/**************************************************************************** * [S]imulated [M]edieval [A]dventure multi[U]ser [G]ame | \\._.// * * -----------------------------------------------------------| (0...0) * * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider | ).:.( * * -----------------------------------------------------------| {o o} * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, | / ' ' \ * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops |~'~.VxvxV.~'~* * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Commands for personal player settings/statictics * ****************************************************************************/ #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" /* * Locals */ char *tiny_affect_loc_name(int location); char * get_class2 args( (CHAR_DATA *ch) ); char * get_advclass args( (CHAR_DATA *ch) ); char * get_advclass2 args( (CHAR_DATA *ch) ); char * get_ego_text args( ( CHAR_DATA *ch ) ); sh_int total_affects args( ( CHAR_DATA *ch ) ); sh_int total_resists args( ( CHAR_DATA *ch ) ); sh_int get_ac_type_char args( ( CHAR_DATA *ch ) ); bool check_new_char_pass( char *argument ); char *get_damage_value_obj( OBJ_DATA *obj ); int GET_HRDR_CAP( CHAR_DATA *ch); int GET_AC_CAP( CHAR_DATA *ch); int GET_MAC_CAP( CHAR_DATA *ch); int GET_TOTALAC_CAP( CHAR_DATA *ch); void add_secure_name( char *plrname, SECURE_DATA *secure, char *type ); void do_gold(CHAR_DATA * ch, char *argument) { set_char_color( AT_GOLD, ch ); ch_printf( ch, "You have %s Copper pieces.\n\r", num_comma(ch->gold) ); ch_printf( ch, "You have %s Silver pieces.\n\r", num_comma(ch->silver) ); ch_printf( ch, "You have %s Gold pieces.\n\r", num_comma(ch->real_gold) ); return; } void do_finger( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; char * buf1; char * buf2; char * buf3; char * buf4; CHAR_DATA *victim; WIZENT *wiz, *wiz_next; extern WIZENT *first_wiz; buf[0] = '\0'; if(IS_NPC(ch)) return; if ( argument[0] == '\0' ) { send_to_char("Finger whom?\n\r", ch ); return; } victim = get_char_world(ch, argument); if ( ( victim == NULL ) || (!victim) ) { read_finger( ch, argument ); return; } if ( !can_see( ch, victim ) ) { send_to_char("They aren't here.\n\r", ch ); return; } if ( IS_NPC( victim ) ) { send_to_char("Not on NPC's.\n\r", ch ); return; } /* No fingering those above your lvl --GW */ for( wiz = first_wiz; wiz; wiz = wiz_next ) { wiz_next = wiz->next; if ( !str_cmp( wiz->name, victim->name ) && wiz->level > ch->level ) { ch_printf( ch, "Information on %s is beyond your grasp!\n\r",capitalize(victim->name)); return; } } buf1 = STRALLOC(get_class(victim)); buf2 = STRALLOC(get_class2(victim)); buf3 = STRALLOC(get_advclass(victim)); buf4 = STRALLOC(get_advclass2(victim)); buf1 = STRALLOC(capitalize(buf1)); buf2 = STRALLOC(capitalize(buf2)); buf3 = STRALLOC(capitalize(buf3)); buf4 = STRALLOC(capitalize(buf4)); send_to_char(" Finger Info\n\r", ch); send_to_char(" -----------\n\r", ch); ch_printf(ch, "&CName: &W%-12s\n\r", victim->name); ch_printf(ch, "&CMud Age: &W%2d\n\r", get_age( victim )); ch_printf(ch, "&CLevel: &W[&R%d&W/&R%d&W/&R%d&W/&R%d&W] [1/2/3/4]\n\r", victim->level, victim->level2, victim->advlevel, victim->advlevel2 ); ch_printf(ch, "&CSex: &W%s\n\r", victim->sex == SEX_MALE ? "Male" : victim->sex == SEX_FEMALE ? "Female" : "Neutral" ); ch_printf(ch, "&CClasses: &W[&R%s&W/&R%s&W/&R%s&W/&R%s&W]\n\r", QUICKLINK(buf1),QUICKLINK(buf2), QUICKLINK(buf3), QUICKLINK(buf4)); ch_printf(ch, "&CRace: &W%s\n\r", capitalize(npc_race[victim->race]) ); ch_printf(ch, "&CTitle: &W%s\n\r", victim->pcdata->title ); ch_printf(ch, "&CLast on: &W%s\n\r", (char *) ctime( &victim->pcdata->logon ) ); return; } /* New New score command by Callinon :P */ void do_newscore(CHAR_DATA *ch, char *argument) { char buf[MAX_STRING_LENGTH]; struct class_type *class; int cl; cl = ch->class; class = class_table[cl]; if( IS_NPC(ch) ) { do_oldscore(ch, argument); return; } ch_printf( ch, "&CScore sheet for &c%s&g\n\r", ch->name ); ch_printf( ch, "*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf( ch, "&CClass 1: &B%-15s &CLevel: &B%-2d\n\r", capitalize(npc_class[ch->class]), ch->level ); if( ch->class2 != -1 ) ch_printf( ch, "&CClass 2: &B%-15s &CLevel: &B%-2d\n\r", capitalize(npc_class[ch->class2]), ch->level2 ); if( ch->advclass != -1 ) ch_printf( ch, "&CClass 3: &R%-15s &CLevel: &R%-2d\n\r", capitalize(npc_class[ch->advclass]), ch->advlevel ); if ( ch->advclass2 != -1 ) ch_printf( ch, "&CClass 4: &R%-15s &CLevel: &R%-2d\n\r", capitalize(npc_class[ch->advclass2]), ch->advlevel2 ); ch_printf( ch, "&CRace : &g%-15s &CAge : &g%-3d\n\r", capitalize(get_race(ch)), get_age(ch) ); ch_printf( ch, "&CExp : &c%-11s\n\r", num_comma(ch->exp)); if ( !IS_ADVANCED(ch) ) { if ( ch->level < 50 ) ch_printf( ch, "&CExp to level %d %s: &c%-11s\n\r", ch->level+1, capitalize(npc_class[ch->class]),num_comma(exp_level(ch,ch->level+1) - ch->exp) ); if ( ch->class2 > -1 && ch->level2 > 0 && ch->level2 < 50 ) ch_printf( ch, "&CExp to level %d %s: &c%-11s\n\r", ch->level2+1,capitalize(npc_class[ch->class2]),num_comma(exp_level2(ch,ch->level2+1)- ch->exp) ); } if ( IS_ADVANCED(ch) && ch->advlevel < 50 ) { ch_printf( ch, "&CExp to level %d %s: &c%-11s\n\r", ch->advlevel+1,capitalize(npc_class[ch->advclass]),num_comma(exp_level(ch,ch->advlevel+1) - ch->exp) ); } if ( IS_ADV_DUAL(ch) && ch->advlevel2 < 50 ) { ch_printf( ch, "&CExp to level %d %s: &c%-11s\n\r", ch->advlevel2+1,capitalize(npc_class[ch->advclass2]),num_comma(exp_level(ch,ch->advlevel2+1) - ch->exp) ); } ch_printf( ch, "&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); /* What Type We are.. */ if ( get_ac_type_char(ch) == 0 ) sprintf(buf,"Fighter"); else if ( get_ac_type_char(ch) == 1 ) sprintf(buf,"Magic User"); else sprintf(buf,"Rogue Conjurer"); ch_printf( ch,"&CYour Class Combination Depicts you as being a &c%s.\n\r",buf); if( GET_HITROLL(ch) < 10 ) sprintf( buf, "You can't swat a fly" ); else if( GET_HITROLL(ch) <= 30 ) sprintf( buf, "You can hit the side of a castle" ); else if( GET_HITROLL(ch) <= 60 ) sprintf( buf, "You should be able to graze a tree" ); else if( GET_HITROLL(ch) <= 100 ) sprintf( buf, "You should be an archer" ); else if( GET_HITROLL(ch) <= 300 ) sprintf( buf, "Impressive" ); else sprintf( buf, "Is there anything you CAN'T hit?" ); ch_printf( ch, "&CHR : &c%-5d&C(&c%d&C)/&c%-5d &C(&r%s&C)\n\r", GET_HITROLL(ch),ch->pcdata->hit_bonus,GET_HRDR_CAP(ch), buf ); if( GET_DAMROLL(ch) < 10 ) sprintf( buf, "Not planning on killing a roach are you?" ); else if( GET_DAMROLL(ch) <= 30 ) sprintf( buf, "Beastly Fidos beware!" ); else if( GET_DAMROLL(ch) <= 60 ) sprintf( buf, "Have you whacked a guard today?" ); else if( GET_DAMROLL(ch) <= 100 ) sprintf( buf, "Impressive" ); else if( GET_DAMROLL(ch) <= 300 ) sprintf( buf, "Please don't hurt me!" ); else sprintf( buf, "You'd make a good TANK!" ); ch_printf( ch, "&CDR : &c%-5d&C(&c%d&C)/&c%-5d &C(&r%s&C)\n\r", GET_DAMROLL(ch),ch->pcdata->dam_bonus,GET_HRDR_CAP(ch),buf ); if( GET_EQAC(ch) >= 101 ) sprintf( buf, "Air hurts doesn't it" ); else if( GET_EQAC(ch) >= 80 ) sprintf( buf, "Watch out for rampaging dust" ); else if( GET_EQAC(ch) >= 55 ) sprintf( buf, "Naked eh?" ); else if( GET_EQAC(ch) >= 40 ) sprintf( buf, "There's a big HOLE in your armor" ); else if( GET_EQAC(ch) >= 20 ) sprintf( buf, "Leaves and a Loincloth are REALLY the best you can do?" ); else if( GET_EQAC(ch) >= 10 ) sprintf( buf, "It's better then nothing" ); else if( GET_EQAC(ch) >= 0 ) sprintf( buf, "Fine for light adventure" ); else if( GET_EQAC(ch) >= -10) sprintf( buf, "HA that dust doesn't stand a chance now!" ); else if( GET_EQAC(ch) >= -20) sprintf( buf, "Adequete" ); else if( GET_EQAC(ch) >= -40) sprintf( buf, "Not too bad, could be better" ); else if( GET_EQAC(ch) >= -55) sprintf( buf, "Ahh you're getting into the good stuff now eh" ); else if( GET_EQAC(ch) >= -80) sprintf( buf, "Excellently crafted" ); else if( GET_EQAC(ch) >= -101) sprintf( buf, "Now you're talkin" ); else sprintf( buf, "You could probibly stop a cannonball" ); ch_printf( ch, "&CEQ-AC : &c%-5d&C(&c%d&C)/&c%-5d &C(&r%s&C)\n\r", GET_EQAC(ch), ch->pcdata->ac_bonus, GET_AC_CAP(ch), buf ); if( GET_MAC(ch) >= 101 ) sprintf( buf, "Air hurts doesn't it" ); else if( GET_MAC(ch) >= 80 ) sprintf( buf, "Watch out for rampaging dust" ); else if( GET_MAC(ch) >= 55 ) sprintf( buf, "Naked eh?" ); else if( GET_MAC(ch) >= 40 ) sprintf( buf, "There's a big HOLE in your armor" ); else if( GET_MAC(ch) >= 20 ) sprintf( buf, "Leaves and a Loincloth are REALLY the best you can do?" ); else if( GET_MAC(ch) >= 10 ) sprintf( buf, "It's better then nothing" ); else if( GET_MAC(ch) >= 0 ) sprintf( buf, "Fine for light adventure" ); else if( GET_MAC(ch) >= -10) sprintf( buf, "HA that dust doesn't stand a chance now!" ); else if( GET_MAC(ch) >= -20) sprintf( buf, "Adequete" ); else if( GET_MAC(ch) >= -40) sprintf( buf, "Not too bad, could be better" ); else if( GET_MAC(ch) >= -55) sprintf( buf, "Ahh you're getting into the good stuff now eh" ); else if( GET_MAC(ch) >= -80) sprintf( buf, "Excellently crafted" ); else if( GET_MAC(ch) >= -101) sprintf( buf, "Now you're talkin" ); else sprintf( buf, "You could probibly stop a cannonball" ); ch_printf( ch, "&CMAGIC AC :&c%-5d&C(&c%d&C)/&c%-5d &C(&r%s&C)\n\r", GET_MAC(ch), ch->pcdata->mac_bonus,GET_MAC_CAP(ch), buf ); /* Total AC */ ch_printf( ch, "&CTOTAL AC :&c%-5d&C(&c%d&C)/&c%-5d\n\r", GET_AC(ch), ch->pcdata->mac_bonus + ch->pcdata->ac_bonus,GET_TOTALAC_CAP(ch) ); /* Added Align and Some other things --GW */ if (ch->alignment > 900) sprintf(buf, "Devout"); else if (ch->alignment > 700) sprintf(buf, "Noble"); else if (ch->alignment > 350) sprintf(buf, "Honorable"); else if (ch->alignment > 100) sprintf(buf, "Worthy"); else if (ch->alignment > -100) sprintf(buf, "Neutral"); else if (ch->alignment > -350) sprintf(buf, "Base"); else if (ch->alignment > -700) sprintf(buf, "Evil"); else if (ch->alignment > -900) sprintf(buf, "Ignoble"); else