Example #1
0
        /// <summary>
        /// Code to check if someone just fragged. 
        /// Will also have to add to race, class, and guild frag tables in
        /// addition to the master frag table.  This does not update any
        /// lists yet and instead only updates the totals.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="victim"></param>
        public static void CheckForFrag( CharData ch, CharData victim )
        {
            // NPC's don't participate in fragging, can't frag yourself,
            // have to be within 10 levels, no same side frags, no frags
            // from races not participating in racewars, have to be level
            // 20 to frag, and have to be a valid class.

            // Check to see if kill qualifies for a frag.

            if( ch.IsNPC() )
                return;
            if( victim.IsNPC() )
                return;
            if( ch == victim )
                return;
            if( ch.GetRacewarSide() == Race.RacewarSide.neutral )
                return;
            if( !ch.IsRacewar( victim ) )
                return;
            if( ch.IsImmortal() )
                return;
            if( victim.IsImmortal() )
                return;
            if( victim.Level < 20 )
                return;
            if( ch.Level < 20 )
                return;
            if( ( ch.Level - 10 ) > victim.Level )
                return;
            if (ch.IsClass(CharClass.Names.none) || victim.IsClass(CharClass.Names.none))
                return;
            if( victim.GetOrigRace() > Limits.MAX_PC_RACE )
                return;

            // Give frag to ch.
            ( (PC)ch ).Frags++;

            // Protect against polymorphed character race frags.
            if( ch.GetOrigRace() < Limits.MAX_PC_RACE )
            {
                _fraglist._totalFragsByRaceAndClass[ch.GetOrigRace()][ (int)ch.CharacterClass.ClassNumber]++;
                _fraglist._totalFragsBySide[ (int)ch.GetRacewarSide() ]++;
            }

            if( ( (PC)ch ).GuildMembership != null )
                ( (PC)ch ).GuildMembership.Frags++;

            // Take frag from victim.
            ( (PC)victim ).Frags--;

            // Protect against polymorphed character race frags
            if( victim.GetOrigRace() < Limits.MAX_PC_RACE )
            {
                _fraglist._totalFragsByRaceAndClass[victim.GetOrigRace()][ (int)victim.CharacterClass.ClassNumber]--;
                _fraglist._totalFragsBySide[ (int)victim.GetRacewarSide() ]--;
            }

            if (((PC)victim).GuildMembership != null)
            {
                ((PC)victim).GuildMembership.Frags--;
            }

            ch.SendText( "&+WYou gain a frag!&n\r\n" );
            victim.SendText( "&+WYou lose a frag!&n\r\n" );

            string text = ch.Name + " has fragged " + victim.Name + " in room " + ch.InRoom.IndexNumber + ".";
            ImmortalChat.SendImmortalChat( ch, ImmortalChat.IMMTALK_DEATHS, Limits.LEVEL_AVATAR, text );
            Log.Trace( text );

            // Check to see if either person goes up or down on their particular lists.
            if( ( (PC)ch ).Frags > 0 )
            {
                SortFraglist( ch, _fraglist._topFrags );
                SortFraglist( ch, _fraglist._topRaceFrags[ ch.GetOrigRace() ] );
                SortFraglist(ch, _fraglist._topClassFrags[(int)ch.CharacterClass.ClassNumber]);
            }
            else if( ( (PC)ch ).Frags < 0 )
            {
                SortFraglist( ch, _fraglist._bottomFrags );
                SortFraglist( ch, _fraglist._bottomRaceFrags[ ch.GetOrigRace() ] );
                SortFraglist(ch, _fraglist._bottomClassFrags[(int)ch.CharacterClass.ClassNumber]);
            }

            if( ( (PC)victim ).Frags > 0 )
            {
                SortFraglist( victim, _fraglist._topFrags );
                SortFraglist( victim, _fraglist._topRaceFrags[ victim.GetOrigRace() ] );
                SortFraglist(victim, _fraglist._topClassFrags[(int)victim.CharacterClass.ClassNumber]);
            }
            else if( ( (PC)victim ).Frags < 0 )
            {
                SortFraglist( victim, _fraglist._bottomFrags );
                SortFraglist( victim, _fraglist._bottomRaceFrags[ victim.GetOrigRace() ] );
                SortFraglist(victim, _fraglist._bottomClassFrags[(int)victim.CharacterClass.ClassNumber]);
            }

