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Fixed shops no longer displaying unlimited and affect flags off by 1 (128 bit). --Rumble
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76d1d89597
commit
bfa47111db
3 changed files with 31 additions and 31 deletions
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@ -858,8 +858,11 @@ void do_stat_character(struct char_data *ch, struct char_data *k)
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CCGRN(ch, C_NRM), GET_MANA(k), GET_MAX_MANA(k), mana_gain(k), CCNRM(ch, C_NRM),
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CCGRN(ch, C_NRM), GET_MANA(k), GET_MAX_MANA(k), mana_gain(k), CCNRM(ch, C_NRM),
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CCGRN(ch, C_NRM), GET_MOVE(k), GET_MAX_MOVE(k), move_gain(k), CCNRM(ch, C_NRM));
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CCGRN(ch, C_NRM), GET_MOVE(k), GET_MAX_MOVE(k), move_gain(k), CCNRM(ch, C_NRM));
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send_to_char(ch, "Gold: [%9d], Bank: [%9d] (Total: %d), Questpoints: [%d]\r\n",
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send_to_char(ch, "Gold: [%9d], Bank: [%9d] (Total: %d), ",
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GET_GOLD(k), GET_BANK_GOLD(k), GET_GOLD(k) + GET_BANK_GOLD(k), GET_QUESTPOINTS(k));
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GET_GOLD(k), GET_BANK_GOLD(k), GET_GOLD(k) + GET_BANK_GOLD(k));
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if (!IS_NPC(k))
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send_to_char(ch, "Questpoints: [%d]\r\n", GET_QUESTPOINTS(k));
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send_to_char(ch, "AC: [%d%+d/10], Hitroll: [%2d], Damroll: [%2d], Saving throws: [%d/%d/%d/%d/%d]\r\n",
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send_to_char(ch, "AC: [%d%+d/10], Hitroll: [%2d], Damroll: [%2d], Saving throws: [%d/%d/%d/%d/%d]\r\n",
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GET_AC(k), dex_app[GET_DEX(k)].defensive, k->points.hitroll,
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GET_AC(k), dex_app[GET_DEX(k)].defensive, k->points.hitroll,
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@ -306,9 +306,6 @@ int same_obj(struct obj_data *obj1, struct obj_data *obj2)
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if (GET_OBJ_COST(obj1) != GET_OBJ_COST(obj2))
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if (GET_OBJ_COST(obj1) != GET_OBJ_COST(obj2))
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return (FALSE);
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return (FALSE);
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if (GET_OBJ_EXTRA(obj1) != GET_OBJ_EXTRA(obj2))
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return (FALSE);
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for (aindex = 0; aindex < MAX_OBJ_AFFECT; aindex++)
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for (aindex = 0; aindex < MAX_OBJ_AFFECT; aindex++)
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if ((obj1->affected[aindex].location != obj2->affected[aindex].location) ||
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if ((obj1->affected[aindex].location != obj2->affected[aindex].location) ||
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(obj1->affected[aindex].modifier != obj2->affected[aindex].modifier))
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(obj1->affected[aindex].modifier != obj2->affected[aindex].modifier))
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@ -820,8 +817,7 @@ char *list_object(struct obj_data *obj, int cnt, int aindex, int shop_nr, struct
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}
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}
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CAP(itemname);
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CAP(itemname);
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snprintf(result, sizeof(result), " %2d) %9s %-*s %6d\r\n", aindex, quantity,
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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));
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48 - count_color_chars(itemname), itemname, buy_price(obj, shop_nr, keeper, ch));
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return (result);
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return (result);
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}
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}
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@ -211,28 +211,29 @@
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/* Affect bits: used in char_data.char_specials.saved.affected_by */
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/* Affect bits: used in char_data.char_specials.saved.affected_by */
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/* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */
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/* WARNING: In the world files, NEVER set the bits marked "R" ("Reserved") */
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#define AFF_BLIND 0 /* (R) Char is blind */
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#define AFF_DONTUSE 0 /* DON'T USE! */
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#define AFF_INVISIBLE 1 /* Char is invisible */
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#define AFF_BLIND 1 /* (R) Char is blind */
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#define AFF_DETECT_ALIGN 2 /* Char is sensitive to align*/
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#define AFF_INVISIBLE 2 /* Char is invisible */
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#define AFF_DETECT_INVIS 3 /* Char can see invis chars */
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#define AFF_DETECT_ALIGN 3 /* Char is sensitive to align */
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#define AFF_DETECT_MAGIC 4 /* Char is sensitive to magic*/
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#define AFF_DETECT_INVIS 4 /* Char can see invis chars */
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#define AFF_SENSE_LIFE 5 /* Char can sense hidden life*/
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#define AFF_DETECT_MAGIC 5 /* Char is sensitive to magic */
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#define AFF_WATERWALK 6 /* Char can walk on water */
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#define AFF_SENSE_LIFE 6 /* Char can sense hidden life */
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#define AFF_SANCTUARY 7 /* Char protected by sanct */
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#define AFF_WATERWALK 7 /* Char can walk on water */
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#define AFF_GROUP 8 /* (R) Char is grouped */
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#define AFF_SANCTUARY 8 /* Char protected by sanct */
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#define AFF_CURSE 9 /* Char is cursed */
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#define AFF_GROUP 9 /* (R) Char is grouped */
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#define AFF_INFRAVISION 10 /* Char can see in dark */
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#define AFF_CURSE 10 /* Char is cursed */
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#define AFF_POISON 11 /* (R) Char is poisoned */
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#define AFF_INFRAVISION 11 /* Char can see in dark */
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#define AFF_PROTECT_EVIL 12 /* Char protected from evil */
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#define AFF_POISON 12 /* (R) Char is poisoned */
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#define AFF_PROTECT_GOOD 13 /* Char protected from good */
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#define AFF_PROTECT_EVIL 13 /* Char protected from evil */
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#define AFF_SLEEP 14 /* (R) Char magically asleep */
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#define AFF_PROTECT_GOOD 14 /* Char protected from good */
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#define AFF_NOTRACK 15 /* Char can't be tracked */
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#define AFF_SLEEP 15 /* (R) Char magically asleep */
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#define AFF_UNUSED16 16 /* Room for future expansion */
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#define AFF_NOTRACK 16 /* Char can't be tracked */
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#define AFF_UNUSED17 17 /* Room for future expansion */
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#define AFF_UNUSED16 17 /* Room for future expansion */
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#define AFF_SNEAK 18 /* Char can move quietly */
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#define AFF_UNUSED17 18 /* Room for future expansion */
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#define AFF_HIDE 19 /* Char is hidden */
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#define AFF_SNEAK 19 /* Char can move quietly */
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#define AFF_UNUSED20 20 /* Room for future expansion */
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#define AFF_HIDE 20 /* Char is hidden */
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#define AFF_CHARM 21 /* Char is charmed */
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#define AFF_UNUSED20 21 /* Room for future expansion */
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#define AFF_CHARM 22 /* Char is charmed */
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/* Modes of connectedness: used by descriptor_data.state */
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/* Modes of connectedness: used by descriptor_data.state */
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#define CON_PLAYING 0 /* Playing - Nominal state */
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#define CON_PLAYING 0 /* Playing - Nominal state */
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