/***************************************************************************
* STAR WARS REALITY 1.0 *
*--------------------------------------------------------------------------*
* Star Wars Reality Code Additions and changes from the Smaug Code *
* copyright (c) 1997 by Sean Cooper *
* -------------------------------------------------------------------------*
* Starwars and Starwars Names copyright(c) Lucas Film Ltd. *
*--------------------------------------------------------------------------*
* SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider *
* SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, *
* Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops *
* ------------------------------------------------------------------------ *
* 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. *
* ------------------------------------------------------------------------ *
* Space Module *
****************************************************************************/
#include <math.h>
#include <sys/types.h>
#include <ctype.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include "mud.h"
SHIP_DATA * first_ship;
SHIP_DATA * last_ship;
MISSILE_DATA * first_missile;
MISSILE_DATA * last_missile;
SPACE_DATA * first_starsystem;
SPACE_DATA * last_starsystem;
int bus_pos =0;
int bus1_planet =0;
int bus2_planet = 0;
int turbocar_stop =0;
int corus_shuttle =0;
#define MAX_STATION 10
#define MAX_BUS1_STOP 6
#define MAX_BUS2_STOP 5
#define STOP_PLANET 202
#define STOP_SHIPYARD 32015
int const station_vnum [MAX_STATION] =
{
215 , 216 , 217 , 218 , 219 , 220 , 221 ,222 , 223 , 224
};
char * const station_name [MAX_STATION] =
{
"Menari Spaceport" , "Skydome Botanical Gardens" , "Grand Towers" ,
"Grandis Mon Theater" , "Palace Station" , "Great Galactic Museum" ,
"College Station" , "Holographic Zoo of Extinct Animals" ,
"Dometown Station " , "Monument Plaza"
};
int const bus1_vnum [MAX_BUS1_STOP] =
{
67000 , 507, 32297, 21331, 100000, 6200
};
char * const bus1_stop [MAX_BUS1_STOP+1] =
{
"Corellia", "Bus Transfer Pad", "Wayland Cloning Facility",
"Kashyyyk", "Tatooine", "Sluis Van",
"Corellia" /* last should always be same as first */
};
int const bus2_vnum [MAX_BUS2_STOP] =
{
508, 201 , 51014, 8002, 26500
};
char * const bus2_stop [MAX_BUS2_STOP+1] =
{
"Bus Transfer Pad", "Coruscant", "Hapes", "Rudrig", "Wroona",
"Bus Transfer Pad" /* last should always be same as first */
};
char * const ship_flags [] =
{
"canflyindoors", "bayopen", "autopilot", "masked", "mobship","simulator",
"sf6", "sf7", "sf8", "sf9", "sf10", "sf11", "sf12", "sf13", "sf14",
"sf15", "sf16", "sf17", "sf18", "sf19", "sf20", "sf21", "sf22", "sf23",
"sf24","sf25","sf26","sf27", "sf28", "sf29", "sf30", "sf31"
};
char * const system_flags [] =
{
"Secret","s1","s2","s3","s4","","","","","","",
"","","","","","","","","","","","","","","","","","","","","","s31"
};
/* local routines */
void fread_ship args ( ( SHIP_DATA *ship, FILE *fp ) );
bool load_ship_file args ( ( char *shipfile ) );
void write_ship_list args ( ( void ) );
void fread_starsystem args ( ( SPACE_DATA *starsystem, FILE *fp ) );
bool load_starsystem args ( ( char *starsystemfile ) );
void write_starsystem_list args ( ( void ) );
void resetship args ( ( SHIP_DATA *ship ) );
void landship args ( ( SHIP_DATA *ship, char *arg ) );
void launchship args ( ( SHIP_DATA *ship ) );
bool land_bus args ( ( SHIP_DATA *ship, int destination ) );
void launch_bus args ( ( SHIP_DATA *ship ) );
void echo_to_room_dnr args ( ( int ecolor , ROOM_INDEX_DATA *room , char *argument ) );
ch_ret drive_ship args ( ( CHAR_DATA *ch, SHIP_DATA *ship, EXIT_DATA *exit , int fall ) );
bool autofly args ( ( SHIP_DATA *ship) );
bool is_facing args ( ( SHIP_DATA *ship , SHIP_DATA *target ) );
void sound_to_ship args ( ( SHIP_DATA *ship , char *argument ) );
void undockship args ( ( SHIP_DATA *ship ) );
char* get_hyperspeed args ( ( int hyper ) );
int get_systemflag args ( ( char *flag ) );
int get_shipflag args ( ( char *flag ) );
int system_ship_status args ( ( SHIP_DATA *ship, SPACE_DATA *system) );
bool system_attack args ( ( SHIP_DATA *ship, SPACE_DATA *system) );
bool hyper_allowed_FCZ args ( ( float x, float y, float z, SHIP_DATA *ship, SPACE_DATA *starsystem) );
/* from act_comm.c */
bool has_comlink args ( ( CHAR_DATA *ch ) );
ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA *in_room, EXIT_DATA **pexit );
int get_systemflag( char *flag )
{
int x;
for ( x = 0; x < 32; x++ )
if ( !str_cmp( flag, system_flags[x] ) )
return x;
return -1;
}
int get_shipflag( char *flag )
{
int x;
for ( x = 0; x < 32; x++ )
if ( !str_cmp( flag, ship_flags[x] ) )
return x;
return -1;
}
void echo_to_room_dnr ( int ecolor , ROOM_INDEX_DATA *room , char *argument )
{
CHAR_DATA *vic;
if ( room == NULL )
return;
for ( vic = room->first_person; vic; vic = vic->next_in_room )
{
set_char_color( ecolor, vic );
send_to_char( argument, vic );
}
}
bool land_bus( SHIP_DATA *ship, int destination )
{
char buf[MAX_STRING_LENGTH];
if ( !ship_to_room( ship , destination ) )
{
return FALSE;
}
echo_to_ship( AT_YELLOW , ship , "You feel a slight thud as the ship sets down on the ground.");
ship->location = destination;
ship->lastdoc = ship->location;
ship->shipstate = SHIP_DOCKED;
if (ship->starsystem)
ship_from_starsystem( ship, ship->starsystem );
sprintf( buf, "%s lands on the platform.", ship->name );
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
sprintf( buf , "The hatch on %s opens." , ship->name);
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
echo_to_room( AT_YELLOW , get_room_index(ship->entrance) , "The hatch opens." );
ship->hatchopen = TRUE;
sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
return TRUE;
}
void launch_bus( SHIP_DATA *ship )
{
char buf[MAX_STRING_LENGTH];
sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
sprintf( buf , "The hatch on %s closes and it begins to launch." , ship->name);
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
echo_to_room( AT_YELLOW , get_room_index(ship->entrance) , "The hatch slides shut." );
ship->hatchopen = FALSE;
extract_ship( ship );
echo_to_ship( AT_YELLOW , ship , "The ship begins to launch.");
ship->location = 0;
ship->shipstate = SHIP_READY;
}
void update_traffic( )
{
SHIP_DATA *shuttle, *senate;
SHIP_DATA *turbocar;
char buf[MAX_STRING_LENGTH];
shuttle = ship_from_cockpit( ROOM_CORUSCANT_SHUTTLE );
senate = ship_from_cockpit( ROOM_SHUTTLE1 );
if ( senate != NULL && shuttle != NULL )
{
switch (corus_shuttle)
{
default:
corus_shuttle++;
break;
case 0:
land_bus( shuttle , STOP_PLANET );
land_bus( senate , SHUTTLE1_STOP1 );
corus_shuttle++;
echo_to_ship( AT_CYAN , shuttle , "Welcome to Menari Spaceport." );
echo_to_ship( AT_CYAN , senate , SHUTTLE1_STOP1_MSG );
break;
case 4:
launch_bus( shuttle );
launch_bus( senate );
corus_shuttle++;
break;
case 5:
land_bus( shuttle , STOP_SHIPYARD );
land_bus( senate , SHUTTLE1_STOP2 );
echo_to_ship( AT_CYAN , shuttle , "Welcome to Coruscant Shipyard." );
echo_to_ship( AT_CYAN , senate , SHUTTLE1_STOP2_MSG );
corus_shuttle++;
break;
case 9:
launch_bus( shuttle );
launch_bus( senate );
corus_shuttle++;
break;
}
if ( corus_shuttle >= 10 )
corus_shuttle = 0;
}
turbocar = ship_from_cockpit( ROOM_CORUSCANT_TURBOCAR );
if ( turbocar != NULL )
{
sprintf( buf , "The turbocar doors close and it speeds out of the station.");
echo_to_room( AT_YELLOW , get_room_index(turbocar->location) , buf );
extract_ship( turbocar );
turbocar->location = 0;
ship_to_room( turbocar , station_vnum[turbocar_stop] );
echo_to_ship( AT_YELLOW , turbocar , "The turbocar makes a quick journey to the next station.");
turbocar->location = station_vnum[turbocar_stop];
turbocar->lastdoc = turbocar->location;
turbocar->shipstate = SHIP_DOCKED;
if (turbocar->starsystem)
ship_from_starsystem( turbocar, turbocar->starsystem );
sprintf( buf, "A turbocar pulls into the platform and the doors slide open.");
echo_to_room( AT_YELLOW , get_room_index(turbocar->location) , buf );
sprintf( buf, "Welcome to %s." , station_name[turbocar_stop] );
echo_to_ship( AT_CYAN , turbocar , buf );
turbocar->hatchopen = TRUE;
turbocar_stop++;
if ( turbocar_stop >= MAX_STATION )
turbocar_stop = 0;
}
}
void update_bus( )
{
SHIP_DATA *ship;
SHIP_DATA *ship2;
SHIP_DATA *bus2;
SHIP_DATA *bus1;
int destination;
char buf[MAX_STRING_LENGTH];
ship = ship_from_cockpit( ROOM_SHUTTLE_BUS );
ship2 = ship_from_cockpit( ROOM_SHUTTLE_BUS_2 );
if ( ship == NULL && ship2 == NULL )
return;
switch (bus_pos)
{
case 0:
bus1 = ship_from_hanger( bus1_vnum[bus1_planet] );
if ( bus1 != NULL && !bus1->starsystem )
{
sprintf( buf, "An electronic voice says, "
"'Cannot land at %s ... "
"it seems to have disappeared.'",
bus1_stop[bus1_planet] );
echo_to_ship( AT_CYAN , ship , buf );
bus_pos = 5;
}
bus2 = ship_from_hanger( bus2_vnum[bus2_planet] );
if ( bus2 != NULL && !bus2->starsystem )
{
sprintf( buf, "An electronic voice says, "
"'Cannot land at %s ... "
"it seems to have disappeared.'",
bus2_stop[bus2_planet] );
echo_to_ship( AT_CYAN , ship2 , buf );
bus_pos = 5;
}
bus_pos++;
break;
case 6:
launch_bus ( ship );
launch_bus ( ship2 );
bus_pos++;
break;
case 7:
echo_to_ship( AT_YELLOW , ship , "The ship lurches slightly as it makes the jump to lightspeed.");
echo_to_ship( AT_YELLOW , ship2 , "The ship lurches slightly as it makes the jump to lightspeed.");
bus_pos++;
break;
case 9:
echo_to_ship( AT_YELLOW , ship , "The ship lurches slightly as it comes out of hyperspace..");
echo_to_ship( AT_YELLOW , ship2 , "The ship lurches slightly as it comes out of hyperspace..");
bus_pos++;
break;
case 1:
destination = bus1_vnum[bus1_planet];
if ( !land_bus( ship, destination ) )
{
sprintf( buf, "An electronic voice says, 'Oh My, %s seems to have disappeared.'" ,
bus1_stop[bus1_planet] );
echo_to_ship( AT_CYAN , ship , buf );
echo_to_ship( AT_CYAN , ship , "An electronic voice says, 'I do hope it wasn't a superlaser. Landing aborted.'");
}
else
{
sprintf( buf, "An electronic voice says, 'Welcome to %s'" , bus1_stop[bus1_planet] );
echo_to_ship( AT_CYAN , ship , buf);
echo_to_ship( AT_CYAN , ship , "It continues, 'Please exit through the main ramp. Enjoy your stay.'");
}
destination = bus2_vnum[bus2_planet];
if ( !land_bus( ship2, destination ) )
{
sprintf( buf, "An electronic voice says, 'Oh My, %s seems to have disappeared.'" ,
bus2_stop[bus2_planet] );
echo_to_ship( AT_CYAN , ship2 , buf );
echo_to_ship( AT_CYAN , ship2 , "An electronic voice says, 'I do hope it wasn't a superlaser. Landing aborted.'");
}
else
{
sprintf( buf, "An electronic voice says, 'Welcome to %s'" , bus2_stop[bus2_planet] );
echo_to_ship( AT_CYAN , ship2 , buf);
echo_to_ship( AT_CYAN , ship2 , "It continues, 'Please exit through the main ramp. Enjoy your stay.'");
}
bus_pos++;
break;
case 5:
sprintf( buf, "It continues, 'Next stop, %s'" , bus1_stop[bus1_planet+1] );
echo_to_ship( AT_CYAN , ship , "An electronic voice says, 'Preparing for launch.'");
echo_to_ship( AT_CYAN , ship , buf);
sprintf( buf, "It continues, 'Next stop, %s'" , bus2_stop[bus2_planet+1] );
echo_to_ship( AT_CYAN , ship2 , "An electronic voice says, 'Preparing for launch.'");
echo_to_ship( AT_CYAN , ship2 , buf);
bus_pos++;
break;
default:
bus_pos++;
break;
}
if ( bus_pos >= 10 )
{
bus_pos = 0;
bus1_planet++;
bus2_planet++;
}
if ( bus1_planet >= MAX_BUS1_STOP )
bus1_planet = 0;
if ( bus2_planet >= MAX_BUS2_STOP )
bus2_planet = 0;
}
void move_ships( )
{
SHIP_DATA *ship;
MISSILE_DATA *missile;
MISSILE_DATA *m_next;
SHIP_DATA *target;
float dx, dy, dz, change;
char buf[MAX_STRING_LENGTH];
CHAR_DATA *ch;
bool ch_found = FALSE;
for ( missile = first_missile; missile; missile = m_next )
{
m_next = missile->next;
ship = missile->fired_from;
target = missile->target;
if ( target->starsystem && target->starsystem == missile->starsystem )
{
if ( missile->mx < target->vx )
missile->mx += UMIN( missile->speed/5 , target->vx - missile->mx );
else if ( missile->mx > target->vx )
missile->mx -= UMIN( missile->speed/5 , missile->mx - target->vx );
if ( missile->my < target->vy )
missile->my += UMIN( missile->speed/5 , target->vy - missile->my );
else if ( missile->my > target->vy )
missile->my -= UMIN( missile->speed/5 , missile->my - target->vy );
if ( missile->mz < target->vz )
missile->mz += UMIN( missile->speed/5 , target->vz - missile->mz );
else if ( missile->mz > target->vz )
missile->mz -= UMIN( missile->speed/5 , missile->mz - target->vz );
if ( abs(missile->mx) - abs(target->vx) <= 20 && abs(missile->mx) - abs(target->vx) >= -20
&& abs(missile->my) - abs(target->vy) <= 20 && abs(missile->my) - abs(target->vy) >= -20
&& abs(missile->mz) - abs(target->vz) <= 20 && abs(missile->mz) - abs(target->vz) >= -20 )
{
if ( target->chaff_released <= 0)
{
echo_to_room( AT_YELLOW , get_room_index(ship->gunseat), "Your missile hits its target dead on!" );
echo_to_cockpit( AT_BLOOD, target, "The ship is hit by a missile.");
echo_to_ship( AT_RED , target , "A loud explosion shakes the ship violently!" );
sprintf( buf, "You see a small explosion as %s is hit by a missile" , target->name );
echo_to_system( AT_ORANGE , target , buf , ship );
for ( ch = first_char; ch; ch = ch->next )
{
if ( !IS_NPC( ch ) && nifty_is_name( missile->fired_by, ch->name ) )
{
ch_found = TRUE;
damage_ship_ch( target , 20+missile->missiletype*missile->missiletype*20 ,
30+missile->missiletype*missile->missiletype*missile->missiletype*30 , ch );
}
}
if ( !ch_found )
damage_ship( target , 20+missile->missiletype*missile->missiletype*20 ,
30+missile->missiletype*missile->missiletype*ship->missiletype*30 );
extract_missile( missile );
}
else
{
echo_to_room( AT_YELLOW , get_room_index(ship->gunseat), "Your missile explodes harmlessly in a cloud of chaff!" );
echo_to_cockpit( AT_YELLOW, target, "A missile explodes in your chaff.");
extract_missile( missile );
}
continue;
}
else
{
missile->age++;
if (missile->age >= 50)
{
extract_missile( missile );
continue;
}
}
}
else
{
extract_missile( missile );
continue;
}
}/* End Missile*/
for ( ship = first_ship; ship; ship = ship->next )
{
if ( !ship->starsystem )
continue;
if ( ship->currspeed > 0 )
{
change = sqrt( ship->hx*ship->hx + ship->hy*ship->hy + ship->hz*ship->hz );
if (change > 0)
{
dx = ship->hx/change;
dy = ship->hy/change;
dz = ship->hz/change;
ship->vx += (dx * ship->currspeed/5);
ship->vy += (dy * ship->currspeed/5);
ship->vz += (dz * ship->currspeed/5);
}
}
if ( autofly(ship) )
continue;
for ( target = ship->starsystem->first_ship; target; target = target->next_in_starsystem)
{
if ( target != ship &&
abs(ship->vx - target->vx) < 5 &&
abs(ship->vy - target->vy) < 5 &&
abs(ship->vz - target->vz) < 5 )
{
if ( target->currspeed > 60 || ship->currspeed > 60 )
{
/* Forumla Devised by Atvar */
ship->collision = ((ship->currspeed-60) + (target->currspeed-60));
ship->collision *= 0.5;
ship->collision *= ship->hull;
ship->collision -= (ship->shield+target->shield);
ship->collision -= target->hull;
ship->collision = URANGE( 0,ship->collision, 3000);
target->collision = ((ship->currspeed-60) + (target->currspeed-60));
target->collision *= 0.5;
target->collision *= ship->hull;
target->collision -= (ship->shield+target->shield);
target->collision -= target->hull;
target->collision = URANGE( 0,target->collision, 3000);
/* ship->collision = ( target->hull * abs(target->currspeed - 60) );
target->collision = ( ship->hull * abs( ship->currspeed - 60) );*/
}
}
}
if ( ship->starsystem->star1 && strcmp(ship->starsystem->star1,"") &&
abs(ship->vx - ship->starsystem->s1x) < 50 &&
abs(ship->vy - ship->starsystem->s1y) < 50 &&
abs(ship->vz - ship->starsystem->s1z) < 50 )
{
echo_to_cockpit( AT_BLOOD, ship, "&G&W[&R^zWARNING&W^x] Temperature Raiseing. Please Back Away");
continue;
}
if ( ship->starsystem->star1 && strcmp(ship->starsystem->star1,"") &&
abs(ship->vx - ship->starsystem->s1x) < 10 &&
abs(ship->vy - ship->starsystem->s1y) < 10 &&
abs(ship->vz - ship->starsystem->s1z) < 10 )
{
echo_to_cockpit( AT_BLOOD+AT_BLINK, ship, "You fly directly into the sun.");
sprintf( buf , "%s flys directly into %s!", ship->name, ship->starsystem->star1);
echo_to_system( AT_ORANGE , ship , buf , NULL );
destroy_ship(ship, NULL);
continue;
}
if ( ship->starsystem->star2 && strcmp(ship->starsystem->star2,"") &&
abs(ship->vx - ship->starsystem->s2x) < 10 &&
abs(ship->vy - ship->starsystem->s2y) < 10 &&
abs(ship->vz - ship->starsystem->s2z) < 10 )
{
echo_to_cockpit( AT_BLOOD+AT_BLINK, ship, "You fly directly into the sun.");
sprintf( buf , "%s flys directly into %s!", ship->name, ship->starsystem->star2);
echo_to_system( AT_ORANGE , ship , buf , NULL );
destroy_ship(ship , NULL);
continue;
}
if ( ship->currspeed > 0 )
{
if ( ship->starsystem->planet1 && strcmp(ship->starsystem->planet1,"") &&
abs(ship->vx - ship->starsystem->p1x) < 10 &&
abs(ship->vy - ship->starsystem->p1y) < 10 &&
abs(ship->vz - ship->starsystem->p1z) < 10 )
{
sprintf( buf , "You begin orbitting %s.", ship->starsystem->planet1);
echo_to_cockpit( AT_YELLOW, ship, buf);
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
sprintf( buf , "%s begins orbiting %s.", ship->name, ship->starsystem->planet1);
echo_to_system( AT_ORANGE , ship , buf , NULL );
}
ship->currspeed = 0;
continue;
}
if ( ship->starsystem->planet2 && strcmp(ship->starsystem->planet2,"") &&
abs(ship->vx - ship->starsystem->p2x) < 10 &&
abs(ship->vy - ship->starsystem->p2y) < 10 &&
abs(ship->vz - ship->starsystem->p2z) < 10 )
{
sprintf( buf , "You begin orbitting %s.", ship->starsystem->planet2);
echo_to_cockpit( AT_YELLOW, ship, buf);
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
sprintf( buf , "%s begins orbiting %s.", ship->name, ship->starsystem->planet2);
echo_to_system( AT_ORANGE , ship , buf , NULL );
}
ship->currspeed = 0;
continue;
}
if ( ship->starsystem->planet3 && strcmp(ship->starsystem->planet3,"") &&
abs(ship->vx - ship->starsystem->p3x) < 10 &&
abs(ship->vy - ship->starsystem->p3y) < 10 &&
abs(ship->vz - ship->starsystem->p3z) < 10 )
{
sprintf( buf , "You begin orbitting %s.", ship->starsystem->planet2);
echo_to_cockpit( AT_YELLOW, ship, buf);
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
sprintf( buf , "%s begins orbiting %s.", ship->name, ship->starsystem->planet2);
echo_to_system( AT_ORANGE , ship , buf , NULL );
}
ship->currspeed = 0;
continue;
}
}
}
for ( ship = first_ship; ship; ship = ship->next )
{
if (ship->collision)
{
echo_to_cockpit( AT_WHITE+AT_BLINK , ship, "You have collided with another ship!" );
echo_to_ship( AT_RED , ship , "A loud explosion shakes the ship violently!" );
damage_ship( ship , ship->collision , ship->collision );
ship->collision = 0;
}
}
}
void recharge_ships( )
{
SHIP_DATA *ship;
char buf[MAX_STRING_LENGTH];
for ( ship = first_ship; ship; ship = ship->next )
{
if (ship->statet0 > 0)
{
ship->energy -= ship->statet0;
ship->statet0 = 0;
}
if (ship->statet1 > 0)
{
ship->energy -= ship->statet1;
ship->statet1 = 0;
}
if (ship->statet2 > 0)
{
ship->energy -= ship->statet2;
ship->statet2 = 0;
}
if (ship->statet3 > 0)
{
ship->energy -= ship->statet3*ship->ion;
ship->statet3 = 0;
}
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
ship->energy /= 4;
}
if (ship->missilestate == MISSILE_RELOAD_2)
{
ship->missilestate = MISSILE_READY;
if ( ship->missiles > 0 )
echo_to_room( AT_YELLOW, get_room_index(ship->gunseat), "Missile launcher reloaded.");
}
if (ship->missilestate == MISSILE_RELOAD )
{
ship->missilestate = MISSILE_RELOAD_2;
}
if (ship->missilestate == MISSILE_FIRED )
ship->missilestate = MISSILE_RELOAD;
if ( autofly(ship) )
{
if ( ship->starsystem )
{
if (ship->target0 && ship->statet0 != LASER_DAMAGED )
{
int chance = 50;
SHIP_DATA * target = ship->target0;
int shots;
if ( !IS_SET(target->flags, SHIP_MASKED) )
{
for ( shots=0 ; shots <= ship->lasers ; shots++ )
{
if (ship->shipstate != SHIP_HYPERSPACE && ship->energy > 25
&& ship->target0->starsystem == ship->starsystem
&& abs(target->vx - ship->vx) <= 1000
&& abs(target->vy - ship->vy) <= 1000
&& abs(target->vz - ship->vz) <= 1000
&& ship->statet0 < ship->lasers )
{
if ( ship->class > 1 || is_facing ( ship , target ) )
{
chance += target->class*25;
chance -= target->manuever/10;
chance -= target->currspeed/20;
chance -= ( abs(target->vx - ship->vx)/70 );
chance -= ( abs(target->vy - ship->vy)/70 );
chance -= ( abs(target->vz - ship->vz)/70 );
chance = URANGE( 10 , chance , 90 );
if ( number_percent( ) > chance )
{
sprintf( buf , "%s fires at you but misses." , ship->name);
echo_to_cockpit( AT_ORANGE , target , buf );
sprintf( buf, "Laserfire from %s barely misses %s." , ship->name , target->name );
echo_to_system( AT_ORANGE , target , buf , NULL );
}
else
{
sprintf( buf, "Laserfire from %s hits %s." , ship->name, target->name );
echo_to_system( AT_ORANGE , target , buf , NULL );
sprintf( buf , "You are hit by lasers from %s!" , ship->name);
echo_to_cockpit( AT_BLOOD , target , buf );
echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." );
damage_ship( target , 5 , 10 );
}
ship->statet0++;
}
}
}
}
else
{
echo_to_cockpit( AT_RED, ship, "&R[&WShip Weapons&R] &WUnable To Locate Target!" );
}/* if ( !IS_SET(target->flags, SHIP_MASKED) )*/
}
}
}
}
}
void update_space( )
{
SHIP_DATA *ship;
SHIP_DATA *target;
char buf[MAX_STRING_LENGTH];
int too_close, target_too_close;
int recharge;
#if 0
PLANET_DATA *planet;
SPACE_DATA *starsystem;
for ( starsystem = first_starsystem; starsystem; starsystem = starsystem->next )
{
starsystem->controls = 0; /*what git added this!!! ;-) */ /*I did, otherwise too many ships appear - Gavin */
for ( planet = first_planet; planet; planet = planet->next )
{
if ( planet->starsystem && planet->starsystem == starsystem )
starsystem->controls += planet->controls;
}
}
#endif
for ( ship = first_ship; ship; ship = ship->next )
{
if (ship->starsystem)
{
if ( ship->energy > 0 && ship->shipstate == SHIP_DISABLED && ship->class != SHIP_PLATFORM )
ship->energy -= 100;
else if ( ship->energy > 0 )
ship->energy += ( 5 + ship->class*5 );
else
ship->currspeed = 0;
}
if ( ship->chaff_released > 0 )
ship->chaff_released--;
if (ship->shipstate == SHIP_HYPERSPACE)
{
ship->hyperdistance -= ship->hyperspeed*2;
if (ship->hyperdistance <= 0)
{
ship_to_starsystem (ship, ship->currjump);
if (ship->starsystem == NULL)
{
echo_to_cockpit( AT_RED, ship, "Ship lost in Hyperspace. Make new calculations.");
}
else
{
echo_to_room( AT_YELLOW, get_room_index(ship->pilotseat), "Hyperjump complete.");
echo_to_ship( AT_YELLOW, ship, "The ship lurches slightly as it comes out of hyperspace.");
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , ship->name, ship->vx, ship->vy, ship->vz );
echo_to_system( AT_YELLOW, ship, buf , NULL );
}
ship->shipstate = SHIP_READY;
STRFREE( ship->home );
ship->home = STRALLOC( ship->starsystem->name );
if ( str_cmp("Public",ship->owner) )
save_ship(ship);
}
}
else
{
sprintf( buf ,"%d" , ship->hyperdistance );
echo_to_room_dnr( AT_YELLOW , get_room_index(ship->pilotseat), "Remaining jump distance: " );
echo_to_room( AT_WHITE , get_room_index(ship->pilotseat), buf );
}
}
/* following was originaly to fix ships that lost their pilot
in the middle of a manuever and are stuck in a busy state
but now used for timed manouevers such as turning */
if (ship->shipstate == SHIP_BUSY_3)
{
echo_to_room( AT_YELLOW, get_room_index(ship->pilotseat), "Manuever complete.");
ship->shipstate = SHIP_READY;
}
if (ship->shipstate == SHIP_BUSY_2)
ship->shipstate = SHIP_BUSY_3;
if (ship->shipstate == SHIP_BUSY)
ship->shipstate = SHIP_BUSY_2;
if (ship->shipstate == SHIP_LAND_2)
landship( ship , ship->dest );
if (ship->shipstate == SHIP_LAND)
ship->shipstate = SHIP_LAND_2;
if (ship->shipstate == SHIP_LAUNCH_2)
launchship( ship );
if (ship->shipstate == SHIP_LAUNCH)
ship->shipstate = SHIP_LAUNCH_2;
if (ship->shipstate == SHIP_SHIP2SHIP_2)
undockship( ship );
ship->shield = UMAX( 0 , ship->shield-1-ship->class);
if (ship->autorecharge && ship->maxshield > ship->shield && ship->energy > 100)
{
recharge = UMIN( ship->maxshield-ship->shield, 10 + ship->class*10 );
recharge = UMIN( recharge , ship->energy/2 -100 );
recharge = UMAX( 1, recharge );
ship->shield += recharge;
ship->energy -= recharge;
}
if (ship->shield > 0)
{
if (ship->energy < 200)
{
ship->shield = 0;
echo_to_cockpit( AT_RED, ship,"The ships shields fizzle and die.");
ship->autorecharge = FALSE;
}
}
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
if ( ship->energy < 500 )
{
REMOVE_BIT( ship->flags, SHIP_MASKED);
echo_to_cockpit( AT_RED, ship, "&R[&WShip Status&R]&W Masking Field Out Of Energy. Disabling.");
sprintf( buf, "&R[&WShip Status&R]&W %s suddenly appears on sensors." , ship->name);
echo_to_system( AT_ORANGE , ship , buf , NULL );
ship->energy = 250;
}
}
if ( ship->starsystem && ship->currspeed > 0 )
{
sprintf( buf, "%d", ship->currspeed );
echo_to_room_dnr( AT_BLUE , get_room_index(ship->pilotseat), "Speed: " );
echo_to_room_dnr( AT_LBLUE , get_room_index(ship->pilotseat), buf );
sprintf( buf, "%.0f %.0f %.0f", ship->vx , ship->vy, ship->vz );
echo_to_room_dnr( AT_BLUE , get_room_index(ship->pilotseat), " Coords: " );
echo_to_room_dnr( AT_LBLUE ,get_room_index(ship->pilotseat), buf );
sprintf( buf, "[%d|%d|%d]", ship->shield, ship->hull, ship->energy);
echo_to_room_dnr( AT_BLUE , get_room_index(ship->pilotseat), " [S|H|E]: " );
echo_to_room( AT_LBLUE , get_room_index(ship->pilotseat), buf );
if ( ship->pilotseat != ship->coseat )
{
sprintf( buf, "%d", ship->currspeed );
echo_to_room_dnr( AT_BLUE , get_room_index(ship->coseat), "Speed: " );
echo_to_room_dnr( AT_LBLUE , get_room_index(ship->coseat), buf );
sprintf( buf, "%.0f %.0f %.0f", ship->vx , ship->vy, ship->vz );
echo_to_room_dnr( AT_BLUE , get_room_index(ship->coseat), " Coords: " );
echo_to_room( AT_LBLUE , get_room_index(ship->coseat), buf );
}
}
if ( ship->starsystem )
{
too_close = ship->currspeed + 50;
for ( target = ship->starsystem->first_ship; target; target = target->next_in_starsystem)
{
target_too_close = too_close+target->currspeed;
if ( target != ship &&
abs(ship->vx - target->vx) < target_too_close &&
abs(ship->vy - target->vy) < target_too_close &&
abs(ship->vz - target->vz) < target_too_close )
{
if (ship->shipstate != SHIP_SHIP2SHIP && ship->shipstate != SHIP_SHIP2SHIP_2)
{
sprintf( buf, "Proximity alert: %s %.0f %.0f %.0f" , target->name, target->vx, target->vy, target->vz);
echo_to_room( AT_RED , get_room_index(ship->pilotseat), buf );
}
}
}
too_close = ship->currspeed + 100;
if ( ship->starsystem->star1 && strcmp(ship->starsystem->star1,"") &&
abs(ship->vx - ship->starsystem->s1x) < too_close &&
abs(ship->vy - ship->starsystem->s1y) < too_close &&
abs(ship->vz - ship->starsystem->s1z) < too_close )
{
sprintf( buf, "Proximity alert: %s %d %d %d", ship->starsystem->star1,
ship->starsystem->s1x, ship->starsystem->s1y, ship->starsystem->s1z);
echo_to_room( AT_RED , get_room_index(ship->pilotseat), buf );
}
if ( ship->starsystem->star2 && strcmp(ship->starsystem->star2,"") &&
abs(ship->vx - ship->starsystem->s2x) < too_close &&
abs(ship->vy - ship->starsystem->s2y) < too_close &&
abs(ship->vz - ship->starsystem->s2z) < too_close )
{
sprintf( buf, "Proximity alert: %s %d %d %d", ship->starsystem->star2,
ship->starsystem->s2x, ship->starsystem->s2y, ship->starsystem->s2z);
echo_to_room( AT_RED , get_room_index(ship->pilotseat), buf );
}
if ( ship->starsystem->planet1 && strcmp(ship->starsystem->planet1,"") &&
abs(ship->vx - ship->starsystem->p1x) < too_close &&
abs(ship->vy - ship->starsystem->p1y) < too_close &&
abs(ship->vz - ship->starsystem->p1z) < too_close )
{
sprintf( buf, "Proximity alert: %s %d %d %d", ship->starsystem->planet1,
ship->starsystem->p1x, ship->starsystem->p1y, ship->starsystem->p1z);
echo_to_room( AT_RED , get_room_index(ship->pilotseat), buf );
}
if ( ship->starsystem->planet2 && strcmp(ship->starsystem->planet2,"") &&
abs(ship->vx - ship->starsystem->p2x) < too_close &&
abs(ship->vy - ship->starsystem->p2y) < too_close &&
abs(ship->vz - ship->starsystem->p2z) < too_close )
{
sprintf( buf, "Proximity alert: %s %d %d %d", ship->starsystem->planet2,
ship->starsystem->p2x, ship->starsystem->p2y, ship->starsystem->p2z);
echo_to_room( AT_RED , get_room_index(ship->pilotseat), buf );
}
if ( ship->starsystem->planet3 && strcmp(ship->starsystem->planet3,"") &&
abs(ship->vx - ship->starsystem->p3x) < too_close &&
abs(ship->vy - ship->starsystem->p3y) < too_close &&
abs(ship->vz - ship->starsystem->p3z) < too_close )
{
sprintf( buf, "Proximity alert: %s %d %d %d", ship->starsystem->planet3,
ship->starsystem->p3x, ship->starsystem->p3y, ship->starsystem->p3z);
echo_to_room( AT_RED , get_room_index(ship->pilotseat), buf );
}
}
if (ship->target0)
{
sprintf( buf, "%s %.0f %.0f %.0f", ship->target0->name,
ship->target0->vx , ship->target0->vy, ship->target0->vz );
echo_to_room_dnr( AT_BLUE , get_room_index(ship->gunseat), "Target: " );
echo_to_room( AT_LBLUE , get_room_index(ship->gunseat), buf );
if ( IS_SET(ship->target0->flags, SHIP_MASKED) )
{
ship->target0 = NULL;
echo_to_cockpit( AT_RED, ship, "&R[&WShip Weapons&R] &WTarget has disappeared from scanners.");
}
else if (ship->starsystem != ship->target0->starsystem)
ship->target0 = NULL;
}
if (ship->target1)
{
sprintf( buf, "%s %.0f %.0f %.0f", ship->target1->name,
ship->target1->vx , ship->target1->vy, ship->target1->vz );
echo_to_room_dnr( AT_BLUE , get_room_index(ship->turret1), "Target: " );
echo_to_room( AT_LBLUE , get_room_index(ship->turret1), buf );
if ( IS_SET(ship->target1->flags, SHIP_MASKED) )
{
ship->target1 = NULL;
echo_to_cockpit( AT_RED, ship, "&R[&WShip Weapons&R] &WTarget has disappeared from scanners.");
}
else if (ship->starsystem != ship->target1->starsystem)
ship->target1 = NULL;
}
if (ship->target2)
{
sprintf( buf, "%s %.0f %.0f %.0f", ship->target2->name,
ship->target2->vx , ship->target2->vy, ship->target2->vz );
echo_to_room_dnr( AT_BLUE , get_room_index(ship->turret2), "Target: " );
echo_to_room( AT_LBLUE , get_room_index(ship->turret2), buf );
if ( IS_SET(ship->target2->flags, SHIP_MASKED) )
{
ship->target2 = NULL;
echo_to_cockpit( AT_RED, ship, "&R[&WShip Weapons&R] &WTarget has disappeared from scanners.");
}
else if (ship->starsystem != ship->target2->starsystem)
ship->target2 = NULL;
}
if (ship->energy < 100 && ship->starsystem )
echo_to_cockpit( AT_RED , ship, "Warning: Ship fuel low." );
ship->energy = URANGE( 0 , ship->energy, ship->maxenergy );
}
for ( ship = first_ship; ship; ship = ship->next )
{
if (ship->autotrack && ship->target0 && ship->class < 3 )
{
target = ship->target0;
too_close = ship->currspeed + 10;