            _fraglist.Save();

            return;
        }
Example #2
0
        /// <summary>
        /// Displays the "who list" based on provided paramters.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="str"></param>
        public static void Who(CharData ch, string[] str)
        {
            if( ch == null ) return;

            if (ch.Fighting || (ch.CurrentPosition == Position.fighting))
            {
                ch.SendText("&nEnd the fight first!\r\n");
                return;
            }

            // Set racewar side to check
            Race.RacewarSide rws; // for RaceWarSide wholist
            if (ch.IsImmortal())
            {
                rws = Race.RacewarSide.neutral;
            }
            else
            {
                rws = ch.GetRacewarSide();
            }

            // Initialize races and classes to false.
            bool[] rgfClass = new bool[CharClass.ClassList.Length];
            bool[] rgfRace = new bool[Limits.MAX_PC_RACE];
            int iClass;
            int iRace;
            for (iClass = 0; iClass < CharClass.ClassList.Length; ++iClass)
            {
                rgfClass[iClass] = false;
            }
            for (iRace = 0; iRace < Limits.MAX_PC_RACE; ++iRace)
            {
                rgfRace[iRace] = false;
            }

            // Handle command arguments.
            int iLevelLower = 0;
            int iLevelUpper = Limits.MAX_LEVEL;
            int numbers = 0;
            bool immortalOnly = false;
            bool sorted = false; /* for sorted list */
            bool fClassRestrict = false;
            bool fRaceRestrict = false;
            string name = String.Empty;

            for (int i = 0; i < str.Length; i++ )
            {
                // Level numbers.
                if (MUDString.IsNumber(str[i]))
                {
                    switch (++numbers)
                    {
                        case 1:
                            Int32.TryParse(str[i], out iLevelLower);
                            break;
                        case 2:
                            Int32.TryParse(str[i], out iLevelUpper);
                            break;
                        default:
                            ch.SendText("&nOnly two level numbers allowed.\r\n");
                            return;
                    }
                }
                else
                {
                    // Look for classes to turn on.
                    if (!MUDString.IsPrefixOf(str[i], "immortals"))
                    {
                        immortalOnly = true;
                    }
                    else if (!MUDString.IsPrefixOf(str[i], "sort"))
                    {
                        sorted = true;
                    }
                    else if (ch.IsImmortal() && !MUDString.IsPrefixOf(str[i], "good"))
                    {
                        rws = Race.RacewarSide.good;
                    }
                    else if (ch.IsImmortal() && !MUDString.IsPrefixOf(str[i], "evil"))
                    {
                        rws = Race.RacewarSide.evil;
                    }
                    else
                    {
                        int iClass2;
                        for (iClass2 = 0; iClass2 < CharClass.ClassList.Length; ++iClass2)
                        {
                            if (!MUDString.IsPrefixOf(str[i], CharClass.ClassList[iClass2].Name))
                            {
                                rgfClass[iClass2] = true;
                                fClassRestrict = true;
                                break;
                            }
                        }

                        for (iRace = 0; iRace < Limits.MAX_PC_RACE; ++iRace)
                        {
                            if (!MUDString.IsPrefixOf(str[i], Race.RaceList[iRace].Name))
                            {
                                rgfRace[iRace] = true;
                                fRaceRestrict = true;
                                break;
                            }
                        }

                        if (iClass2 == CharClass.ClassList.Length && iRace == Limits.MAX_PC_RACE)
                        {
                            name = str[i];
                        }
                    }
                }
            }

            // Now show characters that match our parameters.
            int nMatch = 0;
            List<String> immortals = new List<String>();
            List<String> mortals = new List<String>();
            /* Limits.L_DIR; Used to be Max_level.. Why change this? */
            string text = String.Empty;
            int temp;
            int numPlayers = 0;
            for (temp = 0; temp <= Limits.MAX_LEVEL; ++temp)
            {
                /* for sorted list */
                foreach (SocketConnection socket in Database.SocketList)
                {
                    string cclass;
                    CharData workingChar = (socket.Original != null) ? socket.Original : socket.Character;

