for (i=0; i<100; i++)
+ if (real_object (zones_system[x] * 100 + i) == NOTHING) {
+ OLC_NUM(q) = (zones_system[x] * 100 + i);
+ break;
+ }
+ }
+
+ (ch->desc)->olc = q->olc;
+ if (mode == BLACKSMITH_MODE)
+ SET_BIT_AR(GET_OBJ_WEAR(OLC_OBJ(q)), ITEM_WEAR_WIELD);
+ else
+ GET_OBJ_WEAR(OLC_OBJ(q))[0] = (1 << GET_OBJ_WEAR(OLC_OBJ(q))[0]) + 1;
+
+ oedit_save_internally(ch->desc);
+
+ (ch->desc)->olc = NULL;
+
+ save_objects(OLC_ZNUM(q));
+
+ obj = read_object (real_object(OLC_NUM(q)), REAL);
+
+ if (!obj) {
+ send_to_char (ch, "Object creation failed!\r\n");
+ return;
+ }
+
+ obj_to_char (obj, ch);
+ GET_GOLD(ch) -= cost;
+
+ sprintf (buf, "@gYou bought @m%s @gfor @R%lu @mcoins!@n\r\n",
+ obj->short_description, cost);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ sprintf (buf, "NOTIFY: %s created %s at the armorer.\n\r", GET_NAME(ch),
+ obj->short_description);
+ log ("%s", buf);
+
+ reset_armweap (ch, q, FALSE, mode);
+}
+
+int main_armweap (struct char_data *ch, int cmd, char *argument, int mode)
+{
+ int i;
+ struct descriptor_data *d;
+ struct armory_olcs *q = NULL, *prev = NULL;
+ char buf [2048] = "";
+
+ if (!(d=ch->desc))
+ return 1;
+
+ skip_spaces(&argument);
+
+ if (CMD_IS("want") || CMD_IS("reset") || CMD_IS("list") ||
+ CMD_IS("buy")) {
+ if (IS_NPC(ch)) {
+ send_to_char (ch, "Little pet, Go Away!\r\n");
+ return 1;
+ }
+ for (q = (mode == ARMORER_MODE) ? armorer_list : blacksmith_list; q;
+ prev=q, q=q->next)
+ if (isname (q->name, GET_NAME(ch)))
+ break;
+ if (q == NULL) {
+ CREATE(q, struct armory_olcs, 1);
+ if ((mode == ARMORER_MODE) && (armorer_list == NULL))
+ armorer_list = q;
+ else if ((mode == BLACKSMITH_MODE) && (blacksmith_list == NULL))
+ blacksmith_list = q;
+ else
+ prev->next=q;
+ q->name = strdup(GET_NAME(ch));
+ q->next=NULL;
+ CREATE(q->olc, struct oasis_olc_data, 1);
+ CREATE(OLC_OBJ(q), struct obj_data, 1);
+ reset_armweap(ch, q, FALSE, mode);
+ }
+ }
+ if (CMD_IS("buy")) {
+ armweap_buy (ch, q, mode);
+ return 1;
+ }
+ if (CMD_IS("want")) {
+ do_want (ch, argument, q, mode);
+ return 1;
+ }
+ if (CMD_IS("reset")) {
+ reset_armweap (ch, q, TRUE, mode);
+ return 1;
+ }
+ if (CMD_IS("list")) {
+ sprintf (buf, "@gWelcome to the %s of @w%s@g.@n\r\n",
+ name_mob_mode [mode], pc_class_types[(int)GET_CLASS(ch)]);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ sprintf(buf, "@w-----------------------------------------------------------------@n\r\n");
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+
+ if (isname(argument, "stat")) {
+ list_stat(ch);
+ return 1;
+ }
+ if (mode == ARMORER_MODE)
+ if (isname(argument, "wear")) {
+ list_wear(ch);
+ return 1;
+ } else;
+ else if (isname(argument, "attack")) {
+ list_attack(ch);
+ return 1;
+ }
+ if (isname(argument, "help")) {
+ list_help (ch, mode);
+ return 1;
+ }
+ sprintf (buf, "@RNote@O: 'list help' to get a list of help.\r\n\r\n"
+ "There is your current order@m:@n\r\n"
+ "@c-----------------------------------------------------------------@n\r\n"
+ "@YName list@m :@c %s@n\r\n"
+ "@YShort description@m :@c %s@n\r\n"
+ "@YLong description@m :@c %s@n\r\n",
+ OLC_OBJ(q)->name, OLC_OBJ(q)->short_description,