target_too_close = too_close+target->currspeed;
if ( target != ship && ship->shipstate == SHIP_READY &&
abs(ship->vx - target->vx) < target_too_close &&
abs(ship->vy - target->vy) < target_too_close &&
abs(ship->vz - target->vz) < target_too_close )
{
ship->hx = 0-(ship->target0->vx - ship->vx);
ship->hy = 0-(ship->target0->vy - ship->vy);
ship->hz = 0-(ship->target0->vz - ship->vz);
ship->energy -= ship->currspeed/10;
echo_to_room( AT_RED , get_room_index(ship->pilotseat), "Autotrack: Evading to avoid collision!\n\r" );
if ( ship->class == FIGHTER_SHIP || ( ship->class == MIDSIZE_SHIP && ship->manuever > 50 ) )
ship->shipstate = SHIP_BUSY_3;
else if ( ship->class == MIDSIZE_SHIP || ( ship->class == CAPITAL_SHIP && ship->manuever > 50 ) )
ship->shipstate = SHIP_BUSY_2;
else
ship->shipstate = SHIP_BUSY;
}
else if ( !is_facing(ship, ship->target0) )
{
ship->hx = ship->target0->vx - ship->vx;
ship->hy = ship->target0->vy - ship->vy;
ship->hz = ship->target0->vz - ship->vz;
ship->energy -= ship->currspeed/10;
echo_to_room( AT_BLUE , get_room_index(ship->pilotseat), "Autotracking target ... setting new course.\n\r" );
if ( ship->class == FIGHTER_SHIP || ( ship->class == MIDSIZE_SHIP && ship->manuever > 50 ) )
ship->shipstate = SHIP_BUSY_3;
else if ( ship->class == MIDSIZE_SHIP || ( ship->class == CAPITAL_SHIP && ship->manuever > 50 ) )
ship->shipstate = SHIP_BUSY_2;
else
ship->shipstate = SHIP_BUSY;
}
}
if ( autofly(ship) )
{
if ( ship->starsystem )
{
if (ship->target0)
{
int chance = 50;
/* auto assist ships */
for ( target = ship->starsystem->first_ship; target; target = target->next_in_starsystem)
{
if ( autofly(target) )
{
if ( !str_cmp ( target->owner , ship->owner ) && target != ship )
{
if ( target->target0 == NULL && ship->target0 != target )
{
target->target0 = ship->target0;
sprintf( buf , "&G&W[&R^zBattle Stations!&R^x&W]&R The ship is being targetted by %s!" , target->name);
echo_to_cockpit( AT_BLOOD , target->target0 , buf );
break;
}
}
}
}
target = ship->target0;
ship->autotrack = TRUE;
if( ship->class != SHIP_PLATFORM )
ship->currspeed = ship->realspeed;
if ( ship->energy >200 )
ship->autorecharge=TRUE;
if (ship->shipstate != SHIP_HYPERSPACE && ship->energy > 25
&& ship->missilestate == MISSILE_READY && ship->target0->starsystem == ship->starsystem
&& abs(target->vx - ship->vx) <= 1200
&& abs(target->vy - ship->vy) <= 1200
&& abs(target->vz - ship->vz) <= 1200
&& ship->missiles > 0 )
{
if ( ship->class > 1 || is_facing( ship , target ) )
{
chance -= target->manuever/5;
chance -= target->currspeed/20;
chance += target->class*target->class*25;
chance -= ( abs(target->vx - ship->vx)/100 );
chance -= ( abs(target->vy - ship->vy)/100 );
chance -= ( abs(target->vz - ship->vz)/100 );
chance += ( 30 );
chance = URANGE( 10 , chance , 90 );
if ( number_percent( ) > chance )
{
}
else
{
new_missile( ship , target , NULL , CONCUSSION_MISSILE );
ship->missiles-- ;
sprintf( buf , "Incoming missile from %s." , ship->name);
echo_to_cockpit( AT_BLOOD , target , buf );
sprintf( buf, "%s fires a missile towards %s." , ship->name, target->name );
echo_to_system( AT_ORANGE , target , buf , NULL );
if ( ship->class == CAPITAL_SHIP || ship->class == SHIP_PLATFORM )
ship->missilestate = MISSILE_RELOAD_2;
else
ship->missilestate = MISSILE_FIRED;
}
}
}
if( ship->missilestate == MISSILE_DAMAGED )
ship->missilestate = MISSILE_READY;
if( ship->statet0 == LASER_DAMAGED )
ship->statet0 = LASER_READY;
if( ship->shipstate == SHIP_DISABLED )
ship->shipstate = SHIP_READY;
}/* if (ship->target0)*/
else
{
ship->currspeed = 0;
if ( atoi(ship->filename) < 0 && IS_SET(ship->flags,SHIP_MOB) )
{
for ( target = first_ship; target; target = target->next )
{
if ( ship->starsystem == target->starsystem && system_attack(target, target->starsystem) == TRUE )
{
ship->target0 = target;
sprintf( buf , "&G&W[&R^zBattle Stations!&R^x&W]&R The ship is being targetted by %s!" ,ship->name);
echo_to_cockpit( AT_BLOOD , target , buf );
break;
}
}
}
}
}
else
{
if ( number_range(1, 25) == 25 )
{
ship_to_starsystem(ship, starsystem_from_name(ship->home) );
ship->vx = number_range( -5000 , 5000 );
ship->vy = number_range( -5000 , 5000 );
ship->vz = number_range( -5000 , 5000 );
ship->hx = 1;
ship->hy = 1;
ship->hz = 1;
}
}
}
if ( ( ship->class == CAPITAL_SHIP || ship->class == SHIP_PLATFORM )
&& ship->target0 == NULL )
{
if( ship->missiles < ship->maxmissiles )
ship->missiles++;
}
}
}
void write_starsystem_list( )
{
SPACE_DATA *tstarsystem;
FILE *fpout;
char filename[256];
sprintf( filename, "%s%s", SPACE_DIR, SPACE_LIST );
fpout = fopen( filename, "w" );
if ( !fpout )
{
bug( "FATAL: cannot open starsystem.lst for writing!\n\r", 0 );
return;
}
for ( tstarsystem = first_starsystem; tstarsystem; tstarsystem = tstarsystem->next )
fprintf( fpout, "%s\n", tstarsystem->filename );
fprintf( fpout, "$\n" );
fclose( fpout );
}
/*
* Get pointer to space structure from starsystem name.
*/
SPACE_DATA *starsystem_from_name( char *name )
{
SPACE_DATA *starsystem;
for ( starsystem = first_starsystem; starsystem; starsystem = starsystem->next )
if ( !str_cmp( name, starsystem->name ) )
return starsystem;
for ( starsystem = first_starsystem; starsystem; starsystem = starsystem->next )
if ( !str_prefix( name, starsystem->name ) )
return starsystem;
return NULL;
}
/*
* Get pointer to space structure from the dock vnun.
*/
SPACE_DATA *starsystem_from_vnum( int vnum )
{
SPACE_DATA *starsystem;
SHIP_DATA *ship;
for ( starsystem = first_starsystem; starsystem; starsystem = starsystem->next )
if ( vnum == starsystem->doc1a || vnum == starsystem->doc2a || vnum == starsystem->doc3a ||
vnum == starsystem->doc1b || vnum == starsystem->doc2b || vnum == starsystem->doc3b ||
vnum == starsystem->doc1c || vnum == starsystem->doc2c || vnum == starsystem->doc3c )
return starsystem;
for ( ship = first_ship; ship; ship = ship->next )
if ( vnum == ship->hanger )
return ship->starsystem;
return NULL;
}
/*
* Save a starsystem's data to its data file
*/
void save_starsystem( SPACE_DATA *starsystem )
{
FILE *fp;
char filename[256];
char buf[MAX_STRING_LENGTH];
if ( !starsystem )
{
bug( "save_starsystem: null starsystem pointer!", 0 );
return;
}
if ( !starsystem->filename || starsystem->filename[0] == '\0' )
{
sprintf( buf, "save_starsystem: %s has no filename", starsystem->name );
bug( buf, 0 );
return;
}
sprintf( filename, "%s%s", SPACE_DIR, starsystem->filename );
fclose( fpReserve );
if ( ( fp = fopen( filename, "w" ) ) == NULL )
{
bug( "save_starsystem: fopen", 0 );
perror( filename );
}
else
{
fprintf( fp, "#SPACE\n" );
if ( starsystem->name )
fprintf( fp, "Name %s~\n", starsystem->name );
if ( starsystem->filename )
fprintf( fp, "Filename %s~\n", starsystem->filename );
fprintf( fp, "Planet1 %s~\n", starsystem->planet1 );
fprintf( fp, "Planet2 %s~\n", starsystem->planet2 );
fprintf( fp, "Planet3 %s~\n", starsystem->planet3 );
fprintf( fp, "Star1 %s~\n", starsystem->star1 );
fprintf( fp, "Star2 %s~\n", starsystem->star2 );
fprintf( fp, "Location1a %s~\n", starsystem->location1a );
fprintf( fp, "Location1b %s~\n", starsystem->location1b );
fprintf( fp, "Location1c %s~\n", starsystem->location1c );
fprintf( fp, "Location2a %s~\n", starsystem->location2a );
fprintf( fp, "Location2b %s~\n", starsystem->location2b );
fprintf( fp, "Location2c %s~\n", starsystem->location2c );
fprintf( fp, "Location3a %s~\n", starsystem->location3a );
fprintf( fp, "Location3b %s~\n", starsystem->location3b );
fprintf( fp, "Location3c %s~\n", starsystem->location3c );
fprintf( fp, "Doc1a %d\n", starsystem->doc1a );
fprintf( fp, "Doc2a %d\n", starsystem->doc2a );
fprintf( fp, "Doc3a %d\n", starsystem->doc3a );
fprintf( fp, "Doc1b %d\n", starsystem->doc1b );
fprintf( fp, "Doc2b %d\n", starsystem->doc2b );
fprintf( fp, "Doc3b %d\n", starsystem->doc3b );
fprintf( fp, "Doc1c %d\n", starsystem->doc1c );
fprintf( fp, "Doc2c %d\n", starsystem->doc2c );
fprintf( fp, "Doc3c %d\n", starsystem->doc3c );
fprintf( fp, "P1x %d\n", starsystem->p1x );
fprintf( fp, "P1y %d\n", starsystem->p1y );
fprintf( fp, "P1z %d\n", starsystem->p1z );
fprintf( fp, "P2x %d\n", starsystem->p2x );
fprintf( fp, "P2y %d\n", starsystem->p2y );
fprintf( fp, "P2z %d\n", starsystem->p2z );
fprintf( fp, "P3x %d\n", starsystem->p3x );
fprintf( fp, "P3y %d\n", starsystem->p3y );
fprintf( fp, "P3z %d\n", starsystem->p3z );
fprintf( fp, "S1x %d\n", starsystem->s1x );
fprintf( fp, "S1y %d\n", starsystem->s1y );
fprintf( fp, "S1z %d\n", starsystem->s1z );
fprintf( fp, "S2x %d\n", starsystem->s2x );
fprintf( fp, "S2y %d\n", starsystem->s2y );
fprintf( fp, "S2z %d\n", starsystem->s2z );
fprintf( fp, "Xpos %d\n", starsystem->xpos );
fprintf( fp, "Ypos %d\n", starsystem->ypos );
fprintf( fp, "Flags %d\n", starsystem->flags );
fprintf( fp, "Fcz %d\n", starsystem->fcz );
fprintf( fp, "Controls %d\n", starsystem->controls );
if ( starsystem->governed_by && starsystem->governed_by->name )
fprintf( fp, "GovernedBy %s~\n", starsystem->governed_by->name);
fprintf( fp, "Code %d\n", starsystem->code );
fprintf( fp, "Alertstatus %d\n", starsystem->alertstatus );
fprintf( fp, "End\n\n" );
fprintf( fp, "#END\n" );
}
fclose( fp );
fpReserve = fopen( NULL_FILE, "r" );
return;
}
/*
* Read in actual starsystem data.
*/
#if defined(KEY)
#undef KEY
#endif
#define KEY( literal, field, value ) \
if ( !str_cmp( word, literal ) ) \
{ \
field = value; \
fMatch = TRUE; \
break; \
}
void fread_starsystem( SPACE_DATA *starsystem, FILE *fp )
{
char buf[MAX_STRING_LENGTH];
char *word;
bool fMatch;
for ( ; ; )
{
word = feof( fp ) ? "End" : fread_word( fp );
fMatch = FALSE;
switch ( UPPER(word[0]) )
{
case '*':
fMatch = TRUE;
fread_to_eol( fp );
break;
case 'A':
KEY( "Alertstatus", starsystem->alertstatus, fread_number( fp ) );
break;
case 'C':
KEY( "Controls", starsystem->controls, fread_number( fp ) );
KEY( "Code", starsystem->code, fread_number ( fp ) );
break;
case 'D':
KEY( "Doc1a", starsystem->doc1a, fread_number( fp ) );
KEY( "Doc2a", starsystem->doc2a, fread_number( fp ) );
KEY( "Doc3a", starsystem->doc3a, fread_number( fp ) );
KEY( "Doc1b", starsystem->doc1b, fread_number( fp ) );
KEY( "Doc2b", starsystem->doc2b, fread_number( fp ) );
KEY( "Doc3b", starsystem->doc3b, fread_number( fp ) );
KEY( "Doc1c", starsystem->doc1c, fread_number( fp ) );
KEY( "Doc2c", starsystem->doc2c, fread_number( fp ) );
KEY( "Doc3c", starsystem->doc3c, fread_number( fp ) );
break;
case 'E':
if ( !str_cmp( word, "End" ) )
{
if (!starsystem->name)
starsystem->name = STRALLOC( "" );
if (!starsystem->location1a)
starsystem->location1a = STRALLOC( "" );
if (!starsystem->location2a)
starsystem->location2a = STRALLOC( "" );
if (!starsystem->location3a)
starsystem->location3a = STRALLOC( "" );
if (!starsystem->location1b)
starsystem->location1b = STRALLOC( "" );
if (!starsystem->location2b)
starsystem->location2b = STRALLOC( "" );
if (!starsystem->location3b)
starsystem->location3b = STRALLOC( "" );
if (!starsystem->location1c)
starsystem->location1c = STRALLOC( "" );
if (!starsystem->location2c)
starsystem->location2c = STRALLOC( "" );
if (!starsystem->location3c)
starsystem->location3c = STRALLOC( "" );
if (!starsystem->planet1)
starsystem->planet1 = STRALLOC( "" );
if (!starsystem->planet2)
starsystem->planet2 = STRALLOC( "" );
if (!starsystem->planet3)
starsystem->planet3 = STRALLOC( "" );
if (!starsystem->star1)
starsystem->star1 = STRALLOC( "" );
if (!starsystem->star2)
starsystem->star2 = STRALLOC( "" );
if (!starsystem->controls)
starsystem->controls = 0;
if (!starsystem->fcz)
starsystem->fcz = 0;
return;
}
break;
case 'F':
KEY( "Filename", starsystem->filename, fread_string_nohash( fp ) );
KEY( "Flags", starsystem->flags, fread_number( fp ) );
KEY( "Fcz", starsystem->fcz, fread_number( fp ) );
break;
case 'G':
if ( !str_cmp( word, "GovernedBy" ) )
{
starsystem->governed_by = get_clan ( fread_string(fp) );
fMatch = TRUE;
}
break;
case 'L':
KEY( "Location1a", starsystem->location1a, fread_string( fp ) );
KEY( "Location2a", starsystem->location2a, fread_string( fp ) );
KEY( "Location3a", starsystem->location3a, fread_string( fp ) );
KEY( "Location1b", starsystem->location1b, fread_string( fp ) );
KEY( "Location2b", starsystem->location2b, fread_string( fp ) );
KEY( "Location3b", starsystem->location3b, fread_string( fp ) );
KEY( "Location1c", starsystem->location1c, fread_string( fp ) );
KEY( "Location2c", starsystem->location2c, fread_string( fp ) );
KEY( "Location3c", starsystem->location3c, fread_string( fp ) );
break;
case 'N':
KEY( "Name", starsystem->name, fread_string( fp ) );
break;
case 'P':
KEY( "Planet1", starsystem->planet1, fread_string( fp ) );
KEY( "Planet2", starsystem->planet2, fread_string( fp ) );
KEY( "Planet3", starsystem->planet3, fread_string( fp ) );
KEY( "P1x", starsystem->p1x, fread_number( fp ) );
KEY( "P1y", starsystem->p1y, fread_number( fp ) );
KEY( "P1z", starsystem->p1z, fread_number( fp ) );
KEY( "P2x", starsystem->p2x, fread_number( fp ) );
KEY( "P2y", starsystem->p2y, fread_number( fp ) );
KEY( "P2z", starsystem->p2z, fread_number( fp ) );
KEY( "P3x", starsystem->p3x, fread_number( fp ) );
KEY( "P3y", starsystem->p3y, fread_number( fp ) );
KEY( "P3z", starsystem->p3z, fread_number( fp ) );
break;
case 'S':
KEY( "Star1", starsystem->star1, fread_string( fp ) );
KEY( "Star2", starsystem->star2, fread_string( fp ) );
KEY( "S1x", starsystem->s1x, fread_number( fp ) );
KEY( "S1y", starsystem->s1y, fread_number( fp ) );
KEY( "S1z", starsystem->s1z, fread_number( fp ) );
KEY( "S2x", starsystem->s2x, fread_number( fp ) );
KEY( "S2y", starsystem->s2y, fread_number( fp ) );
KEY( "S2z", starsystem->s2z, fread_number( fp ) );
case 'X':
KEY( "Xpos", starsystem->xpos, fread_number( fp ) );
case 'Y':
KEY( "Ypos", starsystem->ypos, fread_number( fp ) );
}
if ( !fMatch )
{
sprintf( buf, "Fread_starsystem: no match: %s", word );
bug( buf, 0 );
}
}
}
/*
* Load a starsystem file
*/
bool load_starsystem( char *starsystemfile )
{
char filename[256];
SPACE_DATA *starsystem;
FILE *fp;
bool found;
CREATE( starsystem, SPACE_DATA, 1 );
found = FALSE;
sprintf( filename, "%s%s", SPACE_DIR, starsystemfile );
if ( ( fp = fopen( filename, "r" ) ) != NULL )
{
found = TRUE;
LINK( starsystem, first_starsystem, last_starsystem, next, prev );
for ( ; ; )
{
char letter;
char *word;
letter = fread_letter( fp );
if ( letter == '*' )
{
fread_to_eol( fp );
continue;
}
if ( letter != '#' )
{
bug( "Load_starsystem_file: # not found.", 0 );
break;
}
word = fread_word( fp );
if ( !str_cmp( word, "SPACE" ) )
fread_starsystem( starsystem, fp );
else if ( !str_cmp( word, "END" ) )
break;
else
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "Load_starsystem_file: bad section: %s.", word );
bug( buf, 0 );
break;
}
}
fclose( fp );
}
if ( !(found) )
DISPOSE( starsystem );
return found;
}
/*
* Load in all the starsystem files.
*/
void load_space( )
{
FILE *fpList;
char *filename;
char starsystemlist[256];
char buf[MAX_STRING_LENGTH];
first_starsystem = NULL;
last_starsystem = NULL;
log_string( "Loading space..." );
sprintf( starsystemlist, "%s%s", SPACE_DIR, SPACE_LIST );
fclose( fpReserve );
if ( ( fpList = fopen( starsystemlist, "r" ) ) == NULL )
{
perror( starsystemlist );
exit( 1 );
}
for ( ; ; )
{
filename = feof( fpList ) ? "$" : fread_word( fpList );
if ( filename[0] == '$' )
break;
if ( !load_starsystem( filename ) )
{
sprintf( buf, "Cannot load starsystem file: %s", filename );
bug( buf, 0 );
}
}
fclose( fpList );
log_string(" Done starsystems " );
fpReserve = fopen( NULL_FILE, "r" );
return;
}
void do_setstarsystem( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
SPACE_DATA *starsystem;
int value;
if ( IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
if ( arg2[0] == '\0' || arg1[0] == '\0' )
{
send_to_char( "Usage: setstarsystem <starsystem> <field> <values>\n\r", ch );
send_to_char( "\n\rField being one of:\n\r", ch );
send_to_char( "name filename xpos ypos,\n\r", ch );
send_to_char( "star1 s1x s1y s1z\n\r", ch );
send_to_char( "star2 s2x s2y s2z\n\r", ch );
send_to_char( "planet1 p1x p1y p1z\n\r", ch );
send_to_char( "planet2 p2x p2y p2z\n\r", ch );
send_to_char( "planet3 p3x p3y p3z\n\r", ch );
send_to_char( "location1a location1b location1c doc1a doc1b doc1c\n\r", ch );
send_to_char( "location2a location2b location2c doc2a doc2b doc2c\n\r", ch );
send_to_char( "location3a location3b location3c doc3a doc3b doc3c\n\r", ch );
send_to_char( "flags fcz controls governed_by ship_status alertstatus code", ch );
return;
}
starsystem = starsystem_from_name( arg1 );
if ( !starsystem )
{
send_to_char( "No such starsystem.\n\r", ch );
return;
}
if ( !str_cmp( arg2, "alertstatus" ) )
{
if ( atoi(argument) < 0 || atoi(argument) > 2 )
{
send_to_char( "Must be 0, 1 or 2 (0 peace, 1 neutral, 2 war).\n\r", ch );
return;
}
starsystem->alertstatus = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "code" ) )
{
if ( atoi(argument) < 0 || atoi(argument) > 99999999 )
{
send_to_char( "Must be 0-99999999 (0 being safe to all).\n\r", ch );
return;
}
starsystem->code = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "doc1a" ) )
{
starsystem->doc1a = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !strcmp( arg2, "governed_by" ) )
{
CLAN_DATA *clan;
clan = get_clan( argument );
if ( !strcmp( argument, "none" ) ) {
starsystem->governed_by = NULL;
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( clan )
{
starsystem->governed_by = clan;
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
}
else
send_to_char( "No such clan.\n\r", ch );
return;
}
if ( !str_cmp( arg2, "doc1b" ) )
{
starsystem->doc1b = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "doc1c" ) )
{
starsystem->doc1c = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "doc2a" ) )
{
starsystem->doc2a = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "doc2b" ) )
{
starsystem->doc2b = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "doc2c" ) )
{
starsystem->doc2c = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "doc3a" ) )
{
starsystem->doc3a = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "doc3b" ) )
{
starsystem->doc3b = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "doc3c" ) )
{
starsystem->doc3c = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "s1x" ) )
{
starsystem->s1x = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "s1y" ) )
{
starsystem->s1y = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "s1z" ) )
{
starsystem->s1z = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "s2x" ) )
{
starsystem->s2x = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "s2y" ) )
{
starsystem->s2y = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "s2z" ) )
{
starsystem->s2z = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "p1x" ) )
{
starsystem->p1x = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "p1y" ) )
{
starsystem->p1y = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "p1z" ) )
{
starsystem->p1z = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "p2x" ) )
{
starsystem->p2x = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "p2y" ) )
{
starsystem->p2y = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "p2z" ) )
{
starsystem->p2z = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "p3x" ) )
{
starsystem->p3x = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "p3y" ) )
{
starsystem->p3y = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "p3z" ) )
{
starsystem->p3z = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "xpos" ) )
{
starsystem->xpos = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "ypos" ) )
{
starsystem->ypos = atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "name" ) )
{
STRFREE( starsystem->name );
starsystem->name = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "star1" ) )
{
STRFREE( starsystem->star1 );
starsystem->star1 = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "star2" ) )
{
STRFREE( starsystem->star2 );
starsystem->star2 = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "planet1" ) )
{
STRFREE( starsystem->planet1 );
starsystem->planet1 = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "planet2" ) )
{
STRFREE( starsystem->planet2 );
starsystem->planet2 = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "planet3" ) )
{
STRFREE( starsystem->planet3 );
starsystem->planet3 = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "location1a" ) )
{
STRFREE( starsystem->location1a );
starsystem->location1a = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "location1b" ) )
{
STRFREE( starsystem->location1b );
starsystem->location1b = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "location1c" ) )
{
STRFREE( starsystem->location1c );
starsystem->location1c = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "location2a" ) )
{
STRFREE( starsystem->location2a );
starsystem->location2a = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "location2b" ) )
{
STRFREE( starsystem->location2a );
starsystem->location2b = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "location2c" ) )
{
STRFREE( starsystem->location2c );
starsystem->location2c = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "location3a" ) )
{
STRFREE( starsystem->location3a );
starsystem->location3a = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "location3b" ) )
{
STRFREE( starsystem->location3b );
starsystem->location3b = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "location3c" ) )
{
STRFREE( starsystem->location3c );
starsystem->location3c = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
if ( !str_cmp( arg2, "flags" ) )
{
/* while ( argument[0] != '\0' )
{*/
argument = one_argument( argument, arg3 );
value = get_systemflag( arg3 );
if ( value < 0 || value > 31 )
ch_printf( ch, "Unknown flag: %s\n\r", arg3 );
else
TOGGLE_BIT( starsystem->flags, 1 << value );
/*}*/
return;
}
if ( !str_cmp( arg2, "fcz" ) )
{
if ( atoi(argument) < 0 || atoi(argument) > 10000 )
{
send_to_char("Must be within range 0-10000\n\r",ch);
return;
}
else
{
starsystem->fcz= atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
}
if ( !str_cmp( arg2, "controls" ) )
{
if ( atoi(argument) < 0 || atoi(argument) > 1000 )
{
send_to_char("Must be within range 0-1000\n\r",ch);
return;
}
else
{
starsystem->controls= atoi( argument );
send_to_char( "Done.\n\r", ch );
save_starsystem( starsystem );
return;
}
}
do_setstarsystem( ch, "" );
return;
}
void showstarsystem( CHAR_DATA *ch , SPACE_DATA *starsystem )
{
ch_printf( ch, "Starsystem:%s Filename: %s Xpos: %d Ypos: %d\n\r",
starsystem->name,
starsystem->filename,
starsystem->xpos, starsystem->ypos);
ch_printf( ch, "Star1: %s Coordinates: %d %d %d\n\r",
starsystem->star1, starsystem->s1x , starsystem->s1y, starsystem->s1z);
ch_printf( ch, "Star2: %s Coordinates: %d %d %d\n\r",
starsystem->star2, starsystem->s2x , starsystem->s2y, starsystem->s2z);
ch_printf( ch, "Planet1: %s Coordinates: %d %d %d\n\r",
starsystem->planet1, starsystem->p1x , starsystem->p1y, starsystem->p1z);
ch_printf( ch, " Doc1a: %5d (%s)\n\r",
starsystem->doc1a, starsystem->location1a);
ch_printf( ch, " Doc1b: %5d (%s)\n\r",
starsystem->doc1b, starsystem->location1b);
ch_printf( ch, " Doc1c: %5d (%s)\n\r",
starsystem->doc1c, starsystem->location1c);
ch_printf( ch, "Planet2: %s Coordinates: %d %d %d\n\r",
starsystem->planet2, starsystem->p2x , starsystem->p2y, starsystem->p2z);
ch_printf( ch, " Doc2a: %5d (%s)\n\r",
starsystem->doc2a, starsystem->location2a);
ch_printf( ch, " Doc2b: %5d (%s)\n\r",
starsystem->doc2b, starsystem->location2b);
ch_printf( ch, " Doc2c: %5d (%s)\n\r",
starsystem->doc2c, starsystem->location2c);
ch_printf( ch, "Planet3: %s Coordinates: %d %d %d\n\r",
starsystem->planet3, starsystem->p3x , starsystem->p3y, starsystem->p3z);
ch_printf( ch, " Doc3a: %5d (%s)\n\r",
starsystem->doc3a, starsystem->location3a);
ch_printf( ch, " Doc3b: %5d (%s)\n\r",
starsystem->doc3b, starsystem->location3b);
ch_printf( ch, " Doc3c: %5d (%s)\n\r",
starsystem->doc3c, starsystem->location3c);
ch_printf( ch, " FCZ: %5d Controls %5d\n\r", starsystem->fcz, starsystem->controls);
if ( starsystem->governed_by && starsystem->governed_by->name )
ch_printf( ch, " Governed by: %5s\n\r", starsystem->governed_by->name);
ch_printf( ch, " Alertstatus: %5d Code: %5d\n\r",starsystem->alertstatus,starsystem->code);
return;
}
void do_showstarsystem( CHAR_DATA *ch, char *argument )
{
SPACE_DATA *starsystem;
starsystem = starsystem_from_name( argument );
if ( starsystem == NULL )
send_to_char("&RNo such starsystem.\n\r",ch);
else
showstarsystem(ch , starsystem);
}
void do_makestarsystem( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
char filename[256];
SPACE_DATA *starsystem;
if ( !argument || argument[0] == '\0' )
{
send_to_char( "Usage: makestarsystem <starsystem name>\n\r", ch );
return;
}
CREATE( starsystem, SPACE_DATA, 1 );
LINK( starsystem, first_starsystem, last_starsystem, next, prev );
starsystem->name = STRALLOC( argument );
starsystem->location1a = STRALLOC( "" );
starsystem->location2a = STRALLOC( "" );
starsystem->location3a = STRALLOC( "" );
starsystem->location1b = STRALLOC( "" );
starsystem->location2b = STRALLOC( "" );
starsystem->location3b = STRALLOC( "" );
starsystem->location1c = STRALLOC( "" );
starsystem->location2c = STRALLOC( "" );
starsystem->location3c = STRALLOC( "" );
starsystem->planet1 = STRALLOC( "" );
starsystem->planet2 = STRALLOC( "" );
starsystem->planet3 = STRALLOC( "" );
starsystem->star1 = STRALLOC( "" );
starsystem->star2 = STRALLOC( "" );
starsystem->fcz = 0;
starsystem->controls = 0;
argument = one_argument( argument, arg );
sprintf( filename, "%s.system" , strlower(arg) );
starsystem->filename = str_dup( filename );
save_starsystem( starsystem );
write_starsystem_list();
}
void do_starsystems( CHAR_DATA *ch, char *argument )
{
SPACE_DATA *starsystem;
int count = 0;
for ( starsystem = first_starsystem; starsystem; starsystem = starsystem->next )
{
set_char_color( AT_NOTE, ch );
ch_printf( ch, "%s\n\r", starsystem->name );
count++;
}
if ( !count )
{
send_to_char( "There are no starsystems currently formed.\n\r", ch );
return;
}
}
void echo_to_ship( int color , SHIP_DATA *ship , char *argument )
{
int room;
for ( room = ship->firstroom ; room <= ship->lastroom ;room++ )
{
echo_to_room( color , get_room_index(room) , argument );
}
}
void sound_to_ship( SHIP_DATA *ship , char *argument )
{
int roomnum;
ROOM_INDEX_DATA *room;
CHAR_DATA *vic;
for ( roomnum = ship->firstroom ; roomnum <= ship->lastroom ;roomnum++ )
{
room = get_room_index( roomnum );
if ( room == NULL ) continue;
for ( vic = room->first_person; vic; vic = vic->next_in_room )
{
if ( !IS_NPC(vic) && IS_SET( vic->act, PLR_SOUND ) )
send_to_char( argument, vic );
}
}
}
void echo_to_cockpit( int color , SHIP_DATA *ship , char *argument )
{
int room;
for ( room = ship->firstroom ; room <= ship->lastroom ;room++ )
{
if ( room == ship->cockpit || room == ship->navseat
|| room == ship->pilotseat || room == ship->coseat
|| room == ship->gunseat || room == ship->engineroom
|| room == ship->turret1 || room == ship->turret2 )
echo_to_room( color , get_room_index(room) , argument );
}
}
void echo_to_system( int color , SHIP_DATA *ship , char *argument , SHIP_DATA *ignore )
{
SHIP_DATA *target;
if (!ship->starsystem)
return;
for ( target = ship->starsystem->first_ship; target; target = target->next_in_starsystem )
{
if (target != ship && target != ignore )
echo_to_cockpit( color , target , argument );
}
}
bool is_facing( SHIP_DATA *ship , SHIP_DATA *target )
{
float dy, dx, dz, hx, hy, hz;
float cosofa;
hx = ship->hx;
hy = ship->hy;
hz = ship->hz;
dx = target->vx - ship->vx;
dy = target->vy - ship->vy;
dz = target->vz - ship->vz;
cosofa = ( hx*dx + hy*dy + hz*dz ) / ( sqrt(hx*hx+hy*hy+hz*hz) + sqrt(dx*dx+dy*dy+dz*dz) );
if ( cosofa > 0.75 )
return TRUE;
return FALSE;
}
long int get_ship_value( SHIP_DATA *ship )
{
long int price;
if (ship->class == FIGHTER_SHIP)
price = 5000;
else if (ship->class == MIDSIZE_SHIP)
price = 50000;
else if (ship->class == CAPITAL_SHIP)
price = 500000;
else
price = 2000;
if ( ship->class <= CAPITAL_SHIP )
price += ( ship->manuever*100*(1+ship->class) );
price += ( ship->tractorbeam * 500 );
price += ( ship->realspeed * 10 );
price += ( ship->astro_array *5 );
price += ( 5 * ship->maxhull );
price += ( 5 * ship->maxenergy );
price += ( 500 * ship->maxchaff );
price += ( 500 * ship->maxbombs );
if (ship->maxenergy > 5000 )
price += ( (ship->maxenergy-5000)*20 ) ;
if (ship->maxenergy > 10000 )
price += ( (ship->maxenergy-10000)*50 );
if (ship->maxhull > 1000)
price += ( (ship->maxhull-1000)*10 );
if (ship->maxhull > 10000)
price += ( (ship->maxhull-10000)*20 );
if (ship->maxshield > 200)
price += ( (ship->maxshield-200)*50 );
if (ship->maxshield > 1000)
price += ( (ship->maxshield-1000)*100 );
if (ship->realspeed > 100 )
price += ( (ship->realspeed-100)*500 ) ;
if (ship->lasers > 5 )
price += ( (ship->lasers-5)*500 );
if (ship->maxshield)
price += ( 1000 + 10 * ship->maxshield);
if (ship->lasers)
price += ( 500 + 500 * ship->lasers );
if (ship->ion)
price += ( 5000 + 500 * ship->ion );
if (ship->maxmissiles)
price += ( 1000 + 100 * ship->maxmissiles );
if (ship->missiles )
price += ( 100 * ship->missiles );
if (ship->turret1)
price += 5000;
if (ship->turret2)
price += 5000;
if (ship->hyperspeed)
price += ( 1000 + ship->hyperspeed * 10 );
if (ship->hanger)
price += ( ship->class == MIDSIZE_SHIP ? 75000 : 500000 );
if (ship->alarm)
price += ( ship->alarm * 100 + number_range(1,200) );
price *= 1.5;
return price;
}
void write_ship_list( )
{
SHIP_DATA *tship;
FILE *fpout;
char filename[256];
sprintf( filename, "%s%s", SHIP_DIR, SHIP_LIST );
fpout = fopen( filename, "w" );
if ( !fpout )
{
bug( "FATAL: cannot open ship.lst for writing!\n\r", 0 );
return;
}
for ( tship = first_ship; tship; tship = tship->next )
fprintf( fpout, "%s\n", tship->filename );
fprintf( fpout, "$\n" );
fclose( fpout );
}
SHIP_DATA * ship_in_room( ROOM_INDEX_DATA *room, char *name )
{
SHIP_DATA *ship;
if ( !room )
return NULL;
for ( ship = room->first_ship ; ship ; ship = ship->next_in_room )
if ( !str_cmp( name, ship->name ) )
return ship;
for ( ship = room->first_ship ; ship ; ship = ship->next_in_room )
if ( nifty_is_name_prefix( name, ship->name ) )
return ship;
for ( ship = room->first_ship ; ship ; ship = ship->next_in_room )
if ( !str_prefix( name, ship->name ) )
return ship;
for ( ship = room->first_ship ; ship ; ship = ship->next_in_room )
if ( nifty_is_name_prefix( name, ship->name ) )
return ship;
return NULL;
}
/*
* Get pointer to ship structure from ship name.