                    /*
                    * Check for match against restrictions.
                    * Don't use trust as that exposes trusted mortals.
                    */
                    if (socket.ConnectionStatus != SocketConnection.ConnectionState.playing || !CharData.CanSee(ch, workingChar))
                    {
                        continue;
                    }

                    if (name.Length == 0)
                    {
                        /* Outside level/class restrictions. */
                        if ((workingChar.Level < iLevelLower) || (workingChar.Level > iLevelUpper)
                                || (fClassRestrict && !rgfClass[(int)workingChar.CharacterClass.ClassNumber])
                                || (fRaceRestrict && !rgfRace[workingChar.GetRace()]))
                            continue;
                        if (sorted != false && (workingChar.Level != temp))
                            continue;
                        /* Imm only . skip non-immortals. */
                        if (immortalOnly && !workingChar.IsImmortal())
                            continue;
                    }
                    else if (!MUDString.NameContainedIn(workingChar.Name, name) || (workingChar.Level != temp && sorted != false))
                        continue;

                    /* Opposite racewar sides, and both chars are mortals. */
                    if (workingChar.GetRacewarSide() != rws && rws != Race.RacewarSide.neutral && !workingChar.IsImmortal())
                        continue;

                    nMatch++;

                    /*
                    * Figure out what to print for class.
                    */
                    if (workingChar.Level >= Limits.LEVEL_HERO)
                    {
                        switch (workingChar.Level)
                        {
                            default:
                                cclass = "&+yUnknown    &n";
                                break;
                            case Limits.LEVEL_OVERLORD:
                                cclass = "&+r Overlord  &n";
                                break;
                            case Limits.LEVEL_GREATER_GOD:
                                cclass = "&+mGreater God&n";
                                break;
                            case Limits.LEVEL_LESSER_GOD:
                                cclass = "&+MLesser God &n";
                                break;
                            case Limits.LEVEL_DEMIGOD:
                                cclass = "&+y  Demigod  &n";
                                break;
                            case Limits.LEVEL_AVATAR:
                                cclass = "&+R  Avatar   &n";
                                break;
                            case Limits.LEVEL_HERO:
                                cclass = "&+c   Hero    &n";
                                break;
                        }
                    }
                    else
                    {
                        cclass = workingChar.CharacterClass.WholistName;
                    }

                    /*
                    * Format it up.
                    */
                    if (!workingChar.IsImmortal())
                    {
                        string buf5 = String.Format("{0}{1}{2}{3}{4} {5} ({6})",
                                                    workingChar.HasActionBit(PC.PLAYER_BOTTING) ? "[BOT] " : String.Empty,
                                                    workingChar.HasActionBit(PC.PLAYER_AFK) ? "[AFK] " : String.Empty,
                                                    workingChar.IsAffected(Affect.AFFECT_INVISIBLE) ? "*" : String.Empty,
                                                    workingChar.Name,
                                                    ((PC)workingChar).Title,
                                                    !workingChar.IsGuild() ? String.Empty : ((PC)workingChar).GuildMembership.WhoName,
                                                    Race.RaceList[workingChar.GetRace()].ColorName);
                        text = String.Format("&+L[&n{0} {1}&+L]&n {2}\r\n", MUDString.PadInt(workingChar.Level, 2), MUDString.PadStr(cclass, 13), buf5);
                    }
                    else
                    {
                        string buf1 = String.Format("{0}{1}{2}{3}{4}",
                                                     workingChar.HasActionBit(PC.PLAYER_WIZINVIS) ? "(WIZINVIS) " : String.Empty,
                                                     workingChar.HasActionBit(PC.PLAYER_AFK) ? "[AFK] " : String.Empty,
                                                     workingChar.HasActionBit(PC.PLAYER_BOTTING) ? "[BOT] " : String.Empty,
                                                     workingChar.Name,
                                                     ((PC)workingChar).Title);
                        string buf2 = String.Format(" {0}", !workingChar.IsGuild() ? String.Empty : ((PC)workingChar).GuildMembership.WhoName);
                        text = String.Format("&+L[&n{0}&+L]&n {1}{2}\r\n", MUDString.PadStr(cclass, 15), buf1, buf2);
                    }

                    if (!workingChar.IsImmortal())
                    {
                        mortals.Add(text);
                    }
                    else
                    {
                        immortals.Add(text);
                    }
                }
                if (sorted == false)
                {
                    break;
                }
            }
            // Immortals show up above mortals because immortals are more important.
            ch.SendText("\r\n");