sprintf(buf, "Fiendish"); ch_printf( ch, "&CAlign : &c%d &C(&r%s&C)\n\r", ch->alignment, buf); ch_printf( ch, "&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf( ch, "&CHP : &c%-5d&C/&c%-5d &CWeight: &c%4.4d\n\r", ch->hit, ch->max_hit, ch->carry_weight ); ch_printf( ch, "&C%s: &c%-5d&C/&c%-5d &CMax Weight: &c%4.4d\n\r", IS_VAMPIRE(ch) ? "BLOOD" : "MP ", IS_VAMPIRE(ch) ? ch->pcdata->condition[COND_BLOODTHIRST] : ch->mana, IS_VAMPIRE(ch) ? get_bloodthirst(ch) : ch->max_mana, can_carry_w(ch) ); ch_printf( ch, "&CMOVE : &c%-5d&C/&c%-5d\n\r", ch->move, ch->max_move ); ch_printf( ch, "&CPOWER: &c%-5d\n\r", get_power(ch) ); ch_printf( ch, "&CCopper: &c%s &CBank: &c%s\n\r", num_comma(ch->gold), num_comma(ch->pcdata->bank) ); ch_printf( ch, "&CSilver: &c%s &CBank: &c%s\n\r", num_comma(ch->silver), num_comma(ch->pcdata->silver_bank) ); ch_printf( ch, "&CGold: &c%s &CBank: &c%s\n\r", num_comma(ch->real_gold), num_comma(ch->pcdata->gold_bank) ); ch_printf( ch, "&CGlory: &c%4.4d(%4.4d) \n\r", ch->pcdata->quest_curr, ch->pcdata->quest_accum ); ch_printf( ch, "&CYour EGO &R%s\n\r", get_ego_text(ch)); ch_printf( ch, "&CYour PK Safety flag is &c%s\n\r", IS_SET(ch->pcdata->flagstwo, MOREPC_SAFETY ) ? "Active" : "Disabled" ); if( ch->pcdata->clan && ch->pcdata->clan->clan_type != CLAN_ORDER && ch->pcdata->clan->clan_type != CLAN_GUILD ) { ch_printf( ch, "&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf( ch, "&CCLAN: %-6s &CLEVEL: &c%-2d\n\r", ch->pcdata->clan->whoname, ch->pcdata->clevel ); } if( ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_ORDER ) { ch_printf( ch, "&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf( ch, "&CORDER: %-6s &CLEVEL: &c%-2d\n\r", ch->pcdata->clan->whoname, ch->pcdata->clevel ); } if( ch->pcdata->guild_name != NULL && str_cmp(ch->pcdata->guild_name,"(null)")) { ch_printf( ch, "&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf( ch, "&CGUILD: %s &CLEVEL: &c%-2d\n\r", ch->pcdata->guild_name, ch->pcdata->guildlevel ); } if( ch->pcdata->deity ) { ch_printf( ch, "&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf( ch, "&CDEITY: &c%-20s &CFAVOR: &c%-4d\n\r", ch->pcdata->deity->name, ch->pcdata->favor ); } } /* * Attribute Command by Greywolf */ void do_attribute( CHAR_DATA *ch, char *argument ) { int iLang; struct class_type *class; int cl; if ( IS_NPC(ch) ) return; cl = ch->class; class = class_table[cl]; ch_printf( ch, "&CAttributes for: &c%s\n\r", capitalize(ch->name)); ch_printf( ch, "&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf( ch, "&CSTR:&c%-2d &C(&c%-2d&C) &R%s\n\r", get_curr_str(ch), ch->perm_str, class->attr_prime == APPLY_STR ? "PRIME" : "" ); ch_printf( ch, "&CDEX:&c%-2d &C(&c%-2d&C) &R%s\n\r", get_curr_dex(ch), ch->perm_dex, class->attr_prime == APPLY_DEX ? "PRIME" : "" ); ch_printf( ch, "&CINT:&c%-2d &C(&c%-2d&C) &R%s\n\r", get_curr_int(ch), ch->perm_int, class->attr_prime == APPLY_INT ? "PRIME" : "" ); ch_printf( ch, "&CWIS:&c%-2d &C(&c%-2d&C) &R%s\n\r", get_curr_wis(ch), ch->perm_wis, class->attr_prime == APPLY_WIS ? "PRIME" : "" ); ch_printf( ch, "&CCON:&c%-2d &C(&c%-2d&C) &R%s\n\r", get_curr_con(ch), ch->perm_con, class->attr_prime == APPLY_CON ? "PRIME" : "" ); ch_printf( ch, "&CCHA:&c%-2d &C(&c%-2d&C) &R%s\n\r", get_curr_cha(ch), ch->perm_cha, class->attr_prime == APPLY_CHA ? "PRIME" : "" ); ch_printf( ch, "&CLCK:&c%-2d &C(&c%-2d&C) &R%s\n\r", get_curr_lck(ch), ch->perm_lck, class->attr_prime == APPLY_LCK ? "PRIME" : "" ); ch_printf( ch, "&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) send_to_char("&rYou are drunk.\n\r", ch); if (!IS_NPC(ch) && ch->level < LEVEL_AVATAR && ch->pcdata->condition[COND_THIRST] == 0) send_to_char("&rYou are in danger of dehydrating.\n\r", ch); if (!IS_NPC(ch) && ch->level < LEVEL_AVATAR && ch->pcdata->condition[COND_FULL] == 0) send_to_char("&rYou are starving to death.\n\r", ch); if ( ch->position != POS_SLEEPING ) switch( ch->mental_state / 10 ) { default: send_to_char( "&cYou're completely messed up!\n\r",ch ); break; case -10: send_to_char( "&cYou're barely conscious.\n\r", ch); break; case -9: send_to_char( "&cYou can barely keep your eyes open.\n\r", ch ); break; case -8: send_to_char( "&cYou're extremely drowsy.\n\r", ch); break; case -7: send_to_char( "&cYou feel very unmotivated.\n\r",ch ); break; case -6: send_to_char( "&cYou feel sedated.\n\r", ch ); break; case -5: send_to_char( "&cYou feel sleepy.\n\r", ch ); break; case -4: send_to_char( "&cYou feel tired.\n\r", ch ); break; case -3: send_to_char( "&cYou could use a rest.\n\r", ch ); break; case -2: send_to_char( "&cYou feel a little under the weather.\n\r", ch ); break; case -1: send_to_char( "&cYou feel fine.\n\r", ch ); break; case 0: send_to_char( "&cYou feel great.\n\r", ch ); break; case 1: send_to_char( "&cYou feel energetic.\n\r", ch ); break; case 2: send_to_char( "&cYour mind is racing.\n\r", ch ); break; case 3: send_to_char( "&cYou can't think straight.\n\r", ch ); break; case 4: send_to_char( "&cYour mind is going 100 miles an hour.\n\r", ch ); break; case 5: send_to_char( "&cYou're high as a kite.\n\r", ch );break; case 6: send_to_char( "&cYour mind and body are slipping apart.\n\r", ch ); break; case 7: send_to_char( "&cReality is slipping away.\n\r", ch ); break; case 8: send_to_char( "&cYou have no idea what is real, and what is not.\n\r", ch ); break; case 9: send_to_char( "&cYou feel immortal.\n\r", ch );break; case 10: send_to_char( "&cYou are an Implementor.\n\r", ch); break; } else if ( ch->mental_state >45 ) send_to_char( "&cYour sleep is filled with strange and vivid dreams.\n\r", ch ); else if ( ch->mental_state >25 ) send_to_char( "&cYour sleep is uneasy.\n\r", ch ); else if ( ch->mental_state <-35 ) send_to_char( "&cYou are deep in a much needed sleep.\n\r", ch ); else if ( ch->mental_state <-25 ) send_to_char( "&cYou are in deep slumber.\n\r", ch ); send_to_char("&CLanguages:&c ", ch ); for ( iLang = 0; lang_array[iLang] != LANG_UNKNOWN; iLang++ ) if ( knows_language( ch, lang_array[iLang], ch ) || (IS_NPC(ch) && ch->speaks == 0) ) { if ( lang_array[iLang] & ch->speaking || (IS_NPC(ch) && !ch->speaking) ) set_char_color( AT_RED, ch ); send_to_char( lang_names[iLang], ch ); set_char_color( AT_PLAIN, ch ); send_to_char( " ", ch ); } send_to_char( "\n\r", ch ); if ( ch->pcdata->bounty > 0 ) ch_printf( ch, "&RBOUNTY: &c%d\n\r", ch->pcdata->bounty ); if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' ) ch_printf( ch, "&CYou are bestowed with the command(s): &c%s.\n\r", ch->pcdata->bestowments ); if ( CAN_PKILL( ch ) ) { ch_printf( ch,"&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf(ch, "&CPKILL DATA: &RPkills &C(&c%3.3d&C) &RIllegal Pkills &C(&c%3.3d&C) &RPdeaths &C(&c%3.3d&C)\n\r", ch->pcdata->pkills, ch->pcdata->illegal_pk, ch->pcdata->pdeaths ); } if (ch->pcdata->deity) { ch_printf( ch,"&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf(ch, "&CDeity: &c%-20s &CFavor: &c%d\n\r", ch->pcdata->deity->name, ch->pcdata->favor ); } ch_printf( ch,"&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf(ch, "&RCHALLENGE STATS: &CWins &c%d &CLoses: &c%d &CChampionships Won: &c%d\n", ch->pcdata->awins,ch->pcdata->alosses,ch->pcdata->pkchamps ); if ( ch->pcdata->gladiator != NULL ) { ch_printf( ch,"&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf(ch,"&RGAMBLE STATS: &CCharacter: &c%s &RBet: &c%d\n",ch->pcdata->gladiator,ch->pcdata->plr_wager); } ch_printf( ch,"&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf(ch, "&RKOMBAT STATS: &CKombats Entered: &c%d\n",ch->pcdata->num_kombats ); ch_printf(ch, " &CKombatants Killed: &c%d\n",ch->pcdata->num_kombatants); ch_printf(ch, " &CKombats Won: &c%d\n",ch->pcdata->num_kombats_won ); /* Glory-Store Stuff --GW */ ch_printf( ch,"&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*\n\r",0); ch_printf( ch, "&RGLORY STORE STATS: &CSkills to 100%: &c%d\n",ch->pcdata->skill100s); ch_printf( ch, " &CAffects: &c%d\n",total_affects(ch)); ch_printf( ch, " &CResistances: &c%d\n",total_resists(ch)); if (IS_IMMORTAL(ch)) { ch_printf(ch,"&g*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*&C\n\r",0); ch_printf(ch, "IMMORTAL DATA: Wizinvis [%s] Wizlevel (%d)\n\r", IS_SET(ch->act, PLR_WIZINVIS) ? "X" : " ", ch->pcdata->wizinvis ); ch_printf(ch, "Incog [%s] Incog level (%d)\n\r", IS_SET(ch->pcdata->flagstwo, MOREPC_INCOG) ? "X" : " ",ch->pcdata->incog_level ); /* Incog data added by Callinon */ ch_printf(ch, "Bamfin: %s\n\r",(ch->pcdata->bamfin[0] != '\0') ? ch->pcdata->bamfin : "?? appears in a swirling mist."); ch_printf(ch, "Bamfout: %s\n\r",(ch->pcdata->bamfout[0] != '\0') ? ch->pcdata->bamfout : "?? leaves in a swirling mist."); ch_printf(ch, "Creation Security: %d\n\r",ch->pcdata->cperm ); /* Area Loaded info - Scryn 8/11*/ if (ch->pcdata->area) { ch_printf(ch, "Vnums: Room (%-5.5d - %-5.5d) Object (%-5.5d - %-5.5d) Mob (%-5.5d - %-5.5d)\n\r", ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum, ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum, ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum); ch_printf(ch, "Area Loaded [%s]\n\r", (IS_SET(ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no"); } } return; } /* * New score command by Haus */ void do_score(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; int iLang; if (IS_NPC(ch)) { do_oldscore(ch, argument); return; } set_char_color(AT_SCORE, ch); ch_printf(ch, "\n\rScore for %s.