+ OLC_OBJ(q)->description);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ if (mode == ARMORER_MODE)
+ sprintf (buf, "@YWear@m : @c%s\r\n"
+ "@YAC@m : @c%d@n\r\n",
+ wear_bits[GET_OBJ_WEAR(OLC_OBJ(q))[0]],
+ GET_OBJ_VAL(OLC_OBJ(q), 0));
+ else
+ sprintf (buf, "@YAttack type @m: @c%s\r\n"
+ "@Y%-19s@m: @c%d\r\n"
+ "@Y%-19s@m: @c%d\r\n"
+ "@Y%-19s@m: @c%d@n\r\n",
+ attack_hit_text [GET_OBJ_VAL(OLC_OBJ(q), 3)].singular,
+ weapon_affname [0], GET_OBJ_VAL(OLC_OBJ(q), 0),
+ weapon_affname [1], GET_OBJ_VAL(OLC_OBJ(q), 1),
+ weapon_affname [2], GET_OBJ_VAL(OLC_OBJ(q), 2));
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+
+ for (i=0; i<MAX_OBJ_AFFECT; i++)
+ if (OLC_OBJ(q)->affected[i].location) {
+ sprintf (buf, "@YModifier @m: @c%s @mby @c%d@n\r\n",
+ apply_types [(int)OLC_OBJ(q)->affected[i].location],
+ OLC_OBJ(q)->affected[i].modifier);
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ }
+ sprintf (buf, "\r\n@gThis nice %s should cost you a little @m: @R%lu"
+ " @gcoins.@n\r\n",
+ name_obj_mode [mode], armory_cost (q, mode));
+ parse_at(buf);
+ send_to_char (ch, "%s", buf);
+ return 1;
+ }
+ return 0;
+}
+
+void free_armweap()
+{
+ struct armory_olcs *q = armorer_list, *n;
+ while (q) {
+ n = q->next;
+
+ free(q->name);
+ free(OLC_OBJ(q));
+ free(q->olc);
+ free(q);
+
+ q = n;
+ }
+
+ q = blacksmith_list;
+ while (q) {
+ n = q->next;
+
+ free(q->name);
+ free(OLC_OBJ(q));
+ free(q->olc);
+ free(q);
+
+ q = n;
+ }
+}
+
+SPECIAL(armorer)
+{
+ return (main_armweap (ch, cmd, argument, ARMORER_MODE));
+}
+
+SPECIAL(blacksmith)
+{
+ return (main_armweap (ch, cmd, argument, BLACKSMITH_MODE));
+}
+/* ******************************************************************** */
diff -uN ../orig/src/armweap.README ./src/armweap.README
--- ../orig/src/armweap.README 1969-12-31 19:00:00.000000000 -0500
+++ ./src/armweap.README 2020-01-19 19:31:11.413540817 -0500
@@ -0,0 +1,97 @@
+
+
+ ARMWEAP is a program designed to allow mortals to build and buy their own
+armors and weapons. Without gods assistance.
+
+ The program control everythings: The cost of add on stats, which stats and
+slots allowed, and more... Gods are only requested to monitor usage of swear, profanity
+words and such. That could be used in object name, descriptions.
+
+ THIS VERSION RUN AGAINST TBA Mud 2020
+
+ USE THIS CODE AT YOUR OWN RISK. (It's still BETA)
+
+
+
+ Source code patching
+ --------------------
+ patch < armweap.tba2020.patch
+ make
+
+ In MUD installation (execute as implementor)
+ --------------------------------------------
+
+ medit 1270 | 1270 build-in <mob vnum> for the armorer
+ 2 |
+ Armorer |
+ 3 |
+ The armorer |
+ 4 |
+ The armorer stands here. Type 'list' for help. |
+ A |
+ 2 |
+ 0 |
+ Q |
+ Y |
+
+ medit 1271 | 1271 build-in <mob vnum> for the blacksmith
+ 2 |
+ Blacksmith |
+ 3 |
+ The blacksmith |
+ 4 |
+ The blacksmith stands here. Type 'list' for help. |
+ A |
+ 2 |
+ 0 |
+ Q |
+ Y |
+
+ zedit <room vnum > | configure mobile (armorer) to load in room <room vnum>
+ N |
+ M |
+ 1270 |
+ 1 |
+ Q |
+ Y |
+
+ zedit <room vnum> | configure mobile (blacksmith) to load in room <room vnum>
+ N | Note: don't load both mobile in the same vnum room !