            if (immortals.Count > 0)
            {
                ch.SendText("&+b-----------------------------------[ &+BIMMORTALS&+b ]-----------------------------&n\r\n");
            }

            foreach( String who in immortals )
            {
                ch.SendText(who);
            }

            if (mortals.Count > 0)
            {
                ch.SendText("&n&+b------------------------------------[ &+BMORTALS&n&+b ]------------------------------&n\r\n");
            }

            foreach (String who in mortals)
            {
                ch.SendText(who);
            }

            ch.SendText("&n&+b-----------------------------------------------------------------------------&n\r\n");

            foreach (SocketConnection socket in Database.SocketList)
            {
                if (socket.ConnectionStatus == SocketConnection.ConnectionState.playing)
                {
                    numPlayers++;
                }
            }

            text = String.Format("&nYou see {0} of {1} player{2} in the game.\r\n", nMatch, numPlayers,
                   numPlayers == 1 ? String.Empty : "s");
            ch.SendText(text);
            return;
        }
Example #3
0
        /// <summary>
        /// Check to see if the char is able to attack the victim, and if not, give a message saying why they can't.
        /// </summary>
        /// <param name="ch"></param>
        /// <param name="victim"></param>
        /// <returns></returns>
        public static bool IsSafe( CharData ch, CharData victim )
        {
            if (ch == null || victim == null) return false;

            // Always safe to attack yourself.
            if (ch == victim) return false;

            if (!ch.IsNPC() && !victim.IsNPC() && victim.GetRacewarSide() == ch.GetRacewarSide() && !ch.IsImmortal())
            {
                SocketConnection.Act("You can't attack an ally.\r\n", ch, null, victim, SocketConnection.MessageTarget.character);
                return true;
            }

            if( !ch.IsNPC() && ch.IsAffected( Affect.AFFECT_WRAITHFORM ) )
            {
                ch.SendText( "&+LYou may not participate in combat while in &+Cgh&n&+co&+Cu&n&+cl&+L form.&n\r\n" );
                return true;
            }

            if( !victim.IsNPC() && victim.HasActionBit(PC.PLAYER_JUST_DIED ) )
            {
                ch.SendText( "&+cThey just died, try in a few seconds...&n\r\n" );
                return true;
            }

            if (!victim.IsNPC() && victim.IsAffected(Affect.AFFECT_WRAITHFORM))
            {
                SocketConnection.Act( "Your attack passes through $N.", ch, null, victim, SocketConnection.MessageTarget.character );
                SocketConnection.Act( "$n's attack passes through $N.", ch, null, victim, SocketConnection.MessageTarget.room_vict );
                SocketConnection.Act( "$n's attack passes through you.", ch, null, victim, SocketConnection.MessageTarget.victim );
                return true;
            }

            // removed restriction allowing only registered players to pkill

            if( victim.Level > Limits.LEVEL_HERO && victim != ch && !victim.IsNPC() )
            {
                SocketConnection.Act( "$N&n is an IMMORTAL and is automatically safe.", ch, null, victim, SocketConnection.MessageTarget.character );
                return true;
            }

            if( victim.Fighting )
                return false;

            if( victim.InRoom.HasFlag( RoomTemplate.ROOM_SAFE ) )
            {
                SocketConnection.Act( "$N&n is in a safe room.", ch, null, victim, SocketConnection.MessageTarget.character );
                return true;
            }

            if( IsBossMob( victim ) )
            {
                //keep fighting, but allow the boss to invoke his special function
                // ensures the function will be called
                string lbuf = String.Format( "{0} is a boss", victim.ShortDescription );
                Log.Trace( lbuf );
                victim.Fighting = ch;
                if( victim.SpecialFunction.Count > 0 )
                {
                    foreach( MobSpecial spec in victim.SpecialFunction )
                    {
                        if( spec.SpecFunction( victim, MobFun.PROC_NORMAL ) )
                        {
                            // Only execute one function.
                            break;
                        }
                    }
                }
                return false;
            }

            if( ch.IsNPC() || victim.IsNPC() )
                return false;

            return false;
        }
Example #4
0
        /// <summary>
        /// Check whether the being entering the area is an enemy and needs to be dealt with.
        /// </summary>
        /// <param name="ch"></param>
        public static void CheckInvader( CharData ch )
        {
            string lbuf;