*/
SHIP_DATA *get_ship( char *name )
{
SHIP_DATA *ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( !str_cmp( name, ship->name ) )
return ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( nifty_is_name( name, ship->name ) )
return ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( !str_prefix( name, ship->name ) )
return ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( nifty_is_name_prefix( name, ship->name ) )
return ship;
return NULL;
}
/*
* Checks if ships in a starsystem and returns poiner if it is.
*/
SHIP_DATA *get_ship_here( char *name , SPACE_DATA *starsystem)
{
SHIP_DATA *ship;
if ( starsystem == NULL )
return NULL;
for ( ship = starsystem->first_ship ; ship; ship = ship->next_in_starsystem )
if ( !str_cmp( name, ship->name ) )
return ship;
for ( ship = starsystem->first_ship; ship; ship = ship->next_in_starsystem )
if ( nifty_is_name( name, ship->name ) )
return ship;
for ( ship = starsystem->first_ship ; ship; ship = ship->next_in_starsystem )
if ( !str_prefix( name, ship->name ) )
return ship;
for ( ship = starsystem->first_ship; ship; ship = ship->next_in_starsystem )
if ( nifty_is_name_prefix( name, ship->name ) )
return ship;
return NULL;
}
/*
* Get pointer to ship structure from cockpit, turret, or entrance ramp vnum.
*/
SHIP_DATA *ship_from_cockpit( int vnum )
{
SHIP_DATA *ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( vnum == ship->cockpit || vnum == ship->turret1 || vnum == ship->turret2
|| vnum == ship->pilotseat || vnum == ship->coseat || vnum == ship->navseat
|| vnum == ship->gunseat || vnum == ship->engineroom )
return ship;
return NULL;
}
SHIP_DATA *ship_from_pilotseat( int vnum )
{
SHIP_DATA *ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( vnum == ship->pilotseat )
return ship;
return NULL;
}
SHIP_DATA *ship_from_coseat( int vnum )
{
SHIP_DATA *ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( vnum == ship->coseat )
return ship;
return NULL;
}
SHIP_DATA *ship_from_navseat( int vnum )
{
SHIP_DATA *ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( vnum == ship->navseat )
return ship;
return NULL;
}
SHIP_DATA *ship_from_gunseat( int vnum )
{
SHIP_DATA *ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( vnum == ship->gunseat )
return ship;
return NULL;
}
SHIP_DATA *ship_from_engine( int vnum )
{
SHIP_DATA *ship;
for ( ship = first_ship; ship; ship = ship->next )
{
if (ship->engineroom)
{
if ( vnum == ship->engineroom )
return ship;
}
else
{
if ( vnum == ship->cockpit )
return ship;
}
}
return NULL;
}
SHIP_DATA *ship_from_turret( int vnum )
{
SHIP_DATA *ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( vnum == ship->gunseat || vnum == ship->turret1 || vnum == ship->turret2 )
return ship;
return NULL;
}
SHIP_DATA *ship_from_entrance( int vnum )
{
SHIP_DATA *ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( vnum == ship->entrance )
return ship;
return NULL;
}
SHIP_DATA *ship_from_hanger( int vnum )
{
SHIP_DATA *ship;
for ( ship = first_ship; ship; ship = ship->next )
if ( vnum == ship->hanger )
return ship;
return NULL;
}
void save_ship( SHIP_DATA *ship )
{
FILE *fp;
char filename[256];
char buf[MAX_STRING_LENGTH];
if ( !ship )
{
bug( "save_ship: null ship pointer!", 0 );
return;
}
if ( !ship->filename || ship->filename[0] == '\0' )
{
sprintf( buf, "save_ship: %s has no filename", ship->name );
bug( buf, 0 );
return;
}
if ( IS_SET(ship->flags,SHIP_MOB) && atoi(ship->filename) < 0 )
return;
sprintf( filename, "%s%s", SHIP_DIR, ship->filename );
fclose( fpReserve );
if ( ( fp = fopen( filename, "w" ) ) == NULL )
{
bug( "save_ship: fopen", 0 );
perror( filename );
}
else
{
fprintf( fp, "#SHIP\n" );
if ( ship->name )
fprintf( fp, "Name %s~\n", ship->name );
if ( ship->origname )
fprintf( fp, "OrigName %s~\n", ship->origname );
if ( ship->filename )
fprintf( fp, "Filename %s~\n", ship->filename );
if ( ship->description )
fprintf( fp, "Description %s~\n", ship->description );
if ( ship->owner )
fprintf( fp, "Owner %s~\n", ship->owner );
if ( ship->pilot )
fprintf( fp, "Pilot %s~\n", ship->pilot );
if ( ship->copilot )
fprintf( fp, "Copilot %s~\n", ship->copilot );
if ( ship->color )
fprintf( fp, "Color %s~\n", ship->color );
if (ship->code && ship->code != 0)
fprintf( fp, "Code %d\n", ship->code );
fprintf( fp, "Class %d\n", ship->class );
fprintf( fp, "Shipyard %d\n", ship->shipyard );
fprintf( fp, "Hanger %d\n", ship->hanger );
fprintf( fp, "sim_vnum %d\n", ship->sim_vnum );
fprintf( fp, "Turret1 %d\n", ship->turret1 );
fprintf( fp, "Turret2 %d\n", ship->turret2 );
fprintf( fp, "Statet0 %d\n", ship->statet0 );
fprintf( fp, "Statet1 %d\n", ship->statet1 );
fprintf( fp, "Statet2 %d\n", ship->statet2 );
fprintf( fp, "Lastdoc %d\n", ship->lastdoc );
fprintf( fp, "Firstroom %d\n", ship->firstroom );
fprintf( fp, "Lastroom %d\n", ship->lastroom );
fprintf( fp, "Cockpit %d\n", ship->cockpit );
fprintf( fp, "Coseat %d\n", ship->coseat );
fprintf( fp, "Pilotseat %d\n", ship->pilotseat );
fprintf( fp, "Gunseat %d\n", ship->gunseat );
fprintf( fp, "Navseat %d\n", ship->navseat );
fprintf( fp, "Engineroom %d\n", ship->engineroom );
fprintf( fp, "Entrance %d\n", ship->entrance );
if ( ship->prototype == NULL )
{
fprintf( fp, "Hyperspeed %d\n", ship->hyperspeed);
fprintf( fp, "Comm %d\n", ship->comm );
fprintf( fp, "Tractorbeam %d\n", ship->tractorbeam );
fprintf( fp, "Sensor %d\n", ship->sensor );
fprintf( fp, "Astro_array %d\n", ship->astro_array );
fprintf( fp, "Realspeed %d\n", ship->realspeed );
fprintf( fp, "Maxshield %d\n", ship->maxshield );
fprintf( fp, "Maxhull %d\n", ship->maxhull );
fprintf( fp, "Maxenergy %d\n", ship->maxenergy );
fprintf( fp, "Manuever %d\n", ship->manuever );
fprintf( fp, "Maxchaff %d\n", ship->maxchaff );
fprintf( fp, "Maxmissiles %d\n", ship->maxmissiles );
fprintf( fp, "MaxBombs %d\n", ship->maxbombs );
fprintf( fp, "Ion %d\n", ship->ion );
fprintf( fp, "Lasers %d\n", ship->lasers );
}
else
fprintf( fp, "Prototype %s~\n", ship->prototype->name );
fprintf( fp, "LaserDamage %d\n", ship->laserdamage );
fprintf( fp, "Shipstate %d\n", ship->shipstate );
fprintf( fp, "Missilestate %d\n", ship->missilestate );
fprintf( fp, "Home %s~\n", ship->home );
fprintf( fp, "Flags %d\n", ship->flags );
fprintf( fp, "Alarm %d\n", ship->alarm );
fprintf( fp, "End\n\n" );
fprintf( fp, "#END\n" );
}
fclose( fp );
fpReserve = fopen( NULL_FILE, "r" );
return;
}
/*
* Read in actual ship data.
*/
#if defined(KEY)
#undef KEY
#endif
#define KEY( literal, field, value ) \
if ( !str_cmp( word, literal ) ) \
{ \
field = value; \
fMatch = TRUE; \
break; \
}
void fread_ship( SHIP_DATA *ship, FILE *fp )
{
char buf[MAX_STRING_LENGTH];
char *word;
bool fMatch;
int dummy_number = 0;
for ( ; ; )
{
word = feof( fp ) ? "End" : fread_word( fp );
fMatch = FALSE;
switch ( UPPER(word[0]) )
{
case '*':
fMatch = TRUE;
fread_to_eol( fp );
break;
case 'A':
KEY( "Alarm" , ship->alarm, fread_number( fp ) );
KEY( "Astro_array", ship->astro_array, fread_number( fp ) );
break;
case 'B':
KEY( "Bayopen", ship->bayopen, fread_number(fp) );
KEY( "Bombs", ship->bombs, fread_number(fp) );
break;
case 'C':
KEY( "Cockpit", ship->cockpit, fread_number( fp ) );
KEY( "Code", ship->code, fread_number( fp ) );
KEY( "Color", ship->color, fread_string( fp ) );
KEY( "Coseat", ship->coseat, fread_number( fp ) );
KEY( "Class", ship->class, fread_number( fp ) );
KEY( "Copilot", ship->copilot, fread_string( fp ) );
KEY( "Comm", ship->comm, fread_number( fp ) );
KEY( "Chaff", ship->chaff, fread_number( fp ) );
break;
case 'D':
KEY( "Description", ship->description, fread_string( fp ) );
KEY( "Docked2", ship->docked2, fread_number( fp ) );
break;
case 'E':
KEY( "Engineroom", ship->engineroom, fread_number( fp ) );
KEY( "Entrance", ship->entrance, fread_number( fp ) );
KEY( "Energy", ship->energy, fread_number( fp ) );
if ( !str_cmp( word, "End" ) )
{
if (!ship->flags)
ship->flags = 0;
if (!ship->home)
ship->home = STRALLOC( "" );
if (!ship->name || strlen(ship->name) <= 3 )
ship->name = STRALLOC( ship->filename );
if (!ship->origname)
ship->origname = STRALLOC( ship->name );
if (!ship->color)
ship->color = STRALLOC( "Cyan" );
if (!ship->owner)
ship->owner = STRALLOC( "Unowned" );
if (!ship->description)
ship->description = STRALLOC( "" );
if (!ship->copilot)
ship->copilot = STRALLOC( "" );
if (!ship->pilot)
ship->pilot = STRALLOC( "" );
if (!ship->code)
ship->code = 0;
if (ship->shipstate != SHIP_DISABLED)
ship->shipstate = SHIP_DOCKED;
if (ship->statet0 != LASER_DAMAGED)
ship->statet0 = LASER_READY;
if (ship->statet1 != LASER_DAMAGED)
ship->statet1 = LASER_READY;
if (ship->statet2 != LASER_DAMAGED)
ship->statet2 = LASER_READY;
if (ship->missilestate != MISSILE_DAMAGED)
ship->missilestate = MISSILE_READY;
if (ship->shipyard <= 0)
ship->shipyard = ROOM_LIMBO_SHIPYARD;
if (ship->lastdoc <= 0)
ship->lastdoc = ship->shipyard;
ship->bayopen = TRUE;
ship->autopilot = FALSE;
ship->hatchopen = FALSE;
if (ship->navseat <= 0)
ship->navseat = ship->cockpit;
if (ship->gunseat <= 0)
ship->gunseat = ship->cockpit;
if (ship->coseat <= 0)
ship->coseat = ship->cockpit;
if (ship->pilotseat <= 0)
ship->pilotseat = ship->cockpit;
if (ship->missiletype == 1)
{
ship->missiles = ship->missiles; /* for back compatability */
ship->missiles = 0;
}
ship->starsystem = NULL;
ship->energy = ship->maxenergy;
ship->hull = ship->maxhull;
ship->in_room=NULL;
ship->next_in_room=NULL;
ship->prev_in_room=NULL;
ship->allowdock = STRALLOC( "" );
ship->repulsor = 0;
if (dummy_number == 3)
SET_BIT(ship->flags,SHIP_MOB);
return;
}
break;
case 'F':
KEY( "Filename", ship->filename, fread_string_nohash( fp ) );
KEY( "Firstroom", ship->firstroom, fread_number( fp ) );
KEY( "Flags", ship->flags, fread_number( fp ) );
break;
case 'G':
KEY( "Gunseat", ship->gunseat, fread_number( fp ) );
break;
case 'H':
KEY( "Home" , ship->home, fread_string( fp ) );
KEY( "Hyperspeed", ship->hyperspeed, fread_number( fp ) );
KEY( "Hull", ship->hull, fread_number( fp ) );
KEY( "Hanger", ship->hanger, fread_number( fp ) );
break;
case 'I':
KEY( "Ion" , ship->ion, fread_number( fp ) );
break;
case 'L':
KEY( "LaserDamage", ship->laserdamage, fread_number( fp ) );
KEY( "Laserstr", ship->lasers, (sh_int) ( fread_number( fp )/10 ) );
KEY( "Lasers", ship->lasers, fread_number( fp ) );
KEY( "Lastdoc", ship->lastdoc, fread_number( fp ) );
KEY( "Lastroom", ship->lastroom, fread_number( fp ) );
break;
case 'M':
KEY( "Manuever", ship->manuever, fread_number( fp ) );
KEY( "Maxmissiles", ship->maxmissiles, fread_number( fp ) );
KEY( "Missiles", ship->missiles, fread_number( fp ) );
KEY( "Missiletype", ship->missiletype, fread_number( fp ) );
KEY( "Maxshield", ship->maxshield, fread_number( fp ) );
KEY( "Maxenergy", ship->maxenergy, fread_number( fp ) );
KEY( "Missilestate", ship->missilestate, fread_number( fp ) );
KEY( "Maxbombs", ship->maxbombs, fread_number(fp) );
KEY( "Maxhull", ship->maxhull, fread_number( fp ) );
KEY( "Maxchaff", ship->maxchaff, fread_number( fp ) );
break;
case 'N':
KEY( "Name", ship->name, fread_string( fp ) );
KEY( "Navseat", ship->navseat, fread_number( fp ) );
break;
case 'O':
KEY( "OrigName", ship->origname, fread_string( fp ) );
KEY( "Owner", ship->owner, fread_string( fp ) );
break;
case 'P':
KEY( "Pilot", ship->pilot, fread_string( fp ) );
KEY( "Pilotseat", ship->pilotseat, fread_number( fp ) );
if ( !str_cmp( word, "Prototype" ) )
{
char * prototype_name;
prototype_name = fread_string( fp );
if ( prototype_name[0] != '\0'
&& ( ship->prototype = get_ship_prototype( prototype_name )) == NULL )
{
STRFREE( prototype_name );
}
if ( ship->prototype != NULL )
ship->prototype->count++;
fMatch = TRUE;
break;
}
break;
case 'R':
KEY( "Realspeed", ship->realspeed, fread_number( fp ) );
break;
case 'S':
KEY( "Shipyard", ship->shipyard, fread_number( fp ) );
KEY( "Sensor", ship->sensor, fread_number( fp ) );
KEY( "sim_vnum", ship->sim_vnum, fread_number( fp ) );
KEY( "Shield", ship->shield, fread_number( fp ) );
KEY( "Shipstate", ship->shipstate, fread_number( fp ) );
KEY( "Statet0", ship->statet0, fread_number( fp ) );
KEY( "Statet1", ship->statet1, fread_number( fp ) );
KEY( "Statet2", ship->statet2, fread_number( fp ) );
break;
case 'T':
KEY( "Type", dummy_number, fread_number( fp ) );
KEY( "Tractorbeam", ship->tractorbeam, fread_number( fp ) );
KEY( "Turret1", ship->turret1, fread_number( fp ) );
KEY( "Turret2", ship->turret2, fread_number( fp ) );
break;
}
if ( !fMatch )
{
sprintf( buf, "Fread_ship: no match: %s", word );
bug( buf, 0 );
}
}
}
/*
* Load a ship file
*/
bool load_ship_file( char *shipfile )
{
char filename[256];
SHIP_DATA *ship;
FILE *fp;
bool found;
ROOM_INDEX_DATA *pRoomIndex;
CLAN_DATA *clan;
CREATE( ship, SHIP_DATA, 1 );
found = FALSE;
sprintf( filename, "%s%s", SHIP_DIR, shipfile );
if ( ( fp = fopen( filename, "r" ) ) != NULL )
{
found = TRUE;
for ( ; ; )
{
char letter;
char *word;
letter = fread_letter( fp );
if ( letter == '*' )
{
fread_to_eol( fp );
continue;
}
if ( letter != '#' )
{
bug( "Load_ship_file: # not found in %s",filename, 0 );
break;
}
word = fread_word( fp );
if ( !str_cmp( word, "SHIP" ) )
{
fread_ship( ship, fp );
}
else if ( !str_cmp( word, "END" ) )
break;
else
{
char buf[MAX_STRING_LENGTH];
sprintf( buf, "Load_ship_file: bad section: %s.", word );
bug( buf, 0 );
break;
}
}
fclose( fp );
}
if ( !(found) )
DISPOSE( ship );
else
{
LINK( ship, first_ship, last_ship, next, prev );
if ( ship->prototype )
{
ship->class = ship->prototype->class;
ship->maxenergy = ship->prototype->maxenergy;
ship->maxshield = ship->prototype->maxshield;
ship->maxhull = ship->prototype->maxhull;
ship->comm = ship->prototype->comm;
ship->sensor = ship->prototype->sensor;
ship->astro_array = ship->prototype->astro_array;
ship->hyperspeed = ship->prototype->hyperspeed;
ship->realspeed = ship->prototype->realspeed;
ship->maxmissiles = ship->prototype->maxmissiles;
ship->maxchaff = ship->prototype->maxchaff;
ship->lasers = ship->prototype->lasers;
ship->tractorbeam = ship->prototype->tractorbeam;
ship->manuever = ship->prototype->manuever;
ship->ion = ship->prototype->ion;
ship->maxbombs = ship->prototype->maxbombs;
}
ship->energy = ship->maxenergy;
ship->chaff = ship->maxchaff;
ship->hull = ship->maxhull;
ship->shield = 0;
ship->bombs = ship->maxbombs;
ship->missiles = ship->maxmissiles;
if ( !str_cmp("Public",ship->owner) || IS_SET(ship->flags,SHIP_MOB) )
{
if ( ship->class != SHIP_PLATFORM &&
!IS_SET(ship->flags,SHIP_MOB) && ship->class != CAPITAL_SHIP )
{
extract_ship( ship );
ship_to_room( ship , ship->shipyard );
ship->location = ship->shipyard;
ship->lastdoc = ship->shipyard;
ship->shipstate = SHIP_DOCKED;
}
if ( get_room_index( ship->entrance ) == NULL &&
ship->class < SHIP_PLATFORM &&
!IS_SET(ship->flags,SHIP_MOB) )
{
ship->shipyard = ROOM_LIMBO_SHIPYARD;
ship->shipstate = SHIP_READY;
extract_ship( ship );
ship_to_room( ship , ship->shipyard );
ship->location = ship->shipyard;
ship->lastdoc = ship->shipyard;
ship->shipstate = SHIP_DOCKED;
}
ship->currspeed=0;
ship->energy=ship->maxenergy;
ship->chaff=ship->maxchaff;
ship->hull=ship->maxhull;
ship->shield=0;
ship->bombs=ship->maxbombs;
ship->statet1 = LASER_READY;
ship->statet2 = LASER_READY;
ship->statet0 = LASER_READY;
ship->missilestate = LASER_READY;
ship->currjump=NULL;
ship->target0=NULL;
ship->target1=NULL;
ship->target2=NULL;
ship->hatchopen = FALSE;
ship->bayopen = TRUE;
ship->missiles = ship->maxmissiles;
ship->autorecharge = FALSE;
ship->autotrack = FALSE;
ship->autospeed = FALSE;
}
else if ( ship->cockpit == ROOM_SHUTTLE_BUS
|| ship->cockpit == ROOM_SHUTTLE_BUS_2
|| ship->cockpit == ROOM_SHUTTLE1
|| ship->cockpit == ROOM_CORUSCANT_TURBOCAR
|| ship->cockpit == ROOM_CORUSCANT_SHUTTLE )
{}
else if ( ( pRoomIndex = get_room_index( ship->lastdoc ) ) != NULL
&& ship->class != CAPITAL_SHIP && ship->class != SHIP_PLATFORM )
{
if ( get_room_index( ship->entrance ) == NULL &&
ship->class != CAPITAL_SHIP &&
ship->class != SHIP_PLATFORM &&
!IS_SET(ship->flags,SHIP_MOB) )
{
ship->shipyard = ROOM_LIMBO_SHIPYARD;
ship->shipstate = SHIP_READY;
extract_ship( ship );
ship_to_room( ship , ship->shipyard );
ship->location = ship->shipyard;
ship->lastdoc = ship->shipyard;
ship->shipstate = SHIP_DOCKED;
}
else
{
LINK( ship, pRoomIndex->first_ship, pRoomIndex->last_ship, next_in_room, prev_in_room );
ship->in_room = pRoomIndex;
ship->location = ship->lastdoc;
}
}
if ( ship->class == SHIP_PLATFORM ||
IS_SET(ship->flags,SHIP_MOB) ||
ship->class == CAPITAL_SHIP )
{
ship_to_starsystem(ship, starsystem_from_name(ship->home) );
ship->vx = number_range( -5000 , 5000 );
ship->vy = number_range( -5000 , 5000 );
ship->vz = number_range( -5000 , 5000 );
ship->hx = 1;
ship->hy = 1;
ship->hz = 1;
ship->shipstate = SHIP_READY;
ship->autopilot = TRUE;
ship->autorecharge = TRUE;
ship->shield = ship->maxshield;
ship->energy = ship->maxenergy;
}
if ( !IS_SET(ship->flags,SHIP_MOB) && (clan = get_clan( ship->owner )) != NULL )
clan->spacecraft++;
}
return found;
}
/*
* Load in all the ship files.