\n\r", ch->pcdata->title); send_to_char("----------------------------------------------------------------------------\n\r", ch); if( ch->level == 50 ) ch_printf(ch, "LEVEL: &R%-2d&C/%-2d Race : %-8.10s Played: %dhours\n\r", ch->level,ch->level2, capitalize(get_race(ch)), (get_age(ch) - 17) *2); else if( ch->level2 && ch->level2 == 50 ) ch_printf(ch, "LEVEL: %-2d/&R%-2d&C Race : %-8.10s Played: %dhours\n\r",ch->level,ch->level2, capitalize(get_race(ch)), (get_age(ch) - 17) *2); else if( ch->level == 50 && ch->level2 && ch->level2 == 50 ) ch_printf(ch, "LEVEL: &R%-2d/&R%-2d&C Race : %-8.10s Played: %d hours\n\r", ch->level,ch->level2, capitalize(get_race(ch)), (get_age(ch) - 17) *2); else ch_printf(ch, "LEVEL: %-2d/%-2d Race : %-8.10s Played: %d hours\n\r", ch->level,ch->level2, capitalize(get_race(ch)), (get_age(ch) - 17) * 2); if( IS_ADVANCED(ch)) { if( ch->advlevel == 50 ) { ch_printf(ch, "ADVANCED LEVEL:&R%-2d&C ADVANCED CLASS: %-11.11s\n\r", ch->advlevel, capitalize(get_advclass(ch))); } else { ch_printf(ch, "ADVANCED LEVEL: %-2d ADVANCED CLASS: %-11.11s\n\r", ch->advlevel, capitalize(get_advclass(ch))); } } ch_printf(ch, "YEARS: %-6d Class: %-11.11s Log In: %s\n\r", get_age(ch), capitalize(get_class(ch)),ctime(&(ch->pcdata->logon)) ); if ( ch->class2 != -1) ch_printf(ch, " Class: %-11.11s\n\r", capitalize(get_class2(ch)) ); if (ch->level >= 5 || IS_PKILL( ch ) ) { ch_printf(ch, "STR : %2.2d(%2.2d) HitRoll: %-4d Saved: %s\r", get_curr_str(ch), ch->perm_str, GET_HITROLL(ch),ch->pcdata->save_time ? ctime(&(ch->pcdata->save_time)) : "no save this session\n"); ch_printf(ch, "INT : %2.2d(%2.2d) DamRoll: %-4d Time: %s\r", get_curr_int(ch), ch->perm_int, GET_DAMROLL(ch), ctime(¤t_time) ); } else { ch_printf(ch, "STR : %2.2d(%2.2d) Saved: %s\r", get_curr_str(ch), ch->perm_str, ch->pcdata->save_time ? ctime(&(ch->pcdata->save_time)) : "no\n" ); ch_printf(ch, "INT : %2.2d(%2.2d) Time: %s\r", get_curr_int(ch), ch->perm_int, ctime(¤t_time) ); } if (GET_AC(ch) >= 101) sprintf(buf, "the rags of a beggar"); else if (GET_AC(ch) >= 80) sprintf(buf, "improper for adventure"); else if (GET_AC(ch) >= 55) sprintf(buf, "shabby and threadbare"); else if (GET_AC(ch) >= 40) sprintf(buf, "of poor quality"); else if (GET_AC(ch) >= 20) sprintf(buf, "scant protection"); else if (GET_AC(ch) >= 10) sprintf(buf, "that of a knave"); else if (GET_AC(ch) >= 0) sprintf(buf, "moderately crafted"); else if (GET_AC(ch) >= -10) sprintf(buf, "well crafted"); else if (GET_AC(ch) >= -20) sprintf(buf, "the envy of squires"); else if (GET_AC(ch) >= -40) sprintf(buf, "excellently crafted"); else if (GET_AC(ch) >= -60) sprintf(buf, "the envy of knights"); else if (GET_AC(ch) >= -80) sprintf(buf, "the envy of barons"); else if (GET_AC(ch) >= -100) sprintf(buf, "the envy of dukes"); else if (GET_AC(ch) >= -200) sprintf(buf, "the envy of emperors"); else sprintf(buf, "that of an avatar"); if (ch->level > 24) ch_printf(ch, "WIS : %2.2d(%2.2d) Armor: %4.4d, %s\n\r", get_curr_wis(ch), ch->perm_wis, GET_AC(ch), buf); else ch_printf(ch, "WIS : %2.2d(%2.2d) Armor: %s \n\r", get_curr_wis(ch), ch->perm_wis, buf); if (ch->alignment > 900) sprintf(buf, "devout"); else if (ch->alignment > 700) sprintf(buf, "noble"); else if (ch->alignment > 350) sprintf(buf, "honorable"); else if (ch->alignment > 100) sprintf(buf, "worthy"); else if (ch->alignment > -100) sprintf(buf, "neutral"); else if (ch->alignment > -350) sprintf(buf, "base"); else if (ch->alignment > -700) sprintf(buf, "evil"); else if (ch->alignment > -900) sprintf(buf, "ignoble"); else sprintf(buf, "fiendish"); if (ch->level < 10) ch_printf(ch, "DEX : %2.2d(%2.2d) Align: %-20.20s Items: %5.5d (max %5.5d)\n\r", get_curr_dex(ch), ch->perm_dex, buf, ch->carry_number, can_carry_n(ch)); else ch_printf(ch, "DEX : %2.2d(%2.2d) Align: %+4.4d, %-14.14s Items: %5.5d (max %5.5d)\n\r", get_curr_dex(ch), ch->perm_dex, ch->alignment, buf, ch->carry_number, can_carry_n(ch)); switch (ch->position) { case POS_DEAD: sprintf(buf, "slowly decomposing"); break; case POS_MORTAL: sprintf(buf, "mortally wounded"); break; case POS_INCAP: sprintf(buf, "incapacitated"); break; case POS_STUNNED: sprintf(buf, "stunned"); break; case POS_SLEEPING: sprintf(buf, "sleeping"); break; case POS_RESTING: sprintf(buf, "resting"); break; case POS_STANDING: sprintf(buf, "standing"); break; case POS_FIGHTING: sprintf(buf, "fighting"); break; case POS_MOUNTED: sprintf(buf, "mounted"); break; case POS_SITTING: sprintf(buf, "sitting"); break; } ch_printf(ch, "CON : %2.2d(%2.2d) Pos'n: %-21.21s Weight: %5.5d (max %7.7d)\n\r", get_curr_con(ch), ch->perm_con, buf, ch->carry_weight, can_carry_w(ch)); ch_printf(ch, "CHA : %2.2d(%2.2d) Wimpy: %d \n\r", get_curr_cha(ch), ch->perm_cha, ch->wimpy); ch_printf(ch, "LCK : %2.2d(%2.2d) \n\r", get_curr_lck(ch), ch->perm_lck); ch_printf(ch, "Glory: %4.4d(%4.4d) \n\r", ch->pcdata->quest_curr, ch->pcdata->quest_accum ); ch_printf(ch, "PRACT: %3.3d Hitpoints: %-5d of %5d Pager: (%c) %3d AutoExit(%c)\n\r", ch->practice, ch->hit, ch->max_hit, IS_SET(ch->pcdata->flags, PCFLAG_PAGERON) ? 'X' : ' ', ch->pcdata->pagerlen, IS_SET(ch->act, PLR_AUTOEXIT) ? 'X' : ' '); if (IS_VAMPIRE(ch)) ch_printf(ch, "XP : %-9d Blood: %-5d of %5d MKills: %-5.5d AutoLoot(%c)\n\r", ch->exp, ch->pcdata->condition[COND_BLOODTHIRST], get_bloodthirst(ch) , ch->pcdata->mkills, IS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' '); else ch_printf(ch, "XP : %-9d Mana: %-5d of %5d MKills: %-5.5d AutoLoot(%c)\n\r", ch->exp, ch->mana, ch->max_mana, ch->pcdata->mkills, IS_SET(ch->act, PLR_AUTOLOOT) ? 'X' : ' '); ch_printf(ch, "GOLD : %-10d Move: %-5d of %5d Mdeaths: %-5.5d AutoSac (%c)\n\r", ch->gold, ch->move, ch->max_move, ch->pcdata->mdeaths, IS_SET(ch->act, PLR_AUTOSAC) ? 'X' : ' '); if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) send_to_char("You are drunk.\n\r", ch); if (!IS_NPC(ch) && ch->level < LEVEL_AVATAR && ch->pcdata->condition[COND_THIRST] == 0) send_to_char("You are in danger of dehydrating.\n\r", ch); if (!IS_NPC(ch) && ch->level < LEVEL_AVATAR && ch->pcdata->condition[COND_FULL] == 0) send_to_char("You are starving to death.\n\r", ch); if ( ch->position != POS_SLEEPING ) switch( ch->mental_state / 10 ) { default: send_to_char( "You're completely messed up!\n\r", ch ); break; case -10: send_to_char( "You're barely conscious.\n\r", ch ); break; case -9: send_to_char( "You can barely keep your eyes open.\n\r", ch ); break; case -8: send_to_char( "You're extremely drowsy.\n\r", ch ); break; case -7: send_to_char( "You feel very unmotivated.\n\r", ch ); break; case -6: send_to_char( "You feel sedated.\n\r", ch ); break; case -5: send_to_char( "You feel sleepy.\n\r", ch ); break; case -4: send_to_char( "You feel tired.\n\r", ch ); break; case -3: send_to_char( "You could use a rest.\n\r", ch ); break; case -2: send_to_char( "You feel a little under the weather.\n\r", ch ); break; case -1: send_to_char( "You feel fine.\n\r", ch ); break; case 0: send_to_char( "You feel great.\n\r", ch ); break; case 1: send_to_char( "You feel energetic.\n\r", ch ); break; case 2: send_to_char( "Your mind is racing.\n\r", ch ); break; case 3: send_to_char( "You can't think straight.\n\r", ch ); break; case 4: send_to_char( "Your mind is going 100 miles an hour.\n\r", ch ); break; case 5: send_to_char( "You're high as a kite.\n\r", ch ); break; case 6: send_to_char( "Your mind and body are slipping apart.\n\r", ch ); break; case 7: send_to_char( "Reality is slipping away.\n\r", ch ); break; case 8: send_to_char( "You have no idea what is real, and what is not.\n\r", ch ); break; case 9: send_to_char( "You feel immortal.\n\r", ch ); break; case 10: send_to_char( "You are an Implementor.\n\r", ch ); break; } else if ( ch->mental_state >45 ) send_to_char( "Your sleep is filled with strange and vivid dreams.\n\r", ch ); else if ( ch->mental_state >25 ) send_to_char( "Your sleep is uneasy.\n\r", ch ); else if ( ch->mental_state <-35 ) send_to_char( "You are deep in a much needed sleep.\n\r", ch ); else if ( ch->mental_state <-25 ) send_to_char( "You are in deep slumber.\n\r", ch ); send_to_char("Languages: ", ch ); for ( iLang = 0; lang_array[iLang] != LANG_UNKNOWN; iLang++ ) if ( knows_language( ch, lang_array[iLang], ch ) || (IS_NPC(ch) && ch->speaks == 0) ) { if ( lang_array[iLang] & ch->speaking || (IS_NPC(ch) && !ch->speaking) ) set_char_color( AT_RED, ch ); send_to_char( lang_names[iLang], ch ); send_to_char( " ", ch ); set_char_color( AT_SCORE, ch ); } send_to_char( "\n\r", ch ); if ( ch->pcdata->bounty > 0 ) ch_printf( ch, "BOUNTY: %d\n\r", ch->pcdata->bounty ); if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' ) ch_printf( ch, "You are bestowed with the command(s): %s.\n\r", ch->pcdata->bestowments ); if ( CAN_PKILL( ch ) ) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "PKILL DATA: Pkills (%3.3d) Illegal Pkills (%3.3d) Pdeaths (%3.3d)\n\r", ch->pcdata->pkills, ch->pcdata->illegal_pk, ch->pcdata->pdeaths ); } if (ch->pcdata->clan && ch->pcdata->clan->clan_type != CLAN_ORDER && ch->pcdata->clan->clan_type != CLAN_GUILD ) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, " CLAN STATS: %-8s Level: %-4d Clan Pkills: %-4d Clan Pdeaths: %d\n\r", ch->pcdata->clan->name,ch->pcdata->clevel,ch->pcdata->clan->pkills, ch->pcdata->clan->pdeaths) ; } if (ch->pcdata->deity) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "Deity: %-20s Favor: %d\n\r", ch->pcdata->deity->name, ch->pcdata->favor ); } if (ch->pcdata->clan && ch->pcdata->clan->clan_type == CLAN_ORDER ) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "Order: %-8s Level: %-4d Order Mkills: %-6d Order MDeaths: %-6d\n\r", ch->pcdata->clan->name,ch->pcdata->clevel,ch->pcdata->clan->mkills, ch->pcdata->clan->mdeaths); } if (ch->pcdata->guild && ch->pcdata->guild->clan_type == CLAN_GUILD ) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "Guild: %-20s Level: %d\n\r", ch->pcdata->guild->name, ch->pcdata->guildlevel); } send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "CHALLENGE STATS: Wins %d Loses: %d Championships Won: %d\n", ch->pcdata->awins,ch->pcdata->alosses,ch->pcdata->pkchamps ); if ( ch->pcdata->gladiator != NULL ) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch,"GAMBLE STATS: %s Bet: %d\n",ch->pcdata->gladiator,ch->pcdata->plr_wager); } send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "KOMBAT STATS: Kombats Entered: %d\n",ch->pcdata->num_kombats ); ch_printf(ch, " Kombatants Killed: %d\n",ch->pcdata->num_kombatants); ch_printf(ch, " Kombats Won: %d\n",ch->pcdata->num_kombats_won ); if (IS_IMMORTAL(ch)) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "IMMORTAL DATA: Wizinvis [%s] Wizlevel (%d)\n\r", IS_SET(ch->act, PLR_WIZINVIS) ? "X" : " ", ch->pcdata->wizinvis ); ch_printf(ch, "Incog [%s] Incog level (%d)\n\r", IS_SET(ch->pcdata->flagstwo, MOREPC_INCOG) ? "X" : " ", ch->pcdata->incog_level ); /* Incog data added by Callinon */ ch_printf(ch, "Bamfin: %s\n\r",(ch->pcdata->bamfin[0] != '\0') ? ch->pcdata->bamfin : "?? appears in a swirling mist."); ch_printf(ch, "Bamfout: %s\n\r",(ch->pcdata->bamfout[0] != '\0') ? ch->pcdata->bamfout : "?? leaves in a swirling mist."); ch_printf(ch, "Creation Security: %d\n\r",ch->pcdata->cperm ); /* Area Loaded info - Scryn 8/11*/ if (ch->pcdata->area) { ch_printf(ch, "Vnums: Room (%-5.5d - %-5.5d) Object (%-5.5d - %-5.5d) Mob (%-5.5d - %-5.5d)\n\r", ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum, ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum, ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum); ch_printf(ch, "Area Loaded [%s]\n\r", (IS_SET(ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no"); } } if (ch->first_affect) { int i; SKILLTYPE *sktmp; i = 0; send_to_char( "----------------------------------------------------------------------------\n\r", ch); send_to_char("AFFECT DATA: ", ch); for (paf = ch->first_affect; paf; paf = paf->next) { if ( (sktmp=get_skilltype(paf->type)) == NULL ) continue; if (ch->level < 20) { ch_printf(ch, "[%-34.34s] ", sktmp->name); if (i == 0) i = 2; if ((++i % 3) == 0) send_to_char("\n\r", ch); } if (ch->level >= 20) { if (paf->modifier == 0) ch_printf(ch, "[%-24.24s;%5d rds] ", sktmp->name, paf->duration); else if (paf->modifier > 999) ch_printf(ch, "[%-15.15s; %7.7s;%5d rds] ", sktmp->name, tiny_affect_loc_name(paf->location), paf->duration); else ch_printf(ch, "[%-11.11s;%+-3.3d %7.7s;%5d rds] ", sktmp->name, paf->modifier, tiny_affect_loc_name(paf->location), paf->duration); if (i == 0) i = 1; if ((++i % 2) == 0) send_to_char("\n\r", ch); } } } send_to_char("\n\r", ch); return; } /* * Reroll a Character */ void reroll_char( CHAR_DATA *ch ) { /* advanced = FALSE; dual = FALSE; single = FALSE; ch->max_hit = 10; ch->max_mana = 10; ch->max_move = 10; ch->exp = 0; if ( !IS_ADVANCED(ch) && ch->class2 == -1 ) { ch->level = 2; single = TRUE; } else if ( !IS_ADVANCED(ch) && ch->class2 > -1 ) { ch->level = 2; ch->level2 = 1; dual = TRUE; } else { ch->advlevel = 1; advanced = TRUE; } if ( single ) { for ( cnt = 1; cnt < ch->level; cnt++ ) advance_level(ch,); } if ( dual ) { for ( cnt = 1; cnt < ch->level; cnt++ ) advance_level(ch); for ( cnt = 1; cnt < ch->level2; cnt++ ) advance_level2(ch); } if ( advanced ) { for ( cnt = 1; cnt < ch->level; cnt++ ) advance_level(ch); for ( cnt = 1; cnt < ch->level2; cnt++ ) advance_level2(ch); for ( cnt = 1; cnt < ch->advlevel; cnt++ ) advance_level(ch); } */ return; } /* * Return ascii name of an affect location. */ char * tiny_affect_loc_name(int location) { switch (location) { case APPLY_NONE: return "NIL"; case APPLY_STR: return " STR "; case APPLY_DEX: return " DEX "; case APPLY_INT: return " INT "; case APPLY_WIS: return " WIS "; case APPLY_CON: return " CON "; case APPLY_CHA: return " CHA "; case APPLY_LCK: return " LCK "; case APPLY_SEX: return " SEX "; case APPLY_CLASS: return " CLASS"; case APPLY_LEVEL: return " LVL "; case APPLY_AGE: return " AGE "; case APPLY_MANA: return " MANA "; case APPLY_HIT: return " HV "; case APPLY_MOVE: return " MOVE "; case APPLY_GOLD: return " GOLD "; case APPLY_EXP: return " EXP "; case APPLY_AC: return " AC "; case APPLY_HITROLL: return " HITRL"; case APPLY_EGO: return " EGO "; case APPLY_DAMROLL: return " DAMRL"; case APPLY_SAVING_POISON: return "SV POI"; case APPLY_SAVING_ROD: return "SV ROD"; case APPLY_SAVING_PARA: return "SV PARA"; case APPLY_SAVING_BREATH: return "SV BRTH"; case APPLY_SAVING_SPELL: return "SV SPLL"; case APPLY_HEIGHT: return "HEIGHT"; case APPLY_WEIGHT: return "WEIGHT"; case APPLY_AFFECT: return "AFF BY"; case APPLY_RESISTANT: return "RESIST"; case APPLY_IMMUNE: return "IMMUNE"; case APPLY_SUSCEPTIBLE: return "SUSCEPT"; case APPLY_WEAPONSPELL: return " WEAPON"; case APPLY_BACKSTAB: return "BACKSTB"; case APPLY_PICK: return " PICK "; case APPLY_TRACK: return " TRACK "; case APPLY_STEAL: return " STEAL "; case APPLY_SNEAK: return " SNEAK "; case APPLY_HIDE: return " HIDE "; case APPLY_PALM: return " PALM "; case APPLY_DETRAP: return " DETRAP"; case APPLY_DODGE: return " DODGE "; case APPLY_PEEK: return " PEEK "; case APPLY_SCAN: return " SCAN "; case APPLY_GOUGE: return " GOUGE "; case APPLY_SEARCH: return " SEARCH"; case APPLY_MOUNT: return " MOUNT "; case APPLY_DISARM: return " DISARM"; case APPLY_KICK: return " KICK "; case APPLY_PARRY: return " PARRY "; case APPLY_BASH: return " BASH "; case APPLY_STUN: return " STUN "; case APPLY_PUNCH: return " PUNCH "; case APPLY_CLIMB: return " CLIMB "; case APPLY_GRIP: return " GRIP "; case APPLY_SCRIBE: return " SCRIBE"; case APPLY_BREW: return " BREW "; case APPLY_WEARSPELL: return " WEAR "; case APPLY_REMOVESPELL: return " REMOVE"; case APPLY_EMOTION: return "EMOTION"; case APPLY_MENTALSTATE: return " MENTAL"; case APPLY_STRIPSN: return " DISPEL"; case APPLY_REMOVE: return " REMOVE"; case APPLY_DIG: return " DIG "; case APPLY_FULL: return " HUNGER"; case APPLY_THIRST: return " THIRST"; case APPLY_DRUNK: return " DRUNK "; case APPLY_BLOOD: return " BLOOD "; case APPLY_ALIGN: return " ALIGN "; case APPLY_ROUND_STUN: return " STUN "; } bug("Affect_location_name: unknown location %d.", location); return "()"; } char * get_class(CHAR_DATA *ch) { if ( ch->class < MAX_NPC_CLASS && ch->class >= 0) return ( npc_class[ch->class] ); return ("Unknown"); } char * get_class2(CHAR_DATA *ch) { if ( ch->class2 == -1 ) return ("None"); if ( ch->class2 < MAX_NPC_CLASS && ch->class2 >= 0) return ( npc_class[ch->class2] ); return ("Unknown"); } char * get_advclass(CHAR_DATA *ch) { if ( ch->advclass < 1 ) return ("None"); if ( ch->advclass < MAX_NPC_CLASS && ch->advclass >= 0) return ( npc_class[ch->advclass] ); return ("Unknown"); } char * get_advclass2(CHAR_DATA *ch) { if ( ch->advclass2 < 1 ) return ("None"); if ( ch->advclass2 < MAX_NPC_CLASS && ch->advclass2 >= 0) return ( npc_class[ch->advclass2] ); return ("Unknown"); } char * get_race( CHAR_DATA *ch) { if ( ch->race < MAX_NPC_RACE && ch->race >= 0) return ( npc_race[ch->race] ); return ("Unknown"); } void do_oldscore( CHAR_DATA *ch, char *argument ) { AFFECT_DATA *paf; SKILLTYPE *skill; if ( IS_AFFECTED(ch, AFF_POSSESS) ) { send_to_char("You can't do that in your current state of mind!\n\r", ch); return; } set_char_color( AT_SCORE, ch ); ch_printf( ch, "You are %s, level %d, %d years old (%d hours).\n\r", IS_NPC(ch) ? "" : ch->pcdata->title, ch->level, get_age(ch), (get_age(ch) - 17) * 2 ); if ( get_trust( ch ) != ch->level ) ch_printf( ch, "You are trusted at level %d.\n\r", get_trust( ch ) ); if ( IS_SET(ch->act, ACT_MOBINVIS) ) ch_printf( ch, "You are mobinvis at level %d.\n\r", ch->mobinvis); if ( IS_VAMPIRE(ch) ) ch_printf( ch, "You have %d/%d hit, %d/%d blood level, %d/%d movement, %d practices.\n\r", ch->hit, ch->max_hit, ch->pcdata->condition[COND_BLOODTHIRST], get_bloodthirst(ch), ch->move, ch->max_move, ch->practice ); else ch_printf( ch, "You have %d/%d hit, %d/%d mana, %d/%d movement, %d practices.\n\r", ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move, ch->practice ); ch_printf( ch, "You are carrying %d/%d items with weight %d/%d kg.\n\r", ch->carry_number, can_carry_n(ch), ch->carry_weight, can_carry_w(ch) ); /* if ( ch->level >= 5 ) */ ch_printf( ch, "Str: %d Int: %d Wis: %d Dex: %d Con: %d Cha: %d Lck: %d.\n\r", get_curr_str(ch), get_curr_int(ch), get_curr_wis(ch), get_curr_dex(ch), get_curr_con(ch), get_curr_cha(ch), get_curr_lck(ch) ); ch_printf( ch, "You have scored %d exp, and have %d gold coins.\n\r", ch->exp, ch->gold ); if ( !IS_NPC(ch) ) ch_printf( ch, "You have achieved %d glory during your life, and currently have %d.\n\r", ch->pcdata->quest_accum, ch->pcdata->quest_curr ); ch_printf( ch, "Autoexit: %s Autoloot: %s Autosac: %s Autogold: %s\n\r", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" ); ch_printf( ch, "Wimpy set to %d hit points.\n\r", ch->wimpy ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You are drunk.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) send_to_char( "You are thirsty.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0 ) send_to_char( "You are hungry.\n\r", ch ); switch( ch->mental_state / 10 ) { default: send_to_char( "You're completely messed up!\n\r", ch ); break; case -10: send_to_char( "You're barely conscious.\n\r", ch ); break; case -9: send_to_char( "You can barely keep your eyes open.\n\r", ch ); break; case -8: send_to_char( "You're extremely drowsy.\n\r", ch ); break; case -7: send_to_char( "You feel very unmotivated.\n\r", ch ); break; case -6: send_to_char( "You feel sedated.\n\r", ch ); break; case -5: send_to_char( "You feel sleepy.\n\r", ch ); break; case -4: send_to_char( "You feel tired.\n\r", ch ); break; case -3: send_to_char( "You could use a rest.\n\r", ch ); break; case -2: send_to_char( "You feel a little under the weather.\n\r", ch ); break; case -1: send_to_char( "You feel fine.\n\r", ch ); break; case 0: send_to_char( "You feel great.\n\r", ch ); break; case 1: send_to_char( "You feel energetic.\n\r", ch ); break; case 2: send_to_char( "Your mind is racing.\n\r", ch ); break; case 3: send_to_char( "You can't think straight.\n\r", ch ); break; case 4: send_to_char( "Your mind is going 100 miles an hour.\n\r", ch ); break; case 5: send_to_char( "You're high as a kite.\n\r", ch ); break; case 6: send_to_char( "Your mind and body are slipping appart.\n\r", ch ); break; case 7: send_to_char( "Reality is slipping away.\n\r", ch ); break; case 8: send_to_char( "You have no idea what is real, and what is not.\n\r", ch ); break; case 9: send_to_char( "You feel immortal.\n\r", ch ); break; case 10: send_to_char( "You are an Implementor.\n\r", ch ); break; } switch ( ch->position ) { case POS_DEAD: send_to_char( "You are DEAD!!