            if (ch == null || ch.IsNPC() || ch.IsImmortal())
                return;

            if( ch.InRoom == null || ch.InRoom.Area == null ||
                    ch.InRoom.Area.JusticeType == 0 )
                return;

            switch( ch.GetRacewarSide() )
            {
                case Race.RacewarSide.good:
                    if( ch.InRoom.Area.JusticeType == JusticeType.chaotic_evil
                            || ch.InRoom.Area.JusticeType == JusticeType.chaotic_evil_only
                            || ch.InRoom.Area.JusticeType == JusticeType.chaotic_neutral_only
                            || ch.InRoom.Area.JusticeType == JusticeType.evil_only
                            || ch.InRoom.Area.JusticeType == JusticeType.neutral_only
                            || ch.InRoom.Area.JusticeType == JusticeType.evil )
                    {
                        lbuf = String.Format( "Check_invader: {0} invading !good justice", ch.Name );
                        ImmortalChat.SendImmortalChat( null, ImmortalChat.IMMTALK_SPAM, 0, lbuf );
                        StartInvasion( ch );
                    }
                    return;
                case Race.RacewarSide.evil:
                    if( ch.InRoom.Area.JusticeType == JusticeType.chaotic_good
                            || ch.InRoom.Area.JusticeType == JusticeType.chaotic_good_only
                            || ch.InRoom.Area.JusticeType == JusticeType.chaotic_neutral_only
                            || ch.InRoom.Area.JusticeType == JusticeType.good_only
                            || ch.InRoom.Area.JusticeType == JusticeType.neutral_only
                            || ch.InRoom.Area.JusticeType == JusticeType.good )
                    {
                        lbuf = String.Format( "Check_invader: {0} invading !evil justice", ch.Name );
                        ImmortalChat.SendImmortalChat( null, ImmortalChat.IMMTALK_SPAM, 0, lbuf );
                        StartInvasion( ch );
                    }
                    return;
                case Race.RacewarSide.neutral:
                    if( ch.InRoom.Area.JusticeType == JusticeType.chaotic_good_only
                            || ch.InRoom.Area.JusticeType == JusticeType.chaotic_evil_only
                            || ch.InRoom.Area.JusticeType == JusticeType.evil_only
                            || ch.InRoom.Area.JusticeType == JusticeType.good_only)
                    {
                        lbuf = String.Format( "Check_invader: {0} invading !neutral justice", ch.Name );
                        ImmortalChat.SendImmortalChat( null, ImmortalChat.IMMTALK_SPAM, 0, lbuf );
                        StartInvasion( ch );
                    }
                    return;
            }

            return;
        }
Example #5
0
        /// <summary>
        /// Checks whether the caller is aggressive toward the victim.
        /// </summary>
        /// <param name="victim"></param>
        /// <returns></returns>
        public bool IsAggressive(CharData victim)
        {
            CharData ch = this;
            Guild guild = null;

            if (victim == null)
            {
                Log.Error("IsAggressive: called with null ch or victim.", 0);
                return false;
            }

            if (ch == victim)
            {
                return false;
            }

            if (MUDString.NameContainedIn("_guildgolem_", ch.Name))
            {
                foreach (Guild it in Database.GuildList)
                {
                    guild = it;
                    if (guild.ID == Guild.GolemGuildID(ch))
                        break;
                }
                if (guild != null && guild.Ostracized.Length != 0)
                {
                    if (MUDString.NameContainedIn(victim.Name, guild.Ostracized))
                        return true;
                }
            }
            if (MUDString.NameContainedIn(Race.RaceList[victim.GetRace()].Name, Race.RaceList[ch.GetOrigRace()].Hate))
            {
                Log.Trace("Returning true for IsAggressive due to race hatred.");
                return true;
            }
            if (ch.HasActionBit(MobTemplate.ACT_AGGROGOOD) && victim.IsGood())
            {
                Log.Trace("Returning true for IsAggressive due to aggro good and good victim.");
                return true;
            }
            if (ch.HasActionBit(MobTemplate.ACT_AGGROEVIL) && victim.IsEvil())
            {
                Log.Trace("Returning true for IsAggressive due to aggro evil and evil victim.");
                return true;
            }
            if (ch.HasActionBit(MobTemplate.ACT_AGGRONEUT) && victim.IsNeutral())
            {
                Log.Trace("Returning true for IsAggressive due to aggro neutral and neutral victim.");
                return true;
            }
            if (ch.HasActionBit(MobTemplate.ACT_AGGROEVILRACE) && victim.GetRacewarSide() == Race.RacewarSide.evil)
            {
                Log.Trace("Returning true for IsAggressive due to aggro evil race and victim evil racewar.");
                return true;
            }
            if (ch.HasActionBit(MobTemplate.ACT_AGGROGOODRACE) && victim.GetRacewarSide() == Race.RacewarSide.good)
            {
                Log.Trace("Returning true for IsAggressive due to aggro good race and victim good racewar.");
                return true;
            }
            if (ch.HasActionBit(MobTemplate.ACT_AGGRESSIVE))
            {
                Log.Trace("Returning true for IsAggressive due to aggressive flag on ch.");
                return true;
            }

