diff --git a/src/act.wizard.c b/src/act.wizard.c index a8db955..1d17d05 100644 --- a/src/act.wizard.c +++ b/src/act.wizard.c @@ -858,9 +858,12 @@ void do_stat_character(struct char_data *ch, struct char_data *k) CCGRN(ch, C_NRM), GET_MANA(k), GET_MAX_MANA(k), mana_gain(k), CCNRM(ch, C_NRM), CCGRN(ch, C_NRM), GET_MOVE(k), GET_MAX_MOVE(k), move_gain(k), CCNRM(ch, C_NRM)); - send_to_char(ch, "Gold: [%9d], Bank: [%9d] (Total: %d), Questpoints: [%d]\r\n", - GET_GOLD(k), GET_BANK_GOLD(k), GET_GOLD(k) + GET_BANK_GOLD(k), GET_QUESTPOINTS(k)); + send_to_char(ch, "Gold: [%9d], Bank: [%9d] (Total: %d), ", + GET_GOLD(k), GET_BANK_GOLD(k), GET_GOLD(k) + GET_BANK_GOLD(k)); + if (!IS_NPC(k)) + send_to_char(ch, "Questpoints: [%d]\r\n", GET_QUESTPOINTS(k)); + send_to_char(ch, "AC: [%d%+d/10], Hitroll: [%2d], Damroll: [%2d], Saving throws: [%d/%d/%d/%d/%d]\r\n", GET_AC(k), dex_app[GET_DEX(k)].defensive, k->points.hitroll, k->points.damroll, GET_SAVE(k, 0), GET_SAVE(k, 1), GET_SAVE(k, 2), diff --git a/src/shop.c b/src/shop.c index d083ad8..4ef97e6 100644 --- a/src/shop.c +++ b/src/shop.c @@ -306,9 +306,6 @@ int same_obj(struct obj_data *obj1, struct obj_data *obj2) if (GET_OBJ_COST(obj1) != GET_OBJ_COST(obj2)) return (FALSE); - if (GET_OBJ_EXTRA(obj1) != GET_OBJ_EXTRA(obj2)) - return (FALSE); - for (aindex = 0; aindex < MAX_OBJ_AFFECT; aindex++) if ((obj1->affected[aindex].location != obj2->affected[aindex].location) || (obj1->affected[aindex].modifier != obj2->affected[aindex].modifier)) @@ -820,8 +817,7 @@ char *list_object(struct obj_data *obj, int cnt, int aindex, int shop_nr, struct } CAP(itemname); - snprintf(result, sizeof(result), " %2d) %9s %-*s %6d\r\n", aindex, quantity, - 48 - count_color_chars(itemname), itemname, buy_price(obj, shop_nr, keeper, ch)); + snprintf(result, sizeof(result), " %2d) %9s %-*s %6d\r\n", aindex, quantity, 48 - count_color_chars(itemname), itemname, buy_price(obj, shop_nr, keeper, ch)); return (result); } diff --git a/src/structs.h b/src/structs.h index 10b55bc..c0ff19f 100644 --- a/src/structs.h +++ b/src/structs.h @@ -211,31 +211,32 @@ /* Affect bits: used in char_data.char_specials.saved.affected_by */ /* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */ -#define AFF_BLIND 0 /* (R) Char is blind */ -#define AFF_INVISIBLE 1 /* Char is invisible */ -#define AFF_DETECT_ALIGN 2 /* Char is sensitive to align*/ -#define AFF_DETECT_INVIS 3 /* Char can see invis chars */ -#define AFF_DETECT_MAGIC 4 /* Char is sensitive to magic*/ -#define AFF_SENSE_LIFE 5 /* Char can sense hidden life*/ -#define AFF_WATERWALK 6 /* Char can walk on water */ -#define AFF_SANCTUARY 7 /* Char protected by sanct */ -#define AFF_GROUP 8 /* (R) Char is grouped */ -#define AFF_CURSE 9 /* Char is cursed */ -#define AFF_INFRAVISION 10 /* Char can see in dark */ -#define AFF_POISON 11 /* (R) Char is poisoned */ -#define AFF_PROTECT_EVIL 12 /* Char protected from evil */ -#define AFF_PROTECT_GOOD 13 /* Char protected from good */ -#define AFF_SLEEP 14 /* (R) Char magically asleep */ -#define AFF_NOTRACK 15 /* Char can't be tracked */ -#define AFF_UNUSED16 16 /* Room for future expansion */ -#define AFF_UNUSED17 17 /* Room for future expansion */ -#define AFF_SNEAK 18 /* Char can move quietly */ -#define AFF_HIDE 19 /* Char is hidden */ -#define AFF_UNUSED20 20 /* Room for future expansion */ -#define AFF_CHARM 21 /* Char is charmed */ +#define AFF_DONTUSE 0 /* DON'T USE! */ +#define AFF_BLIND 1 /* (R) Char is blind */ +#define AFF_INVISIBLE 2 /* Char is invisible */ +#define AFF_DETECT_ALIGN 3 /* Char is sensitive to align */ +#define AFF_DETECT_INVIS 4 /* Char can see invis chars */ +#define AFF_DETECT_MAGIC 5 /* Char is sensitive to magic */ +#define AFF_SENSE_LIFE 6 /* Char can sense hidden life */ +#define AFF_WATERWALK 7 /* Char can walk on water */ +#define AFF_SANCTUARY 8 /* Char protected by sanct */ +#define AFF_GROUP 9 /* (R) Char is grouped */ +#define AFF_CURSE 10 /* Char is cursed */ +#define AFF_INFRAVISION 11 /* Char can see in dark */ +#define AFF_POISON 12 /* (R) Char is poisoned */ +#define AFF_PROTECT_EVIL 13 /* Char protected from evil */ +#define AFF_PROTECT_GOOD 14 /* Char protected from good */ +#define AFF_SLEEP 15 /* (R) Char magically asleep */ +#define AFF_NOTRACK 16 /* Char can't be tracked */ +#define AFF_UNUSED16 17 /* Room for future expansion */ +#define AFF_UNUSED17 18 /* Room for future expansion */ +#define AFF_SNEAK 19 /* Char can move quietly */ +#define AFF_HIDE 20 /* Char is hidden */ +#define AFF_UNUSED20 21 /* Room for future expansion */ +#define AFF_CHARM 22 /* Char is charmed */ -/* Modes of connectedness: used by descriptor_data.state */ -#define CON_PLAYING 0 /* Playing - Nominal state */ +/* Modes of connectedness: used by descriptor_data.state */ +#define CON_PLAYING 0 /* Playing - Nominal state */ #define CON_CLOSE 1 /* User disconnect, remove character. */ #define CON_GET_NAME 2 /* By what name ..? */ #define CON_NAME_CNFRM 3 /* Did I get that right, x? */