\n\r", ch ); break; case POS_MORTAL: send_to_char( "You are mortally wounded.\n\r", ch ); break; case POS_INCAP: send_to_char( "You are incapacitated.\n\r", ch ); break; case POS_STUNNED: send_to_char( "You are stunned.\n\r", ch ); break; case POS_SLEEPING: send_to_char( "You are sleeping.\n\r", ch ); break; case POS_RESTING: send_to_char( "You are resting.\n\r", ch ); break; case POS_STANDING: send_to_char( "You are standing.\n\r", ch ); break; case POS_FIGHTING: send_to_char( "You are fighting.\n\r", ch ); break; case POS_MOUNTED: send_to_char( "Mounted.\n\r", ch ); break; case POS_SHOVE: send_to_char( "Being shoved.\n\r", ch ); break; case POS_DRAG: send_to_char( "Being dragged.\n\r", ch ); break; } if ( ch->level >= 25 ) ch_printf( ch, "AC: %d. ", GET_AC(ch) ); send_to_char( "You are ", ch ); if ( GET_AC(ch) >= 101 ) send_to_char( "WORSE than naked!\n\r", ch ); else if ( GET_AC(ch) >= 80 ) send_to_char( "naked.\n\r", ch ); else if ( GET_AC(ch) >= 60 ) send_to_char( "wearing clothes.\n\r", ch ); else if ( GET_AC(ch) >= 40 ) send_to_char( "slightly armored.\n\r", ch ); else if ( GET_AC(ch) >= 20 ) send_to_char( "somewhat armored.\n\r", ch ); else if ( GET_AC(ch) >= 0 ) send_to_char( "armored.\n\r", ch ); else if ( GET_AC(ch) >= - 20 ) send_to_char( "well armored.\n\r", ch ); else if ( GET_AC(ch) >= - 40 ) send_to_char( "strongly armored.\n\r", ch ); else if ( GET_AC(ch) >= - 60 ) send_to_char( "heavily armored.\n\r", ch ); else if ( GET_AC(ch) >= - 80 ) send_to_char( "superbly armored.\n\r", ch ); else if ( GET_AC(ch) >= -100 ) send_to_char( "divinely armored.\n\r", ch ); else send_to_char( "invincible!\n\r", ch ); if ( ch->level >= 15 || IS_PKILL( ch ) ) ch_printf( ch, "Hitroll: %d Damroll: %d.\n\r", GET_HITROLL(ch), GET_DAMROLL(ch) ); if ( ch->level >= 10 ) ch_printf( ch, "Alignment: %d. ", ch->alignment ); send_to_char( "You are ", ch ); if ( ch->alignment > 900 ) send_to_char( "angelic.\n\r", ch ); else if ( ch->alignment > 700 ) send_to_char( "saintly.\n\r", ch ); else if ( ch->alignment > 350 ) send_to_char( "good.\n\r", ch ); else if ( ch->alignment > 100 ) send_to_char( "kind.\n\r", ch ); else if ( ch->alignment > -100 ) send_to_char( "neutral.\n\r", ch ); else if ( ch->alignment > -350 ) send_to_char( "mean.\n\r", ch ); else if ( ch->alignment > -700 ) send_to_char( "evil.\n\r", ch ); else if ( ch->alignment > -900 ) send_to_char( "demonic.\n\r", ch ); else send_to_char( "satanic.\n\r", ch ); if ( ch->first_affect ) { send_to_char( "You are affected by:\n\r", ch ); for ( paf = ch->first_affect; paf; paf = paf->next ) if ( (skill=get_skilltype(paf->type)) != NULL ) { ch_printf( ch, "Spell: '%s'", skill->name ); if ( ch->level >= 20 ) ch_printf( ch, " modifies %s by %d for %d rounds", affect_loc_name( paf->location ), paf->modifier, paf->duration ); send_to_char( ".\n\r", ch ); } } if ( !IS_NPC( ch ) && IS_IMMORTAL( ch ) ) { ch_printf( ch, "WizInvis level: %d WizInvis is %s\n\r", ch->pcdata->wizinvis, IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" ); if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi ) ch_printf( ch, "Room Range: %d - %d\n\r", ch->pcdata->r_range_lo, ch->pcdata->r_range_hi ); if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi ) ch_printf( ch, "Obj Range : %d - %d\n\r", ch->pcdata->o_range_lo, ch->pcdata->o_range_hi ); if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi ) ch_printf( ch, "Mob Range : %d - %d\n\r", ch->pcdata->m_range_lo, ch->pcdata->m_range_hi ); } return; } /* -Thoric * Display your current exp, level, and surrounding level exp requirements */ void do_level( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; int x, lowlvl=0, hilvl=0; if (!IS_ADVANCED(ch)) { if ( ch->level == 1 ) lowlvl = 1; else lowlvl = UMAX( 2, ch->level - 5 ); hilvl = URANGE( ch->level, ch->level + 5, MAX_LEVEL ); } if (IS_ADVANCED(ch)) { if ( ch->level == 1 ) lowlvl = 1; else lowlvl = UMAX( 2, ch->advlevel - 5 ); hilvl = URANGE( ch->advlevel, ch->advlevel + 5, MAX_LEVEL ); } set_char_color( AT_SCORE, ch ); ch_printf( ch, "Experience required levels %d to %d:\n\r", lowlvl, hilvl ); sprintf( buf, " exp (You have %ld)", ch->exp ); for ( x = lowlvl; x <= hilvl; x++ ) ch_printf( ch, " %3d) %11d%s\n\r", x, exp_level( ch, x ), (x == ch->level) ? buf : " exp" ); } void do_level2( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; int x, lowlvl, hilvl; x = 0; hilvl = 0; lowlvl = 0; if( ch->class2 == -1 ) return; if ( ch->level2 == 1 ) lowlvl = 1; else lowlvl = UMAX( 2, ch->level2 - 5 ); hilvl = URANGE( ch->level2, ch->level2 + 5, MAX_LEVEL ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "Experience required levels %d to %d:\n\r", lowlvl, hilvl ); sprintf( buf, " exp (You have %ld)", ch->exp ); for ( x = lowlvl; x <= hilvl; x++ ) ch_printf( ch, " %3d) %11d%s\n\r", x, exp_level2( ch, x ), (x == ch->level2) ? buf : " exp" ); } void do_affected ( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; AFFECT_DATA *paf; SKILLTYPE *skill; if ( IS_NPC(ch) ) return; argument = one_argument( argument, arg ); if ( !ch->first_affect ) { set_char_color( AT_SCORE, ch ); send_to_char( "\n\rNo cantrip or skill affects you.\n\r", ch ); } else { send_to_char( "\n\r", ch ); for (paf = ch->first_affect; paf; paf = paf->next) if ( (skill=get_skilltype(paf->type)) != NULL ) { set_char_color( AT_BLUE, ch ); send_to_char( "Affected: ", ch ); set_char_color( AT_SCORE, ch ); if (paf->duration < 25 ) set_char_color( AT_WHITE, ch ); if (paf->duration < 6 ) set_char_color( AT_WHITE + AT_BLINK, ch ); ch_printf( ch, "(%5d) ", paf->duration ); ch_printf( ch, "%-18s\n\r", skill->name ); } } set_char_color( AT_BLUE, ch ); send_to_char( "\n\rEQUIPMENT AFFECTS:\n\r", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", affect_bit_name( &ch->affected_by ) ); send_to_char( "\n\r", ch ); if ( ch->resistant > 0 ) { set_char_color ( AT_BLUE, ch ); send_to_char( "RESISTANTCIES: ", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", flag_string(ch->resistant, ris_flags) ); } if ( ch->immune > 0 ) { set_char_color( AT_BLUE, ch ); send_to_char( "IMMUNITIES: ", ch); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", flag_string(ch->immune, ris_flags) ); } if ( ch->susceptible > 0 ) { set_char_color( AT_BLUE, ch ); send_to_char( "SUSCEPTS: ", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", flag_string(ch->susceptible, ris_flags) ); } return; } void do_inventory( CHAR_DATA *ch, char *argument ) { set_char_color( AT_RED, ch ); send_to_char( "You are carrying:\n\r", ch ); show_list_to_char( ch->first_carrying, ch, TRUE, TRUE ); return; } void do_equipment( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; int iWear; bool found; set_char_color( AT_RED, ch ); send_to_char( "You are using:\n\r", ch ); found = FALSE; set_char_color( AT_GREY, ch ); for ( iWear = 0; iWear < MAX_WEAR; iWear++ ) { for ( obj = ch->first_carrying; obj; obj = obj->next_content ) if ( obj->wear_loc == iWear ) { send_to_char( where_name[iWear], ch ); ch_printf(ch,"%s &W(&R%-10s&W)&w",obj->value[4] > 0 ? "&RACIDED&W" : "", get_damage_value_obj(obj) ); if ( can_see_obj( ch, obj ) ) { send_to_char( format_obj_to_char( obj, ch, TRUE ), ch ); send_to_char( "\n\r", ch ); } else send_to_char( "something.\n\r", ch ); found = TRUE; } } if ( !found ) send_to_char( "Nothing.\n\r", ch ); return; } void set_title( CHAR_DATA *ch, char *title ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) { bug( "Set_title: NPC.", 0 ); return; } if ( isalpha(title[0]) || isdigit(title[0]) ) { buf[0] = ' '; strcpy( buf+1, title ); } else strcpy( buf, title ); STRFREE( ch->pcdata->title ); ch->pcdata->title = STRALLOC( buf ); return; } void do_title( CHAR_DATA *ch, char *argument ) { char title_buf[MAX_STRING_LENGTH]; int str = 0; bool is_ok; char name[MSL]; bool crasher; is_ok = FALSE; name[0]='\0'; title_buf[0] = '\0'; if ( IS_NPC(ch) ) return; if ( ch->level < 4 ) { send_to_char( "Sorry... you must be at least level 4 to do that.\n\r", ch ); return; } if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE )) { send_to_char( "The Gods prohibit you from changing your title.\n\r", ch ); return; } if ( IS_SET( ch->pcdata->flagstwo, MOREPC_NAME_SET ) ) sprintf(name,"%s %s",ch->pcdata->name,QUICKLINK(ch->name)); else sprintf(name,"%s",QUICKLINK(ch->name)); if ( argument[0] == '\0' ) { sprintf( title_buf, "%s the lost %s of the Ancients.", name, capitalize(npc_class[ch->class])); set_title( ch, title_buf ); send_to_char( "\n\rOriginal title Reset.\n\r", ch ); return; } if ( strlen(argument) > 70 ) argument[70] = '\0'; /* fix the % in title crash bug.. GW */ crasher = FALSE; for ( str = 0; argument[str] != '\0'; str++ ) { if ( argument[str] == '%' ) { crasher = TRUE; break; } } if ( crasher == TRUE ) { send_to_char("Titles cannot contian the '%' symbol.\n\r",ch); return; } for ( str = 0; argument[str] != '\0'; str++ ) { if ( argument[str] == '@' ) { argument[str] = '%'; argument[str+1] = 's'; is_ok = TRUE; break; } } if( is_ok == TRUE ) { sprintf( title_buf,argument,name); smash_tilde( title_buf ); set_title( ch, title_buf ); send_to_char( "Ok.\n\r", ch ); } if ( is_ok == FALSE && ch->level < 59 ) { send_to_char("You must have an @@ sign in your title, indicating your name.\n\r",ch); } if ( is_ok == FALSE && ch->level == 59 ) { smash_tilde( argument ); set_title( ch, argument ); send_to_char( "Ok.\n\r", ch ); } return; } void do_homepage( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) return; if ( ch->level < 5 ) { send_to_char( "Sorry... you must be at least level 5 to do that.\n\r", ch ); return; } if ( argument[0] == '\0' ) { if ( !ch->pcdata->homepage ) ch->pcdata->homepage = str_dup( "" ); ch_printf( ch, "Your homepage is: %s\n\r", show_tilde( ch->pcdata->homepage ) ); return; } if ( !str_cmp( argument, "clear" ) ) { if ( ch->pcdata->homepage ) DISPOSE(ch->pcdata->homepage); ch->pcdata->homepage = str_dup(""); send_to_char( "Homepage cleared.