            return ch.IsHating(victim);
        }
Example #6
0
        /// <summary>
        /// Checks whether the object can be worn by the character and provides a message
        /// to the character if it can't be.
        /// </summary>
        /// <param name="ch"></param>
        /// <returns></returns>
        public bool IsWearableBy(CharData ch)
        {
            if (ch.IsImmortal() && ch.HasActionBit(PC.PLAYER_GODMODE))
                return true;

            if (ch.IsClass(CharClass.Names.monk))
            {
                if (_weight > (1 + (ch.Level / 15)))
                {
                    SocketConnection.Act("$p&n is too heavy for you to use.", ch, this, null, SocketConnection.MessageTarget.character);
                    return false;
                }
            }

            if (HasWearFlag(ObjTemplate.USE_ANYONE))
                return true;

            switch (ch.Gender)
            {
                case MobTemplate.Sex.male:
                    if (HasAntiFlag(ObjTemplate.USE_ANTIMALE))
                    {
                        SocketConnection.Act("$p&n is too dainty for one of such as yourself.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case MobTemplate.Sex.female:
                    if (HasAntiFlag(ObjTemplate.USE_ANTIFEMALE))
                    {
                        SocketConnection.Act("$p&n is too bulky and poorly designed for one as skilled as you.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case MobTemplate.Sex.neutral:
                    if (HasAntiFlag(ObjTemplate.USE_ANTINEUTER))
                    {
                        SocketConnection.Act("$p&n was not designed for your form.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                default:
                    SocketConnection.Act("$p&n cannot be used by you because your sex is buggy.", ch, this, null, SocketConnection.MessageTarget.character);
                    return false;
            }

            switch (ch.CharacterClass.ClassNumber)
            {
                default:
                    break;
                case CharClass.Names.warrior:
                    if (!HasAntiFlag(ObjTemplate.USE_WARRIOR))
                    {
                        SocketConnection.Act("You won't abide such inferiority as found in $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.ranger:
                case CharClass.Names.hunter:
                    if (!HasAntiFlag(ObjTemplate.USE_RANGER))
                    {
                        SocketConnection.Act("Your professionalism prevents you from using $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.paladin:
                    if (!HasAntiFlag(ObjTemplate.USE_PALADIN))
                    {
                        SocketConnection.Act("Your convictions prevents you from using $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.antipaladin:
                    if (!HasAntiFlag(ObjTemplate.USE_ANTI))
                    {
                        SocketConnection.Act("Your skill and pride prevents you from using $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.cleric:
                    if (!HasAntiFlag(ObjTemplate.USE_CLERIC))
                    {
                        SocketConnection.Act("Your faith prevents you from using $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.druid:
                    if (!HasAntiFlag(ObjTemplate.USE_DRUID))
                    {
                        SocketConnection.Act("Your path prevents you from using $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.shaman:
                    if (!HasAntiFlag(ObjTemplate.USE_SHAMAN))
                    {
                        SocketConnection.Act("You lack the proper know-how to use $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.sorcerer:
                case CharClass.Names.illusionist:
                    if (!HasAntiFlag(ObjTemplate.USE_SORCERER))
                    {
                        SocketConnection.Act("You neglected use of $p&n in deference to your magics.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.elementAir:
                case CharClass.Names.elementEarth:
                case CharClass.Names.elementFire:
                case CharClass.Names.elementWater:
                    if (!HasAntiFlag(ObjTemplate.USE_ELEMENTAL))
                    {
                        SocketConnection.Act("You have better things to waste time on than $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.thief:
                    if (!HasAntiFlag( ObjTemplate.USE_THIEF))
                    {
                        SocketConnection.Act("Using $p&n would only hinder your abilities.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.psionicist:
                    if (!HasAntiFlag(ObjTemplate.USE_PSI))
                    {
                        SocketConnection.Act("The thought of using $p&n makes your brain hurt.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.assassin:
                    if (!HasAntiFlag(ObjTemplate.USE_ASSASSIN))
                    {
                        SocketConnection.Act("You never studied the art behind $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.mercenary:
                    if (!HasAntiFlag( ObjTemplate.USE_MERCENARY))
                    {
                        SocketConnection.Act("Your training never addressed using $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case CharClass.Names.mystic:
                case CharClass.Names.monk:
                    if (!HasAntiFlag( ObjTemplate.USE_MONK))
                    {
                        SocketConnection.Act("You cannot use $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
            }