*/
void load_ships( )
{
FILE *fpList;
char *filename;
char shiplist[256];
char buf[MAX_STRING_LENGTH];
first_ship = NULL;
last_ship = NULL;
first_missile = NULL;
last_missile = NULL;
log_string( "Loading ships..." );
sprintf( shiplist, "%s%s", SHIP_DIR, SHIP_LIST );
fclose( fpReserve );
if ( ( fpList = fopen( shiplist, "r" ) ) == NULL )
{
perror( shiplist );
exit( 1 );
}
for ( ; ; )
{
filename = feof( fpList ) ? "$" : fread_word( fpList );
if ( filename[0] == '$' )
break;
if ( !load_ship_file( filename ) )
{
sprintf( buf, "Cannot load ship file: %s", filename );
bug( buf, 0 );
}
}
fclose( fpList );
log_string(" Done ships " );
fpReserve = fopen( NULL_FILE, "r" );
return;
}
void resetship( SHIP_DATA *ship )
{
ship->shipstate = SHIP_READY;
if ( ship->class != SHIP_PLATFORM &&
!IS_SET(ship->flags,SHIP_MOB) )
{
extract_ship( ship );
ship_to_room( ship , ship->shipyard );
ship->location = ship->shipyard;
ship->lastdoc = ship->shipyard;
ship->shipstate = SHIP_DOCKED;
}
if (ship->starsystem)
ship_from_starsystem( ship, ship->starsystem );
if ( ship->prototype )
{
ship->class = ship->prototype->class;
ship->maxenergy = ship->prototype->maxenergy;
ship->maxshield = ship->prototype->maxshield;
ship->maxhull = ship->prototype->maxhull;
ship->comm = ship->prototype->comm;
ship->sensor = ship->prototype->sensor;
ship->astro_array = ship->prototype->astro_array;
ship->hyperspeed = ship->prototype->hyperspeed;
ship->realspeed = ship->prototype->realspeed;
ship->maxmissiles = ship->prototype->maxmissiles;
ship->maxchaff = ship->prototype->maxchaff;
ship->lasers = ship->prototype->lasers;
ship->tractorbeam = ship->prototype->tractorbeam;
ship->manuever = ship->prototype->manuever;
ship->ion = ship->prototype->ion;
ship->maxbombs = ship->prototype->maxbombs;
}
REMOVE_BIT(ship->flags, SHIP_MASKED);
ship->currspeed=0;
ship->energy=ship->maxenergy;
ship->chaff=ship->maxchaff;
ship->hull=ship->maxhull;
ship->shield=0;
ship->bombs=ship->maxbombs;
ship->statet1 = LASER_READY;
ship->statet2 = LASER_READY;
ship->statet0 = LASER_READY;
ship->missilestate = LASER_READY;
ship->currjump=NULL;
ship->target0=NULL;
ship->target1=NULL;
ship->target2=NULL;
ship->hatchopen = FALSE;
ship->bayopen = TRUE;
ship->missiles = ship->maxmissiles;
ship->autorecharge = FALSE;
ship->autotrack = FALSE;
ship->autospeed = FALSE;
if ( get_room_index( ship->entrance ) == NULL &&
ship->class < SHIP_PLATFORM &&
!IS_SET(ship->flags,SHIP_MOB) )
{
ship->shipyard = ROOM_LIMBO_SHIPYARD;
ship->shipstate = SHIP_READY;
extract_ship( ship );
ship_to_room( ship , ship->shipyard );
ship->location = ship->shipyard;
ship->lastdoc = ship->shipyard;
ship->shipstate = SHIP_DOCKED;
if (ship->starsystem)
ship_from_starsystem( ship, ship->starsystem );
save_ship(ship);
}
if ( ship->origname && ship->origname[0] != '\0')
ship->name = ship->origname;
if ( str_cmp("Public",ship->owner) &&
!IS_SET(ship->flags,SHIP_MOB) )
{
CLAN_DATA *clan;
if ( !IS_SET(ship->flags,SHIP_MOB) && (clan = get_clan( ship->owner )) != NULL )
clan->spacecraft--;
STRFREE( ship->owner );
ship->owner = STRALLOC( "Unowned" );
STRFREE( ship->pilot );
ship->pilot = STRALLOC( "" );
STRFREE( ship->copilot );
ship->copilot = STRALLOC( "" );
}
else
{
STRFREE( ship->home );
ship->home = STRALLOC( "coruscant" );
}
save_ship(ship);
}
void do_resetship( CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
ship = get_ship( argument );
if (ship == NULL)
{
send_to_char("&RNo such ship!",ch);
return;
}
resetship( ship );
if ( ( ship->class == SHIP_PLATFORM || IS_SET(ship->flags,SHIP_MOB) ||
ship->class == CAPITAL_SHIP ) && ship->home )
{
ship_to_starsystem(ship, starsystem_from_name(ship->home) );
ship->vx = number_range( -5000 , 5000 );
ship->vy = number_range( -5000 , 5000 );
ship->vz = number_range( -5000 , 5000 );
ship->shipstate = SHIP_READY;
ship->autopilot = TRUE;
ship->autorecharge = TRUE;
ship->shield = ship->maxshield;
}
}
void do_setship( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
SHIP_DATA *ship;
int tempnum,value;
ROOM_INDEX_DATA *roomindex;
if ( IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
strcpy( arg3, argument );
value = is_number( arg3 ) ? atoi( arg3 ) : -1;
if ( atoi(arg3) < -1 && value == -1 )
value = atoi(arg3);
if ( arg1[0] == '\0' || arg2[0] == '\0' || arg1[0] == '\0' )
{
send_to_char( "Usage: setship <ship> <field> <values>\n\r", ch );
send_to_char( "\n\rField being one of:\n\r", ch );
send_to_char( "filename origname\n\r", ch );
send_to_char( "name description owner pilot copilot class\n\r", ch );
send_to_char( "home lastdoc shipyard location firstroom lastroom\n\r", ch );
send_to_char( "cockpit pilotseat coseat gunseat navseat\n\r", ch );
send_to_char( "entrance engineroom hanger turret1 turret2\n\r", ch );
send_to_char( "lasers laserdamage missiles chaff bombs tractorbeam\n\r", ch );
send_to_char( "shield hull energy comm sensor astroarray alarms\n\r", ch );
send_to_char( "manuever speed hyperspeed prototype, flags, simvnum\n\r", ch );
return;
}
ship = get_ship( arg1 );
if ( !ship )
{
send_to_char( "No such ship.\n\r", ch );
return;
}
if ( !str_cmp( arg2, "owner" ) )
{
CLAN_DATA *clan;
if ( !IS_SET(ship->flags,SHIP_MOB) && (clan = get_clan( ship->owner )) != NULL )
clan->spacecraft--;
STRFREE( ship->owner );
ship->owner = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
if ( !IS_SET(ship->flags,SHIP_MOB) && (clan = get_clan( ship->owner )) != NULL )
clan->spacecraft++;
return;
}
if ( !str_cmp( arg2, "home" ) )
{
STRFREE( ship->home );
ship->home = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "pilot" ) )
{
STRFREE( ship->pilot );
ship->pilot = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "copilot" ) )
{
STRFREE( ship->copilot );
ship->copilot = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "lastdoc" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
ship->lastdoc = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "location" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
ship->location = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "firstroom" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
ship->firstroom = tempnum;
ship->lastroom = tempnum;
ship->cockpit = tempnum;
ship->coseat = tempnum;
ship->pilotseat = tempnum;
ship->gunseat = tempnum;
ship->navseat = tempnum;
ship->entrance = tempnum;
ship->turret1 = 0;
ship->turret2 = 0;
ship->hanger = 0;
send_to_char( "You will now need to set the other rooms in the ship.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "lastroom" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom )
{
send_to_char("The last room on a ship must be greater than or equal to the first room.\n\r",ch);
return;
}
if ( ship->class == FIGHTER_SHIP && (tempnum - ship->firstroom) > 5 )
{
send_to_char("Starfighters may have up to 5 rooms only.\n\r",ch);
return;
}
if ( ship->class == MIDSIZE_SHIP && (tempnum - ship->firstroom) > 25 )
{
send_to_char("Midships may have up to 25 rooms only.\n\r",ch);
return;
}
if ( ship->class == CAPITAL_SHIP && (tempnum - ship->firstroom) > 1000 )
{
send_to_char("Capital Ships may have up to 100 rooms only.\n\r",ch);
return;
}
ship->lastroom = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "cockpit" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom || tempnum > ship->lastroom )
{
send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch);
return;
}
if ( tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger )
{
send_to_char("That room is already being used by another part of the ship\n\r",ch);
return;
}
ship->cockpit = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "pilotseat" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom || tempnum > ship->lastroom )
{
send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch);
return;
}
if ( tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger )
{
send_to_char("That room is already being used by another part of the ship\n\r",ch);
return;
}
ship->pilotseat = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "coseat" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom || tempnum > ship->lastroom )
{
send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch);
return;
}
if ( tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger )
{
send_to_char("That room is already being used by another part of the ship\n\r",ch);
return;
}
ship->coseat = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "navseat" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom || tempnum > ship->lastroom )
{
send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch);
return;
}
if ( tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger )
{
send_to_char("That room is already being used by another part of the ship\n\r",ch);
return;
}
ship->navseat = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "gunseat" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom || tempnum > ship->lastroom )
{
send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch);
return;
}
if ( tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger )
{
send_to_char("That room is already being used by another part of the ship\n\r",ch);
return;
}
ship->gunseat = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "entrance" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom || tempnum > ship->lastroom )
{
send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch);
return;
}
ship->entrance = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "turret1" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom || tempnum > ship->lastroom )
{
send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch);
return;
}
if ( ship->class == FIGHTER_SHIP )
{
send_to_char("Starfighters can't have extra laser turrets.\n\r",ch);
return;
}
if ( tempnum == ship->cockpit || tempnum == ship->entrance ||
tempnum == ship->turret2 || tempnum == ship->hanger || tempnum == ship->engineroom )
{
send_to_char("That room is already being used by another part of the ship\n\r",ch);
return;
}
ship->turret1 = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "turret2" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom || tempnum > ship->lastroom )
{
send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch);
return;
}
if ( ship->class == FIGHTER_SHIP )
{
send_to_char("Starfighters can't have extra laser turrets.\n\r",ch);
return;
}
if ( tempnum == ship->cockpit || tempnum == ship->entrance ||
tempnum == ship->turret1 || tempnum == ship->hanger || tempnum == ship->engineroom )
{
send_to_char("That room is already being used by another part of the ship\n\r",ch);
return;
}
ship->turret2 = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "hanger" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom || tempnum > ship->lastroom )
{
send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch);
return;
}
if ( tempnum == ship->cockpit || tempnum == ship->entrance ||
tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->engineroom )
{
send_to_char("That room is already being used by another part of the ship\n\r",ch);
return;
}
if ( ship->class == FIGHTER_SHIP )
{
send_to_char("Starfighters are to small to have hangers for other ships!\n\r",ch);
return;
}
ship->hanger = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "engineroom" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
if ( tempnum < ship->firstroom || tempnum > ship->lastroom )
{
send_to_char("That room number is not in that ship .. \n\rIt must be between Firstroom and Lastroom.\n\r",ch);
return;
}
if ( tempnum == ship->cockpit || tempnum == ship->entrance ||
tempnum == ship->turret1 || tempnum == ship->turret2 || tempnum == ship->hanger )
{
send_to_char("That room is already being used by another part of the ship\n\r",ch);
return;
}
ship->engineroom = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "shipyard" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.",ch);
return;
}
ship->shipyard = tempnum;
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "type" ) )
{
if ( !str_cmp( argument, "mob" ) )
SET_BIT(ship->flags,SHIP_MOB);
else if ( !str_cmp( argument, "regular" ) )
REMOVE_BIT(ship->flags,SHIP_MOB);
else
{
send_to_char( "Ship type must be either: regular or mob.\n\r", ch );
return;
}
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "name" ) )
{
STRFREE( ship->name );
ship->name = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "filename" ) )
{
char filename[256];
if ( ship->filename && ship->filename[0] != '\0' )
{
sprintf( filename, "%s%s", SPACE_DIR, ship->filename );
remove( filename );
DISPOSE( ship->filename );
}
ship->filename = str_dup( argument );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
write_ship_list( );
return;
}
if ( !str_cmp( arg2, "desc" ) )
{
STRFREE( ship->description );
ship->description = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "manuever" ) )
{
ship->manuever = URANGE( 0, atoi(argument) , 120 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "simvnum" ) )
{
tempnum = atoi(argument);
roomindex = get_room_index(tempnum);
if (roomindex == NULL)
{
send_to_char("That room doesn't exist.\n\r",ch);
return;
}
ship->sim_vnum = tempnum;
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "lasers" ) )
{
ship->lasers = URANGE( 0, atoi(argument) , 10 );
ship->lasers = atoi(argument);
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "ions" ) )
{
ship->ion = URANGE( 0, atoi(argument) , 10 );
ship->ion = atoi(argument);
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "alarms" ) )
{
ship->alarm = URANGE( 0, atoi(argument) , 10 );
ship->alarm = atoi(argument);
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "laserdamage" ) )
{
if (atoi(argument) > 300 && atoi(argument) > 0 )
{
send_to_char("Between 0 and 5",ch);
return;
}
ship->laserdamage = atoi(argument);
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "class" ) )
{
ship->class = URANGE( 0, atoi(argument) , 9 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "missiles" ) )
{
ship->maxmissiles = URANGE( 0, atoi(argument) , 255 );
ship->missiles = URANGE( 0, atoi(argument) , 255 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "speed" ) )
{
ship->realspeed = URANGE( 0, atoi(argument) , 150 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "tractorbeam" ) )
{
ship->tractorbeam = URANGE( 0, atoi(argument) , 255 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "hyperspeed" ) )
{
ship->hyperspeed = URANGE( 0, atoi(argument) , 255 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "shield" ) )
{
ship->maxshield = URANGE( 0, atoi(argument) , 1000 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "hull" ) )
{
ship->hull = URANGE( 1, atoi(argument) , 20000 );
ship->maxhull = URANGE( 1, atoi(argument) , 20000 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "energy" ) )
{
ship->energy = URANGE( 1, atoi(argument) , 30000 );
ship->maxenergy = URANGE( 1, atoi(argument) , 30000 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "sensor" ) )
{
ship->sensor = URANGE( 0, atoi(argument) , 255 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "astroarray" ) )
{
ship->astro_array = URANGE( 0, atoi(argument) , 255 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "comm" ) )
{
ship->comm = URANGE( 0, atoi(argument) , 255 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "chaff" ) )
{
ship->chaff = URANGE( 0, atoi(argument) , 25 );
ship->maxchaff = URANGE( 0, atoi(argument) , 25 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "flags" ) )
{
if ( !argument || argument[0] == '\0' )
{
send_to_char( "Usage: setship <ship> flags <flag> [flag]...\n\r", ch );
send_to_char( "Valid flags are: simulator\n\r", ch );
return;
}
while ( argument[0] != '\0' )
{
argument = one_argument( argument, arg3 );
tempnum = get_shipflag( arg3 );
if ( tempnum < 0 || tempnum > 31 )
{
ch_printf( ch, "Unknown flag: %s\n\r", arg3 );
return;
}
TOGGLE_BIT( ship->flags, 1 << tempnum );
}
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "origname" ) )
{
STRFREE( ship->origname );
ship->origname = STRALLOC( argument );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "bombs" ) )
{
ship->bombs = URANGE( 0, atoi(argument) , 25 );
ship->maxbombs = URANGE( 0, atoi(argument) , 25 );
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( arg2, "flags" ) )
{
if ( !argument || argument[0] == '\0' )
{
send_to_char( "Usage: setship <ship> flags <flag> [flag]...\n\r", ch );
send_to_char( "canflyindoors bayopen autopilot\n\r", ch );
return;
}
while ( argument[0] != '\0' )
{
argument = one_argument( argument, arg3 );
value = get_shipflag( arg3 );
if ( value < 0 || value > 31 )
ch_printf( ch, "Unknown flag: %s\n\r", arg3 );
else
{
TOGGLE_BIT(ship->flags, 1 << value);
}
}
send_to_char( "Done.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp(arg2, "prototype" ) )
{
SHIP_PROTOTYPE * prototype;
if (!str_cmp(argument,"none") )
{
if ( ship->prototype != NULL )
ship->prototype->count--;
ship->prototype = NULL;
send_to_char( "Done.\n\r",ch);
save_ship( ship );
return;
}
if ( argument[0] == '\0' )
{
send_to_char("You must supply a prototype name.\n\r",ch);
return;
}
if ( ( prototype = get_ship_prototype( argument ) ) == NULL )
{
send_to_char("Invalid Prototype Type.\n\r",ch);
return;
}
if ( ship->prototype != NULL )
ship->prototype->count--;
ship->prototype = prototype;
ship->prototype->count++;
ship->maxenergy = ship->prototype->maxenergy;
ship->maxshield = ship->prototype->maxshield;
ship->maxhull = ship->prototype->maxhull;
ship->comm = ship->prototype->comm;
ship->sensor = ship->prototype->sensor;
ship->astro_array = ship->prototype->astro_array;
ship->hyperspeed = ship->prototype->hyperspeed;
ship->realspeed = ship->prototype->realspeed;
ship->maxmissiles = ship->prototype->maxmissiles;
ship->maxchaff = ship->prototype->maxchaff;
ship->lasers = ship->prototype->lasers;
ship->tractorbeam = ship->prototype->tractorbeam;
ship->manuever = ship->prototype->manuever;
ship->ion = ship->prototype->ion;
ship->maxbombs = ship->prototype->maxbombs;
if ( ship->prototype->description && ship->prototype->description[0] != '\0' )
{
STRFREE( ship->description );
ship->description = STRALLOC( ship->prototype->description );
}
ship->class = ship->prototype->class;
ship->energy = ship->maxenergy;
send_to_char("Done\n\r",ch);
save_ship( ship );
return;
}
do_setship( ch, "" );
return;
}
void do_showship( CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
if ( IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
if ( argument[0] == '\0' )
{
send_to_char( "Usage: showship <ship>\n\r", ch );
return;
}
ship = get_ship( argument );
if ( !ship )
{
send_to_char( "No such ship.\n\r", ch );
return;
}
set_char_color( AT_YELLOW, ch );
ch_printf( ch, "&R%s %s &P: &R%s\n\r&G&WFilename&P: &R%s\n\r",
IS_SET(ship->flags,SHIP_MOB) ? "Mob" : "Player" ,
ship->class == FIGHTER_SHIP ? "Starfighter" :
(ship->class == MIDSIZE_SHIP ? "Midship" :
(ship->class == CAPITAL_SHIP ? "Capital Ship" :
(ship->class == SHIP_PLATFORM ? "Platform" : "Unknown" ) ) ),
ship->name, ship->filename);
ch_printf( ch, "&WHome&P: &R%s &WDescription&P: &R%s\n\r"
"&WOwner&P: &R%s &WPilot&P: &R%s &WCopilot&P: &R%s&W\n\r",
ship->home, ship->description, ship->owner, ship->pilot, ship->copilot );
if (ship->origname)
ch_printf( ch, "Original Name: %s\n\r", ship->origname );
ch_printf( ch, "Firstroom: %d Lastroom: %d"
"Cockpit: %d Entrance: %d Hanger: %d Engineroom: %d\n\r",
ship->firstroom, ship->lastroom, ship->cockpit, ship->entrance,
ship->hanger,ship->engineroom);
ch_printf( ch, "Pilotseat: %d Coseat: %d Navseat: %d Gunseat: %d\n\r",
ship->pilotseat, ship->coseat, ship->navseat, ship->gunseat );
ch_printf( ch, "Location: %d Lastdoc: %d Shipyard: %d\n\r",
ship->location, ship->lastdoc, ship->shipyard );
ch_printf( ch, "Tractor Beam: %d Comm: %d Sensor: %d Astro Array: %d\n\r",
ship->tractorbeam, ship->comm, ship->sensor, ship->astro_array );
ch_printf( ch, "Lasers: %d Laser Condition: %s\n\r",
ship->lasers, ship->statet0 == LASER_DAMAGED ? "Damaged" : "Good" );
ch_printf( ch, "Turret One: %d Condition: %s\n\r",
ship->turret1, ship->statet1 == LASER_DAMAGED ? "Damaged" : "Good" );
ch_printf( ch, "Turret Two: %d Condition: %s\n\r",
ship->turret2, ship->statet2 == LASER_DAMAGED ? "Damaged" : "Good" );
ch_printf( ch, "Ion Cannons: %d Condition: %s\n\r",
ship->ion, ship->statet3 == LASER_DAMAGED ? "Damaged" : "Good" );
ch_printf( ch, "Missiles: %d/%d Condition: %s\n\r",
ship->missiles, ship->maxmissiles,
ship->missilestate == MISSILE_DAMAGED ? "Damaged" : "Good" );
ch_printf( ch, "Hull: %d/%d Ship Condition: %s\n\r",
ship->hull, ship->maxhull,
ship->shipstate == SHIP_DISABLED ? "Disabled" : "Running");
ch_printf( ch, "Shields: %d/%d Energy(fuel): %d/%d Chaff: %d/%d\n\r",
ship->shield, ship->maxshield, ship->energy,
ship->maxenergy, ship->chaff, ship->maxchaff);
ch_printf( ch, "Current Coordinates: %.0f %.0f %.0f\n\r",
ship->vx, ship->vy, ship->vz );
ch_printf( ch, "Current Heading: %.0f %.0f %.0f\n\r",
ship->hx, ship->hy, ship->hz );
ch_printf( ch, "Speed: %d/%d Hyperspeed: %d\n\rManueverability: %d\n\r",
ship->currspeed, ship->realspeed, ship->hyperspeed , ship->manuever );
ch_printf( ch, "Ship State: %d\n\r", ship->shipstate);
ch_printf( ch, "Alarms: %d\n\r", ship->alarm);
ch_printf( ch, "Bombs: %d/%d\n\r", ship->bombs, ship->maxbombs);
//if (get_trust(ch) == MAX_LEVEL)
ch_printf( ch, "Ship Flags: %s\n\r", flag_string(ship->flags, ship_flags));
if (IS_SET(ship->flags, SHIP_SIMULATOR) && ship->sim_vnum)
ch_printf( ch, "Sim Vnum: %d\n\r", ship->sim_vnum);
return;
}
void do_makeship( CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
char arg[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
if ( !argument || argument[0] == '\0' )
{
send_to_char( "Usage: makeship <filename> <ship name>\n\r", ch );
return;
}
CREATE( ship, SHIP_DATA, 1 );
LINK( ship, first_ship, last_ship, next, prev );
ship->name = STRALLOC( argument );
ship->origname = STRALLOC( argument );
ship->description = STRALLOC( "" );
ship->owner = STRALLOC( "" );
ship->copilot = STRALLOC( "" );
ship->pilot = STRALLOC( "" );
ship->home = STRALLOC( "" );
ship->flags = 0;
ship->color = STRALLOC( "Cyan" );
ship->prototype = NULL;
ship->starsystem = NULL;
ship->energy = ship->maxenergy;
ship->hull = ship->maxhull;
ship->in_room = NULL;
ship->next_in_room = NULL;
ship->prev_in_room = NULL;
ship->currjump = NULL;
ship->target0 = NULL;
ship->target1 = NULL;
ship->target2 = NULL;
ship->filename = str_dup( arg );
save_ship( ship );
write_ship_list( );
}
void do_copyship( CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
SHIP_DATA *old;
char arg[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
argument = one_argument( argument, arg );
argument = one_argument( argument, arg2 );
if ( !argument || argument[0] == '\0' )
{
send_to_char( "Usage: copyship <oldshipname> <filename> <newshipname>\n\r", ch );
return;
}
old = get_ship ( arg );
if (!old)
{
send_to_char( "Thats not a ship!\n\r", ch );
return;
}
CREATE( ship, SHIP_DATA, 1 );
LINK( ship, first_ship, last_ship, next, prev );
ship->name = STRALLOC(argument);
ship->origname = STRALLOC(argument);
ship->description = STRALLOC("");
ship->owner = STRALLOC("");
ship->copilot = STRALLOC("");
ship->pilot = STRALLOC("");
ship->home = STRALLOC("");
ship->flags = old->flags;
ship->class = old->class;
ship->prototype = old->prototype;
ship->lasers = old->lasers;
ship->laserdamage = old->laserdamage;
ship->maxmissiles = old->maxmissiles;
ship->maxshield = old->maxshield;
ship->maxhull = old->maxhull;
ship->maxenergy = old->maxenergy;
ship->hyperspeed = old->hyperspeed;
ship->maxchaff = old->maxchaff;
ship->realspeed = old->realspeed;
ship->manuever = old->manuever;
ship->color = old->color;
ship->ion = old->ion;
ship->astro_array = old->astro_array;
ship->sensor = old->sensor;
ship->maxbombs = old->maxbombs;
ship->in_room = NULL;
ship->next_in_room = NULL;
ship->prev_in_room = NULL;
ship->currjump = NULL;
ship->target0 = NULL;
ship->target1 = NULL;
ship->target2 = NULL;
ship->filename = str_dup(arg2);
save_ship( ship );
write_ship_list();
}
void do_ships( CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
int count;
if ( !IS_NPC(ch) )
{
count = 0;
send_to_char( "&YThe following ships are owned by you or by your organization:\n\r", ch );
send_to_char( "\n\r&WShip Owner\n\r",ch);
for ( ship = first_ship; ship; ship = ship->next )
{
if ( ship->class > SHIP_PLATFORM )
continue;
if (IS_SET(ship->flags,SHIP_MOB))
continue;
set_char_color( AT_BLUE, ch );
if ( !str_cmp(ship->owner, ch->name) )
{
if ( ship->in_room )
ch_printf( ch, "&R[&WOwner&R]&B%-35s %s.\n\r",ship->name, ship->in_room->name);
else if (ship->starsystem && ship->starsystem->name)
ch_printf( ch, "&R[&WOwner&R]&B%-35s %s.\n\r",ship->name, ship->starsystem->name);
}
else if ( !str_cmp(ship->pilot, ch->name) )
{
if ( ship->in_room )
ch_printf( ch, "&R[&WPilot&R]&B%-35s %s.\n\r",ship->name, ship->in_room->name);
else if (ship->starsystem && ship->starsystem->name)
ch_printf( ch, "&R[&WPilot&R]&B%-35s %s.\n\r",ship->name, ship->starsystem->name);
}
else if ( !str_cmp(ship->copilot, ch->name) )
{
if ( ship->in_room )
ch_printf( ch, "&R[&WCo-Pilot&R]&B%-35s %s.\n\r",ship->name, ship->in_room->name);
else if (ship->starsystem && ship->starsystem->name)
ch_printf( ch, "&R[&WCo-Pilot&R]&B%-35s %s.\n\r",ship->name, ship->starsystem->name);
}
else if ( ch->pcdata && ch->pcdata->clan && ch->pcdata->clan->name && !str_cmp(ship->owner, ch->pcdata->clan->name) )
{
if ( ship->in_room )
ch_printf( ch, "&R[&WClan&R]&B%-35s %s.\n\r",ship->name, ship->in_room->name);
else if (ship->starsystem && ship->starsystem->name)
ch_printf( ch, "&R[&WClan&R]&B%-35s %s.\n\r",ship->name, ship->starsystem->name);
}
else
continue;
count++;
}
if ( !count )
{
send_to_char( "There are no ships owned by you.\n\r", ch );
}
}
count =0;
send_to_char( "&Y\n\rThe following ships are docked here:\n\r", ch );
send_to_char( "\n\r&WShip Owner Cost/Rent\n\r", ch );
for ( ship = first_ship; ship; ship = ship->next )
{
if ( ship->location != ch->in_room->vnum || ship->class > SHIP_PLATFORM)
continue;
if (IS_SET(ship->flags,SHIP_MOB))
continue;
set_char_color( AT_BLUE, ch );
ch_printf( ch, "%-35s %-15s", ship->name, ship->owner );
if (IS_SET(ship->flags,SHIP_MOB) || ship->class == SHIP_PLATFORM )
{
ch_printf( ch, "\n\r");
continue;
}
if ( !str_cmp(ship->owner, "Public") )
{
ch_printf( ch, "%ld to rent.\n\r", get_ship_value(ship)/100 );
}
else if ( str_cmp(ship->owner, "Unowned") )
ch_printf( ch, "%s", "\n\r" );
else
ch_printf( ch, "%ld to buy.\n\r", get_ship_value(ship) );
count++;
}
if ( !count )
{
send_to_char( "There are no ships docked here.\n\r", ch );
}
}
#define ALL_SHIP -1
#define MOB_SHIP -2
void do_allships( CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
int count = 0;
int ship_class;
if ( !str_cmp(argument,"all" ) || argument[0] == '\0' )
ship_class = ALL_SHIP;
else if ( !str_cmp(argument,"fighter") )
ship_class = FIGHTER_SHIP;
else if ( !str_cmp(argument,"midsize") )
ship_class = MIDSIZE_SHIP;
else if ( !str_cmp(argument,"capital") )
ship_class = CAPITAL_SHIP;
else if ( !str_cmp(argument,"platform") )
ship_class = SHIP_PLATFORM;
else if ( !str_cmp(argument,"mob" ) )
ship_class = MOB_SHIP;
else
ship_class = ALL_SHIP;
send_to_char( "&Y\n\rThe following ships are currently formed:\n\r", ch );
send_to_char( "\n\r&WShip Owner\n\r", ch );
if ( IS_IMMORTAL( ch ) && ship_class == MOB_SHIP)
{
for ( ship = first_ship; ship; ship = ship->next )
{
if (IS_SET(ship->flags,SHIP_MOB) )
{
set_char_color( AT_YELLOW, ch );
ch_printf( ch, "&R(*)&w %-31s %-15s\n\r", ship->name, ship->owner );
}
}
return;
}
for ( ship = first_ship; ship; ship = ship->next )
{
if ( ship_class != ALL_SHIP && ship->class != ship_class )
continue;
if (IS_SET(ship->flags,SHIP_MOB))
continue;
set_char_color( AT_BLUE, ch );
ch_printf( ch, "%-35s %-15s ", ship->name, ship->owner );
if (IS_SET(ship->flags,SHIP_MOB) || ship->class == SHIP_PLATFORM )
{
ch_printf( ch, "\n\r");
continue;
}
if ( !str_cmp(ship->owner, "Public") )
{
ch_printf( ch, "%ld to rent.\n\r", get_ship_value(ship)/100 );
}
else if ( str_cmp(ship->owner, "") )
ch_printf( ch, "%s", "\n\r" );
else
ch_printf( ch, "%ld to buy.\n\r", get_ship_value(ship) );
count++;
}
if ( !count )
{
send_to_char( "There are no ships currently formed.\n\r", ch );
return;
}
}
#undef ALL_SHIP
#undef MOB_SHIP
void ship_to_starsystem( SHIP_DATA *ship , SPACE_DATA *starsystem )
{
if ( starsystem == NULL )
return;
if ( ship == NULL )
return;
if ( starsystem->first_ship == NULL )
starsystem->first_ship = ship;
if ( starsystem->last_ship )
{
starsystem->last_ship->next_in_starsystem = ship;
ship->prev_in_starsystem = starsystem->last_ship;
}
starsystem->last_ship = ship;
ship->starsystem = starsystem;
}
void new_missile( SHIP_DATA *ship , SHIP_DATA *target , CHAR_DATA *ch , int missiletype )
{
SPACE_DATA *starsystem;
MISSILE_DATA *missile;
if ( ship == NULL )
return;
if ( target == NULL )
return;
if ( ( starsystem = ship->starsystem ) == NULL )
return;
CREATE( missile, MISSILE_DATA, 1 );
LINK( missile, first_missile, last_missile, next, prev );
missile->target = target;
missile->fired_from = ship;
if ( ch )
missile->fired_by = STRALLOC( ch->name );
else
missile->fired_by = STRALLOC( "" );
missile->missiletype = missiletype;
missile->age =0;
if ( missile->missiletype == HEAVY_BOMB )
missile->speed = 20;
else if ( missile->missiletype == PROTON_TORPEDO )
missile->speed = 200;
else if ( missile->missiletype == CONCUSSION_MISSILE )
missile->speed = 300;
else
missile->speed = 50;
missile->mx = ship->vx;
missile->my = ship->vy;
missile->mz = ship->vz;
if ( starsystem->first_missile == NULL )
starsystem->first_missile = missile;
if ( starsystem->last_missile )
{
starsystem->last_missile->next_in_starsystem = missile;
missile->prev_in_starsystem = starsystem->last_missile;
}
starsystem->last_missile = missile;
missile->starsystem = starsystem;
}
void ship_from_starsystem( SHIP_DATA *ship , SPACE_DATA *starsystem )
{
if ( starsystem == NULL )
return;
if ( ship == NULL )
return;
if ( starsystem->last_ship == ship )
starsystem->last_ship = ship->prev_in_starsystem;
