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Question How to Add an Identify Spell

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11 Jun 2012 01:21 #18 by Rumble
Code:
Index: interpreter.c =================================================================== --- interpreter.c (revision 197) +++ interpreter.c (working copy) @@ -171,6 +171,7 @@ { "holylight", "holy" , POS_DEAD , do_gen_tog , LVL_IMMORT, SCMD_HOLYLIGHT }, { "house" , "house" , POS_RESTING , do_house , 0, 0 }, + { "identify" , "id" , POS_STANDING, do_not_here , 1, 0 }, { "inventory", "i" , POS_DEAD , do_inventory, 0, 0 }, { "idea" , "id" , POS_DEAD , do_ibt , 0, SCMD_IDEA }, { "imotd" , "imo" , POS_DEAD , do_gen_ps , LVL_IMMORT, SCMD_IMOTD }, Index: spell_parser.c =================================================================== --- spell_parser.c (revision 197) +++ spell_parser.c (working copy) @@ -916,7 +916,11 @@ TAR_CHAR_ROOM, FALSE, MAG_MANUAL, NULL); + spello(SPELL_IDENTIFY, "identify", 50, 25, 5, POS_STANDING, + TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, + NULL); + /* NON-castable spells should appear below here. */ spello(SPELL_IDENTIFY, "identify", 0, 0, 0, 0, TAR_CHAR_ROOM | TAR_OBJ_INV | TAR_OBJ_ROOM, FALSE, MAG_MANUAL, Index: class.c =================================================================== --- class.c (revision 197) +++ class.c (working copy) @@ -1586,6 +1586,7 @@ spell_level(SPELL_POISON, CLASS_MAGIC_USER, 14); spell_level(SPELL_FIREBALL, CLASS_MAGIC_USER, 15); spell_level(SPELL_CHARM, CLASS_MAGIC_USER, 16); + spell_level(SPELL_IDENTIFY, CLASS_MAGIC_USER, 20); spell_level(SPELL_ENCHANT_WEAPON, CLASS_MAGIC_USER, 26); spell_level(SPELL_CLONE, CLASS_MAGIC_USER, 30); @@ -1607,6 +1608,7 @@ spell_level(SPELL_CURE_CRITIC, CLASS_CLERIC, 9); spell_level(SPELL_SUMMON, CLASS_CLERIC, 10); spell_level(SPELL_REMOVE_POISON, CLASS_CLERIC, 10); + spell_level(SPELL_IDENTIFY, CLASS_CLERIC, 11); spell_level(SPELL_WORD_OF_RECALL, CLASS_CLERIC, 12); spell_level(SPELL_EARTHQUAKE, CLASS_CLERIC, 12); spell_level(SPELL_DISPEL_EVIL, CLASS_CLERIC, 14); Index: shop.c =================================================================== --- shop.c (revision 197) +++ shop.c (working copy) @@ -25,6 +25,7 @@ #include "constants.h" #include "act.h" #include "modify.h" +#include "spells.h" /* for skill_name() */ /* Global variables definitions used externally */ /* Constant list for printing out who we sell to */ @@ -57,6 +58,7 @@ static int read_type_list(FILE *shop_f, struct shop_buy_data *list, int new_format, int max); static int read_list(FILE *shop_f, struct shop_buy_data *list, int new_format, int max, int type); static void shopping_list(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr); +static bool shopping_identify(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr); static void shopping_value(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr); static void shopping_sell(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr); static struct obj_data *get_selling_obj(struct char_data *ch, char *name, struct char_data *keeper, int shop_nr, int msg); @@ -984,6 +986,8 @@ } else if (CMD_IS("list")) { shopping_list(argument, ch, keeper, shop_nr); return (TRUE); + } else if (CMD_IS("identify")) { + return (shopping_identify(argument, ch, keeper, shop_nr)); } return (FALSE); } @@ -1543,3 +1547,114 @@ shop_index = NULL; top_shop = -1; } + +bool shopping_identify(char *arg, struct char_data *ch, struct char_data *keeper, int shop_nr) +{ + char buf[MAX_STRING_LENGTH]; + struct obj_data *obj; + int i, found; + + if (!is_ok(keeper, ch, shop_nr)) + return FALSE; + + if (SHOP_SORT(shop_nr) < IS_CARRYING_N(keeper)) + sort_keeper_objs(keeper, shop_nr); + + if (!*arg) { + snprintf(buf, sizeof(buf), "%s What do you want to identify??", GET_NAME(ch)); + do_tell(keeper, buf, cmd_tell, 0); + return TRUE; + } + if (!