            switch (ch.GetRace())
            {
                default:
                    break;
                case Race.RACE_HUMAN:
                    if (HasAntiFlag( ObjTemplate.USE_NOHUMAN))
                    {
                        SocketConnection.Act("Your race is ill fit to use $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_GREYELF:
                    if (HasAntiFlag(ObjTemplate.USE_NOGREYELF))
                    {
                        SocketConnection.Act("Your race is too weak to handle $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_HALFELF:
                    if (HasAntiFlag( ObjTemplate.USE_NOHALFELF))
                    {
                        SocketConnection.Act("Your bastardized nature prevents you from using $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_DWARF:
                    if (HasAntiFlag( ObjTemplate.USE_NODWARF))
                    {
                        SocketConnection.Act("Your body wasn't designed to use $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_HALFLING:
                    if (HasAntiFlag( ObjTemplate.USE_NOGNOME))
                    {
                        SocketConnection.Act("Just contemplating $p&n makes you long for food.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_BARBARIAN:
                    if (HasAntiFlag( ObjTemplate.USE_NOBARBARIAN))
                    {
                        SocketConnection.Act("Your size and mass prevents you from using $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_DUERGAR:
                    if (HasAntiFlag( ObjTemplate.USE_NODUERGAR))
                    {
                        SocketConnection.Act("Of what use is $p&n to a &n&+rduergar&n?", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_DROW:
                    if (HasAntiFlag( ObjTemplate.USE_NODROW))
                    {
                        SocketConnection.Act("The design of $p&n is too inferior for use by a &n&+mdrow&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_TROLL:
                    if (HasAntiFlag( ObjTemplate.USE_NOTROLL))
                    {
                        SocketConnection.Act("You try to use $p&n, but become quickly frustrated.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_OGRE:
                    if (HasAntiFlag( ObjTemplate.USE_NOOGRE))
                    {
                        SocketConnection.Act("You can't quite figure out how to use $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_ORC:
                    if (HasAntiFlag( ObjTemplate.USE_NOORC))
                    {
                        SocketConnection.Act("Obviously, $p&n was not crafted for an &+Lorc&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_CENTAUR:
                    if (HasAntiFlag( ObjTemplate.USE_NOCENTAUR))
                    {
                        SocketConnection.Act("Your find $p&n's design unsuitable for a &n&+gcen&+Ltaur&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_GITHYANKI:
                    if (HasAntiFlag( ObjTemplate.USE_NOGITHYANKI))
                    {
                        SocketConnection.Act("You find $p&n to be unfitting for a &+Wgith&+Gyanki&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_GITHZERAI:
                    if (HasAntiFlag( ObjTemplate.USE_NOGITHZERAI))
                    {
                        SocketConnection.Act("Your nature prevents you from using $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_MINOTAUR:
                    if (HasAntiFlag( ObjTemplate.USE_NOMINOTAUR))
                    {
                        SocketConnection.Act("Your distinctive build prevents your use of $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_GOBLIN:
                    if (HasAntiFlag( ObjTemplate.USE_NOGOBLIN))
                    {
                        SocketConnection.Act("Your stature and build make it impossible for you to use $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_RAKSHASA:
                    if (HasAntiFlag( ObjTemplate.USE_NORAKSHASA))
                    {
                        SocketConnection.Act("Your feline structure inhibits you from using $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RACE_GNOLL:
                    if (HasAntiFlag( ObjTemplate.USE_NOGNOLL))
                    {
                        SocketConnection.Act("Your canine features hinder the use of $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
            }