\n\r", ch ); return; } if ( strstr( argument, "://" ) ) strcpy( buf, argument ); else sprintf( buf, "http://%s", argument ); if ( strlen(buf) > 70 ) buf[70] = '\0'; hide_tilde( buf ); if ( ch->pcdata->homepage ) DISPOSE(ch->pcdata->homepage); ch->pcdata->homepage = str_dup(buf); send_to_char( "Homepage set.\n\r", ch ); } /* * Set your personal description -Thoric */ void do_description( CHAR_DATA *ch, char *argument ) { if ( IS_NPC( ch ) ) { send_to_char( "Monsters are too dumb to do that!\n\r", ch ); return; } if ( !ch->desc ) { bug( "do_description: no descriptor", 0 ); return; } switch( ch->substate ) { default: bug( "do_description: illegal substate", 0 ); return; case SUB_RESTRICTED: send_to_char( "You cannot use this command from within another command.\n\r", ch ); return; case SUB_NONE: ch->substate = SUB_PERSONAL_DESC; ch->dest_buf = ch; start_editing( ch, ch->description ); return; case SUB_PERSONAL_DESC: STRFREE( ch->description ); ch->description = copy_buffer( ch ); stop_editing( ch ); return; } } /* Ripped off do_description for whois bio's -- Scryn*/ void do_bio( CHAR_DATA *ch, char *argument ) { if ( IS_NPC( ch ) ) { send_to_char( "Mobs can't set bio's!\n\r", ch ); return; } if ( !ch->desc ) { bug( "do_bio: no descriptor", 0 ); return; } switch( ch->substate ) { default: bug( "do_bio: illegal substate", 0 ); return; case SUB_RESTRICTED: send_to_char( "You cannot use this command from within another command.\n\r", ch ); return; case SUB_NONE: ch->substate = SUB_PERSONAL_BIO; ch->dest_buf = ch; start_editing( ch, ch->pcdata->bio ); return; case SUB_PERSONAL_BIO: STRFREE( ch->pcdata->bio ); ch->pcdata->bio = copy_buffer( ch ); stop_editing( ch ); return; } } void do_report( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; if ( IS_AFFECTED(ch, AFF_POSSESS) ) { send_to_char("You can't do that in your current state of mind!\n\r", ch); return; } if ( IS_VAMPIRE(ch) ) ch_printf( ch, "You report: %d/%d hp %d/%d blood %d/%d mv %d xp.\n\r", ch->hit, ch->max_hit, ch->pcdata->condition[COND_BLOODTHIRST], get_bloodthirst(ch), ch->move, ch->max_move, ch->exp ); else ch_printf( ch, "You report: %d/%d hp %d/%d mana %d/%d mv %d xp.\n\r", ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move, ch->exp ); if ( IS_VAMPIRE(ch) ) sprintf( buf, "$n reports: %d/%d hp %d/%d blood %d/%d mv %ld xp.\n\r", ch->hit, ch->max_hit, ch->pcdata->condition[COND_BLOODTHIRST], get_bloodthirst(ch), ch->move, ch->max_move, ch->exp ); else sprintf( buf, "$n reports: %d/%d hp %d/%d mana %d/%d mv %ld xp.", ch->hit, ch->max_hit, ch->mana, ch->max_mana, ch->move, ch->max_move, ch->exp ); act( AT_REPORT, buf, ch, NULL, NULL, TO_ROOM ); return; } void do_prompt( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; if ( IS_NPC(ch) ) { send_to_char( "NPC's can't change their prompt..\n\r", ch ); return; } smash_tilde( argument ); one_argument( argument, arg ); if ( !*arg ) { send_to_char( "Set prompt to what? (try help prompt)\n\r", ch ); return; } if (ch->pcdata->prompt) STRFREE(ch->pcdata->prompt); if ( strlen(argument) > 128 ) argument[128] = '\0'; /* Can add a list of pre-set prompts here if wanted.. perhaps 'prompt 1' brings up a different, pre-set prompt */ if ( !str_cmp(arg, "default") ) ch->pcdata->prompt = STRALLOC(""); else ch->pcdata->prompt = STRALLOC(argument); send_to_char( "Ok.\n\r", ch ); return; } /* * Ok I rewrote alotof this section for Magical AC stuff.. so these comments * are all way off .. still leave it alone please --GW */ /* AC, HITROLL, and DAMROLL Stuff --GW */ /* Addition: Made it so that Hitroll/Damroll Max is 200, AC Max is -1000 --GW*/ /* Changed Aug. 06/98, Non-Adv Limits: -1000ac/150 Dam/ 150 Hit Adv (single Class): -2000ac/250 Dam/ 250 Hit Adv Dual: -2500 Ac/300 Dam/ 300 Hit Leave it ALONE! --GW */ /* * Get a chars AC .. replaces the #define in mud.h .. to complex for * a header file now --GW */ int GET_AC( CHAR_DATA *ch ) { return (UMAX((GET_MAC(ch) + GET_EQAC(ch)), -3000 )); } /* * Get a Chars Magical AC */ int GET_MAC( CHAR_DATA *ch ) { int bonus =0; if ( IS_NPC(ch) ) bonus -= (ch->level * 1); /*Pure Fighters*/ if ( IS_NPC(ch) || get_ac_type_char(ch) == AC_TYPE_PURE_FIGHTER ) { if ( !IS_NPC(ch) && !IS_ADVANCED(ch) ) return UMAX((ch->magical_armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-150) - add_share_mac(ch) + (!IS_NPC(ch) ? ch->pcdata->ac_bonus : 0); if ( !IS_NPC(ch) && IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMAX((ch->magical_armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)), -300) - add_share_mac(ch) + (!IS_NPC(ch) ? ch->pcdata->ac_bonus : 0); if ( IS_NPC(ch) ) return (UMAX((ch->magical_armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-600) - add_share_mac(ch) + bonus); if ( IS_ADV_DUAL(ch) ) return (UMAX((ch->magical_armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-600) - add_share_mac(ch) + bonus) + (!IS_NPC(ch) ? ch->pcdata->ac_bonus : 0); } /* Halfers */ if ( get_ac_type_char(ch) == AC_TYPE_HALFLING ) { if ( !IS_ADVANCED(ch) ) return UMAX((ch->magical_armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-225) - add_share_mac(ch) + (!IS_NPC(ch) ? ch->pcdata->ac_bonus : 0); if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMAX((ch->magical_armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)), -400) - add_share_mac(ch) + (!IS_NPC(ch) ? ch->pcdata->ac_bonus : 0); if ( IS_ADV_DUAL(ch) ) return UMAX((ch->magical_armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-700) - add_share_mac(ch) + (!IS_NPC(ch) ? ch->pcdata->ac_bonus : 0); } /* Pure Magic Users */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_MAGIC_USER ) { if ( !IS_ADVANCED(ch) ) return UMAX((ch->magical_armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-500) - add_share_mac(ch) + (!IS_NPC(ch) ? ch->pcdata->ac_bonus : 0); if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMAX((ch->magical_armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)), -1000) - add_share_mac(ch) + (!IS_NPC(ch) ? ch->pcdata->ac_bonus : 0); if ( IS_ADV_DUAL(ch) ) return UMAX((ch->magical_armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-1500) - add_share_mac(ch) + (!IS_NPC(ch) ? ch->pcdata->ac_bonus : 0); } return 0; } /* * Get a Chars EQ ac --GW */ int GET_EQAC( CHAR_DATA *ch ) { int bonus=0; /* Pure Fighter */ if ( IS_NPC(ch) || get_ac_type_char(ch) == AC_TYPE_PURE_FIGHTER ) { if ( !IS_NPC(ch) && !IS_ADVANCED(ch) ) return UMAX((ch->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-500) - add_share_ac(ch) + (!IS_NPC(ch) ? ch->pcdata->mac_bonus : 0); if ( !IS_NPC(ch) && IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMAX((ch->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)), -1000) - add_share_ac(ch) + (!IS_NPC(ch) ? ch->pcdata->mac_bonus : 0); if ( IS_NPC(ch) ) return (UMAX((ch->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-1500) - add_share_ac(ch) + bonus ); if ( IS_ADV_DUAL(ch) ) return (UMAX((ch->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-1500) - add_share_ac(ch) + bonus ) + (!IS_NPC(ch) ? ch->pcdata->mac_bonus : 0); } /* Halfer*/ if ( get_ac_type_char(ch) == AC_TYPE_HALFLING ) { if ( !IS_ADVANCED(ch) ) return UMAX((ch->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-350) - add_share_ac(ch) + (!IS_NPC(ch) ? ch->pcdata->mac_bonus : 0); if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMAX((ch->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)), -600) - add_share_ac(ch) + (!IS_NPC(ch) ? ch->pcdata->mac_bonus : 0); if ( IS_ADV_DUAL(ch) ) return UMAX((ch->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-950) - add_share_ac(ch) + (!IS_NPC(ch) ? ch->pcdata->mac_bonus : 0); } /* Pure Magic User */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_MAGIC_USER ) { if ( !IS_ADVANCED(ch) ) return UMAX((ch->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-250) - add_share_ac(ch) + (!IS_NPC(ch) ? ch->pcdata->mac_bonus : 0); if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMAX((ch->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)), -500) - add_share_ac(ch) + (!IS_NPC(ch) ? ch->pcdata->mac_bonus : 0); if ( IS_ADV_DUAL(ch) ) return UMAX((ch->armor + ( IS_AWAKE(ch) ? dex_app[get_curr_dex(ch)].defensive : 0 ) + VAMP_AC(ch)),-700) - add_share_ac(ch) + (!IS_NPC(ch) ? ch->pcdata->mac_bonus : 0); } return 0; } int GET_HRDR_CAP( CHAR_DATA *ch ) { /* Fighter */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_FIGHTER ) { if ( !IS_ADVANCED(ch) ) return 150; if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return 250; if ( IS_ADV_DUAL(ch) ) return 350; } /* Rogue */ if ( get_ac_type_char(ch) == AC_TYPE_HALFLING ) { if ( !IS_ADVANCED(ch) ) return 100; if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return 200; if ( IS_ADV_DUAL(ch) ) return 300; } /* Magic User */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_MAGIC_USER ) { if ( !IS_ADVANCED(ch) ) return 75; if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return 175; if ( IS_ADV_DUAL(ch) ) return 275; } return 0; } int GET_AC_CAP( CHAR_DATA *ch ) { /* Fighter */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_FIGHTER ) { if ( !IS_ADVANCED(ch) ) return -500; if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return -1000; if ( IS_ADV_DUAL(ch) ) return -1500; } /* Rogue */ if ( get_ac_type_char(ch) == AC_TYPE_HALFLING ) { if ( !IS_ADVANCED(ch) ) return -350; if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return -600; if ( IS_ADV_DUAL(ch) ) return -950; } /* Magic User */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_MAGIC_USER ) { if ( !IS_ADVANCED(ch) ) return -250; if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return -500; if ( IS_ADV_DUAL(ch) ) return -700; } return 0; } int GET_MAC_CAP( CHAR_DATA *ch ) { /* Fighter */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_FIGHTER ) { if ( !IS_ADVANCED(ch) ) return -150; if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return -250; if ( IS_ADV_DUAL(ch) ) return -350; } /* Rogue */ if ( get_ac_type_char(ch) == AC_TYPE_HALFLING ) { if ( !IS_ADVANCED(ch) ) return -225; if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return -400; if ( IS_ADV_DUAL(ch) ) return -700; } /* Magic User */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_MAGIC_USER ) { if ( !IS_ADVANCED(ch) ) return -500; if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return -1000; if ( IS_ADV_DUAL(ch) ) return -1500; } return 0; } int GET_TOTALAC_CAP( CHAR_DATA *ch ) { return -3000; } /* * Get a chars HITROLL .. replaces the #define in mud.h .. to complex for * a header file now --GW */ int GET_HITROLL( CHAR_DATA *ch ) { int bonus = 0; /* Fighter */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_FIGHTER || IS_NPC(ch) ) { if( !IS_NPC(ch) && !IS_ADVANCED(ch) ) return UMIN((ch->hitroll+str_app[get_curr_str(ch)].tohit+(2-(abs(ch->mental_state)/10))),150) + add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->hit_bonus : 0); if (!IS_NPC(ch) && IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMIN((ch->hitroll+str_app[get_curr_str(ch)].tohit+(2-(abs(ch->mental_state)/10))),250) + add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->hit_bonus : 0); if (IS_NPC(ch) ) return (bonus + UMIN((ch->hitroll+str_app[get_curr_str(ch)].tohit+(2-(abs(ch->mental_state)/10))),350) + add_share_hitndam(ch)); if (IS_ADV_DUAL(ch)) return (bonus + UMIN((ch->hitroll+str_app[get_curr_str(ch)].tohit+(2-(abs(ch->mental_state)/10))),350) + add_share_hitndam(ch)) + (!IS_NPC(ch) ? ch->pcdata->hit_bonus : 0); } /* Rouge */ if ( get_ac_type_char(ch) == AC_TYPE_HALFLING ) { if( !IS_ADVANCED(ch) ) return UMIN((ch->hitroll+str_app[get_curr_str(ch)].tohit+(2-(abs(ch->mental_state)/10))),100) + add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->hit_bonus : 0); if (IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMIN((ch->hitroll+str_app[get_curr_str(ch)].tohit+(2-(abs(ch->mental_state)/10))),200) + add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->hit_bonus : 0); if (IS_ADV_DUAL(ch)) return UMIN((ch->hitroll+str_app[get_curr_str(ch)].tohit+(2-(abs(ch->mental_state)/10))),300) + add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->hit_bonus : 0); } /* Magic user */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_MAGIC_USER ) { if( !IS_ADVANCED(ch) ) return UMIN((ch->hitroll+str_app[get_curr_str(ch)].tohit+(2-(abs(ch->mental_state)/10))),75) + add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->hit_bonus : 0); if (IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMIN((ch->hitroll+str_app[get_curr_str(ch)].tohit+(2-(abs(ch->mental_state)/10))),175) + add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->hit_bonus : 0); if (IS_ADV_DUAL(ch)) return UMIN((ch->hitroll+str_app[get_curr_str(ch)].tohit+(2-(abs(ch->mental_state)/10))),275) + add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->hit_bonus : 0); } return -1; } /* * Get a chars DAMROLL .. replaces the #define in mud.h .. to complex for * a header file now --GW */ int GET_DAMROLL( CHAR_DATA *ch ) { /* Fighter */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_FIGHTER || IS_NPC(ch) ) { if ( !IS_NPC(ch) && !IS_ADVANCED(ch) ) return UMIN((ch->damroll+str_app[get_curr_str(ch)].todam+((ch->mental_state > 5 && ch->mental_state < 15) ? 1 :0)),150)+ add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->dam_bonus : 0); if ( !IS_NPC(ch) && IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMIN((ch->damroll+str_app[get_curr_str(ch)].todam+((ch->mental_state > 5 && ch->mental_state < 15) ? 1 :0)),250)+ add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->dam_bonus : 0); if (IS_NPC(ch)) return (UMIN((ch->damroll+str_app[get_curr_str(ch)].todam+((ch->mental_state > 5 && ch->mental_state < 15) ? 1 :0)),350)+ add_share_hitndam(ch)); if (IS_ADV_DUAL(ch) ) return (UMIN((ch->damroll+str_app[get_curr_str(ch)].todam+((ch->mental_state > 5 && ch->mental_state < 15) ? 1 :0)),350)+ add_share_hitndam(ch)) + (!IS_NPC(ch) ? ch->pcdata->dam_bonus : 0); } /* Halfling */ if ( get_ac_type_char(ch) == AC_TYPE_HALFLING ) { if ( !IS_ADVANCED(ch) ) return UMIN((ch->damroll+str_app[get_curr_str(ch)].todam+((ch->mental_state > 5 && ch->mental_state < 15) ? 1 :0)),100)+ add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->dam_bonus : 0); if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMIN((ch->damroll+str_app[get_curr_str(ch)].todam+((ch->mental_state > 5 && ch->mental_state < 15) ? 1 :0)),200)+ add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->dam_bonus : 0); if (IS_ADV_DUAL(ch) ) return UMIN((ch->damroll+str_app[get_curr_str(ch)].todam+((ch->mental_state > 5 && ch->mental_state < 15) ? 1 :0)),300)+ add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->dam_bonus : 0); } /* Magic User */ if ( get_ac_type_char(ch) == AC_TYPE_PURE_MAGIC_USER ) { if ( !IS_ADVANCED(ch) ) return UMIN((ch->damroll+str_app[get_curr_str(ch)].todam+((ch->mental_state > 5 && ch->mental_state < 15) ? 1 :0)),75)+ add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->dam_bonus : 0); if ( IS_ADVANCED(ch) && !IS_ADV_DUAL(ch) ) return UMIN((ch->damroll+str_app[get_curr_str(ch)].todam+((ch->mental_state > 5 && ch->mental_state < 15) ? 1 :0)),175)+ add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->dam_bonus : 0); if (IS_ADV_DUAL(ch) ) return UMIN((ch->damroll+str_app[get_curr_str(ch)].todam+((ch->mental_state > 5 && ch->mental_state < 15) ? 1 :0)),275)+ add_share_hitndam(ch) + (!IS_NPC(ch) ? ch->pcdata->dam_bonus : 0); } return -1; } char *number_pad( sh_int number ) { char buf[MSL]; char *buf2; if ( number < 10 ) sprintf(buf,"0%d",number); else sprintf(buf,"%d",number); /* switch(number) { case 0: sprintf(buf,"%s","00"); break; case 1: sprintf(buf,"%s","01"); break; case 2: sprintf(buf,"%s","02"); break; case 3: sprintf(buf,"%s","03"); break; case 4: sprintf(buf,"%s","04"); break; case 5: sprintf(buf,"%s","05"); break; case 6: sprintf(buf,"%s","06"); break; case 7: sprintf(buf,"%s","07"); break; case 8: sprintf(buf,"%s","08"); break; case 9: sprintf(buf,"%s","09"); break; default: sprintf(buf,"%d",number); break; } */ buf2 = STRALLOC(buf); return buf2; } sh_int total_affects( CHAR_DATA *ch ) { sh_int total=0; total = (((int)ch->pcdata->minoraffects) + ((int)ch->pcdata->majoraffects)); return total; } sh_int total_resists( CHAR_DATA *ch ) { sh_int total=0; total = (((int)ch->pcdata->minorresist) + ((int)ch->pcdata->majorresist)); return total; } /* * Are you.. a Mage.. a Fighter.. or a Halfling? --GW */ sh_int get_ac_type_char( CHAR_DATA *ch ) { bool fighter=FALSE; bool magic_user=FALSE; switch(class_table[ch->class]->type) { case CLASS_TYPE_MAGIC: magic_user=TRUE; break; case CLASS_TYPE_FIGHTER: fighter=TRUE; break; case CLASS_TYPE_EXCLUDE: break; default: bug("BAD CLASS TYPE (%s)",class_table[ch->class]->who_name); break; } if ( ch->class2 > -1 ) { switch(class_table[ch->class2]->type) { case CLASS_TYPE_MAGIC: magic_user=TRUE; break; case CLASS_TYPE_FIGHTER: fighter=TRUE; break; case CLASS_TYPE_EXCLUDE: break; default: bug("BAD CLASS TYPE (%s)",class_table[ch->class2]->who_name); break; } } if ( IS_ADVANCED(ch) ) { switch(class_table[ch->advclass]->type) { case CLASS_TYPE_MAGIC: magic_user=TRUE; break; case CLASS_TYPE_FIGHTER: fighter=TRUE; break; case CLASS_TYPE_EXCLUDE: break; default: bug("BAD CLASS TYPE (%s)",class_table[ch->advclass]->who_name); break; } } if ( IS_ADV_DUAL(ch) ) { switch(class_table[ch->class]->type) { case CLASS_TYPE_MAGIC: magic_user=TRUE; break; case CLASS_TYPE_FIGHTER: fighter=TRUE; break; case CLASS_TYPE_EXCLUDE: break; default: bug("BAD CLASS TYPE (%s)",class_table[ch->class]->who_name); break; } } /* Fighter */ if ( fighter && !magic_user ) return AC_TYPE_PURE_FIGHTER; /* Halfling */ if ( fighter && magic_user ) return AC_TYPE_HALFLING; /* Magic User */ if ( magic_user && !fighter ) return AC_TYPE_PURE_MAGIC_USER; return -1; } /* * 'Special Moves' for PURE Classers --GW */ void do_special( CHAR_DATA *ch, char *argument ) { int ac_type=-1; char buf[MSL]; char arg[MIL]; CHAR_DATA *victim; int cost; one_argument( argument, arg ); if ( IS_SET(ch->in_room->room_flags, ROOM_SAFE) ) { send_to_char("You feel to good to do that here...\n\r",ch); return; } if ( ch->fighting && ch->fighting->who ) victim=ch->fighting->who; else if( ( victim=get_char_room( ch, arg ) )==NULL) { send_to_char("I don't see that person here....\n\r",ch); return; } if ( victim==ch) { send_to_char("Now thats Rather Stupid!!!\n\r",ch); return; } /* No Mobs doin this shit .. thank you! --GW */ if ( IS_NPC(ch) ) return; if ( !check_pk_ok(victim,ch)) return; if ( !IS_IMMORTAL(ch)) ac_type=get_ac_type_char(ch); else ac_type=number_range(0,2); switch(ac_type) { case AC_TYPE_PURE_FIGHTER: cost = ch->max_move/2; if( ch->move < cost ) { send_to_char("You don't have enough movement!\n\r",ch); return; } sprintf(buf, "\n\r\n\r" "&B$n suddenly gets a strange look in $s eyes, as $s raises $s sword high in the air!\n" "$n screams to all the forgotten warriors of the past to help $m!" "\n\r" "&B$n's blade turns to &RFLAMES&B as $e brings it down with &RIncedable SPEED and FORCE" "&Bto crash directly in the center of $N's Skull!\n\r\n\r"); act(AT_PLAIN,buf,ch,NULL,victim,TO_ROOM); sprintf(buf, "\n\r\n\r" "&BYou suddenly get a strange look in your eyes, as raise your sword high in the air!\n" "You scream to all the forgotten warriors of the past to help You!" "\n\r" "&BYour blade turns to &RFLAMES&B as you bring it down with &RIncedable SPEED and FORCE" "&Bto crash directly in the center of $N's Skull!\n\r\n\r"); act(AT_PLAIN,buf,ch,NULL,victim,TO_CHAR); sprintf(buf, "\n\r\n\r" "&BYou suddenly see $N get a strange look in $S eyes, as $E raises $S sword high in the air!\n" "$N scream's to all the forgotten warriors of the past to help $M!" "\n\r" "&B$N's blade turns to &RFLAMES&B as $E brings it down with &RIncedable SPEED and FORCE" "&Bto crash directly in the center of &RYOUR Skull!\n\r\n\r"); act(AT_PLAIN,buf,ch,NULL,victim,TO_VICT); ch->move -= cost; damage( ch, victim, (ch->level * 10), TYPE_UNDEFINED ); break; case AC_TYPE_PURE_MAGIC_USER: /* Oops.. need to accomodate vampires so they dont get infinate casting --GW*/ cost = ( !IS_VAMPIRE(ch) ? ch->max_mana/4 : get_bloodthirst(ch)/4); if ( !IS_NPC(ch) && !IS_VAMPIRE(ch) && ch->mana < cost ) { send_to_char("You don't have enough mana!