+ M |
+ 1271 |
+ 1 |
+ Q |
+ Y |
+
+ zedit new 177 17700 17799 | create zone 177, 178, 179 where object will be created / saved.
+ zedit new 178 17800 17899 | it's possible to add more zone or modify the list in armweap.c
+ zedit new 179 17900 17999 |
+
+ shutdown | a reboot is require otherwise the mobile won't act upon
+ | mobile commands: buy, list, reset, want.
+
+
+ In MUD testing (as imp/only for testing. the system works for mortal)
+ ---------------------------------------------------------------------
+ login |
+ goto <room vnum> (armorer) |
+ list | show the current order
+ list help | show help list
+ list wear | show the available list of bodypart (price)
+ list stat | show the available list of stat (limits, price)
+ want name black sandals | set the object handling name
+ want short a pair of black sandals | set the short decription of the object
+ want desc put a nice description here | set the long description of the object
+ want wear head | set the bodypart the object goes to
+ want ac 1 | set ac to 1
+ want int 2 | set an apply int by 2 on the object
+ buy | buy the object
+ | NOTE: if you don't have enough money: set yourname gold 100000000
+
+ reset | you can reset an order to the default values anytimes, but after
+ | buy the system will automatically do it.
+
+(the system is similar for the blacksmith. but there is differents options)
+
+Bob
+castillo7@hotmail.com
diff -uN ../orig/src/comm.c ./src/comm.c
--- ../orig/src/comm.c 2020-01-19 19:32:30.330076444 -0500
+++ ./src/comm.c 2020-01-17 15:56:53.534646250 -0500
@@ -89,6 +89,7 @@
extern time_t motdmod;
extern time_t newsmod;
+extern void free_armweap();
/* locally defined globals, used externally */
struct descriptor_data *descriptor_list = NULL; /* master desc list */
@@ -373,6 +374,7 @@
free_recent_players(); /* act.informative.c */
free_list(world_events); /* free up our global lists */
free_list(global_lists);
+ free_armweap();
}
if (last_act_message)
diff -uN ../orig/src/interpreter.c ./src/interpreter.c
--- ../orig/src/interpreter.c 2020-01-19 19:32:30.334076471 -0500
+++ ./src/interpreter.c 2020-01-16 21:08:38.138165872 -0500
@@ -267,6 +267,7 @@
{ "report" , "repo" , POS_RESTING , do_report , 0, 0 },
{ "reroll" , "rero" , POS_DEAD , do_wizutil , LVL_GRGOD, SCMD_REROLL },
{ "rescue" , "resc" , POS_FIGHTING, do_rescue , 1, 0 },
+ { "reset" , "reset" , POS_RESTING , do_not_here , 0, 0 },
{ "restore" , "resto" , POS_DEAD , do_restore , LVL_GOD, 0 },
{ "return" , "retu" , POS_DEAD , do_return , 0, 0 },
{ "redit" , "redit" , POS_DEAD , do_oasis_redit, LVL_BUILDER, 0 },
@@ -336,6 +337,7 @@
{ "vstat" , "vstat" , POS_DEAD , do_vstat , LVL_IMMORT, 0 },
{ "vdelete" , "vdelete" , POS_DEAD , do_vdelete , LVL_BUILDER, 0 },
+ { "want" , "want" , POS_RESTING , do_not_here , 0, 0 },
{ "wake" , "wake" , POS_SLEEPING, do_wake , 0, 0 },
{ "wear" , "wea" , POS_RESTING , do_wear , 0, 0 },
{ "weather" , "weather" , POS_RESTING , do_weather , 0, 0 },
diff -uN ../orig/src/Makefile ./src/Makefile
--- ../orig/src/Makefile 2020-01-19 19:32:55.742246501 -0500
+++ ./src/Makefile 2020-01-16 19:53:46.698987493 -0500
@@ -21,8 +21,8 @@
LIBS = -lcrypt