if ( starsystem->first_ship == ship )
starsystem->first_ship = ship->next_in_starsystem;
if ( ship->prev_in_starsystem )
ship->prev_in_starsystem->next_in_starsystem = ship->next_in_starsystem;
if ( ship->next_in_starsystem)
ship->next_in_starsystem->prev_in_starsystem = ship->prev_in_starsystem;
ship->starsystem = NULL;
ship->next_in_starsystem = NULL;
ship->prev_in_starsystem = NULL;
}
void extract_missile( MISSILE_DATA *missile )
{
SPACE_DATA *starsystem;
if ( missile == NULL )
return;
if ( ( starsystem = missile->starsystem ) != NULL )
{
if ( starsystem->last_missile == missile )
starsystem->last_missile = missile->prev_in_starsystem;
if ( starsystem->first_missile == missile )
starsystem->first_missile = missile->next_in_starsystem;
if ( missile->prev_in_starsystem )
missile->prev_in_starsystem->next_in_starsystem = missile->next_in_starsystem;
if ( missile->next_in_starsystem)
missile->next_in_starsystem->prev_in_starsystem = missile->prev_in_starsystem;
missile->starsystem = NULL;
missile->next_in_starsystem = NULL;
missile->prev_in_starsystem = NULL;
}
UNLINK( missile, first_missile, last_missile, next, prev );
missile->target = NULL;
missile->fired_from = NULL;
if ( missile->fired_by )
STRFREE( missile->fired_by );
DISPOSE( missile );
}
bool is_rental( CHAR_DATA *ch , SHIP_DATA *ship )
{
if ( !str_cmp("Public",ship->owner) )
return TRUE;
return FALSE;
}
bool check_pilot( CHAR_DATA *ch , SHIP_DATA *ship )
{
CLAN_DATA *clan;
if ( IS_NPC(ch) && IS_SET(ship->flags,SHIP_MOB) )
return TRUE;
if ( !str_cmp(ch->name,ship->owner) || !str_cmp(ch->name,ship->pilot)
|| !str_cmp(ch->name,ship->copilot) || !str_cmp("Public",ship->owner) )
return TRUE;
if ( !IS_NPC(ch) && ch->pcdata && ch->pcdata->clan )
clan = ch->pcdata->clan;
else if ( IS_NPC(ch) && ch->mob_clan )
clan = get_clan(ch->mob_clan->name);
else { return FALSE; }
if ( !str_cmp(clan->name,ship->owner) )
{
if ( !str_cmp(clan->leader,ch->name) )
return TRUE;
if ( !str_cmp(clan->number1,ch->name) )
return TRUE;
if ( !str_cmp(clan->number2,ch->name) )
return TRUE;
if ( !IS_NPC(ch) && ch->pcdata->bestowments && is_name( "pilot", ch->pcdata->bestowments) )
return TRUE;
}
return FALSE;
}
bool extract_ship( SHIP_DATA *ship )
{
ROOM_INDEX_DATA *room;
if ( ( room = ship->in_room ) != NULL )
{
UNLINK( ship, room->first_ship, room->last_ship, next_in_room, prev_in_room );
ship->in_room = NULL;
}
return TRUE;
}
void damage_ship_ch( SHIP_DATA *ship , int min , int max , CHAR_DATA *ch )
{
int damage , shield_dmg;
long xp;
damage = number_range( min , max );
xp = ( exp_level( ch->skill_level[PILOTING_ABILITY]+1) - exp_level( ch->skill_level[PILOTING_ABILITY]) ) / 25 ;
xp = UMIN( get_ship_value( ship ) /100 , xp ) ;
gain_exp( ch , xp , PILOTING_ABILITY );
if ( ship->shield > 0 )
{
shield_dmg = UMIN( ship->shield , damage );
damage -= shield_dmg;
ship->shield -= shield_dmg;
if ( ship->shield == 0 )
echo_to_cockpit( AT_BLOOD , ship , "Shields down..." );
}
if ( damage > 0 )
{
if ( number_range(1, 100) <= 5 && ship->shipstate != SHIP_DISABLED )
{
echo_to_cockpit( AT_BLOOD + AT_BLINK , ship , "Ships Drive DAMAGED!" );
ship->shipstate = SHIP_DISABLED;
ship->currspeed = 0;
}
if ( number_range(1, 100) <= 5 && ship->missilestate != MISSILE_DAMAGED && ship->maxmissiles > 0 )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Ships Missile Launcher DAMAGED!" );
ship->missilestate = MISSILE_DAMAGED;
}
if ( number_range(1, 100) <= 2 && ship->statet0 != LASER_DAMAGED )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Lasers DAMAGED!" );
ship->statet1 = LASER_DAMAGED;
}
if ( number_range(1, 100) <= 5 && ship->statet1 != LASER_DAMAGED && ship->turret1 )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->turret1) , "Turret DAMAGED!" );
ship->statet1 = LASER_DAMAGED;
}
if ( number_range(1, 100) <= 5 && ship->statet2 != LASER_DAMAGED && ship->turret2 )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->turret2) , "Turret DAMAGED!" );
ship->statet2 = LASER_DAMAGED;
}
}
ship->hull -= damage*5;
if ( ship->hull <= 0 )
{
destroy_ship( ship , ch );
xp = ( exp_level( ch->skill_level[PILOTING_ABILITY]+1) - exp_level( ch->skill_level[PILOTING_ABILITY]) );
xp = UMIN( get_ship_value( ship ) , xp );
gain_exp( ch , xp , PILOTING_ABILITY);
ch_printf( ch, "&WYou gain %ld piloting experience!\n\r", xp );
return;
}
if ( ship->hull <= ship->maxhull/20 )
echo_to_cockpit( AT_BLOOD+ AT_BLINK , ship , "ABANDON SHIP!" );
}
void damage_ship( SHIP_DATA *ship , int min , int max )
{
int damage , shield_dmg;
damage = number_range( min , max );
if ( ship->shield > 0 )
{
shield_dmg = UMIN( ship->shield , damage );
damage -= shield_dmg;
ship->shield -= shield_dmg;
if ( ship->shield == 0 )
echo_to_cockpit( AT_BLOOD , ship , "Shields down..." );
}
if ( damage > 0 )
{
if ( number_range(1, 100) <= 5 && ship->shipstate != SHIP_DISABLED )
{
echo_to_cockpit( AT_BLOOD + AT_BLINK , ship , "Ships Drive DAMAGED!" );
ship->shipstate = SHIP_DISABLED;
ship->currspeed = 0;
}
if ( number_range(1, 100) <= 5 && ship->missilestate != MISSILE_DAMAGED && ship->maxmissiles > 0 )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Ships Missile Launcher DAMAGED!" );
ship->missilestate = MISSILE_DAMAGED;
}
if ( number_range(1, 100) <= 2 && ship->statet1 != LASER_DAMAGED && ship->turret1 )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->turret1) , "Turret DAMAGED!" );
ship->statet1 = LASER_DAMAGED;
}
if ( number_range(1, 100) <= 2 && ship->statet2 != LASER_DAMAGED && ship->turret2 )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->turret2) , "Turret DAMAGED!" );
ship->statet2 = LASER_DAMAGED;
}
}
ship->hull -= damage*5;
if ( ship->hull <= 0 )
{
destroy_ship( ship , NULL );
return;
}
if ( ship->hull <= ship->maxhull/20 )
echo_to_cockpit( AT_BLOOD+ AT_BLINK , ship , "ABANDON SHIP!" );
}
void destroy_ship( SHIP_DATA *ship , CHAR_DATA *ch )
{
char buf[MAX_STRING_LENGTH];
int roomnum;
bool survived;
ROOM_INDEX_DATA *room;
OBJ_DATA *robj;
CHAR_DATA *rch;
sprintf( buf , "%s explodes in a blinding flash of light!", ship->name );
echo_to_system( AT_WHITE + AT_BLINK , ship , buf , NULL );
sprintf( buf , "%s destroyed by %s", ship->name , ch ? ch->name : "(none)" );
log_string( buf );
echo_to_ship( AT_WHITE , ship , "The ship is shaken by a FATAL explosion. You realize its escape or perish.");
echo_to_ship( AT_WHITE , ship , "The last thing you remember is reaching for the escape pod release lever.");
echo_to_ship( AT_WHITE + AT_BLINK , ship , "A blinding flash of light.");
echo_to_ship( AT_WHITE, ship , "And then darkness....");
for ( roomnum = ship->firstroom ; roomnum <= ship->lastroom ;roomnum++ )
{
if ( (room = get_room_index( roomnum )) == NULL )
continue;
rch = room->first_person;
while ( rch )
{
if( IS_SET( ship->flags, SHIP_SIMULATOR ) )
{
resetship(ship);
ship->shipyard = ship->sim_vnum;
ship->shipstate = SHIP_READY;
extract_ship( ship );
ship_to_room( ship , ship->shipyard );
ship->location = ship->shipyard;
ship->lastdoc = ship->shipyard;
ship->shipstate = SHIP_DOCKED;
if (ship->starsystem)
ship_from_starsystem( ship, ship->starsystem );
save_ship(ship);
send_to_char("The lights dim and the hatch opens.\n\r", rch);
return;
}
survived = FALSE;
if ( !IS_NPC( rch ) && ship->starsystem && ( number_percent( ) > 1 ) )
{
ROOM_INDEX_DATA *pRoom;
PLANET_DATA *planet;
OBJ_DATA * scraps;
AREA_DATA *area;
int rnum = 0;
for ( planet = first_planet; planet; planet = planet->next )
{
if ( planet->starsystem && planet->starsystem == ship->starsystem )
break;
}
if ( !planet )
{
bug( "Escape pods: %s is in a planetless system in %s", rch->name, ship->starsystem->name,0);
survived = FALSE;
}
else
{
for ( area = planet->first_area ; area ; area = area->next_on_planet )
{
for ( rnum = area->low_r_vnum ; rnum <= area->hi_r_vnum; rnum++ )
{
if ( (pRoom = get_room_index( rnum )) == NULL )
continue;
if ( xIS_SET(pRoom->room_flags, ROOM_CRASH) && !xIS_SET(pRoom->room_flags, ROOM_INDOORS ) )
{
char_from_room(rch);
char_to_room( rch, pRoom );
if ( !IS_IMMORTAL( rch ) )
rch->hit = -1;
update_pos( rch );
echo_to_room( AT_WHITE , rch->in_room , "There is loud explosion as an escape pod hits the earth." );
scraps = create_object( get_obj_index( OBJ_VNUM_SCRAPS ), 0 );
scraps->timer = 15;
STRFREE( scraps->short_descr );
scraps->short_descr = STRALLOC( "a battered escape pod" );
STRFREE( scraps->description );
scraps->description = STRALLOC( "The smoking shell of an escape pod litters the earth.\n\r" );
obj_to_room( scraps, pRoom);
survived = TRUE;
break;
}
}
}
}/* if ( !planet ) - else */
}
if ( !survived && IS_IMMORTAL(rch) )
{
char_from_room(rch);
char_to_room( rch, get_room_index(wherehome(rch)) );
survived = TRUE;
}
if ( !survived )
{
if ( ch )
raw_kill( ch , rch );
else
raw_kill( rch , rch );
}
rch = room->first_person;
}
for ( robj = room->first_content ; robj ; robj = robj->next_content )
{
separate_obj( robj );
extract_obj( robj );
}
}
resetship(ship);
}
bool ship_to_room(SHIP_DATA *ship , int vnum )
{
ROOM_INDEX_DATA *shipto;
if ( (shipto=get_room_index(vnum)) == NULL )
return FALSE;
LINK( ship, shipto->first_ship, shipto->last_ship, next_in_room, prev_in_room );
ship->in_room = shipto;
return TRUE;
}
void do_board( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *fromroom;
ROOM_INDEX_DATA *toroom;
SHIP_DATA *ship;
if ( !argument || argument[0] == '\0')
{
send_to_char( "Board what?\n\r", ch );
return;
}
if ( ( ship = ship_in_room( ch->in_room , argument ) ) == NULL )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR );
return;
}
if ( IS_SET( ch->act, ACT_MOUNTED ) )
{
act( AT_PLAIN, "You can't go in there riding THAT.", ch, NULL, argument, TO_CHAR );
return;
}
fromroom = ch->in_room;
if ( ( toroom = get_room_index( ship->entrance ) ) != NULL )
{
if ( ! ship->hatchopen )
{
send_to_char( "&RThe hatch is closed!\n\r", ch);
return;
}
if ( toroom->tunnel > 0 )
{
CHAR_DATA *ctmp;
int count = 0;
for ( ctmp = toroom->first_person; ctmp; ctmp = ctmp->next_in_room )
if ( ++count >= toroom->tunnel )
{
send_to_char( "There is no room for you in there.\n\r", ch );
return;
}
}
if ( ship->shipstate == SHIP_LAUNCH || ship->shipstate == SHIP_LAUNCH_2 )
{
send_to_char("&rThat ship has already started launching!\n\r",ch);
return;
}
act( AT_PLAIN, "$n enters $T.", ch, NULL, ship->name , TO_ROOM );
act( AT_PLAIN, "You enter $T.", ch, NULL, ship->name , TO_CHAR );
char_from_room( ch );
char_to_room( ch , toroom );
act( AT_PLAIN, "$n enters the ship.", ch, NULL, argument , TO_ROOM );
do_look( ch , "auto" );
}
else
send_to_char("That ship has no entrance!\n\r", ch);
}
bool rent_ship( CHAR_DATA *ch , SHIP_DATA *ship )
{
long price;
if ( IS_NPC ( ch ) )
return FALSE;
price = get_ship_value( ship )/100;
if ( ch->gold < price && !IS_SET(ship->flags, SHIP_SIMULATOR))
{
ch_printf(ch, "&RRenting this ship costs %ld. You don't have enough credits!\n\r" , price );
return FALSE;
}
ch->gold -= price;
if (IS_SET(ship->flags, SHIP_SIMULATOR))
{
ch_printf(ch, "&GCost is waved in simulators.\n\r", ch);
return TRUE;
}
else
{
ch_printf(ch, "&GYou pay %ld credits to rent the ship.\n\r" , price );
return TRUE;
}
}
void do_leaveship( CHAR_DATA *ch, char *argument )
{
ROOM_INDEX_DATA *fromroom;
ROOM_INDEX_DATA *toroom;
SHIP_DATA *ship;
SHIP_DATA *target;
fromroom = ch->in_room;
if ( (ship = ship_from_entrance(fromroom->vnum)) == NULL )
{
send_to_char( "I see no exit here.\n\r" , ch );
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "You can't do that here.\n\r" , ch );
return;
}
if (ship && ship->shipstate == SHIP_SHIP2SHIP)
{
target = ship_from_entrance( ship->docked2 );
if ( ! ship->hatchopen )
{
send_to_char("&RYou need to open the hatch first" , ch );
return;
}
if ( !target )
{
send_to_char("&RYou're Not Docked!\n\r",ch);
return;
}
if ( ( toroom = get_room_index( ship->docked2 ) ) != NULL )
{
act( AT_PLAIN, "$n goes to the docked ship.", ch, NULL, argument , TO_ROOM );
act( AT_PLAIN, "You arrive from the docked ship.", ch, NULL, argument , TO_CHAR );
char_from_room( ch );
char_to_room( ch , toroom );
act( AT_PLAIN, "$n steps out of the docked ship.", ch, NULL, argument , TO_ROOM );
do_look( ch , "auto" );
return;
}
else
{
send_to_char ( "The exit doesn't seem to be working properly.\n\r", ch );
return;
}
}
if ( ship->lastdoc != ship->location )
{
send_to_char("&rMaybe you should wait until the ship lands.\n\r",ch);
return;
}
if ( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED )
{
send_to_char("&rPlease wait till the ship is properly docked.\n\r",ch);
return;
}
if ( ! ship->hatchopen )
{
send_to_char("&RYou need to open the hatch first" , ch );
return;
}
if ( ( toroom = get_room_index( ship->location ) ) != NULL )
{
act( AT_PLAIN, "$n exits the ship.", ch,
NULL, argument , TO_ROOM );
act( AT_PLAIN, "You exit the ship.", ch,
NULL, argument , TO_CHAR );
char_from_room( ch );
char_to_room( ch , toroom );
act( AT_PLAIN, "$n steps out of a ship.", ch,
NULL, argument , TO_ROOM );
do_look( ch , "auto" );
}
else
send_to_char ( "The exit doesn't seem to be working properly.\n\r", ch );
}
/*
void do_launch( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
int chance,value;
long price = 0;
SHIP_DATA *ship;
SHIP_DATA *onship;
char buf[MAX_STRING_LENGTH];
argument = one_argument( argument, arg1 );
value = atoi(arg1);
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( (onship = ship_from_hanger(ship->lastdoc)) && !IS_SET( onship->flags, SHIP_BAYOPEN ) )
{
send_to_char("&RThe hanger is closed!\n\r",ch);
return;
}
{
ROOM_INDEX_DATA * room1;
PLANET_DATA * planet;
room1 = get_room_index(ship->lastdoc);
if ( room1->area && room1->area->planet && ( planet = room1->area->planet ) )
{
if ( IS_SET(planet->flags, PLANET_PSHIELD) )
{
echo_to_room( AT_RED, get_room_index(ship->cockpit) ,
"&W[&R^zWARNING&W^x] The planetary shield is up. Launching now can be quite dangerous\n\r" );
return;
}
}
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou don't seem to be in the pilot seat!\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RThe ship is set on autopilot, you'll have to turn it off first.\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "You can't do that here.\n\r" , ch );
return;
}
if ( value )
{
if ( ( value != ship->code ) && ( !check_pilot( ch, ship ) ) )
{
send_to_char("&RHey, thats not your ship! Try renting a public one.\n\r",ch);
return;
}
}
else if ( !value )
{
if ( !check_pilot( ch , ship ) )
{
send_to_char("&RHey, thats not your ship! Try renting a public one.\n\r",ch);
return;
}
}
if ( ship->lastdoc != ship->location )
{
send_to_char("&rYou don't seem to be docked right now.\n\r",ch);
return;
}
if ( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED )
{
send_to_char("The ship is not docked right now.\n\r",ch);
return;
}
if ( ship->class == FIGHTER_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_starfighters]) ;
if ( ship->class == MIDSIZE_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_midships]) ;
if ( ship->class == CAPITAL_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_capitalships]);
if ( number_percent( ) < chance )
{
if ( is_rental(ch,ship) )
if( !rent_ship(ch,ship) )
return;
if ( !is_rental(ch,ship) )
{
if ( ship->class == FIGHTER_SHIP )
price=20;
if ( ship->class == MIDSIZE_SHIP )
price=50;
if ( ship->class == CAPITAL_SHIP )
price=500;
price += ship->maxhull-ship->hull;
if (ship->missiles )
price += ( 75 * (ship->maxmissiles-ship->missiles) );
if (ship->shipstate == SHIP_DISABLED )
price += 500;
if ( ship->missilestate == MISSILE_DAMAGED )
price += 500;
if ( ship->statet0 == LASER_DAMAGED )
price += 250;
if ( ship->statet1 == LASER_DAMAGED )
price += 250;
if ( ship->statet2 == LASER_DAMAGED )
price += 250;
if ( ship->statet3 == LASER_DAMAGED )
price += 250;
}
if ( ch->pcdata && ch->pcdata->clan )
{
if ( !str_cmp(ch->pcdata->clan->name,ship->owner) )
{
if ( ch->pcdata->clan->funds < price )
{
ch_printf(ch, "&R%s doesn't have enough funds to prepare this ship for launch.\n\r", ch->pcdata->clan->name );
return;
}
ch->pcdata->clan->funds -= price;
ch_printf(ch, "&GIt costs %s %ld credits to ready this ship for launch.\n\r", ch->pcdata->clan->name, price );
}
}
else if ( str_cmp( ship->owner , "Public" ) )
{
if ( ch->gold < price )
{
ch_printf(ch, "&RYou don't have enough funds to prepare this ship for launch.\n\r");
return;
}
ch->gold -= price;
ch_printf(ch, "&GYou pay %ld credits to ready the ship for launch.\n\r", price );
}
ship->energy = ship->maxenergy;
ship->chaff = ship->maxchaff;
ship->missiles = ship->maxmissiles;
ship->bombs = ship->maxbombs;
ship->shield = 0;
ship->autorecharge = FALSE;
ship->autotrack = FALSE;
ship->autospeed = FALSE;
ship->hull = ship->maxhull;
ship->missilestate = MISSILE_READY;
ship->statet0 = LASER_READY;
ship->statet1 = LASER_READY;
ship->statet2 = LASER_READY;
ship->statet3 = LASER_READY;
ship->shipstate = SHIP_DOCKED;
REMOVE_BIT(ship->flags, SHIP_MASKED);
if (ship->energy == 0)
{
send_to_char("&RThis ship has no fuel.\n\r",ch);
return;
}
if (ship->hatchopen)
{
ship->hatchopen = FALSE;
sprintf( buf , "The hatch on %s closes." , ship->name);
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
echo_to_room( AT_YELLOW , get_room_index(ship->entrance) , "The hatch slides shut." );
sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
}
set_char_color( AT_GREEN, ch );
send_to_char( "Launch sequence initiated.\n\r", ch);
act( AT_PLAIN, "$n starts up the ship and begins the launch sequence.", ch, NULL, argument , TO_ROOM );
echo_to_ship( AT_YELLOW , ship , "The ship hums as it lifts off the ground.");
sprintf( buf, "%s begins to launch.", ship->name );
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
ship->shipstate = SHIP_LAUNCH;
ship->currspeed = ship->realspeed;
if ( ship->class == FIGHTER_SHIP )
learn_from_success( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_success( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_success( ch, gsn_capitalships );
sound_to_ship(ship , "!!SOUND(xwing U=http://mercury.spaceports.com/~gavin1/)" );
return;
}
set_char_color( AT_RED, ch );
send_to_char("You fail to work the controls properly!\n\r",ch);
if ( ship->class == FIGHTER_SHIP )
learn_from_failure( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_failure( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_failure( ch, gsn_capitalships );
return;
}
void launchship( SHIP_DATA *ship )
{
char buf[MAX_STRING_LENGTH];
char *temp;
SHIP_DATA *target;
ROOM_INDEX_DATA *room;
int plusminus;
ship_to_starsystem( ship, starsystem_from_vnum( ship->location ) );
if ( ship->starsystem == NULL )
{
echo_to_room( AT_YELLOW , get_room_index(ship->pilotseat) , "Launch path blocked .. Launch aborted.");
echo_to_ship( AT_YELLOW , ship , "The ship slowly sets back back down on the landing pad.");
sprintf( buf , "%s slowly sets back down." ,ship->name );
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
ship->shipstate = SHIP_DOCKED;
return;
}
if (ship->class == MIDSIZE_SHIP)
{
sound_to_room( get_room_index(ship->location) , "!!SOUND(falcon U=http://mercury.spaceports.com/~gavin1/)" );
sound_to_ship(ship , "!!SOUND(falcon U=http://mercury.spaceports.com/~gavin1/)" );
}
else
{
sound_to_ship(ship , "!!SOUND(xwing U=http://mercury.spaceports.com/~gavin1/)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(xwing U=http://mercury.spaceports.com/~gavin1/)" );
}
extract_ship(ship);
ship->location = 0;
if (ship->shipstate != SHIP_DISABLED)
ship->shipstate = SHIP_READY;
plusminus = number_range ( -1 , 2 );
if (plusminus > 0 )
ship->hx = 1;
else
ship->hx = -1;
plusminus = number_range ( -1 , 2 );
if (plusminus > 0 )
ship->hy = 1;
else
ship->hy = -1;
plusminus = number_range ( -1 , 2 );
if (plusminus > 0 )
ship->hz = 1;
else
ship->hz = -1;
if (ship->lastdoc == ship->starsystem->doc1a ||
ship->lastdoc == ship->starsystem->doc1b ||
ship->lastdoc == ship->starsystem->doc1c )
{
ship->vx = ship->starsystem->p1x;
ship->vy = ship->starsystem->p1y;
ship->vz = ship->starsystem->p1z;
}
else if (ship->lastdoc == ship->starsystem->doc2a ||
ship->lastdoc == ship->starsystem->doc2b ||
ship->lastdoc == ship->starsystem->doc2c )
{
ship->vx = ship->starsystem->p2x;
ship->vy = ship->starsystem->p2y;
ship->vz = ship->starsystem->p2z;
}
else if (ship->lastdoc == ship->starsystem->doc3a ||
ship->lastdoc == ship->starsystem->doc3b ||
ship->lastdoc == ship->starsystem->doc3c )
{
ship->vx = ship->starsystem->p3x;
ship->vy = ship->starsystem->p3y;
ship->vz = ship->starsystem->p3z;
}
else
{
for ( target = ship->starsystem->first_ship; target; target = target->next_in_starsystem )
{
if (ship->lastdoc == target->hanger)
{
ship->vx = target->vx;
ship->vy = target->vy;
ship->vz = target->vz;
temp = ship->name;
}
}
}
ship->energy -= (100+100*ship->class);
ship->vx += (ship->hx*ship->currspeed*2);
ship->vy += (ship->hy*ship->currspeed*2);
ship->vz += (ship->hz*ship->currspeed*2);
if ( ship->lastdoc )
{
room = get_room_index ( ship->lastdoc );
if (room->area->planet)
temp = room->area->planet->name;
else
temp = room->name;
}
echo_to_room( AT_GREEN , get_room_index(ship->location) , "Launch complete.\n\r");
echo_to_ship( AT_YELLOW , ship , "The ship leaves the platform far behind as it flies into space." );
sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , ship->name, ship->vx, ship->vy, ship->vz );
sprintf( buf ,"&W%s &BFlight Controllers report that &W%s&B has just taken off" , temp , ship->name);
echo_to_system( AT_YELLOW, ship, buf , NULL );
sprintf( buf, "&W%s &Blifts off into space.", ship->name );
echo_to_room( AT_YELLOW , get_room_index(ship->lastdoc) , buf );
}
*/
void do_launch
( CHAR_DATA *ch, char *argument )
{
int chance;
long price = 0;
SHIP_DATA *ship;
char buf[MAX_STRING_LENGTH];
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou don't seem to be in the pilot seat!\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RThe ship is set on autopilot, you'll have to turn it off first.\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "You can't do that here.\n\r" , ch );
return;
}
if ( !check_pilot( ch , ship ) )
{
send_to_char("&RHey, thats not your ship! Try renting a public one.\n\r",ch);
return;
}
if ( ship->lastdoc != ship->location )
{
send_to_char("&rYou don't seem to be docked right now.\n\r",ch);
return;
}
if ( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED )
{
send_to_char("The ship is not docked right now.\n\r",ch);
return;
}
if ( ship->class == FIGHTER_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_starfighters]) ;
if ( ship->class == MIDSIZE_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_midships]) ;
if ( ship->class == CAPITAL_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_capitalships]);
if ( number_percent( ) < chance )
{
if ( is_rental(ch,ship) )
if( !rent_ship(ch,ship) )
return;
if ( !is_rental(ch,ship) )
{
if ( ship->class == FIGHTER_SHIP )
price=20;
if ( ship->class == MIDSIZE_SHIP )
price=50;
if ( ship->class == CAPITAL_SHIP )
price=500;
price += ( ship->maxhull-ship->hull );
if (ship->shipstate == SHIP_DISABLED )
price += 200;
if ( ship->missilestate == MISSILE_DAMAGED )
price += 100;
if ( ship->statet0 == LASER_DAMAGED )
price += 50;
if ( ship->statet1 == LASER_DAMAGED )
price += 50;
if ( ship->statet2 == LASER_DAMAGED )
price += 50;
}
if (IS_SET(ship->flags, SHIP_SIMULATOR))
price = 0;
if ( ch->pcdata && ch->pcdata->clan && !str_cmp(ch->pcdata->clan->name,ship->owner) )
{
if ( ch->pcdata->clan->funds < price )
{
ch_printf(ch, "&R%s doesn't have enough funds to prepare this ship for launch.\n\r", ch->pcdata->clan->name );
return;
}
ch->pcdata->clan->funds -= price;
ch_printf(ch, "&GIt costs %s %ld credits to ready this ship for launch.\n\r", ch->pcdata->clan->name, price );
}
else if ( str_cmp( ship->owner , "Public" ) )
{
if ( ch->gold < price )
{
ch_printf(ch, "&RYou don't have enough funds to prepare this ship for launch.\n\r");
return;
}
if (!IS_SET(ship->flags, SHIP_SIMULATOR))
ch->gold -= price;
ch_printf(ch, "&GYou pay %ld credits to ready the ship for launch.\n\r", price );
}
ship->energy = ship->maxenergy;
ship->chaff = ship->maxchaff;
ship->missiles = ship->maxmissiles;
/*ship->torpedos = ship->maxtorpedos;
ship->rockets = ship->maxrockets;*/
ship->shield = 0;
ship->autorecharge = FALSE;
ship->autotrack = FALSE;
ship->autospeed = FALSE;
ship->hull = ship->maxhull;
ship->missilestate = MISSILE_READY;
ship->statet0 = LASER_READY;
ship->statet1 = LASER_READY;
ship->statet2 = LASER_READY;
ship->shipstate = SHIP_DOCKED;
if (ship->hatchopen)
{
ship->hatchopen = FALSE;
sprintf( buf , "The hatch on %s closes." , ship->name);
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
echo_to_room( AT_YELLOW , get_room_index(ship->entrance) , "The hatch slides shut." );
sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(door)" );
}
set_char_color( AT_GREEN, ch );
send_to_char( "Launch sequence initiated.\n\r", ch);
act( AT_PLAIN, "$n starts up the ship and begins the launch sequence.", ch,
NULL, argument , TO_ROOM );
echo_to_ship( AT_YELLOW , ship , "The ship hums as it lifts off the ground.");
sprintf( buf, "%s begins to launch.", ship->name );
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
ship->shipstate = SHIP_LAUNCH;
ship->currspeed = ship->realspeed;
if ( ship->class == FIGHTER_SHIP )
learn_from_success( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_success( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_success( ch, gsn_capitalships );
sound_to_ship(ship , "!!SOUND(xwing)" );
return;
}
set_char_color( AT_RED, ch );
send_to_char("You fail to work the controls properly!\n\r",ch);
if ( ship->class == FIGHTER_SHIP )
learn_from_failure( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_failure( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_failure( ch, gsn_capitalships );
return;
}
void launchship( SHIP_DATA *ship )
{
char buf[MAX_STRING_LENGTH];
SHIP_DATA *target;
int plusminus;
SPACE_DATA *simul;
for ( simul = first_starsystem; simul; simul = simul->next ) {
if(!strcmp(simul->name,"Simulator\0"))
break;
}
if(IS_SET(ship->flags, SHIP_SIMULATOR))
{
ship_to_starsystem( ship, simul);
}
else
{
ship_to_starsystem( ship, starsystem_from_vnum( ship->location ) );
}
if ( ship->starsystem == NULL && !IS_SET(ship->flags, SHIP_SIMULATOR ) )
{
echo_to_room( AT_YELLOW , get_room_index(ship->pilotseat) , "Launch path blocked .. Launch aborted.");
echo_to_ship( AT_YELLOW , ship , "The ship slowly sets back back down on the landing pad.");
sprintf( buf , "%s slowly sets back down." ,ship->name );
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
ship->shipstate = SHIP_DOCKED;
return;
}
if (ship->class == MIDSIZE_SHIP)
{
sound_to_room( get_room_index(ship->location) , "!!SOUND(falcon)" );
sound_to_ship(ship , "!!SOUND(falcon)" );
}
else if (ship->owner == "The Empire" )
{
sound_to_ship(ship , "!!SOUND(tie)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(tie)" );
}
else
{
sound_to_ship(ship , "!!SOUND(xwing)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(xwing)" );
}
extract_ship(ship);
ship->location = 0;
if (ship->shipstate != SHIP_DISABLED)
ship->shipstate = SHIP_READY;
plusminus = number_range ( -1 , 2 );
if (plusminus > 0 )
ship->hx = 1;
else
ship->hx = -1;
plusminus = number_range ( -1 , 2 );
if (plusminus > 0 )
ship->hy = 1;
else
ship->hy = -1;
plusminus = number_range ( -1 , 2 );
if (plusminus > 0 )
ship->hz = 1;
else
ship->hz = -1;
if ( IS_SET( ship->flags, SHIP_SIMULATOR ) )
{
ship->vx = 1500;
ship->vx = 1500;
ship->vz = 1500;
}
if (ship->lastdoc == ship->starsystem->doc1a ||
ship->lastdoc == ship->starsystem->doc1b ||
ship->lastdoc == ship->starsystem->doc1c )
{
ship->vx = ship->starsystem->p1x;
ship->vy = ship->starsystem->p1y;
ship->vz = ship->starsystem->p1z;
}
else if (ship->lastdoc == ship->starsystem->doc2a ||
ship->lastdoc == ship->starsystem->doc2b ||
ship->lastdoc == ship->starsystem->doc2c )
{
ship->vx = ship->starsystem->p2x;
ship->vy = ship->starsystem->p2y;
ship->vz = ship->starsystem->p2z;
}
else if (ship->lastdoc == ship->starsystem->doc3a ||
ship->lastdoc == ship->starsystem->doc3b ||
ship->lastdoc == ship->starsystem->doc3c )
{
ship->vx = ship->starsystem->p3x;
ship->vy = ship->starsystem->p3y;
ship->vz = ship->starsystem->p3z;
}
else
{
for ( target = ship->starsystem->first_ship; target; target = target->next_in_starsystem )
{
if (ship->lastdoc == target->hanger)
{
ship->vx = target->vx;
ship->vy = target->vy;
ship->vz = target->vz;
}
/* if (ship->lastdoc == target->hanger2)
{
ship->vx = target->vx;
ship->vy = target->vy;
ship->vz = target->vz;
}
if (ship->lastdoc == target->hanger3)
{
ship->vx = target->vx;
ship->vy = target->vy;
ship->vz = target->vz;
}
if (ship->lastdoc == target->hanger4)
{
ship->vx = target->vx;
ship->vy = target->vy;
ship->vz = target->vz;
}*/
}
}
ship->energy -= (100+100*ship->class);
ship->vx += (ship->hx*ship->currspeed*2);
ship->vy += (ship->hy*ship->currspeed*2);
ship->vz += (ship->hz*ship->currspeed*2);
echo_to_room( AT_GREEN , get_room_index(ship->location) , "Launch complete.\n\r");
echo_to_ship( AT_YELLOW , ship , "The ship leaves the platform far behind as it flies into space." );
sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , ship->name, ship->vx, ship->vy, ship->vz );
echo_to_system( AT_YELLOW, ship, buf , NULL );
sprintf( buf, "%s lifts off into space.", ship->name );
echo_to_room( AT_YELLOW , get_room_index(ship->lastdoc) , buf );
}
void do_land( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int chance,count;
SHIP_DATA *ship;
SHIP_DATA *target;
int vx, vy ,vz;
strcpy( arg, argument );
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou need to be in the pilot seat!\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "&RYou can't land platforms\n\r" , ch );
return;
}
if (ship->class == CAPITAL_SHIP)
{
send_to_char("&RCapital ships are to big to land. You'll have to take a shuttle.\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DISABLED)
{
send_to_char("&RThe ships drive is disabled. Unable to land.\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DOCKED)
{
send_to_char("&RThe ship is already docked!\n\r",ch);