            switch (ch.GetRacewarSide())
            {
                case Race.RacewarSide.good:
                    if (HasAntiFlag( ObjTemplate.USE_ANTIGOODRACE))
                    {
                        SocketConnection.Act("Your &n&+cs&+Co&n&+cu&+Cl&n is too &+Wpure&n to use $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                case Race.RacewarSide.evil:
                    if (HasAntiFlag( ObjTemplate.USE_ANTIEVILRACE))
                    {
                        SocketConnection.Act("Your &+Lblack &n&+rhe&+Ra&n&+rr&+Rt&n prevents use of $p&n.", ch, this, null, SocketConnection.MessageTarget.character);
                        return false;
                    }
                    break;
                default:
                    break;
            }

            return true;
        }
Example #7
0
        /// <summary>
        /// Formats an object for display to a character.
        /// </summary>
        /// <param name="obj"></param>
        /// <param name="ch"></param>
        /// <param name="shortDisplay"></param>
        /// <returns></returns>
        public static string FormatObjectToCharacter(Object obj, CharData ch, bool shortDisplay)
        {
            string text = String.Empty;

            if (obj == null || ch == null)
            {
                Log.Error("format_obj_to_char: null ch or obj.", 0);
                return null;
            }

            if (shortDisplay)
            {
                if (obj.ShortDescription.Length > 0)
                {
                    text += obj.ShortDescription;
                }
                text += " ";
            }

            if (obj.HasFlag(ObjTemplate.ITEM_NOSHOW) && ch.IsImmortal())
            {
                text += "&n(&+LNoshow&n) ";
            }
            else if (obj.HasFlag(ObjTemplate.ITEM_NOSHOW))
            {
                return text;
            }
            if (obj.HasFlag(ObjTemplate.ITEM_INVIS))
            {
                text += "&n(&+LInvis&n) ";
            }
            if ((ch.IsAffected( Affect.AFFECT_DETECT_EVIL) || ch.HasInnate(Race.RACE_DETECT_ALIGN)
                    || ch.IsClass(CharClass.Names.antipaladin) || ch.IsClass(CharClass.Names.paladin))
                    && obj.HasFlag(ObjTemplate.ITEM_EVIL))
            {
                text += "&n(&+LDark Aura&n) ";
            }
            if ((ch.IsAffected(Affect.AFFECT_DETECT_GOOD) || ch.HasInnate(Race.RACE_DETECT_ALIGN)
                    || ch.IsClass(CharClass.Names.antipaladin) || ch.IsClass(CharClass.Names.paladin))
                    && obj.HasFlag(ObjTemplate.ITEM_BLESS))
            {
                text += "&n(&+WLight Aura&n) ";
            }
            if (obj.HasFlag(ObjTemplate.ITEM_MAGIC) && (ch.IsAffected(Affect.AFFECT_DETECT_MAGIC) ||
                (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_GODMODE))))
            {
                text += "&n(&+BMagic&n) ";
            }
            if (obj.HasFlag(ObjTemplate.ITEM_GLOW))
            {
                text += "&n(&+CGlowing&n) ";
            }
            if (obj.HasFlag(ObjTemplate.ITEM_LIT))
            {
                text += "&n(&+WIlluminating&n) ";
            }
            if (obj.HasFlag(ObjTemplate.ITEM_SECRET) && (ch.IsAffected(Affect.AFFECT_DETECT_HIDDEN) ||
                (!ch.IsNPC() && ch.HasActionBit(PC.PLAYER_GODMODE))))
            {
                text += "&n(&+yHidden&n) ";
            }

            if (!shortDisplay)
            {
                if (obj.ItemType == ObjTemplate.ObjectType.pc_corpse && (ch.IsImmortal() || (int)ch.GetRacewarSide() == obj.Values[4]))
                {
                    text += "The " + obj.ShortDescription + " is lying here.";
                }
                else if (obj.FullDescription.Length > 0)
                {
                    text += obj.FullDescription;
                }
            }

            text += "&n";

            return text;
        }