-SRCFILES := act.comm.c act.informative.c act.item.c act.movement.c act.offensive.c act.other.c act.social.c act.wizard.c aedit.c asciimap.c ban.c boards.c bsd-snprintf.c castle.c cedit.c class.c comm.c config.c constants.c db.c dg_comm.c dg_db_scripts.c dg_event.c dg_handler.c dg_misc.c dg_mobcmd.c dg_objcmd.c dg_olc.c dg_scripts.c dg_triggers.c dg_variables.c dg_wldcmd.c fight.c genmob.c genobj.c genolc.c genqst.c genshp.c genwld.c genzon.c graph.c handler.c hedit.c house.c ibt.c improved-edit.c interpreter.c limits.c lists.c magic.c mail.c medit.c mobact.c modify.c msgedit.c mud_event.c oasis.c oasis_copy.c oasis_delete.c oasis_list.c objsave.c oedit.c players.c prefedit.c protocol.c qedit.c quest.c random.c redit.c sedit.c shop.c spec_assign.c spec_procs.c spell_parser.c spells.c tedit.c utils.c weather.c zedit.c zmalloc.c
-OBJFILES := act.comm.o act.informative.o act.item.o act.movement.o act.offensive.o act.other.o act.social.o act.wizard.o aedit.o asciimap.o ban.o boards.o bsd-snprintf.o castle.o cedit.o class.o comm.o config.o constants.o db.o dg_comm.o dg_db_scripts.o dg_event.o dg_handler.o dg_misc.o dg_mobcmd.o dg_objcmd.o dg_olc.o dg_scripts.o dg_triggers.o dg_variables.o dg_wldcmd.o fight.o genmob.o genobj.o genolc.o genqst.o genshp.o genwld.o genzon.o graph.o handler.o hedit.o house.o ibt.o improved-edit.o interpreter.o limits.o lists.o magic.o mail.o medit.o mobact.o modify.o msgedit.o mud_event.o oasis.o oasis_copy.o oasis_delete.o oasis_list.o objsave.o oedit.o players.o prefedit.o protocol.o qedit.o quest.o random.o redit.o sedit.o shop.o spec_assign.o spec_procs.o spell_parser.o spells.o tedit.o utils.o weather.o zedit.o zmalloc.o
+SRCFILES := act.comm.c act.informative.c act.item.c act.movement.c act.offensive.c act.other.c act.social.c act.wizard.c aedit.c armweap.c asciimap.c ban.c boards.c bsd-snprintf.c castle.c cedit.c class.c comm.c config.c constants.c db.c dg_comm.c dg_db_scripts.c dg_event.c dg_handler.c dg_misc.c dg_mobcmd.c dg_objcmd.c dg_olc.c dg_scripts.c dg_triggers.c dg_variables.c dg_wldcmd.c fight.c genmob.c genobj.c genolc.c genqst.c genshp.c genwld.c genzon.c graph.c handler.c hedit.c house.c ibt.c improved-edit.c interpreter.c limits.c lists.c magic.c mail.c medit.c mobact.c modify.c msgedit.c mud_event.c oasis.c oasis_copy.c oasis_delete.c oasis_list.c objsave.c oedit.c players.c prefedit.c protocol.c qedit.c quest.c random.c redit.c sedit.c shop.c spec_assign.c spec_procs.c spell_parser.c spells.c tedit.c utils.c weather.c zedit.c zmalloc.c
+OBJFILES := act.comm.o act.informative.o act.item.o act.movement.o act.offensive.o act.other.o act.social.o act.wizard.o aedit.o armweap.o asciimap.o ban.o boards.o bsd-snprintf.o castle.o cedit.o class.o comm.o config.o constants.o db.o dg_comm.o dg_db_scripts.o dg_event.o dg_handler.o dg_misc.o dg_mobcmd.o dg_objcmd.o dg_olc.o dg_scripts.o dg_triggers.o dg_variables.o dg_wldcmd.o fight.o genmob.o genobj.o genolc.o genqst.o genshp.o genwld.o genzon.o graph.o handler.o hedit.o house.o ibt.o improved-edit.o interpreter.o limits.o lists.o magic.o mail.o medit.o mobact.o modify.o msgedit.o mud_event.o oasis.o oasis_copy.o oasis_delete.o oasis_list.o objsave.o oedit.o players.o prefedit.o protocol.o qedit.o quest.o random.o redit.o sedit.o shop.o spec_assign.o spec_procs.o spell_parser.o spells.o tedit.o utils.o weather.o zedit.o zmalloc.o
default: all