return;
}
if ( ship->shipstate == SHIP_SHIP2SHIP )
{
send_to_char("Your Ship Is Docked With Something",ch);
return;
}
if (ship->shipstate == SHIP_HYPERSPACE)
{
send_to_char("&RYou can only do that in realspace!\n\r",ch);
return;
}
if (ship->shipstate != SHIP_READY)
{
send_to_char("&RPlease wait until the ship has finished its current maneuver.\n\r",ch);
return;
}
if ( ship->starsystem == NULL )
{
send_to_char("&RThere's nowhere to land around here!",ch);
return;
}
if ( ship->energy < (25 + 25*ship->class) )
{
send_to_char("&RTheres not enough fuel!\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
count = 0;
set_char_color( AT_CYAN, ch );
if ( ship->starsystem->doc1a )
{
ch_printf(ch, "&GN&game&G: &W%-20.20s &GP&glanet&G: &W%-20.20s &GC&goords&G: &W%d %d %d\n\r",
ship->starsystem->location1a, ship->starsystem->planet1,
ship->starsystem->p1x, ship->starsystem->p1y, ship->starsystem->p1z );
count++;
}
if ( ship->starsystem->doc1b )
{
ch_printf(ch, "&GN&game&G: &W%-20.20s &GP&glanet&G: &W%-20.20s &GC&goords&G: &W%d %d %d\n\r",
ship->starsystem->location1b, ship->starsystem->planet1,
ship->starsystem->p1x, ship->starsystem->p1y, ship->starsystem->p1z );
count++;
}
if ( ship->starsystem->doc1c )
{
ch_printf(ch, "&GN&game&G: &W%-20.20s &GP&glanet&G: &W%-20.20s &GC&goords&G: &W%d %d %d\n\r",
ship->starsystem->location1c, ship->starsystem->planet1,
ship->starsystem->p1x, ship->starsystem->p1y, ship->starsystem->p1z );
count++;
}
if ( ship->starsystem->doc2a )
{
ch_printf(ch, "&GN&game&G: &W%-20.20s &GP&glanet&G: &W%-20.20s &GC&goords&G: &W%d %d %d\n\r",
ship->starsystem->location2a, ship->starsystem->planet2,
ship->starsystem->p2x, ship->starsystem->p2y, ship->starsystem->p2z );
count++;
}
if ( ship->starsystem->doc2b )
{
ch_printf(ch, "&GN&game&G: &W%-20.20s &GP&glanet&G: &W%-20.20s &GC&goords&G: &W%d %d %d\n\r",
ship->starsystem->location2b, ship->starsystem->planet2,
ship->starsystem->p2x, ship->starsystem->p2y, ship->starsystem->p2z );
count++;
}
if ( ship->starsystem->doc2c )
{
ch_printf(ch, "&GN&game&G: &W%-20.20s &GP&glanet&G: &W%-20.20s &GC&goords&G: &W%d %d %d\n\r",
ship->starsystem->location2c, ship->starsystem->planet2,
ship->starsystem->p2x, ship->starsystem->p2y, ship->starsystem->p2z );
count++;
}
if ( ship->starsystem->doc3a )
{
ch_printf(ch, "&GN&game&G: &W%-20.20s &GP&glanet&G: &W%-20.20s &GC&goords&G: &W%d %d %d\n\r",
ship->starsystem->location3a, ship->starsystem->planet3,
ship->starsystem->p3x, ship->starsystem->p3y, ship->starsystem->p3z );
count++;
}
if ( ship->starsystem->doc3b )
{
ch_printf(ch, "&GN&game&G: &W%-20.20s &GP&glanet&G: &W%-20.20s &GC&goords&G: &W%d %d %d\n\r",
ship->starsystem->location3b, ship->starsystem->planet3,
ship->starsystem->p3x, ship->starsystem->p3y, ship->starsystem->p3z );
count++;
}
if ( ship->starsystem->doc3c )
{
ch_printf(ch, "&GN&game&G: &W%-20.20s &GP&glanet&G: &W%-20.20s &GC&goords&G: &W%d %d %d\n\r",
ship->starsystem->location3c, ship->starsystem->planet3,
ship->starsystem->p3x, ship->starsystem->p3y, ship->starsystem->p3z );
count++;
}
if ( count <= 0)
ch_printf(ch, "&B| &GN&go &GL&ganding &GS&gpots &GL&gocated &B|\n\r");
count = 0;
for ( target = ship->starsystem->first_ship; target; target = target->next_in_starsystem )
{
if ( target->hanger > 0 && target != ship)
{
ch_printf(ch, "&GS&ghip &GN&game&G: &W%-35s &GC&goords&G: &W%.0f %.0f %.0f\n\r",
target->name, target->vx, target->vy, target->vz);
count++;
}
}
ch_printf(ch, "\n\r&GY&gour &GC&goordinates&G: &W%-.0f %-.0f %-.0f\n\r" ,
ship->vx , ship->vy, ship->vz);
return;
}
if ( str_prefix(argument,ship->starsystem->location1a) &&
str_prefix(argument,ship->starsystem->location2a) &&
str_prefix(argument,ship->starsystem->location3a) &&
str_prefix(argument,ship->starsystem->location1b) &&
str_prefix(argument,ship->starsystem->location2b) &&
str_prefix(argument,ship->starsystem->location3b) &&
str_prefix(argument,ship->starsystem->location1c) &&
str_prefix(argument,ship->starsystem->location2c) &&
str_prefix(argument,ship->starsystem->location3c) )
{
target = get_ship_here( argument , ship->starsystem );
if ( target == NULL )
{
send_to_char("&RI don't see that here. Type land by itself for a list\n\r",ch);
return;
}
if ( target == ship )
{
send_to_char("&RYou can't land your ship inside itself!\n\r",ch);
return;
}
if ( !target->hanger && target->hanger > 0 )
{
send_to_char("&RThat ship has no hanger for you to land in!\n\r",ch);
return;
}
if ( ship->class == MIDSIZE_SHIP && target->class == MIDSIZE_SHIP )
{
send_to_char("&RThat ship is not big enough for your ship to land in!\n\r",ch);
return;
}
/*if ( ! target->bayopen )*/
if ( !IS_SET( target->flags, SHIP_BAYOPEN ) )
{
send_to_char("&RTheir hanger is closed. You'll have to ask them to open it for you\n\r",ch);
return;
}
if ( (target->vx > ship->vx + 200) || (target->vx < ship->vx - 200) ||
(target->vy > ship->vy + 200) || (target->vy < ship->vy - 200) ||
(target->vz > ship->vz + 200) || (target->vz < ship->vz - 200) )
{
send_to_char("&R That ship is too far away! You'll have to fly a little closer.\n\r",ch);
return;
}
}
else
{
if ( !str_prefix(argument,ship->starsystem->location3a) ||
!str_prefix(argument,ship->starsystem->location3b) ||
!str_prefix(argument,ship->starsystem->location3c) )
{
vx = ship->starsystem->p3x;
vy = ship->starsystem->p3y;
vz = ship->starsystem->p3z;
}
if ( !str_prefix(argument,ship->starsystem->location2a) ||
!str_prefix(argument,ship->starsystem->location2b) ||
!str_prefix(argument,ship->starsystem->location2c) )
{
vx = ship->starsystem->p2x;
vy = ship->starsystem->p2y;
vz = ship->starsystem->p2z;
}
if ( !str_prefix(argument,ship->starsystem->location1a) ||
!str_prefix(argument,ship->starsystem->location1b) ||
!str_prefix(argument,ship->starsystem->location1c) )
{
vx = ship->starsystem->p1x;
vy = ship->starsystem->p1y;
vz = ship->starsystem->p1z;
}
if ( (vx > ship->vx + 200) || (vx < ship->vx - 200) ||
(vy > ship->vy + 200) || (vy < ship->vy - 200) ||
(vz > ship->vz + 200) || (vz < ship->vz - 200) )
{
send_to_char("&R That platform is too far away! You'll have to fly a little closer.\n\r",ch);
return;
}
}
if ( ship->class == FIGHTER_SHIP )
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ;
if ( ship->class == MIDSIZE_SHIP )
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ;
if ( number_percent( ) < chance )
{
set_char_color( AT_GREEN, ch );
send_to_char( "Landing sequence initiated.\n\r", ch);
act( AT_PLAIN, "$n begins the landing sequence.", ch, NULL, argument , TO_ROOM );
echo_to_ship( AT_YELLOW , ship , "The ship slowly begins its landing approach.");
ship->dest = STRALLOC(arg);
ship->shipstate = SHIP_LAND;
ship->currspeed = 0;
if ( ship->class == FIGHTER_SHIP )
learn_from_success( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_success( ch, gsn_midships );
if ( starsystem_from_vnum(ship->lastdoc) != ship->starsystem )
{
int xp = (exp_level( ch->skill_level[PILOTING_ABILITY]+1) - exp_level( ch->skill_level[PILOTING_ABILITY])) ;
xp = UMIN( get_ship_value( ship ) , xp );
gain_exp( ch , xp , PILOTING_ABILITY );
ch_printf( ch, "&WYou gain %ld points of flight experience!\n\r", UMIN( get_ship_value( ship ) , xp ) );
}
return;
}
send_to_char("You fail to work the controls properly.\n\r",ch);
if ( ship->class == FIGHTER_SHIP )
learn_from_failure( ch, gsn_starfighters );
else
learn_from_failure( ch, gsn_midships );
return;
}
void landship( SHIP_DATA *ship, char *arg )
{
SHIP_DATA *target;
char buf[MAX_STRING_LENGTH];
int destination;
ROOM_INDEX_DATA * room1;
if ( !str_prefix(arg,ship->starsystem->location3a) )
destination = ship->starsystem->doc3a;
if ( !str_prefix(arg,ship->starsystem->location3b) )
destination = ship->starsystem->doc3b;
if ( !str_prefix(arg,ship->starsystem->location3c) )
destination = ship->starsystem->doc3c;
if ( !str_prefix(arg,ship->starsystem->location2a) )
destination = ship->starsystem->doc2a;
if ( !str_prefix(arg,ship->starsystem->location2b) )
destination = ship->starsystem->doc2b;
if ( !str_prefix(arg,ship->starsystem->location2c) )
destination = ship->starsystem->doc2c;
if ( !str_prefix(arg,ship->starsystem->location1a) )
destination = ship->starsystem->doc1a;
if ( !str_prefix(arg,ship->starsystem->location1b) )
destination = ship->starsystem->doc1b;
if ( !str_prefix(arg,ship->starsystem->location1c) )
destination = ship->starsystem->doc1c;
target = get_ship_here( arg , ship->starsystem );
/* if ( target != ship && target != NULL && target->bayopen
&& ( ship->class != MIDSIZE_SHIP || target->class != MIDSIZE_SHIP ) )*/
if ( target != ship && target != NULL && IS_SET( target->flags, SHIP_BAYOPEN )
&& ( ship->class != MIDSIZE_SHIP || target->class != MIDSIZE_SHIP ) )
destination = target->hanger;
room1 = get_room_index(destination);
if ( room1 )
{
PLANET_DATA * planet;
if ( room1->area && room1->area->planet && ( planet = room1->area->planet ) )
{
if ( IS_SET(planet->flags, PLANET_PSHIELD) )
{
echo_to_room( AT_RED, get_room_index(ship->cockpit) ,
"&W[&R^zWARNING&W^x] The planetary shield is up. Landing now can be quite dangerous\n\r" );
if (ship->shipstate != SHIP_DISABLED)
ship->shipstate = SHIP_READY;
ship->lastdoc = destination;
return;
}
}
}
if ( !ship_to_room( ship , destination ) )
{
echo_to_room( AT_YELLOW , get_room_index(ship->pilotseat), "Could not complete aproach. Landing aborted.");
echo_to_ship( AT_YELLOW , ship , "The ship pulls back up out of its landing sequence.");
if (ship->shipstate != SHIP_DISABLED)
ship->shipstate = SHIP_READY;
ship->lastdoc = destination;
return;
}
echo_to_room( AT_YELLOW , get_room_index(ship->pilotseat), "Landing sequence complete.");
echo_to_ship( AT_YELLOW , ship , "You feel a slight thud as the ship sets down on the ground.");
sprintf( buf ,"%s cuts sublight engines and engages repulsorlifts." , ship->name );
echo_to_system( AT_YELLOW, ship, buf , NULL );
ship->location = destination;
ship->lastdoc = ship->location;
if (ship->shipstate != SHIP_DISABLED)
ship->shipstate = SHIP_DOCKED;
ship_from_starsystem(ship, ship->starsystem);
sprintf( buf, "%s lands on the platform.", ship->name );
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
ship->energy = ship->energy - 25 - 25*ship->class;
if ( !str_cmp("Public",ship->owner) )
{
ship->energy = ship->maxenergy;
ship->chaff = ship->maxchaff;
ship->bombs = ship->maxbombs;
ship->missiles = ship->maxmissiles;
ship->shield = 0;
ship->autorecharge = FALSE;
ship->autotrack = FALSE;
ship->autospeed = FALSE;
ship->hull = ship->maxhull;
ship->missilestate = MISSILE_READY;
ship->statet0 = LASER_READY;
ship->statet1 = LASER_READY;
ship->statet2 = LASER_READY;
ship->shipstate = SHIP_DOCKED;
echo_to_cockpit( AT_YELLOW , ship , "Repairing and refueling ship..." );
}
save_ship(ship);
}
void do_accelerate( CHAR_DATA *ch, char *argument )
{
int chance;
int change;
SHIP_DATA *ship;
char buf[MAX_STRING_LENGTH];
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RThe controls must be at the pilots chair...\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "&RPlatforms can't move!\n\r" , ch );
return;
}
if (ship->shipstate == SHIP_HYPERSPACE)
{
send_to_char("&RYou can only do that in realspace!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DISABLED)
{
send_to_char("&RThe ship's drive is disabled. Unable to accelerate.\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DOCKED)
{
send_to_char("&RYou can't do that until after you've launched!\n\r",ch);
return;
}
if ( ship->shipstate == SHIP_SHIP2SHIP )
{
send_to_char("&RYou can't do that until you undock!\n\r",ch);
return;
}
if ( ship->energy < abs((atoi(argument)-abs(ship->currspeed))/10) )
{
send_to_char("&RTheres not enough fuel!\n\r",ch);
return;
}
if ( ship->class == FIGHTER_SHIP )
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ;
if ( ship->class == MIDSIZE_SHIP )
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ;
if ( ship->class == CAPITAL_SHIP )
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_capitalships]);
if ( number_percent( ) >= chance )
{
send_to_char("&RYou fail to work the controls properly.\n\r",ch);
if ( ship->class == FIGHTER_SHIP )
learn_from_failure( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_failure( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_failure( ch, gsn_capitalships );
return;
}
change = atoi(argument);
act( AT_PLAIN, "$n manipulates the ships controls.", ch, NULL, argument , TO_ROOM );
if ( change > ship->currspeed )
{
send_to_char( "&GAccelerating\n\r", ch);
echo_to_cockpit( AT_YELLOW , ship , "The ship begins to accelerate.");
if ( !IS_SET(ship->flags, SHIP_MASKED) )
{
sprintf( buf, "%s begins to speed up." , ship->name );
echo_to_system( AT_ORANGE , ship , buf , NULL );
}
}
if ( change < ship->currspeed )
{
send_to_char( "&GDecelerating\n\r", ch);
echo_to_cockpit( AT_YELLOW , ship , "The ship begins to slow down.");
if ( !IS_SET(ship->flags, SHIP_MASKED) )
{
sprintf( buf, "%s begins to slow down." , ship->name );
echo_to_system( AT_ORANGE , ship , buf , NULL );
}
}
ship->energy -= abs((change-abs(ship->currspeed))/10);
ship->currspeed = URANGE( 0 , change , ship->realspeed );
if ( ship->class == FIGHTER_SHIP )
learn_from_success( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_success( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_success( ch, gsn_capitalships );
}
void do_trajectory( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
int chance;
float vx,vy,vz;
SHIP_DATA *ship;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYour not in the pilots seat.\n\r",ch);
return;
}
if ( autofly(ship))
{
send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DISABLED)
{
send_to_char("&RThe ships drive is disabled. Unable to manuever.\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "&RPlatforms can't turn!\n\r" , ch );
return;
}
if (ship->shipstate == SHIP_HYPERSPACE)
{
send_to_char("&RYou can only do that in realspace!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DOCKED)
{
send_to_char("&RYou can't do that until after you've launched!\n\r",ch);
return;
}
if ( ship->shipstate == SHIP_SHIP2SHIP )
{
send_to_char("&RYou can't do that until you undock!\n\r",ch);
return;
}
if (ship->shipstate != SHIP_READY)
{
send_to_char("&RPlease wait until the ship has finished its current manouver.\n\r",ch);
return;
}
if ( ship->energy < (ship->currspeed/10) )
{
send_to_char("&RTheres not enough fuel!\n\r",ch);
return;
}
if ( ship->class == FIGHTER_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_starfighters]) ;
if ( ship->class == MIDSIZE_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_midships]) ;
if ( ship->class == CAPITAL_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_capitalships]);
if ( number_percent( ) > chance )
{
send_to_char("&RYou fail to work the controls properly.\n\r",ch);
if ( ship->class == FIGHTER_SHIP )
learn_from_failure( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_failure( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_failure( ch, gsn_capitalships );
return;
}
argument = one_argument( argument, arg2 );
argument = one_argument( argument, arg3 );
vx = atof( arg2 );
vy = atof( arg3 );
vz = atof( argument );
if ( vx == ship->vx && vy == ship->vy && vz == ship->vz )
{
ch_printf( ch , "The ship is already at %.0f %.0f %.0f !" ,vx,vy,vz);
}
ship->hx = vx - ship->vx;
ship->hy = vy - ship->vy;
ship->hz = vz - ship->vz;
ship->energy -= (ship->currspeed/10);
ch_printf( ch ,"&GNew course set, approaching %.0f %.0f %.0f.\n\r" , vx,vy,vz );
act( AT_PLAIN, "$n manipulates the ships controls.", ch, NULL, argument , TO_ROOM );
echo_to_cockpit( AT_YELLOW ,ship, "The ship begins to turn.\n\r" );
if ( !IS_SET(ship->flags, SHIP_MASKED) )
{
sprintf( buf, "%s turns altering its present course." , ship->name );
echo_to_system( AT_ORANGE , ship , buf , NULL );
}
if ( ship->class == FIGHTER_SHIP || ( ship->class == MIDSIZE_SHIP && ship->manuever > 50 ) )
ship->shipstate = SHIP_BUSY_3;
else if ( ship->class == MIDSIZE_SHIP || ( ship->class == CAPITAL_SHIP && ship->manuever > 50 ) )
ship->shipstate = SHIP_BUSY_2;
else
ship->shipstate = SHIP_BUSY;
if ( ship->class == FIGHTER_SHIP )
learn_from_success( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_success( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_success( ch, gsn_capitalships );
}
void do_buyship(CHAR_DATA *ch, char *argument )
{
long price;
SHIP_DATA *ship;
if ( IS_NPC(ch) || !ch->pcdata )
{
send_to_char( "&ROnly players can do that!\n\r" ,ch );
return;
}
ship = ship_in_room( ch->in_room , argument );
if ( !ship )
{
ship = ship_from_cockpit( ch->in_room->vnum );
if ( !ship )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR );
return;
}
}
if ( str_cmp( ship->owner , "Unowned" ) || IS_SET(ship->flags,SHIP_MOB) )
{
send_to_char( "&RThat ship isn't for sale!" ,ch );
return;
}
price = get_ship_value( ship );
if ( (ch->gold+ch->pcdata->bank) < price )
{
ch_printf(ch, "&RThis ship costs %ld. You don't have enough credits!\n\r" , price );
return;
}
ch_printf(ch, "&GYou pay %ld credits to purchace the ship.\n\r" , price );
if ( ch->gold < price )
{
price -= ch->gold;
ch->gold = 0;
ch->pcdata->bank -= price;
}
else
ch->gold -= price;
act( AT_PLAIN, "$n walks over to a terminal and makes a credit transaction.",ch,
NULL, argument , TO_ROOM );
STRFREE( ship->owner );
ship->owner = STRALLOC( ch->name );
save_ship( ship );
}
void do_clanbuyship(CHAR_DATA *ch, char *argument )
{
long price;
SHIP_DATA *ship;
CLAN_DATA *clan;
if ( IS_NPC(ch) || !ch->pcdata )
{
send_to_char( "&ROnly players can do that!\n\r" ,ch );
return;
}
if ( !ch->pcdata->clan )
{
send_to_char( "&RYou aren't a member of an organization!\n\r" ,ch );
return;
}
clan = ch->pcdata->clan;
if ( ( ch->pcdata->bestowments
&& is_name("clanbuyship", ch->pcdata->bestowments))
|| !str_cmp( ch->name, clan->leader )) {}
else
{
send_to_char( "&RYour organization hasn't seen fit to bestow you with that ability.\n\r" ,ch );
return;
}
ship = ship_in_room( ch->in_room , argument );
if ( !ship )
{
ship = ship_from_cockpit( ch->in_room->vnum );
if ( !ship )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR );
return;
}
}
if ( str_cmp( ship->owner , "Unowned" ) || IS_SET(ship->flags,SHIP_MOB) )
{
send_to_char( "&RThat ship isn't for sale!\n\r" ,ch );
return;
}
price = get_ship_value( ship );
if ( clan->funds < price )
{
ch_printf(ch, "&RThis ship costs %ld. You don't have enough credits!\n\r" , price );
return;
}
clan->funds -= price;
ch_printf(ch, "&G%s pays %ld credits to purchace the ship.\n\r", clan->name , price );
act( AT_PLAIN, "$n walks over to a terminal and makes a credit transaction.",ch, NULL, argument , TO_ROOM );
STRFREE( ship->owner );
ship->owner = STRALLOC( clan->name );
save_ship( ship );
clan->spacecraft++;
}
void do_clansellship(CHAR_DATA *ch, char *argument )
{
long price;
SHIP_DATA *ship;
CLAN_DATA *clan;
if ( IS_NPC(ch) || !ch->pcdata )
{
send_to_char( "&ROnly players can do that!\n\r" ,ch );
return;
}
if ( !ch->pcdata->clan )
{
send_to_char( "&RYou aren't a member of an organization!\n\r" ,ch );
return;
}
clan = ch->pcdata->clan;
if ( ( ch->pcdata->bestowments
&& is_name("clansellship", ch->pcdata->bestowments))
|| !str_cmp( ch->name, clan->leader ))
;
else
{
send_to_char( "&RYour organization hasn't seen fit to bestow you with that ability.\n\r" ,ch );
return;
}
ship = ship_in_room( ch->in_room , argument );
if ( !ship )
{
ship = ship_from_cockpit( ch->in_room->vnum );
if ( !ship )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR );
return;
}
}
if ( !check_pilot( ch , ship ) || !str_cmp( ship->owner , "Public" ) )
{
send_to_char("&RHey, thats not your ship!\n\r",ch);
return;
}
price = get_ship_value( ship );
clan->funds += ( price - price/10 );
ch_printf(ch, "&G%s receive %ld credits from selling %s's ship.\n\r" , clan->name, price - price/10, clan->name );
act( AT_PLAIN, "$n walks over to a terminal and makes a credit transaction.",ch, NULL, argument , TO_ROOM );
STRFREE( ship->owner );
ship->owner = STRALLOC( "Unowned" );
save_ship( ship );
clan->spacecraft--;
}
void do_sellship(CHAR_DATA *ch, char *argument )
{
long price;
SHIP_DATA *ship;
ship = ship_in_room( ch->in_room , argument );
if ( !ship )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR );
return;
}
if ( str_cmp( ship->owner , ch->name ) )
{
send_to_char( "&RThat isn't your ship!" ,ch );
return;
}
price = get_ship_value( ship );
ch->gold += ( price - price/10 );
ch_printf(ch, "&GYou receive %ld credits from selling your ship.\n\r" , price - price/10 );
act( AT_PLAIN, "$n walks over to a terminal and makes a credit transaction.",ch,
NULL, argument , TO_ROOM );
STRFREE( ship->owner );
ship->owner = STRALLOC( "Unowned" );
save_ship( ship );
}
void do_info(CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
SHIP_DATA *target;
char buf[MAX_STRING_LENGTH];
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
if ( argument[0] == '\0' )
{
act( AT_PLAIN, "Which ship do you want info on?.", ch, NULL, NULL, TO_CHAR );
return;
}
ship = ship_in_room( ch->in_room , argument );
if ( !ship )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR );
return;
}
target = ship;
}
else if (argument[0] == '\0')
target = ship;
else
target = get_ship_here( argument , ship->starsystem );
if ( target == NULL )
{
send_to_char("&RI don't see that here.\n\rTry the radar, or type info by itself for info on this ship.\n\r",ch);
return;
}
if ( abs(target->vx - ship->vx) > 500+ship->sensor*2 ||
abs(target->vy - ship->vy) > 500+ship->sensor*2 ||
abs(target->vz - ship->vz) > 500+ship->sensor*2 )
{
send_to_char("&RThat ship is to far away to scan.\n\r",ch);
return;
}
ch_printf( ch, "&B%s %s : ",
IS_SET(target->flags,SHIP_MOB) ? "Mob" : "Player",
target->class == FIGHTER_SHIP ? "Starfighter" :
(target->class == MIDSIZE_SHIP ? "Midtarget" :
(target->class == CAPITAL_SHIP ? "Capital Ship" :
(target->class == SHIP_PLATFORM ? "Platform" : "Unknown" ))));
ch_printf( ch,"%s\n\r", target->name);
ch_printf( ch, "&WDescription: &B%s\n\r"
"&WOwner: &B%s &WPilot: &B%s &WCopilot: &B%s\n\r",
target->description, target->owner, target->pilot, target->copilot );
ch_printf( ch, "&WLaser cannons : &B%d\n\r", target->lasers);
ch_printf( ch, "&WMaximum Missiles: &B%d &WMax Chaff: &B%d\n\r",
target->maxmissiles, target->maxchaff );
ch_printf( ch, "&WMax Hull: &B%d ", target->maxhull);
ch_printf( ch, "&WMax Shields: &B%d &WMax Energy&R(fuel&R): &B%d\n\r",
target->maxshield, target->maxenergy);
ch_printf( ch, "&WIon Cannons: &B%d\n\r",target->ion);
ch_printf( ch, "&BB&Wombs&B: &W%d&B/&W%d\n\r",target->bombs,target->maxbombs);
if ( check_pilot( ch, target ) )
ch_printf( ch, "&BA&Wlarm &BL&Wevel&B: &W%d\n\r",target->alarm);
ch_printf( ch, "&WMaximum Speed: &B%d &WHyperspeed: &B%s\n\r",
target->realspeed, get_hyperspeed(target->hyperspeed));
sprintf( buf , "%s scopes out %s, carefully examining it, including the drive system and fuel pods.", ch->name, target->name);
act( AT_PLAIN, buf, ch, NULL, argument , TO_ROOM );
}
void do_autorecharge(CHAR_DATA *ch, char *argument )
{
int chance;
SHIP_DATA *ship;
int recharge;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( (ship = ship_from_coseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the co-pilots seat!\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_shipsystems]) ;
if ( number_percent( ) > chance )
{
send_to_char("&RYou fail to work the controls properly.\n\r",ch);
learn_from_failure( ch, gsn_shipsystems );
return;
}
act( AT_PLAIN, "$n flips a switch on the control panel.", ch, NULL, argument , TO_ROOM );
if ( !str_cmp(argument,"on" ) )
{
ship->autorecharge=TRUE;
send_to_char( "&GYou power up the shields.\n\r", ch);
echo_to_cockpit( AT_YELLOW , ship , "Shields ON. Autorecharge ON.");
}
else if ( !str_cmp(argument,"off" ) )
{
ship->autorecharge=FALSE;
send_to_char( "&GYou shut down the shields.\n\r", ch);
echo_to_cockpit( AT_YELLOW , ship , "Shields OFF. Shield strength set to 0. Autorecharge OFF.");
ship->shield = 0;
}
else if ( !str_cmp(argument,"idle" ) )
{
ship->autorecharge=FALSE;
send_to_char( "&GYou let the shields idle.\n\r", ch);
echo_to_cockpit( AT_YELLOW , ship , "Autorecharge OFF. Shields IDLEING.");
}
else
{
if (ship->autorecharge == TRUE)
{
ship->autorecharge=FALSE;
send_to_char( "&GYou toggle the shields.\n\r", ch);
echo_to_cockpit( AT_YELLOW , ship , "Autorecharge OFF. Shields IDLEING.");
}
else
{
ship->autorecharge=TRUE;
send_to_char( "&GYou toggle the shields.\n\r", ch);
echo_to_cockpit( AT_YELLOW , ship , "Shields ON. Autorecharge ON");
}
}
if (ship->autorecharge && ship->energy > 20 )
{
recharge = URANGE( 1, ship->maxshield-ship->shield, 25+ship->class*25 );
recharge = UMIN( recharge, ship->energy*5 + 100 );
ship->shield += recharge;
ship->energy -= ( recharge*2 + recharge * ship->class );
}
learn_from_success( ch, gsn_shipsystems );
}
void do_autopilot(CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the pilots seat!\n\r",ch);
return;
}
if ( !check_pilot(ch,ship) )
{
send_to_char("&RHey! Thats not your ship!\n\r",ch);
return;
}
if ( ship->target0 || ship->target1 || ship->target2 )
{
send_to_char("&RNot while the ship is enganged with an enemy!\n\r",ch);
return;
}
act( AT_PLAIN, "$n flips a switch on the control panel.", ch, NULL, argument , TO_ROOM );
/*if (ship->autopilot == TRUE)*/
if ( IS_SET( ship->flags, SHIP_AUTOPILOT ) )
{
ship->autopilot=FALSE;
TOGGLE_BIT( ship->flags, SHIP_AUTOPILOT );
send_to_char( "&GYou toggle the autopilot.\n\r", ch);
echo_to_cockpit( AT_YELLOW , ship , "Autopilot OFF.");
}
else
{
ship->autopilot=TRUE;
TOGGLE_BIT( ship->flags, SHIP_AUTOPILOT );
ship->autorecharge = TRUE;
send_to_char( "&GYou toggle the autopilot.\n\r", ch);
echo_to_cockpit( AT_YELLOW , ship , "Autopilot ON.");
}
}
void do_openhatch(CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
SHIP_DATA *target;
char buf[MAX_STRING_LENGTH];
if ( !argument || argument[0] == '\0' || !str_cmp(argument,"hatch") )
{
ship = ship_from_entrance( ch->in_room->vnum );
if (ship && ship->shipstate == SHIP_SHIP2SHIP)
{
target = ship_from_entrance( ship->docked2 );
if ( !target )
{
send_to_char("&RYou're Not Docked!\n\r",ch);
return;
}
if ( !ship->hatchopen)
{
if ( ship->docked2 != target->entrance ||
( ship->shipstate != SHIP_SHIP2SHIP && ship->shipstate != SHIP_DISABLED ) )
{
send_to_char("&RPlease wait till the ship docks!\n\r",ch);
return;
}
ship->hatchopen = TRUE;
send_to_char("&GYou open the hatch.\n\r",ch);
act( AT_PLAIN, "$n opens the hatch.", ch, NULL, argument, TO_ROOM );
sprintf( buf , "The hatch on %s opens." , ship->name);
echo_to_room( AT_YELLOW , get_room_index(ship->docked2) , buf );
sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" );
sound_to_room( get_room_index(ship->docked2) , "!!SOUND(door)" );
return;
}
else
{
send_to_char("&RIt's already open.\n\r",ch);
return;
}
}
if( ship == NULL)
{
send_to_char( "&ROpen what?\n\r", ch );
return;
}
else
{
if ( !ship->hatchopen)
{
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "&RTry one of the docking bays!\n\r" , ch );
return;
}
if ( ship->location != ship->lastdoc ||
( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED ) )
{
send_to_char("&RPlease wait till the ship lands!\n\r",ch);
return;
}
ship->hatchopen = TRUE;
send_to_char("&GYou open the hatch.\n\r",ch);
act( AT_PLAIN, "$n opens the hatch.", ch, NULL, argument, TO_ROOM );
sprintf( buf , "The hatch on %s opens." , ship->name);
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(door)" );
return;
}
else
{
send_to_char("&RIt's already open.\n\r",ch);
return;
}
}
}
ship = ship_in_room( ch->in_room , argument );
if ( !ship )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR );
return;
}
if ( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED )
{
send_to_char( "&RThat ship has already started to launch",ch);
return;
}
if ( !check_pilot(ch,ship) )
{
send_to_char("&RHey! Thats not your ship!\n\r",ch);
return;
}
if ( !ship->hatchopen)
{
ship->hatchopen = TRUE;
act( AT_PLAIN, "You open the hatch on $T.", ch, NULL, ship->name, TO_CHAR );
act( AT_PLAIN, "$n opens the hatch on $T.", ch, NULL, ship->name, TO_ROOM );
echo_to_room( AT_YELLOW , get_room_index(ship->entrance) , "The hatch opens from the outside." );
sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
return;
}
send_to_char("&GIts already open!\n\r",ch);
}
void do_closehatch(CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
SHIP_DATA *target;
char buf[MAX_STRING_LENGTH];
if ( !argument || argument[0] == '\0' || !str_cmp(argument,"hatch") )
{
ship = ship_from_entrance( ch->in_room->vnum );
if (ship && ship->shipstate == SHIP_SHIP2SHIP) {
target = ship_from_entrance( ship->docked2 );
if ( !target ) {
send_to_char("&RYour Not Docked!\n\r",ch);
return;
}
if ( ship->hatchopen)
{
ship->hatchopen = FALSE;
send_to_char("&GYou close the hatch.\n\r",ch);
act( AT_PLAIN, "$n closes the hatch.", ch, NULL, argument, TO_ROOM );
sprintf( buf , "The hatch on %s closes." , ship->name);
echo_to_room( AT_YELLOW , get_room_index(ship->docked2) , buf );
sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door)" );
sound_to_room( get_room_index(ship->docked2) , "!!SOUND(door)" );
return;
}
else
{
send_to_char("&RIt's already closed.\n\r",ch);
return;
}
}
if( ship == NULL)
{
send_to_char( "&RClose what?\n\r", ch );
return;
}
else
{
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "&RTry one of the docking bays!\n\r" , ch );
return;
}
if ( ship->hatchopen)
{
ship->hatchopen = FALSE;
send_to_char("&GYou close the hatch.\n\r",ch);
act( AT_PLAIN, "$n closes the hatch.", ch, NULL, argument, TO_ROOM );
sprintf( buf , "The hatch on %s closes." , ship->name);
echo_to_room( AT_YELLOW , get_room_index(ship->location) , buf );
sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
return;
}
else
{
send_to_char("&RIt's already closed.\n\r",ch);
return;
}
}
}
ship = ship_in_room( ch->in_room , argument );
if ( !ship )
{
act( AT_PLAIN, "I see no $T here.", ch, NULL, argument, TO_CHAR );
return;
}
if ( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED )
{
send_to_char( "&RThat ship has already started to launch",ch);
return;
}
else
{
if(ship->hatchopen)
{