\n\r",ch); return; } if ( !IS_NPC(ch) && IS_VAMPIRE(ch) && ch->pcdata->condition[COND_BLOODTHIRST] < cost ) { send_to_char("You don't have enough blood power!\n\r",ch); return; } sprintf(buf, "\n\r\n\r" "&B$n's entire body begins to glow brightly as $e slowly rises above the battle..\n\r" "$n begins to chant and $s eyes &Rglow red&B as $e summons the powers of all $s\n\r" "teachers from the far reaches of the &Runiverse!\n\r" "&RMolten Rock Shoots from the Ground and Engulf's $N!" "\n\r\n\r"); act(AT_PLAIN,buf,ch,NULL,victim,TO_ROOM); sprintf(buf, "\n\r\n\r" "&BYour entire body begins to glow brightly as you slowly rise above the battle..\n\r" "You begin to chant and your eyes &Rglow red&B as you summon the powers of all your\n\r" "teachers from the far reaches of the &Runiverse!\n\r" "&RMolten Rock Shoots from the Ground and Engulf's $N!" "\n\r\n\r"); act(AT_PLAIN,buf,ch,NULL,victim,TO_CHAR); sprintf(buf, "\n\r\n\r" "&B$N's entire body begins to glow brightly as $E slowly rises above the battle..\n\r" "$N begins to chant and $S eyes &Rglow red&B as $E summons the powers of all $S\n\r" "teachers from the far reaches of the &Runiverse!\n\r" "&RMolten Rock Shoots from the Ground and Engulf's YOU!" "\n\r\n\r"); act(AT_PLAIN,buf,ch,NULL,victim,TO_VICT); /* Accomodate Vampires.... --GW */ if ( !IS_VAMPIRE(ch) ) ch->mana -= cost; else ch->pcdata->condition[COND_BLOODTHIRST] -= cost; damage(ch,victim,(ch->level * 20),TYPE_UNDEFINED); break; default: send_to_char("Rogue's Don't have Special Moves! They Are not Educated Enough!\n\r",ch); break; } return; } void do_ic( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( IS_SET( ch->pcdata->flagstwo, MOREPC_IC ) ) { send_to_char( "But you are already In Character!\n\r",ch); return; } SET_BIT( ch->pcdata->flagstwo, MOREPC_IC ); send_to_char("You are now In Character.\n\r",ch); act( AT_MAGIC,"$n is now In Character.",ch,NULL,NULL,TO_ROOM); return; } void do_ooc( CHAR_DATA *ch, char *argument ) { if ( !IS_SET( ch->pcdata->flagstwo, MOREPC_IC ) ) { send_to_char( "But you are already Out of Character!\n\r",ch); return; } REMOVE_BIT( ch->pcdata->flagstwo, MOREPC_IC ); send_to_char("You are now Out of Character.\n\r",ch); act( AT_MAGIC,"$n is now Out of Character.",ch,NULL,NULL,TO_ROOM); return; } void do_changes( CHAR_DATA *ch, char *argument ) { show_file(ch, "../system/CHANGES"); return; } bool check_new_char_pass( char *argument ) { char email[MSL]; char pass[MSL]; APPROVE_DATA *approve, *approve_next; argument = one_argument( argument, email ); argument = one_argument( argument, pass ); if ( email[0] == '\0' || pass[0] == '\0' ) return FALSE; for( approve = sysdata.first_approve; approve; approve = approve_next ) { approve_next = approve->next; if ( !approve->email || !approve->password ) { bug("Approve Entry with no Email or Password!! (Line: %s %s)",email,pass); continue; } if ( !str_cmp(approve->email, email ) && !str_cmp(approve->password, pass ) ) return TRUE; } return FALSE; } /* * Couple of Macro's --GW */ int GET_MAX_LEVEL( CHAR_DATA *ch ) { if ( IS_NPC(ch) ) return ch->level; if ( !IS_ADVANCED(ch) ) return ch->level; if ( !IS_ADV_DUAL(ch) ) return ch->advlevel; return ch->advlevel2; } char *GET_MAX_CLASS(CHAR_DATA *ch) { if ( IS_NPC(ch) ) return "Mob"; if ( !IS_ADVANCED(ch) ) return class_table[ch->class]->who_name; if ( !IS_ADV_DUAL(ch) ) return class_table[ch->advclass]->who_name; return class_table[ch->advclass2]->who_name; } char *get_damage_value_obj( OBJ_DATA *obj ) { int pcnt=0; if ( obj->value[0] <= 0 ) return "N/A"; if ( obj->item_type == ITEM_ARMOR && obj->value[1] < 1 ) return "Unknown"; else if ( obj->item_type == ITEM_ARMOR ) pcnt = obj->value[0] * 100 / obj->value[1]; else if ( obj->item_type == ITEM_WEAPON ) pcnt = obj->value[0] * 100 / INIT_WEAPON_CONDITION; else return "N/A"; if ( pcnt >= 100 ) return "Excellent"; else if ( pcnt >= 90 ) return "Scratched"; else if ( pcnt >= 80 ) return "Chipped up"; else if ( pcnt >= 70 ) return "Well Used"; else if ( pcnt >= 60 ) return "Worn"; else if ( pcnt >= 50 ) return "Neglected"; else if ( pcnt >= 40 ) return "Rusted"; else if ( pcnt >= 30 ) return "Horrid"; else if ( pcnt >= 20 ) return "Worthless"; else if ( pcnt >= 10 ) return "Wrecked"; else return "Destroyed"; } /* Security --GW */ bool HIMP_CHECK( CHAR_DATA *ch ) { SECURE_DATA *tmp, *next_tmp; if ( IS_NPC(ch) ) return FALSE; for( tmp=first_secure; tmp; tmp = next_tmp ) { next_tmp=tmp->next; if ( tmp->type == SECURE_TYPE_HIMP ) { SECURE_NAME *tmp2, *next_tmp2; for( tmp2 = tmp->first_name; tmp2; tmp2 = next_tmp2 ) { next_tmp2 = tmp2->next; if ( !str_cmp(ch->name, tmp2->name) ) return TRUE; } } } return FALSE; } bool IMP_CHECK( CHAR_DATA *ch ) { SECURE_DATA *tmp, *next_tmp; if ( IS_NPC(ch) ) return FALSE; for( tmp=first_secure; tmp; tmp = next_tmp ) { next_tmp=tmp->next; if ( tmp->type == SECURE_TYPE_IMP ) { SECURE_NAME *tmp2, *next_tmp2; for( tmp2 = tmp->first_name; tmp2; tmp2 = next_tmp2 ) { next_tmp2 = tmp2->next; if ( !str_cmp(ch->name, tmp2->name) ) return TRUE; } } } return FALSE; } bool OWNER_CHECK( CHAR_DATA *ch ) { SECURE_DATA *tmp, *next_tmp; if ( IS_NPC(ch) ) return FALSE; for( tmp=first_secure; tmp; tmp = next_tmp ) { next_tmp=tmp->next; if ( tmp->type == SECURE_TYPE_OWNER ) { SECURE_NAME *tmp2, *next_tmp2; for( tmp2 = tmp->first_name; tmp2; tmp2 = next_tmp2 ) { next_tmp2 = tmp2->next; if ( !str_cmp(ch->name, tmp2->name) ) return TRUE; } } } return FALSE; } bool BPORT_IMP_CHECK( CHAR_DATA *ch) { SECURE_DATA *tmp, *next_tmp; if ( IS_NPC(ch) ) return FALSE; for( tmp=first_secure; tmp; tmp = next_tmp ) { next_tmp=tmp->next; if ( tmp->type == SECURE_TYPE_BPORT_IMP ) { SECURE_NAME *tmp2, *next_tmp2; for( tmp2 = tmp->first_name; tmp2; tmp2 = next_tmp2 ) { next_tmp2 = tmp2->next; if ( !str_cmp(ch->name, tmp2->name) ) return TRUE; } } } return FALSE; } bool BPORT_HIMP_CHECK( CHAR_DATA *ch) { SECURE_DATA *tmp, *next_tmp; if ( IS_NPC(ch) ) return FALSE; for( tmp=first_secure; tmp; tmp = next_tmp ) { next_tmp=tmp->next; if ( tmp->type == SECURE_TYPE_BPORT_HIMP ) { SECURE_NAME *tmp2, *next_tmp2; for( tmp2 = tmp->first_name; tmp2; tmp2 = next_tmp2 ) { next_tmp2 = tmp2->next; if ( !str_cmp(ch->name, tmp2->name) ) return TRUE; } } } return FALSE; } void load_imps( void ) { SECURE_DATA *secure_himp=NULL; SECURE_DATA *secure_imp=NULL; SECURE_DATA *secure_owner=NULL; SECURE_DATA *secure_bport_imp=NULL; SECURE_DATA *secure_bport_himp=NULL; FILE *fp=NULL; char buf[MSL]; /* Initilization */ CREATE( secure_himp, SECURE_DATA, 1 ); CREATE( secure_imp, SECURE_DATA, 1 ); CREATE( secure_owner, SECURE_DATA, 1 ); CREATE( secure_bport_imp, SECURE_DATA, 1 ); CREATE( secure_bport_himp, SECURE_DATA, 1 ); secure_himp->first_name = NULL; secure_himp->last_name = NULL; secure_himp->type = SECURE_TYPE_HIMP; secure_imp->first_name = NULL; secure_imp->last_name = NULL; secure_imp->type = SECURE_TYPE_IMP; secure_owner->first_name = NULL; secure_owner->last_name = NULL; secure_owner->type = SECURE_TYPE_OWNER; secure_bport_imp->first_name = NULL; secure_bport_imp->last_name = NULL; secure_bport_imp->type = SECURE_TYPE_BPORT_IMP; secure_bport_himp->first_name = NULL; secure_bport_himp->last_name = NULL; secure_bport_himp->type = SECURE_TYPE_BPORT_HIMP; /* Load the Info */ /* HIMP */ sprintf(buf,"%s%s", SECURE_DIR, HIMP_FILE ); if ( !(fp=fopen(buf,"r"))) { log_string("WME-SECURE: Unable to open HIMP File!"); log_string("WME-SECURE: MUD Shutting down."); exit(0); } for( ; ; ) { char letter; char *name; letter=fread_letter(fp); if ( letter == '#' ) break; name=fread_word(fp); add_secure_name(name,secure_himp,"HIMP"); } new_fclose(fp); LINK(secure_himp,first_secure,last_secure,next,prev); /* IMP */ sprintf(buf,"%s%s", SECURE_DIR, IMP_FILE ); if ( !(fp=fopen(buf,"r"))) { log_string("WME-SECURE: Unable to open IMP File!"); log_string("WME-SECURE: MUD Shutting down."); exit(0); } for( ; ; ) { char letter; char *name; letter=fread_letter(fp); if ( letter == '#' ) break; name=fread_word(fp); add_secure_name(name,secure_imp,"IMP"); } new_fclose(fp); LINK(secure_imp,first_secure,last_secure,next,prev); /* OWNER */ sprintf(buf,"%s%s", SECURE_DIR, OWNER_FILE ); if ( !(fp=fopen(buf,"r"))) { log_string("WME-SECURE: Unable to open OWNER File!"); log_string("WME-SECURE: MUD Shutting down."); exit(0); } for( ; ; ) { char letter; char *name; letter=fread_letter(fp); if ( letter == '#' ) break; name=fread_word(fp); add_secure_name(name,secure_owner,"OWNER"); } new_fclose(fp); LINK(secure_owner,first_secure,last_secure,next,prev); /* BPORT_IMP */ sprintf(buf,"%s%s", SECURE_DIR, BPORT_IMP_FILE ); if ( !(fp=fopen(buf,"r"))) { log_string("WME-SECURE: Unable to open BPORT_IMP File!"); log_string("WME-SECURE: MUD Shutting down."); exit(0); } for( ; ; ) { char letter; char *name; letter=fread_letter(fp); if ( letter == '#' ) break; name=fread_word(fp); add_secure_name(name,secure_bport_imp,"BPORT IMP"); } new_fclose(fp); LINK(secure_bport_imp,first_secure,last_secure,next,prev); /* BPORT_HIMP */ sprintf(buf,"%s%s", SECURE_DIR, BPORT_HIMP_FILE ); if ( !(fp=fopen(buf,"r"))) { log_string("WME-SECURE: Unable to open HIMP File!"); log_string("WME-SECURE: MUD Shutting down."); exit(0); } for( ; ; ) { char letter; char *name; letter=fread_letter(fp); if ( letter == '#' ) break; name=fread_word(fp); add_secure_name(name,secure_bport_himp,"BPORT HIMP"); } new_fclose(fp); LINK(secure_bport_himp,first_secure,last_secure,next,prev); log_string("WME-SECURE: Loading Complete, Done."); } void init_security( void ) { first_secure = NULL; last_secure = NULL; log_string("Security Features Initialized.\n\r"); return; } void add_secure_name( char *plrname, SECURE_DATA *secure, char *type ) { SECURE_NAME *name=NULL; char buf[MSL]; CREATE(name, SECURE_NAME, 1); name->name = STRALLOC(plrname); LINK(name,secure->first_name,secure->last_name,next,prev); sprintf(buf,"WME-SECURE: Adding %s: %s",type,capitalize(plrname)); log_string(buf); return; }