#include <sys/types.h> #include <stdio.h> #include <syslog.h> #include "define.h" #include "struct.h" void do_energize( char_data* ch, char* argument ) { /* char_data* victim; int heal; int mana; double cure; if( ch->species != NULL || ch->pcdata->clss != CLSS_MONK ) { send( ch, "Only monks can transfer energy.\n\r" ); return; } if( ch->shdata->skill[SKILL_TRANSFER_ENERGY] == 0 ) { send( ch, "You don't know that skill.\n\r" ); return; } if( *argument == '\0' ) { victim = ch; } else { if( ( victim = get_char_room( ch, argument ) ) == NULL ) { send( "They aren't here.\n\r", ch ); return; } } if( ch->fighting != NULL ) { send( ch, "You can't transfer energy while fighting!\n\r" ); return; } if( victim->fighting != NULL ) { send( ch, "You can't transfer energy to someone who is fighting!\n\r" ); return; } if( ch->mana < 2 ) { send( ch, "You don't have enough energy to do that.\n\r" ); return; } if( ( mana = victim->max_mana-victim->mana ) == 0 ) { if( ch == victim ) send( ch, "You cannot transfer energy to yourself.\n\r" ); else send( ch, "%s is at full mana.\n\r", victim ); return; } if( victim == ch ) { send( ch, "You cannot transfer energy to yourself.\n\r" ); } else { send( ch, "You transfer energy to %s.\n\r", victim ); send( victim, "%s transfers energy to you.\n\r", ch ); send_seen( ch, "%s transfers energy to %s.\n\r", ch, victim ); } cure = ch->shdata->skill[SKILL_TRANSFER_ENERGY]*0.1; heal = number_range( 70, 120 ); if( ch->mana-heal > 0 ) { victim->mana = victim->mana+heal*cure; ch->mana = ch->mana-heal; } else { victim->mana = victim->mana+ch->mana*cure; ch->mana = 0; } victim->mana = min( victim->max_mana, victim->mana ); update_pos( victim ); ch->improve_skill( SKILL_TRANSFER_ENERGY ); */ return; } void do_polymorph( char_data*, char* ) { /* char_data* mob; obj_data* obj; player_data* player; return; if( ch->link == NULL ) return; if( ch->link->original != NULL ) { send_to_char( "You can only polymorph in human form.\n\r", ch ); return; } send_to_char( "You transform into a tiger.\n\r", ch ); mob = create_mobile( get_species( 690 ) ); char_to_room( mob, ch->in_room ); act( "The air around $n fades into a strange array of swirling colors.", ch, NULL, NULL, TO_ROOM ); act( "$e is enveloped by the colors and when they recede you see $N.", ch, NULL, mob, TO_ROOM ); if( ch->contents != NULL ) { send_to_char( "You equipment clatters to the floor.\n\r", ch ); for( ; ch->contents != NULL; ) { obj = remove( ch->contents, ch->contents->number ); put_obj( obj, ch->in_room ); } act( "$n's equipment lies scattered on the ground.", ch, NULL, NULL, TO_ROOM ); } char_from_room( ch ); ch->link->character = mob; ch->link->original = player; mob->link = ch->link; ch->link = NULL; mob->pcdata = ch->pcdata; mob->timer = 0; SET_BIT( ch->status, STAT_POLYMORPH ); */ return; } void monk_return( char_data* ) { return; /* REMOVE_BIT( ch->link->original->status, STAT_POLYMORPH ); send_to_char( "You transform back to human form.\n\r", ch ); ch->link->character = ch->link->original; ch->link->original = NULL; ch->link->character->link = ch->link; char_to_room( ch->link->character, ch->in_room ); ch->link = NULL; ch->pcdata = NULL; ch->Extract( ); */ return; }