ship->hatchopen = FALSE;
act( AT_PLAIN, "You close the hatch on $T.", ch, NULL, ship->name, TO_CHAR );
act( AT_PLAIN, "$n closes the hatch on $T.", ch, NULL, ship->name, TO_ROOM );
echo_to_room( AT_YELLOW , get_room_index(ship->entrance) , "The hatch is closed from outside.");
sound_to_room( get_room_index(ship->entrance) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
sound_to_room( get_room_index(ship->location) , "!!SOUND(door U=http://mercury.spaceports.com/~gavin1/)" );
return;
}
else
{
send_to_char("&RIts already closed.\n\r",ch);
return;
}
}
}
void do_status(CHAR_DATA *ch, char *argument )
{
int chance;
SHIP_DATA *ship;
SHIP_DATA *target;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit, turret or engineroom of a ship to do that!\n\r",ch);
return;
}
if (argument[0] == '\0')
target = ship;
else
target = get_ship_here( argument , ship->starsystem );
if ( target == NULL )
{
send_to_char("&RI don't see that here.\n\rTry the radar, or type status by itself for your ships status.\n\r",ch);
return;
}
if ( abs(target->vx - ship->vx) > 500+ship->sensor*2 ||
abs(target->vy - ship->vy) > 500+ship->sensor*2 ||
abs(target->vz - ship->vz) > 500+ship->sensor*2 )
{
send_to_char("&RThat ship is to far away to scan.\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_shipsystems]) ;
if ( number_percent( ) > chance )
{
send_to_char("&RYou cant figure out what the readout means.\n\r",ch);
learn_from_failure( ch, gsn_shipsystems );
return;
}
act( AT_PLAIN, "$n checks various gages and displays on the control panel.", ch,
NULL, argument , TO_ROOM );
ch_printf( ch, "&W%s:\n\r", target->name);
ch_printf( ch, "&OCurrent Coordinates:&Y %.0f %.0f %.0f\n\r",
target->vx, target->vy, target->vz );
ch_printf( ch, "&OCurrent Heading:&Y %.0f %.0f %.0f\n\r",
target->hx, target->hy, target->hz );
ch_printf( ch, "&OCurrent Speed:&Y %d&O/%d\n\r",
target->currspeed , target->realspeed );
ch_printf( ch, "&OHull:&Y %d&O/%d (%-3.0f\%) Ship Condition:&Y %s\n\r",
target->hull, target->maxhull, percent(target->hull,target->maxhull),
target->shipstate == SHIP_DISABLED ? "Disabled" : "Running");
ch_printf( ch, "&OShields:&Y %d&O/%d (%-3.0f\%) ",
target->shield, target->maxshield,percent(target->shield,target->maxshield));
ch_printf( ch, "Energy(fuel):&Y %d&O/%d (%-3.0f\%)\n\r",
target->energy, target->maxenergy, percent(target->energy,target->maxenergy));
ch_printf( ch, "&OLaser Condition:&Y %s &OCurrent Target:&Y %s\n\r",
target->statet0 == LASER_DAMAGED ? "Damaged" : "Good" , target->target0 ? target->target0->name : "none");
ch_printf( ch, "&OIon Condition:&Y %s &OCurrent Target:&Y %s\n\r",
target->statet3 == LASER_DAMAGED ? "Damaged" : "Good" , target->target0 ? target->target0->name : "none");
if (target->turret1)
{
ch_printf( ch, "&OTurret One:&Y %s &OCurrent Target:&Y %s\n\r",
target->statet1 == LASER_DAMAGED ? "Damaged" : "Good" , target->target1 ? target->target1->name : "none");
}
if (target->turret2)
{
ch_printf( ch, "&OTurret Two:&Y %s &OCurrent Target:&Y %s\n\r",
target->statet2 == LASER_DAMAGED ? "Damaged" : "Good" , target->target2 ? target->target2->name : "none\n\r");
}
ch_printf( ch, "&CM&cissiles&C: &W%d&C/&W%d &CC&chaff &C:&@ %d &CC&condition&C:&W %s&W\n\r",
target->missiles, target->maxmissiles, target->chaff,
target->missilestate == MISSILE_DAMAGED ? "Damaged" : "Good");
ch_printf( ch, "&CT&cractor &CB&ceam&C: &W%d&B &CS&censors&C: &W%d&C\n\r",
target->tractorbeam, target->sensor);
ch_printf( ch, "&CC&comm&C. &CR&cating&C: &W%d&B &CA&cstroarray&C: &W%d&B\n\r",
target->comm, target->astro_array);
ch_printf( ch, "&CB&combs&C: &W%d&C/&W%d &C(&W%-3.0f&C\%&C)&W\n\r",
target->bombs,target->maxbombs,percent(target->bombs,target->maxbombs));
if (target->hanger != 0)
ch_printf(ch, "&OThe hanger is &Y%s\n\r", IS_SET( target->flags, SHIP_BAYOPEN ) ? "Open" : "Closed");
if (target->allowdock)
{
set_char_color(AT_ORANGE,ch);
ch_printf(ch, "Ships You have allowed to dock with you:\n\r");
set_char_color(AT_YELLOW,ch);
ch_printf(ch, "%s\n\r", target->allowdock);
}
learn_from_success( ch, gsn_shipsystems );
}
void do_hyperspace(CHAR_DATA *ch, char *argument )
{
int chance;
SHIP_DATA *ship;
SHIP_DATA *eShip;
SPACE_DATA * starsystem;
char buf[MAX_STRING_LENGTH];
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou aren't in the pilots seat.\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "&RPlatforms can't move!\n\r" , ch );
return;
}
if (ship->hyperspeed == 0)
{
send_to_char("&RThis ship is not equipped with a hyperdrive!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_HYPERSPACE)
{
send_to_char("&RYou are already travelling lightspeed!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DISABLED)
{
send_to_char("&RThe ships drive is disabled. Unable to manuever.\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DOCKED)
{
send_to_char("&RYou can't do that until after you've launched!\n\r",ch);
return;
}
if (ship->shipstate != SHIP_READY)
{
send_to_char("&G&W[&R^zWARNING&W^x]&R Ship is currently busy doing a manuever.\n\r",ch);
return;
}
if (!ship->currjump)
{
send_to_char("&G&W[&R^zWARNING&W^x]&R You need to calculate your jump first!\n\r",ch);
return;
}
if ( ship->energy < (200+ship->hyperdistance*(1+ship->class)/3))
{
send_to_char("&G&W[&R^zWARNING&W^x]&R Theres not enough fuel!\n\r",ch);
return;
}
if ( ship->currspeed <= 0 )
{
send_to_char("&RYou need to speed up a little first!\n\r",ch);
return;
}
for ( eShip = ship->starsystem->first_ship; eShip; eShip = eShip->next_in_starsystem )
{
if ( eShip == ship )
continue;
if ( abs( eShip->vx - ship->vx ) < 500
&& abs( eShip->vy - ship->vy ) < 500
&& abs( eShip->vz - ship->vz ) < 500 )
{
ch_printf(ch, "&G&W[&R^zWARNING&W^x]&R &RYou are too close to %s to make the jump to lightspeed.\n\r", eShip->name );
return;
}
}
starsystem = ship->starsystem;
if ( starsystem->star1 && strcmp(starsystem->star1,"") &&
abs(ship->vx - starsystem->s1x) < 300 &&
abs(ship->vy - starsystem->s1y) < 300 &&
abs(ship->vz - starsystem->s1z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "CAUTION - You are too close to a stellar object.");
echo_to_cockpit( AT_RED, ship, "CAUTION - Hyperjump cancelled.");
return;
}
else if ( starsystem->star2 && strcmp(starsystem->star2,"") &&
abs(ship->vx - starsystem->s2x) < 300 &&
abs(ship->vy - starsystem->s2y) < 300 &&
abs(ship->vz - starsystem->s2z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "CAUTION - You are too close to a stellar object.");
echo_to_cockpit( AT_RED, ship, "CAUTION - Hyperjump cancelled.");
return;
}
else if ( starsystem->planet1 && strcmp(starsystem->planet1,"") &&
abs(ship->vx - starsystem->p1x) < 300 &&
abs(ship->vy - starsystem->p1y) < 300 &&
abs(ship->vz - starsystem->p1z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "CAUTION - You are too close to a stellar object.");
echo_to_cockpit( AT_RED, ship, "CAUTION - Hyperjump cancelled.");
return;
}
else if ( starsystem->planet2 && strcmp(starsystem->planet2,"") &&
abs(ship->vx - starsystem->p2x) < 300 &&
abs(ship->vy - starsystem->p2y) < 300 &&
abs(ship->vz - starsystem->p2z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "CAUTION - You are too close to a stellar object.");
echo_to_cockpit( AT_RED, ship, "CAUTION - Hyperjump cancelled.");
return;
}
else if ( starsystem->planet3 && strcmp(starsystem->planet3,"") &&
abs(ship->vx - starsystem->p3x) < 300 &&
abs(ship->vy - starsystem->p3y) < 300 &&
abs(ship->vz - starsystem->p3z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "CAUTION - You are too close to a stellar object.");
echo_to_cockpit( AT_RED, ship, "CAUTION - Hyperjump cancelled.");
return;
}
else if ( !hyper_allowed_FCZ(ship->vx, ship->vy, ship->vz, ship, starsystem) )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Cannot jump while within a FCZ.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
return;
}
if ( ship->class == FIGHTER_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_starfighters]) ;
if ( ship->class == MIDSIZE_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_midships]) ;
if ( ship->class == CAPITAL_SHIP )
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_capitalships]);
if ( number_percent( ) > chance )
{
send_to_char("&RYou can't figure out which lever to use.\n\r",ch);
if ( ship->class == FIGHTER_SHIP )
learn_from_failure( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_failure( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_failure( ch, gsn_capitalships );
return;
}
/* sprintf( buf ,"%s disappears from your scanner." , ship->name );*/
if ( !IS_SET(ship->flags, SHIP_MASKED) )
{
sprintf( buf ,"%s lurches as is streaks off at the stars and into hyperspace.", ship->name );
echo_to_system( AT_YELLOW, ship, buf , NULL );
}
ship_from_starsystem( ship , ship->starsystem );
ship->shipstate = SHIP_HYPERSPACE;
send_to_char( "&GYou push forward the hyperspeed lever.\n\r", ch);
act( AT_PLAIN, "$n pushes a lever forward on the control panel.", ch,
NULL, argument , TO_ROOM );
echo_to_ship( AT_YELLOW , ship , "The ship lurches slightly as it makes the jump to lightspeed." );
echo_to_cockpit( AT_YELLOW , ship , "The stars become streaks of light as you enter hyperspace.");
ship->energy -= (100+ship->hyperdistance*(1+ship->class)/3);
ship->vx = ship->jx;
ship->vy = ship->jy;
ship->vz = ship->jz;
if ( ship->class == FIGHTER_SHIP )
learn_from_success( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_success( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_success( ch, gsn_capitalships );
}
void do_target(CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int chance;
SHIP_DATA *ship;
SHIP_DATA *target;
char buf[MAX_STRING_LENGTH];
strcpy( arg, argument );
switch( ch->substate )
{
default:
if ( (ship = ship_from_turret(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the gunners seat or turret of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_HYPERSPACE)
{
send_to_char("&RYou can only do that in realspace!\n\r",ch);
return;
}
if ( !ship->starsystem )
{
send_to_char("&RYou can't do that until you've finished launching!\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RYou'll have to turn off the ships autopilot first....\n\r",ch);
return;
}
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
echo_to_cockpit( AT_RED, ship, "&R[&WShip Weapons&R] &WCannot target while masked.");
return;
}
if (arg[0] == '\0')
{
send_to_char("&RYou need to specify a target!\n\r",ch);
return;
}
if ( !str_cmp( arg, "none") )
{
send_to_char(">arget set to none.\n\r",ch);
if ( ch->in_room->vnum == ship->gunseat )
ship->target0 = NULL;
if ( ch->in_room->vnum == ship->turret1 )
ship->target1 = NULL;
if ( ch->in_room->vnum == ship->turret2 )
ship->target2 = NULL;
return;
}
target = get_ship_here( arg, ship->starsystem );
if ( target == NULL )
{
send_to_char("&RThat ship isn't here!\n\r",ch);
return;
}
if ( target == ship )
{
send_to_char("&RYou can't target your own ship!\n\r",ch);
return;
}
if ( !str_cmp(target->owner, ship->owner) && str_cmp( target->owner , "" ) && !IS_SET(target->flags, SHIP_SIMULATOR) )
{
send_to_char("&RThat ship has the same owner... try targetting an enemy ship instead!\n\r",ch);
return;
}
if ( abs(ship->vx-target->vx) > 5000 ||
abs(ship->vy-target->vy) > 5000 ||
abs(ship->vz-target->vz) > 5000 )
{
send_to_char("&RThat ship is too far away to target.\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_weaponsystems]) ;
if ( number_percent( ) < chance )
{
send_to_char( ">racking target.\n\r", ch);
act( AT_PLAIN, "$n makes some adjustments on the targeting computer.", ch,
NULL, argument , TO_ROOM );
add_timer ( ch , TIMER_DO_FUN , 1 , do_target , 1 );
ch->dest_buf = str_dup(arg);
return;
}
send_to_char("&RYou fail to work the controls properly.\n\r",ch);
learn_from_failure( ch, gsn_weaponsystems );
return;
case 1:
if ( !ch->dest_buf )
return;
strcpy(arg, ch->dest_buf);
DISPOSE( ch->dest_buf);
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
return;
send_to_char("&RYour concentration is broken. You fail to lock onto your target.\n\r", ch);
return;
}
ch->substate = SUB_NONE;
if ( (ship = ship_from_turret(ch->in_room->vnum)) == NULL )
{
return;
}
target = get_ship_here( arg, ship->starsystem );
if ( target == NULL || target == ship)
{
send_to_char("&RThe ship has left the starsystem. Targeting aborted.\n\r",ch);
return;
}
if ( ch->in_room->vnum == ship->gunseat )
ship->target0 = target;
if ( ch->in_room->vnum == ship->turret1 )
ship->target1 = target;
if ( ch->in_room->vnum == ship->turret2 )
ship->target2 = target;
send_to_char( ">arget Locked.\n\r", ch);
/* sprintf( buf , "You are being targetted by %s." , ship->name);
echo_to_cockpit( AT_BLOOD , target , buf );*/
sprintf( buf , "&G&W[&R^zBattle Stations!&R^x&W]&R The ship is being targetted by %s!" , ship->name);
echo_to_ship( AT_BLOOD , target , buf );
sound_to_room( ch->in_room , "!!SOUND(targetlock U=http://mercury.spaceports.com/~gavin1/)" );
learn_from_success( ch, gsn_weaponsystems );
if ( autofly(target) && !target->target0)
{
sprintf( buf , "&G&W[&R^zBattle Stations!&R^x&W]&R The ship is being targetted by %s!" , target->name);
echo_to_ship( AT_BLOOD , ship , buf );
target->target0 = ship;
}
}
void do_fire(CHAR_DATA *ch, char *argument )
{
int chance;
int damage;
SHIP_DATA *ship;
SHIP_DATA *target;
bool found;
CHAR_DATA *tch;
ROOM_INDEX_DATA *room;
char buf[MAX_STRING_LENGTH];
char temp[MAX_STRING_LENGTH];
if ( (ship = ship_from_turret(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the gunners chair or turret of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_HYPERSPACE)
{
send_to_char("&RYou can only do that in realspace!\n\r",ch);
return;
}
if (ship->starsystem == NULL)
{
send_to_char("&RYou can't do that until after you've finished launching!\n\r",ch);
return;
}
if ( ship->energy <5 )
{
send_to_char("&RTheres not enough energy left to fire!\n\r",ch);
return;
}
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
echo_to_cockpit( AT_RED, ship, "&R[&WShip Weapons&R] &WCannot target while masked.");
return;
}
if ( autofly(ship) )
{
send_to_char("&RYou'll have to turn off the ships autopilot first.\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) ( ch->perm_dex*2 + ch->pcdata->learned[gsn_spacecombat]/3
+ ch->pcdata->learned[gsn_spacecombat2]/3 + ch->pcdata->learned[gsn_spacecombat3]/3 );
if ( ch->in_room->vnum == ship->gunseat && !str_prefix( argument , "lasers") )
{
switch ( number_range(1,5) )
{
default:
sprintf( temp, "port quarter" );
break;
case 1:
sprintf( temp, "starboard quarter");
break;
case 2:
sprintf( temp, "dorsal side of the ship");
break;
case 3:
sprintf( temp, "ventral side of the ship");
break;
case 4:
sprintf( temp, "engines");
break;
case 5:
sprintf( temp, "command center");
break;
}
if (ship->statet0 == LASER_DAMAGED)
{
send_to_char("&RLasers have taken a direct hit and aren't responding!\n\r",ch);
return;
}
if (ship->statet0 >= ship->lasers )
{
send_to_char("&RLasers have not fully powered up yet.\n\r",ch);
return;
}
if (ship->target0 == NULL )
{
send_to_char("&RLasers have not been targetted at a ship.\n\r",ch);
return;
}
target = ship->target0;
if (ship->target0->starsystem != ship->starsystem)
{
send_to_char("&RThe target ship has disappeared from sensors.\n\r",ch);
ship->target0 = NULL;
return;
}
if ( abs(target->vx - ship->vx) >1000 ||
abs(target->vy - ship->vy) >1000 ||
abs(target->vz - ship->vz) >1000 )
{
send_to_char("&RThe targetted ship is beyond the range of the main lasers.\n\r",ch);
return;
}
if ( ship->class < 2 && !is_facing( ship, target ) )
{
send_to_char("&RThe main lasers are mounted on the forward section! You need to turn the ship to face the target to fire!\n\r",ch);
return;
}
ship->statet0++;
chance += target->class*25;
chance += ship->lasers*5;
chance -= target->manuever/10;
chance -= target->currspeed/20;
chance -= ( abs(target->vx - ship->vx)/70 );
chance -= ( abs(target->vy - ship->vy)/70 );
chance -= ( abs(target->vz - ship->vz)/70 );
chance = URANGE( 10 , chance , 90 );
act( AT_PLAIN, "$n presses the fire button marked \"Main Lasers\".", ch,
NULL, argument , TO_ROOM );
if ( number_percent( ) > chance )
{
sprintf( buf , "A blast of laserfire from %s just misses the %s." , target->name,temp);
echo_to_cockpit( AT_ORANGE , target , buf );
sprintf( buf , "The ship's lasers fire at %s, just missing the %s." , target->name,temp);
echo_to_cockpit( AT_ORANGE , ship , buf );
learn_from_failure( ch, gsn_spacecombat );
learn_from_failure( ch, gsn_spacecombat2 );
learn_from_failure( ch, gsn_spacecombat3 );
sprintf( buf, "Laserfire from %s just misses the %s of %s." , ship->name , temp, target->name );
echo_to_system( AT_ORANGE , ship , buf , target );
return;
}
room = get_room_index(target->pilotseat);
if (room != NULL && room->first_person)
{
for (tch=room->first_person;tch;tch=tch->next_in_room)
{
found = FALSE;
if (tch == NULL)
break;
if (check_pilot(tch,target) && !IS_NPC(tch))
{
found = TRUE;
break;
}
}
}
if (found == TRUE && tch != NULL && !IS_NPC(tch))
chance = (int)(tch->pcdata->learned[gsn_evasive]);
else
chance = -1;
if (number_percent() < chance)
{
sprintf(buf,"You evade %s laser fire!",ship->name);
echo_to_cockpit(AT_ORANGE, target, buf);
sprintf(buf,"%s evades %s's laser fire!",target->name,ship->name);
echo_to_system(AT_ORANGE, ship, buf, target);
sprintf(buf,"%s evades your fire!",target->name);
echo_to_cockpit(AT_ORANGE, ship, buf);
learn_from_success(tch, gsn_evasive);
}
else
{
sprintf( buf, "%s shudders slightly as a blast of laserfire from %s hits it's %s" , ship->name, target->name , temp);
echo_to_system( AT_ORANGE , ship , buf , target );
sprintf( buf , "A blast of laserfire from %s hits the %s!" , ship->name,temp);
echo_to_cockpit( AT_BLOOD , target , buf );
sprintf( buf , "A blast of laserfire from your ship hits %s's %s!." , target->name,temp);
echo_to_cockpit( AT_YELLOW , ship , buf );
learn_from_success( ch, gsn_spacecombat );
learn_from_success( ch, gsn_spacecombat2 );
learn_from_success( ch, gsn_spacecombat3 );
/* echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." );
damage_ship_ch( target , 5 , 10 , ch ); Changed By Gavin 08/03/99*/
damage = 5;
damage += ship->laserdamage*5;
if ( damage == 5 )
echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." );
if (damage > 5 && damage <= 10 )
echo_to_ship( AT_RED , target , "A normal explosion vibrates through the ship." );
if (damage > 10 && damage <= 15 )
echo_to_ship( AT_RED , target , "A slightly large explosion vibrates through the ship." );
if (damage > 15 && damage <= 20 )
echo_to_ship( AT_RED , target , "A large explosion vibrates through the ship." );
if (damage > 20 && damage <= 25 )
echo_to_ship( AT_RED , target , "A Extremly Large explosion vibrates through the ship." );
if (damage > 25 && damage <= 30 )
echo_to_ship( AT_RED , target , "A Giant explosion vibrates through the ship." );
else
echo_to_ship( AT_RED , target , "A Giant explosion vibrates through the ship." );
damage_ship_ch( target , damage , damage + 5 , ch );
}
if ( autofly(target) && target->target0 != ship )
{
target->target0 = ship;
sprintf( buf , "Sensors indicate that %s has locked onto your ship as a target." , target->name);
echo_to_cockpit( AT_RED , ship , buf );
}
return;
}
if ( ch->in_room->vnum == ship->gunseat && !str_prefix( argument , "ion") )
{
switch ( number_range(1,5) )
{
default:
sprintf( temp, "starboard quarter" );
break;
case 1:
sprintf( temp, "starboard quarter");
break;
case 2:
sprintf( temp, "dorsal side of the ship");
break;
case 3:
sprintf( temp, "ventral side of the ship");
break;
case 4:
sprintf( temp, "engines");
break;
case 5:
sprintf( temp, "command center");
break;
}
if (ship->ion < 1 )
{
send_to_char("&RNo ion cannon system on weapons manifest.\n\r",ch);
return;
}
if (ship->statet3 == LASER_DAMAGED)
{
send_to_char("&RThe ion cannon is damaged, unable to fire.\n\r",ch);
return;
}
if (ship->statet3 == 1 )
{
send_to_char("&RIon cannons have not yet reached full power.\n\r",ch);
return;
}
if (ship->target0 == NULL )
{
send_to_char("&RIon cannons must first be targetted.\n\r",ch);
return;
}
target = ship->target0;
if (ship->target0->starsystem != ship->starsystem)
{
send_to_char("&RSensors cannot find that ship.\n\r",ch);
ship->target0 = NULL;
return;
}
if ((abs(target->vx - ship->vx) > 250 ) ||
(abs(target->vy - ship->vy) > 250 ) ||
(abs(target->vz - ship->vz) > 250 ) )
{
send_to_char("&RIon cannons cannot shoot that far.\n\r",ch);
return;
}
if ( ship->class < 2 && !is_facing( ship, target ) )
{
send_to_char("&RIon cannons are mounted forward, you must face the target before firing!\n\r",ch);
return;
}
ship->statet3++;
ship->energy -= ship->ion*50;
if ( ship->energy < 100 )
{
ship->energy=100;
ship->statet3 = LASER_DAMAGED;
send_to_char("&RYour Ion cannons are dammaged because they ran out of energy\n\r",ch);
}
chance += target->class*25;
chance += ship->ion;
chance -= target->shield;
chance -= target->manuever/10;
chance -= target->currspeed/20;
chance += number_range(-25, 25);
chance -= ( abs(target->vx - ship->vx)/5 );
chance -= ( abs(target->vy - ship->vy)/5 );
chance -= ( abs(target->vz - ship->vz)/5 );
chance = URANGE( 0 , chance , 100 );
act( AT_PLAIN, "$n presses the fire button marked \"Ion Cannons\".", ch, NULL, argument , TO_ROOM );
act( AT_PLAIN, "You press the fire button marked \"Ion Cannons\"", ch, NULL, NULL , TO_CHAR );
if ( number_percent( ) > chance )
{
sprintf( buf , "&BBlue bursts from the ion cannon of %s barely miss the %s." , ship->name,temp);
echo_to_cockpit( AT_ORANGE , target , buf );
sprintf( buf , "&BIon blasts from the ion cannon barely miss the %s of %s." ,temp,target->name);
echo_to_cockpit( AT_ORANGE , ship , buf );
learn_from_failure( ch, gsn_spacecombat );
learn_from_failure( ch, gsn_spacecombat2 );
learn_from_failure( ch, gsn_spacecombat3 );
sprintf( buf, "&BBlue ions bursts from %s barely miss the %s of %s." , ship->name , temp , target->name );
echo_to_system( AT_ORANGE , ship , buf , target );
return;
}
room = get_room_index(target->pilotseat);
if (room != NULL && room->first_person)
{
for (tch=room->first_person;tch;tch=tch->next_in_room)
{
found = FALSE;
if (tch == NULL)
break;
if (check_pilot(tch,target) && !IS_NPC(tch))
{
found = TRUE;
break;
}
}
}
if (found == TRUE && tch != NULL && !IS_NPC(tch))
chance = (int)(tch->pcdata->learned[gsn_evasive]);
else
chance = -1;
if (number_percent() < chance)
{
sprintf(buf,"You evade %s laser fire!",ship->name);
echo_to_cockpit(AT_ORANGE, target, buf);
sprintf(buf,"%s evades %s's laser fire!",target->name,ship->name);
echo_to_system(AT_ORANGE, ship, buf, target);
sprintf(buf,"%s evades your fire!",target->name);
echo_to_cockpit(AT_ORANGE, ship, buf);
learn_from_success(tch, gsn_evasive);
}
else
{
sprintf( buf, "&BBlue ions bursts from %s explode as they hit the %s of %s." , ship->name, temp, target->name );
echo_to_system( AT_ORANGE , ship , buf , target );
sprintf( buf , "&BThe lights flicker slightly as the %s is hit by ion bursts from %s!" , temp, ship->name);
echo_to_cockpit( AT_BLOOD , target , buf );
sprintf( buf , "&BYour ion blasts explode as they score a direct hit on the %s of %s!", temp , target->name);
echo_to_cockpit( AT_YELLOW , ship , buf );
learn_from_success( ch, gsn_spacecombat );
learn_from_success( ch, gsn_spacecombat2 );
learn_from_success( ch, gsn_spacecombat3 );
}
chance -= target->shield;
chance += number_range( 1, 100);
chance -= number_range( 1, 100);
chance = URANGE( 0 , chance , 100 );
if ( ( chance > 90 ) && target->shipstate != SHIP_DISABLED )
{
echo_to_cockpit( AT_RED , target , "&G&W[&R^zDamage Report&W^x]:&R The main drive has sustained a direct hit and has stopped responding!" );
sprintf( buf , "G&W[&R^zSensor Report&W^x]:&R Our ion cannons have scored a direct hit on %s's drive! Target disabled!", target->name);
echo_to_room( AT_BLOOD , get_room_index(ship->gunseat) , buf );
target->shipstate = SHIP_DISABLED;
return;
}
chance -= target->shield;
chance += number_range( 1, 100);
chance -= number_range( 1, 100);
chance = URANGE( 0 , chance , 100 );
if ( ( number_range(1, 100) <= 90 ) && target->missilestate != MISSILE_DAMAGED && target->maxmissiles > 0 )
{
echo_to_room( AT_BLOOD , get_room_index(target->gunseat) , "&G&W[&R^zDamage Report&W^x]:&R The warhead launchers have sustained a direct hit and have stopped responding!" );
sprintf( buf , "&G&W[&R^zOperations Report&W^x]:&R %s's warhead launchers have been hit and are no longer functioning!'", target->name);
echo_to_room( AT_BLOOD , get_room_index(ship->gunseat) , buf);
target->missilestate = MISSILE_DAMAGED;
return;
}
chance -= target->shield;
chance += number_range( 1, 100);
chance -= number_range( 1, 100);
chance = URANGE( 0 , chance , 100 );
if ( ( number_range(1, 100) <= 93 ) && target->statet1 != LASER_DAMAGED && target->turret1 )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(target->turret1) , "Turret DISABLED!" );
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Targets turret 1 disabled." );
target->statet1 = LASER_DAMAGED;
return;
}
chance -= target->shield;
chance += number_range( 1, 100);
chance -= number_range( 1, 100);
chance = URANGE( 0 , chance , 100 );
if ( ( number_range(1, 100) <= 93 ) && target->statet2 != LASER_DAMAGED && target->turret2 )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(target->turret2) , "Turret DISABLED!" );
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Targets turret 2 disabled." );
target->statet2 = LASER_DAMAGED;
return;
}
chance -= target->shield;
chance += number_range( 1, 100);
chance -= number_range( 1, 100);
chance = URANGE( 0 , chance , 100 );
if ( ( number_range(1, 100) <= 93 ) && target->statet0 != LASER_DAMAGED && target->lasers > 0 )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(target->gunseat) , "Lasers DISABLED!" );
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Targets lasers disabled." );
target->statet0 = LASER_DAMAGED;
return;
}
chance -= target->shield;
chance += number_range( 1, 100);
chance -= number_range( 1, 100);
chance = URANGE( 0 , chance , 100 );
if ( ( number_range(1, 100) <= 90 ) && target->statet3 != LASER_DAMAGED && target->ion > 0 )
{
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(target->gunseat) , "Ion cannon DISABLED!" );
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "Targets ion cannons disabled." );
target->statet3 = LASER_DAMAGED;
return;
}
else
{
sprintf( buf , "Ion blast from %s has no affect." , ship->name);
echo_to_room( AT_ORANGE , get_room_index(target->gunseat) , buf );
echo_to_room( AT_BLOOD + AT_BLINK , get_room_index(ship->gunseat) , "It had no affect" );
return;
}
if ( autofly(target) && target->target0 != ship )
{
target->target0 = ship;
sprintf( buf , "You are being targetted by %s." , target->name);
echo_to_cockpit( AT_BLOOD , ship , buf );
}
return;
}
if ( ch->in_room->vnum == ship->gunseat && !str_prefix( argument , "missile") )
{
if (ship->missilestate == MISSILE_DAMAGED)
{
send_to_char("&RThe ship's warhead launchers are damaged.\n\r",ch);
return;
}
if (ship->missiles <= 0)
{
send_to_char("&RReadouts indicate that all missiles have been launched.\n\r",ch);
return;
}
if (ship->missilestate != MISSILE_READY )
{
send_to_char("&RWarhead launchers have not completed reload cycle - for all 3\n\r",ch);
return;
}
if (ship->target0 == NULL )
{
send_to_char("&RNo target selected - Unable to lock on warhead.\n\r",ch);
return;
}
target = ship->target0;
if (ship->target0->starsystem != ship->starsystem)
{
send_to_char("&RTarget does not appear on sensors - unable to fire.\n\r",ch);
ship->target0 = NULL;
return;
}
if ( abs(target->vx - ship->vx) >1000 ||
abs(target->vy - ship->vy) >1000 ||
abs(target->vz - ship->vz) >1000 )
{
send_to_char("&RMissiles would run out of fuel before reaching target...firing order cancelled.\n\r",ch);
return;
}
if ( ship->class < 2 && !is_facing( ship, target ) )
{
send_to_char("&RWarhead launchers are locked forward...ship must face target before firing\n\r",ch);
return;
}
chance -= target->manuever/5;
chance -= target->currspeed/20;
chance += target->class*target->class*25;
chance -= ( abs(target->vx - ship->vx)/100 );
chance -= ( abs(target->vy - ship->vy)/100 );
chance -= ( abs(target->vz - ship->vz)/100 );
chance += ( 30 );
chance = URANGE( 20 , chance , 80 );
act( AT_PLAIN, "$n presses the missile fire control button.", ch,
NULL, argument , TO_ROOM );
if ( number_percent( ) > chance )
{
send_to_char( "&RTarget has evaded missile lock!", ch );
ship->missilestate = MISSILE_RELOAD_2;
return;
}
act( AT_PLAIN, "You press the missile fire control button.", ch,
NULL, argument , TO_ROOM );
new_missile( ship , target , ch , CONCUSSION_MISSILE );
ship->missiles--;
sprintf( buf , "You watch as a missile streaks off towards %s.",target->name);
echo_to_cockpit( AT_YELLOW , ship , "Missiles launched.");
sprintf( buf , "&G&W[&R^zALERT!&R^x&W]&R Sensors report missile approaching from %s!" , ship->name);
echo_to_cockpit( AT_BLOOD , target , buf );
sprintf( buf, "&RSensors report that %s has fired a missile at %s." , ship->name, target->name );
echo_to_system( AT_ORANGE , ship , buf , target );
learn_from_success( ch, gsn_weaponsystems );
if ( ship->class == CAPITAL_SHIP || ship->class == SHIP_PLATFORM )
ship->missilestate = MISSILE_RELOAD;
else
ship->missilestate = MISSILE_FIRED;
if ( autofly(target) && target->target0 != ship )
{
target->target0 = ship;
sprintf( buf , "Sensors indicate that %s has locked onto your ship as a target." , target->name);
echo_to_cockpit( AT_RED , ship , buf );
}
return;
}
if ( ch->in_room->vnum == ship->turret1 && !str_prefix( argument , "lasers") )
{
if (ship->statet1 == LASER_DAMAGED)
{
send_to_char("&RTurret #1 Damaged - Unable to fire!\n\r",ch);
return;
}
if (ship->statet1 > ship->class )
{
send_to_char("&RThe turbolaser has not fully recharged.\n\r",ch);
return;
}
if (ship->target1 == NULL )
{
send_to_char("&RNo target selected - unable to fire.\n\r",ch);
return;
}
target = ship->target1;
if (ship->target1->starsystem != ship->starsystem)
{
send_to_char("&RNo such ship targetted.\n\r",ch);
ship->target1 = NULL;
return;
}