(obj = get_purchase_obj(ch, arg, keeper, shop_nr, TRUE))) + return FALSE; + + send_to_char(ch, "Name: %s\r\n", (obj->short_description) ? obj->short_description : "<None>"); + sprinttype(GET_OBJ_TYPE(obj), item_types, buf, sizeof(buf)); + send_to_char(ch, "Type: %s\r\n", buf); + send_to_char(ch, "Weight: %d, Cost to Buy: @Y%d@n\r\n", GET_OBJ_WEIGHT(obj), sell_price(obj, shop_nr, keeper, ch)); + + sprintbitarray(GET_OBJ_WEAR(obj), wear_bits, TW_ARRAY_MAX, buf); + send_to_char(ch, "Can be worn on: %s\r\n", buf); + + switch (GET_OBJ_TYPE(obj)) { + case ITEM_LIGHT: + if (GET_OBJ_VAL(obj, 2) == -1) + send_to_char(ch, "Hours Remaining: (Infinite)\r\n"); + else if (GET_OBJ_VAL(obj, 2) == 0) + send_to_char(ch, "Hours Remaining: None!\r\n"); + else + send_to_char(ch, "Hours Remaining: %d\r\n", GET_OBJ_VAL(obj, 2)); + break; + case ITEM_SCROLL: + case ITEM_POTION: + send_to_char(ch, "Spells: %s, %s, %s\r\n", + skill_name(GET_OBJ_VAL(obj, 1)), + skill_name(GET_OBJ_VAL(obj, 2)), + skill_name(GET_OBJ_VAL(obj, 3))); + break; + case ITEM_WAND: + case ITEM_STAFF: + send_to_char(ch, "Spell: %s\r\n", skill_name(GET_OBJ_VAL(obj, 3))); + send_to_char(ch, "Charges: %d/%d\r\n", GET_OBJ_VAL(obj, 2), GET_OBJ_VAL(obj, 1)); + break; + case ITEM_WEAPON: + send_to_char(ch, "Damage Dice is '%dD%d' for an average per-round damage of %.1f.\r\n", + GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 2), + ((GET_OBJ_VAL(obj, 2) + 1) / 2.0) * GET_OBJ_VAL(obj, 1)); + break; + case ITEM_ARMOR: + if(GET_OBJ_VAL(obj,1) == 0) + { + send_to_char(ch, "AC-apply: [%d]\r\n", GET_OBJ_VAL(obj, 0)); + } + else + { + send_to_char(ch, "AC-apply: [%d] - This item has magical affects.\r\n", GET_OBJ_VAL(obj, 0)); + } + break; + case ITEM_CONTAINER: + send_to_char(ch, "Capacity: %d/%d\r\n", GET_OBJ_WEIGHT(obj), GET_OBJ_VAL(obj, 0)); + break; + case ITEM_DRINKCON: + case ITEM_FOUNTAIN: + send_to_char(ch, "Drinks: %d/%d\r\n", GET_OBJ_VAL(obj, 1), GET_OBJ_VAL(obj, 0)); + break; + case ITEM_NOTE: + send_to_char(ch, "\r\n"); + break; + case ITEM_KEY: + send_to_char(ch, "\r\n"); + break; + case ITEM_FOOD: + send_to_char(ch, "\r\n"); + break; + case ITEM_MONEY: + send_to_char(ch, "\r\n"); + break; + case ITEM_WORN: + if(GET_OBJ_VAL(obj,1) > 0) + send_to_char(ch, "This item has magical affects.\r\n"); + else + send_to_char(ch, "\r\n"); + break; + default: + send_to_char(ch, "\r\n"); + break; + } + + found = 0; + send_to_char(ch, "Affections:"); + for (i = 0; i < MAX_OBJ_AFFECT; i++) + if (obj->affected[i].modifier) { + sprinttype(obj->affected[i].location, apply_types, buf, sizeof(buf)); + send_to_char(ch, "%s %+d to %s", found++ ? "," : "", obj->affected[i].modifier, buf); + } + if (!found) + send_to_char(ch, " None"); + + send_to_char(ch, "\r\nExtra Flags: "); + sprintbitarray(GET_OBJ_EXTRA(obj), extra_bits, EF_ARRAY_MAX, buf); + send_to_char(ch, "%s\r\n", buf); + + return TRUE; +} Index: spells.h =================================================================== --- spells.h (revision 197) +++ spells.h (working copy) @@ -89,6 +89,7 @@ #define SPELL_GROUP_RECALL 49 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_INFRAVISION 50 /* Reserved Skill[] DO NOT CHANGE */ #define SPELL_WATERWALK 51 /* Reserved Skill[] DO NOT CHANGE */ +#define SPELL_IDENTIFY 52 /* Reserved Skill[] DO NOT CHANGE */ /** Total Number of defined spells */ -#define NUM_SPELLS 51 + #define NUM_SPELLS 52 @@ -113,7 +114,6 @@ * intended use is for spells and skills associated with objects (such as * SPELL_IDENTIFY used with scrolls of identify) or non-players (such as NPC * only spells). */ -#define SPELL_IDENTIFY 201 /* To make an affect induced by dg_affect look correct on 'stat' we need to * define it with a 'spellname'. */

Rumble
The Builder Academy
tbamud.com 9091
rumble@tbamud.com
The following user(s) said Thank You: rudeboyrave

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