if ( abs(target->vx - ship->vx) >1000 ||
abs(target->vy - ship->vy) >1000 ||
abs(target->vz - ship->vz) >1000 )
{
send_to_char("&RThat ship is beyond the range of the ship's main lasers.\n\r",ch);
return;
}
ship->statet1++;
chance -= target->manuever/10;
chance += target->class*25;
chance -= target->currspeed/20;
chance -= ( abs(target->vx - ship->vx)/70 );
chance -= ( abs(target->vy - ship->vy)/70 );
chance -= ( abs(target->vz - ship->vz)/70 );
chance = URANGE( 10 , chance , 90 );
act( AT_PLAIN, "$n presses the button marked \"Fire\"", ch,
NULL, argument , TO_ROOM );
act( AT_PLAIN, "You press the button marked \"Fire\"", ch,
NULL, argument , TO_ROOM );
switch ( number_range(1,5) )
{
default:
sprintf( temp, "starboard quarter" );
break;
case 1:
sprintf( temp, "starboard quarter");
break;
case 2:
sprintf( temp, "dorsal side of the side");
break;
case 3:
sprintf( temp, "ventral side of the side");
break;
case 4:
sprintf( temp, "engines");
break;
case 5:
sprintf( temp, "command center");
break;
}
if ( number_percent( ) > chance )
{
sprintf( buf , "A huge volley of turbolaser fire from %s's #1 turret just misses your %s." , ship->name, temp);
echo_to_cockpit( AT_ORANGE , target , buf );
sprintf( buf , "A blast of turbolaser fire from Turret #1 just misses %s's %s" , target->name, temp);
echo_to_cockpit( AT_ORANGE , ship , buf );
sprintf( buf, "A blast of turbolaser fire from %s's #1 turret just misses the %s on %s" , ship->name, temp, target->name );
echo_to_system( AT_ORANGE , ship , buf , target );
learn_from_failure( ch, gsn_spacecombat );
learn_from_failure( ch, gsn_spacecombat2 );
learn_from_failure( ch, gsn_spacecombat3 );
return;
}
room = get_room_index(target->pilotseat);
if (room != NULL && room->first_person)
{
for (tch=room->first_person;tch;tch=tch->next_in_room)
{
found = FALSE;
if (tch == NULL)
break;
if (check_pilot(tch,target) && !IS_NPC(tch))
{
found = TRUE;
break;
}
}
}
if (found == TRUE && tch != NULL && !IS_NPC(tch))
chance = (int)(tch->pcdata->learned[gsn_evasive]);
else
chance = -1;
if (number_percent() < chance)
{
sprintf(buf,"You evade %s laser fire!",ship->name);
echo_to_cockpit(AT_ORANGE, target, buf);
sprintf(buf,"%s evades %s's laser fire!",target->name,ship->name);
echo_to_system(AT_ORANGE, ship, buf, target);
sprintf(buf,"%s evades your fire!",target->name);
echo_to_cockpit(AT_ORANGE, ship, buf);
learn_from_success(tch, gsn_evasive);
}
else
{
sprintf( buf, "A blast of turbolaser fire from %s's #1 turret scores a direct hit on %s's %s!" , ship->name, target->name , temp);
echo_to_system( AT_ORANGE , ship , buf , target );
sprintf( buf , "You are nearly knocked off your feet as the ship shudders under a direct hit on the %s from %s's #1 turret" , temp, ship->name);
echo_to_cockpit( AT_BLOOD , target , buf );
sprintf( buf , "A blast of turbolaser fire from turret #1 scores a direct hit on %s's %s" , target->name,temp);
echo_to_cockpit( AT_YELLOW , ship , buf );
learn_from_success( ch, gsn_spacecombat );
learn_from_success( ch, gsn_spacecombat2 );
learn_from_success( ch, gsn_spacecombat3 );
/* echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." );
damage_ship_ch( target , 10 , 25 , ch ); GAVIN */
damage = 5;
damage += ship->lasers*5;
if ( damage == 5 )
echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." );
if (damage > 5 && damage <= 10 )
echo_to_ship( AT_RED , target , "A normal explosion vibrates through the ship." );
if (damage > 10 && damage <= 15 )
echo_to_ship( AT_RED , target , "A slightly large explosion vibrates through the ship." );
if (damage > 15 && damage <= 20 )
echo_to_ship( AT_RED , target , "A large explosion vibrates through the ship." );
if (damage > 20 && damage <= 25 )
echo_to_ship( AT_RED , target , "A Extremly Large explosion vibrates through the ship." );
if (damage > 25 && damage <= 30 )
echo_to_ship( AT_RED , target , "A Giant explosion vibrates through the ship." );
else
echo_to_ship( AT_RED , target , "A Giant explosion vibrates through the ship." );
damage_ship_ch( target , damage , damage + 5 , ch );
}
if ( autofly(target) && target->target0 != ship )
{
target->target0 = ship;
sprintf( buf , "&G&W[&R^zBattle Stations!&R^x&W]&R The ship is being targetted by %s!" , target->name);
echo_to_ship( AT_BLOOD , ship , buf ); }
return;
}
if ( ch->in_room->vnum == ship->turret2 && !str_prefix( argument , "lasers") )
{
if (ship->statet2 == LASER_DAMAGED)
{
send_to_char("&RTurret #2 Damaged - Unable to fire!\n\r",ch);
return;
}
if (ship->statet2 > ship->class )
{
send_to_char("&RThe turbolaser has not fully recharged.\n\r",ch);
return;
}
if (ship->target2 == NULL )
{
send_to_char("&RNo target selected - unable to fire.\n\r",ch);
return;
}
target = ship->target2;
if (ship->target2->starsystem != ship->starsystem)
{
send_to_char("&RYour target seems to have left.\n\r",ch);
ship->target2 = NULL;
return;
}
if ( abs(target->vx - ship->vx) >1000 ||
abs(target->vy - ship->vy) >1000 ||
abs(target->vz - ship->vz) >1000 )
{
send_to_char("&RNo such ship targetted.\n\r",ch);
return;
}
ship->statet2++;
chance -= target->manuever/10;
chance += target->class*25;
chance -= target->currspeed/20;
chance -= ( abs(target->vx - ship->vx)/70 );
chance -= ( abs(target->vy - ship->vy)/70 );
chance -= ( abs(target->vz - ship->vz)/70 );
chance = URANGE( 10 , chance , 90 );
act( AT_RED, "$n presses the button marked \"Fire\"", ch,
NULL, argument , TO_ROOM );
act( AT_RED, "You press the button marked \"Fire\"", ch,
NULL, argument , TO_ROOM );
switch ( number_range(1,5) )
{
default:
sprintf( temp, "starboard quarter" );
break;
case 1:
sprintf( temp, "starboard quarter");
break;
case 2:
sprintf( temp, "dorsal side of the side");
break;
case 3:
sprintf( temp, "ventral side of the side");
break;
case 4:
sprintf( temp, "engines");
break;
case 5:
sprintf( temp, "command center");
break;
}
if ( number_percent( ) > chance )
{
sprintf( buf , "A huge volley of turbolaser fire from %s's #2 turret just misses your %s." , ship->name, temp);
echo_to_cockpit( AT_ORANGE , target , buf );
sprintf( buf , "A blast of turbolaser fire from Turret #2 just misses %s's %s" , target->name, temp);
echo_to_cockpit( AT_ORANGE , ship , buf );
sprintf( buf, "A blast of turbolaser fire from %s's #2 turret just misses the %s on %s" , ship->name, temp, target->name );
echo_to_system( AT_ORANGE , ship , buf , target );
learn_from_failure( ch, gsn_spacecombat );
learn_from_failure( ch, gsn_spacecombat2 );
learn_from_failure( ch, gsn_spacecombat3 );
return;
}
room = get_room_index(target->pilotseat);
if (room != NULL && room->first_person)
{
for (tch=room->first_person;tch;tch=tch->next_in_room)
{
found = FALSE;
if (tch == NULL)
break;
if (check_pilot(tch,target) && !IS_NPC(tch))
{
found = TRUE;
break;
}
}
}
if (found == TRUE && tch != NULL && !IS_NPC(tch))
chance = (int)(tch->pcdata->learned[gsn_evasive]);
else
chance = -1;
if (number_percent() < chance)
{
sprintf(buf,"You evade %s laser fire!",ship->name);
echo_to_cockpit(AT_ORANGE, target, buf);
sprintf(buf,"%s evades %s's laser fire!",target->name,ship->name);
echo_to_system(AT_ORANGE, ship, buf, target);
sprintf(buf,"%s evades your fire!",target->name);
echo_to_cockpit(AT_ORANGE, ship, buf);
learn_from_success(tch, gsn_evasive);
}
else
{
sprintf( buf, "A blast of turbolaser fire from %s's #2 turret scores a direct hit on %s's %s!" , ship->name, target->name , temp);
echo_to_system( AT_ORANGE , ship , buf , target );
sprintf( buf , "You are nearly knocked off your feet as the ship shudders under a direct hit on the %s from %s's #2 turret" , temp, ship->name);
echo_to_cockpit( AT_BLOOD , target , buf );
sprintf( buf , "A blast of turbolaser fire from turret #2 scores a direct hit on %s's %s" , target->name,temp);
echo_to_cockpit( AT_YELLOW , ship , buf );
learn_from_success( ch, gsn_spacecombat );
learn_from_success( ch, gsn_spacecombat2 );
learn_from_success( ch, gsn_spacecombat3 );
/* echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." );
damage_ship_ch( target , 10 , 25 , ch); GAVIN */
damage = 5;
damage += ship->lasers*5;
if ( damage == 5 )
echo_to_ship( AT_RED , target , "A small explosion vibrates through the ship." );
if (damage > 5 && damage <= 10 )
echo_to_ship( AT_RED , target , "A normal explosion vibrates through the ship." );
if (damage > 10 && damage <= 15 )
echo_to_ship( AT_RED , target , "A slightly large explosion vibrates through the ship." );
if (damage > 15 && damage <= 20 )
echo_to_ship( AT_RED , target , "A large explosion vibrates through the ship." );
if (damage > 20 && damage <= 25 )
echo_to_ship( AT_RED , target , "A Extremly Large explosion vibrates through the ship." );
if (damage > 25 && damage <= 30 )
echo_to_ship( AT_RED , target , "A Giant explosion vibrates through the ship." );
damage_ship_ch( target , damage , damage + 5 , ch );
}
if ( autofly(target) && target->target0 != ship )
{
target->target0 = ship;
sprintf( buf , "&G&W[&R^zBattle Stations!&R^x&W]&R The ship is being targetted by %s!" , target->name);
echo_to_ship( AT_BLOOD , ship , buf );
}
return;
}
send_to_char( "&RYou can't fire that!\n\r" , ch);
}
/*
void do_calculate(CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
int chance , count;
SHIP_DATA *ship;
SPACE_DATA *starsystem;
argument = one_argument( argument , arg1);
argument = one_argument( argument , arg2);
argument = one_argument( argument , arg3);
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( (ship = ship_from_navseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be at a nav computer to calculate jumps.\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RYou'll have to turn off the ships autopilot first....\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "&RAnd what exactly are you going to calculate...?\n\r" , ch );
return;
}
if (ship->hyperspeed == 0)
{
send_to_char("&RThis ship is not equipped with a hyperdrive!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DOCKED)
{
send_to_char("&RYou can't do that until after you've launched!\n\r",ch);
return;
}
if (ship->starsystem == NULL)
{
send_to_char("&RYou can only do that in realspace.\n\r",ch);
return;
}
if (argument[0] == '\0')
{
send_to_char("&WFormat: Calculate <starsystem> <entry x> <entry y> <entry z>\n\r&wPossible destinations:\n\r",ch);
for ( starsystem = first_starsystem; starsystem; starsystem = starsystem->next )
{
if ( !IS_SET(starsystem->flags,SYSTEM_SECRET) )
{
set_char_color( AT_NOTE, ch );
ch_printf(ch,"%-30s %d\n\r",starsystem->name,
(abs(starsystem->xpos - ship->starsystem->xpos)+
abs(starsystem->ypos - ship->starsystem->ypos))/2);
count++;
}
}
if ( !count )
{
send_to_char( "No Starsystems found.\n\r", ch );
}
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_navigation]) ;
if ( number_percent( ) > chance )
{
send_to_char("&RYou cant seem to figure the charts out today.\n\r",ch);
learn_from_failure( ch, gsn_navigation );
return;
}
ship->currjump = starsystem_from_name( arg1 );
ship->jx = atoi(arg2);
ship->jy = atoi(arg3);
ship->jz = atoi(argument);
if ( ship->currjump == NULL )
{
send_to_char( "&RYou can't seem to find that starsytem on your charts.\n\r", ch);
return;
}
else
{
SPACE_DATA * starsystem;
starsystem = ship->currjump;
if ( starsystem->star1 && strcmp(starsystem->star1,"") &&
abs(ship->jx - starsystem->s1x) < 300 &&
abs(ship->jy - starsystem->s1y) < 300 &&
abs(ship->jz - starsystem->s1z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else if ( starsystem->star2 && strcmp(starsystem->star2,"") &&
abs(ship->jx - starsystem->s2x) < 300 &&
abs(ship->jy - starsystem->s2y) < 300 &&
abs(ship->jz - starsystem->s2z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else if ( starsystem->planet1 && strcmp(starsystem->planet1,"") &&
abs(ship->jx - starsystem->p1x) < 300 &&
abs(ship->jy - starsystem->p1y) < 300 &&
abs(ship->jz - starsystem->p1z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else if ( starsystem->planet2 && strcmp(starsystem->planet2,"") &&
abs(ship->jx - starsystem->p2x) < 300 &&
abs(ship->jy - starsystem->p2y) < 300 &&
abs(ship->jz - starsystem->p2z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else if ( starsystem->planet3 && strcmp(starsystem->planet3,"") &&
abs(ship->jx - starsystem->p3x) < 300 &&
abs(ship->jy - starsystem->p3y) < 300 &&
abs(ship->jz - starsystem->p3z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else if ( !hyper_allowed_FCZ(ship->jx, ship->jy, ship->jz, ship, starsystem) )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Cannot jump into a FCZ.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else
{
chance += number_range ( -255 , 255 );
if ( chance > 0 )
chance -= ship->astro_array;
if (chance < 0 )
chance += ship->astro_array;
ship->jx += chance;
ship->jx += number_range ( -100 , 100 );
ship->jy += chance;
ship->jy += number_range ( -100 , 100 );
ship->jz += chance;
ship->jz += number_range ( -100 , 100 );
}
}
ship->hyperdistance = abs(ship->starsystem->xpos - ship->currjump->xpos) ;
ship->hyperdistance += abs(ship->starsystem->ypos - ship->currjump->ypos) ;
ship->hyperdistance /= 5;
if (ship->hyperdistance<100)
ship->hyperdistance = 100;
ship->hyperdistance += number_range(0, 200);
sound_to_room( ch->in_room , "!!SOUND(computer U=http://mercury.spaceports.com/~gavin1/)" );
send_to_char( "&GHyperspace course set. Ready for the jump to lightspeed.\n\r", ch);
act( AT_PLAIN, "$n does some calculations using the ships computer.", ch,
NULL, argument , TO_ROOM );
learn_from_success( ch, gsn_navigation );
WAIT_STATE( ch , 2*PULSE_VIOLENCE );
}*/
void do_calculate(CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
char arg3[MAX_INPUT_LENGTH];
int chance , count;
SHIP_DATA *ship;
SPACE_DATA *starsystem;
argument = one_argument( argument , arg1);
argument = one_argument( argument , arg2);
argument = one_argument( argument , arg3);
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( (ship = ship_from_navseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be at a nav computer to calculate jumps.\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RYou'll have to turn off the ships autopilot first....\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "&RAnd what exactly are you going to calculate...?\n\r" , ch );
return;
}
if (ship->hyperspeed == 0)
{
send_to_char("&RThis ship is not equipped with a hyperdrive!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DOCKED)
{
send_to_char("&RYou can't do that until after you've launched!\n\r",ch);
return;
}
if (ship->starsystem == NULL)
{
send_to_char("&RYou can only do that in realspace.\n\r",ch);
return;
}
if (argument[0] == '\0')
{
send_to_char("&WFormat: Calculate <starsystem> <entry x> <entry y> <entry z>\n\r&wPossible destinations:\n\r",ch);
for ( starsystem = first_starsystem; starsystem; starsystem = starsystem->next )
{
set_char_color( AT_NOTE, ch );
if ( IS_SET(ship->flags, SHIP_SIMULATOR) )
{
if ( !str_cmp( starsystem->name, "Simulator" ) )
{
ch_printf(ch,"%-30s %d\n\r",starsystem->name,
(abs(starsystem->xpos - ship->starsystem->xpos)+
abs(starsystem->ypos - ship->starsystem->ypos))/2);
count++;
}
}
else
{
if ( str_cmp( starsystem->name, "Simulator" ) )
{
ch_printf(ch,"%-30s %d\n\r",starsystem->name,
(abs(starsystem->xpos - ship->starsystem->xpos)+
abs(starsystem->ypos - ship->starsystem->ypos))/2);
count++;
}
}
}
if ( !count )
{
send_to_char( "No Starsystems found.\n\r", ch );
}
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_navigation]) ;
if ( number_percent( ) > chance )
{
send_to_char("&RYou cant seem to figure the charts out today.\n\r",ch);
learn_from_failure( ch, gsn_navigation );
return;
}
ship->currjump = starsystem_from_name( arg1 );
ship->jx = atoi(arg2);
ship->jy = atoi(arg3);
ship->jz = atoi(argument);
if ( ship->currjump == NULL )
{
send_to_char( "&RYou can't seem to find that starsytsem on your charts.\n\r", ch);
return;
}
if (IS_SET(ship->flags, SHIP_SIMULATOR) && ship->currjump != starsystem_from_name("Simulator") )
{
send_to_char( "&RYou can't seem to find that starsytsem on your charts.\n\r", ch);
return;
}
else if (!IS_SET(ship->flags, SHIP_SIMULATOR) && ship->currjump == starsystem_from_name("Simulator") )
{
send_to_char( "&RYou can't seem to find that starsytsem on your charts.\n\r", ch);
return;
}
else
{
SPACE_DATA * starsystem;
starsystem = ship->currjump;
if ( starsystem->star1 && strcmp(starsystem->star1,"") &&
abs(ship->jx - starsystem->s1x) < 300 &&
abs(ship->jy - starsystem->s1y) < 300 &&
abs(ship->jz - starsystem->s1z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else if ( starsystem->star2 && strcmp(starsystem->star2,"") &&
abs(ship->jx - starsystem->s2x) < 300 &&
abs(ship->jy - starsystem->s2y) < 300 &&
abs(ship->jz - starsystem->s2z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else if ( starsystem->planet1 && strcmp(starsystem->planet1,"") &&
abs(ship->jx - starsystem->p1x) < 300 &&
abs(ship->jy - starsystem->p1y) < 300 &&
abs(ship->jz - starsystem->p1z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else if ( starsystem->planet2 && strcmp(starsystem->planet2,"") &&
abs(ship->jx - starsystem->p2x) < 300 &&
abs(ship->jy - starsystem->p2y) < 300 &&
abs(ship->jz - starsystem->p2z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else if ( starsystem->planet3 && strcmp(starsystem->planet3,"") &&
abs(ship->jx - starsystem->p3x) < 300 &&
abs(ship->jy - starsystem->p3y) < 300 &&
abs(ship->jz - starsystem->p3z) < 300 )
{
echo_to_cockpit( AT_RED, ship, "WARNING.. Jump coordinates too close to stellar object.");
echo_to_cockpit( AT_RED, ship, "WARNING.. Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else if ( ship->jx > 5000 || ship->jy > 5000 || ship->jz > 5000
|| ship->jx < -5000 || ship->jy < -5000 || ship->jz < -5000 )
{
echo_to_cockpit( AT_RED, ship, "WARNING... Sorry guy, too far away from the starsystem!");
echo_to_cockpit( AT_RED, ship, "WARNING... Hyperjump NOT set.");
ship->currjump = NULL;
return;
}
else
{
ship->jx += number_range ( -250 , 250 );
ship->jy += number_range ( -250 , 250 );
ship->jz += number_range ( -250 , 250 );
}
}
ship->hyperdistance = abs(ship->starsystem->xpos - ship->currjump->xpos) ;
ship->hyperdistance += abs(ship->starsystem->ypos - ship->currjump->ypos) ;
ship->hyperdistance /= 20;
ship->hyperdistance *= ship->hyperspeed;
if (ship->hyperdistance<100)
ship->hyperdistance = 100;
ship->hyperdistance += number_range(0, 200);
sound_to_room( ch->in_room , "!!SOUND(computer)" );
send_to_char( "&GHyperspace course set. Ready for the jump to lightspeed.\n\r", ch);
act( AT_PLAIN, "$n does some calculations using the ships computer.", ch,
NULL, argument , TO_ROOM );
learn_from_success( ch, gsn_navigation );
WAIT_STATE( ch , 2*PULSE_VIOLENCE );
}
void do_recharge(CHAR_DATA *ch, char *argument )
{
int recharge;
int chance;
SHIP_DATA *ship;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( (ship = ship_from_coseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RThe controls must be at the co-pilot station.\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&R...\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DISABLED)
{
send_to_char("&RThe ships drive is disabled. Unable to manuever.\n\r",ch);
return;
}
if ( ship->energy < 100 )
{
send_to_char("&RTheres not enough energy!\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_shipsystems]);
if ( number_percent( ) > chance )
{
send_to_char("&RYou fail to work the controls properly.\n\r",ch);
learn_from_failure( ch, gsn_shipsystems );
return;
}
send_to_char( "&GRecharging shields..\n\r", ch);
act( AT_PLAIN, "$n pulls back a lever on the control panel.", ch,
NULL, argument , TO_ROOM );
learn_from_success( ch, gsn_shipsystems );
recharge = UMIN( ship->maxshield-ship->shield , ship->energy*5 + 100 );
recharge = URANGE( 1, recharge , 25+ship->class*25 );
ship->shield += recharge;
ship->energy -= ( recharge*2 + recharge * ship->class );
}
#if 0
void do_repairship(CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int chance, change;
SHIP_DATA *ship;
strcpy( arg, argument );
switch( ch->substate )
{
default:
if ( (ship = ship_from_engine(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the engine room of a ship to do that!\n\r",ch);
return;
}
if ( str_cmp( argument , "hull" ) && str_cmp( argument , "drive" ) &&
str_cmp( argument , "launcher" ) && str_cmp( argument , "laser" ) &&
str_cmp( argument , "turret 1" ) && str_cmp( argument , "turret 2") &&
str_cmp( argument , "ions") )
{
send_to_char("&RYou need to spceify something to repair:\n\r",ch);
send_to_char("&rTry: hull, drive, launcher, laser, turret 1, ions, or turret 2\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_shipmaintenance]);
if ( number_percent( ) < chance )
{
send_to_char( "&GYou begin your repairs\n\r", ch);
act( AT_PLAIN, "$n begins repairing the ships $T.", ch,
NULL, argument , TO_ROOM );
if ( !str_cmp(arg,"hull") )
add_timer ( ch , TIMER_DO_FUN , 15 , do_repairship , 1 );
else
add_timer ( ch , TIMER_DO_FUN , 5 , do_repairship , 1 );
ch->dest_buf = str_dup(arg);
return;
}
send_to_char("&RYou fail to locate the source of the problem.\n\r",ch);
learn_from_failure( ch, gsn_shipmaintenance );
return;
case 1:
if ( !ch->dest_buf )
return;
strcpy(arg, ch->dest_buf);
DISPOSE( ch->dest_buf);
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
return;
send_to_char("&RYou are distracted and fail to finish your repairs.\n\r", ch);
return;
}
ch->substate = SUB_NONE;
if ( (ship = ship_from_engine(ch->in_room->vnum)) == NULL )
{
return;
}
if ( !str_cmp(arg,"hull") )
{
change = URANGE( 0 ,
number_range( (int) ( ch->pcdata->learned[gsn_shipmaintenance] / 2 ) , (int) (ch->pcdata->learned[gsn_shipmaintenance]) ),
( ship->maxhull - ship->hull ) );
ship->hull += change;
/* ch_printf( ch, "&GRepair complete.. Hull strength inreased by %d points.\n\r", change );*/
ch_printf( ch, "&GRepair complete. Hull integrity is now %-3d\%.\n\r", percent(ship->hull,ship->maxhull) );
}
if ( !str_cmp(arg,"drive") )
{
if (ship->location == ship->lastdoc)
ship->shipstate = SHIP_DOCKED;
else
ship->shipstate = SHIP_READY;
send_to_char("&GShips drive repaired.\n\r", ch);
}
if ( !str_cmp(arg,"launcher") )
{
ship->missilestate = MISSILE_READY;
send_to_char("&GMissile launcher repaired.\n\r", ch);
}
if ( !str_cmp(arg,"laser") )
{
ship->statet0 = LASER_READY;
send_to_char("&GMain laser repaired.\n\r", ch);
}
if ( !str_cmp(arg,"ions") )
{
ship->statet3 = LASER_READY;
send_to_char("&GIon Cannon repaired.\n\r", ch);
}
if ( !str_cmp(arg,"turret 1") )
{
ship->statet1 = LASER_READY;
send_to_char("&GLaser Turret 1 repaired.\n\r", ch);
}
if ( !str_cmp(arg,"turret 2") )
{
ship->statet2 = LASER_READY;
send_to_char("&Laser Turret 2 repaired.\n\r", ch);
}
act( AT_PLAIN, "$n finishes the repairs.", ch,
NULL, argument , TO_ROOM );
learn_from_success( ch, gsn_shipmaintenance );
}
#endif
void do_repairship(CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int chance, change;
SHIP_DATA *ship;
strcpy( arg, argument );
switch( ch->substate )
{
default:
/*if ( (ship = ship_from_engine(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the engine room of a ship to do that!\n\r",ch);
return;
}*/
if ( str_cmp( argument, "hull" ) && str_cmp( argument, "drive" ) &&
str_cmp( argument, "launcher" ) && str_cmp( argument, "laser" ) &&
str_cmp( argument, "turret 1" ) && str_cmp( argument, "turret 2") &&
str_cmp( argument, "ions" ) )
{
send_to_char("&RYou need to spceify something to repair:\n\r",ch);
send_to_char("&rTry: hull, drive, launcher, laser, ions, turret 1, or turret 2\n\r",ch);
return;
}
/*Nix: Requires char to be in corresponding room*/
if( !(str_cmp( argument, "hull" ) && str_cmp( argument, "drive" )) )
{
if((ship = ship_from_engine(ch->in_room->vnum)) == NULL)
{
send_to_char("&RYou must be in the engine room of a ship to do that!\n\r", ch);
return;
}
}
else if( !(str_cmp( argument, "laser") && str_cmp( argument , "launcher" ) && str_cmp(argument, "ions") ) )
{
if((ship = ship_from_gunseat(ch->in_room->vnum)) == NULL)
{
send_to_char("&RYou must be in the gunner's seat of a ship to do that!\n\r", ch);
return;
}
}
else if(!str_cmp( argument , "turret 1" ))
{
if((ship = ship_from_turret(ch->in_room->vnum)) == NULL || (ship->turret1 != ch->in_room->vnum))
{
send_to_char("&RYou must be in turret 1 of a ship to do that!\n\r", ch);
return;
}
}
else if(!str_cmp( argument, "turret 2" ))
{
if((ship = ship_from_turret(ch->in_room->vnum)) == NULL || (ship->turret2 != ch->in_room->vnum))
{
send_to_char("&RYou must be in turret 2 of a ship to do that!\n\r", ch);
return;
}
}
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_shipmaintenance]);
if ( number_percent( ) < chance )
{
send_to_char( "&GYou begin your repairs\n\r", ch);
act( AT_PLAIN, "$n begins repairing the ships $T.", ch, NULL, argument , TO_ROOM );
if ( !str_cmp(arg,"hull") )
add_timer ( ch , TIMER_DO_FUN , 15 , do_repairship , 1 );
else
add_timer ( ch , TIMER_DO_FUN , 5 , do_repairship , 1 );
ch->dest_buf = str_dup(arg);
return;
}
send_to_char("&RYou fail to locate the source of the problem.\n\r",ch);
learn_from_failure( ch, gsn_shipmaintenance );
return;
case 1:
if ( !ch->dest_buf )
return;
strcpy(arg, ch->dest_buf);
DISPOSE( ch->dest_buf);
break;
case SUB_TIMER_DO_ABORT:
DISPOSE( ch->dest_buf );
ch->substate = SUB_NONE;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
return;
send_to_char("&RYou are distracted and fail to finish your repairs.\n\r", ch);
return;
}
ch->substate = SUB_NONE;
if ( (ship = ship_from_engine(ch->in_room->vnum)) == NULL )
{
if( (ship = ship_from_turret(ch->in_room->vnum)) == NULL ) /*Nix: Accomidate turrets and gunseat*/
{
return;
}
}
if ( !str_cmp(arg,"hull") )
{
change = URANGE( 0 ,
number_range( (int) ( ch->pcdata->learned[gsn_shipmaintenance] / 2 ) , (int) (ch->pcdata->learned[gsn_shipmaintenance]) ),
( ship->maxhull - ship->hull ) );
ship->hull += change;
ch_printf( ch, "&GRepair complete.. Hull strength inreased by %d points.\n\r", change );
}
if ( !str_cmp(arg,"drive") )
{
if (ship->location == ship->lastdoc)
ship->shipstate = SHIP_DOCKED;
else if(ship->shipstate == SHIP_DISABLED) /*if added by Nix, bugfix resulting for ships*/
ship->shipstate = SHIP_READY; /*being taken out of hyperspace without a system.*/
send_to_char("&GShips drive repaired.\n\r", ch);/*Attepting to hyp again results in crash.*/
}
if ( !str_cmp(arg,"launcher") )
{
if(ship->missilestate == MISSILE_DAMAGED)/*Nix: Prevent bypassing reload time*/
ship->missilestate = MISSILE_READY;
send_to_char("&GMissile launcher repaired.\n\r", ch);
}
if ( !str_cmp(arg,"laser") )
{
ship->statet0 = LASER_READY;
send_to_char("&GMain laser repaired.\n\r", ch);
}
if ( !str_cmp(arg,"turret 1") )
{
ship->statet1 = LASER_READY;
send_to_char("&GLaser Turret 1 repaired.\n\r", ch);
}
if ( !str_cmp(arg,"turret 2") )
{
ship->statet2 = LASER_READY;
send_to_char("&GLaser Turret 2 repaired.\n\r", ch); /*Nix: Typo, G missing*/
}
if ( !str_cmp(arg, "ions") )
{
ship->statet3 = LASER_READY;
send_to_char("&GIon Cannon repaired.\n\r", ch);
}
act( AT_PLAIN, "$n finishes the repairs.", ch,
NULL, argument , TO_ROOM );
learn_from_success( ch, gsn_shipmaintenance );
}
void do_refuel( CHAR_DATA *ch, char *argument )
{
char arg1[MAX_INPUT_LENGTH];
int value,price;
SHIP_DATA *ship;
argument = one_argument( argument, arg1 );
value = atoi(arg1);
value = abs(value);
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( ship->energy == ship->maxenergy )
{
send_to_char("&RYou are already at max capacity.\n\r",ch);
return;
}
if ( ( value + ship->energy ) > ship->maxenergy )
{
send_to_char("&RYou don't have that much fuel capacity.\n\r",ch);
return;
}
if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou don't seem to be in the pilot seat!\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "You can't do that here.\n\r" , ch );
return;
}
if ( ship->lastdoc != ship->location )
{
send_to_char("&rYou don't seem to be docked right now.\n\r",ch);
return;
}
if ( ship->shipstate != SHIP_DOCKED && ship->shipstate != SHIP_DISABLED )
{
send_to_char("The ship is not docked right now.\n\r",ch);
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "Syntax: refuel <amount/full>\n\r", ch );
send_to_char( "Price: 1 credit for 2 fuel units\n\r", ch);
return;
}
if ( !str_cmp("1",arg1) )
{
price = value;
ch_printf( ch, "You pay %d credits for %d units of fuel.\n\r", price, value );
ship->energy += value;
ch->gold -= price;
return;
}
if ( !str_cmp("full",arg1) )
{
value = ship->maxenergy-ship->energy;
price = value/2;
ch_printf( ch, "You pay %d credits for %d units of fuel.\n\r", price, value );
ship->energy += value;
ch->gold -= price;
return;
}
value = atoi(arg1);
price = value/2;
ch_printf( ch, "You pay %d credits for %d units of fuel.\n\r", price, value );
ship->energy += value;
ch->gold -= price;
}
void do_addpilot(CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "&RYou can't do that here.\n\r" , ch );
return;
}
if ( str_cmp( ship->owner , ch->name ) )
{
if ( !IS_NPC(ch) && ch->pcdata && ch->pcdata->clan
&& !str_cmp(ch->pcdata->clan->name,ship->owner) )
{
if ( !str_cmp(ch->pcdata->clan->leader,ch->name) )
;
else if ( !str_cmp(ch->pcdata->clan->number1,ch->name) )
;
else if ( !str_cmp(ch->pcdata->clan->number2,ch->name) )
;
else
{
send_to_char( "&RThat isn't your ship!" ,ch );
return;
}
}
else
{
send_to_char( "&RThat isn't your ship!" ,ch );
return;
}
}
if (argument[0] == '\0')
{
send_to_char( "&RAdd which pilot?\n\r" ,ch );
return;
}
if ( str_cmp( ship->pilot , "" ) )
{
if ( str_cmp( ship->copilot , "" ) )
{
send_to_char( "&RYou are ready have a pilot and copilot..\n\r" ,ch );
send_to_char( "&RTry rempilot first.\n\r" ,ch );
return;
}
STRFREE( ship->copilot );
ship->copilot = STRALLOC( argument );
send_to_char( "Copilot Added.\n\r", ch );
save_ship( ship );
return;
return;
}
STRFREE( ship->pilot );
ship->pilot = STRALLOC( argument );
send_to_char( "Pilot Added.\n\r", ch );
save_ship( ship );
}
void do_rempilot(CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char( "&RYou can't do that here.\n\r" , ch );
return;
}
if ( str_cmp( ship->owner , ch->name ) )
{
if ( !IS_NPC(ch) && ch->pcdata && ch->pcdata->clan
&& !str_cmp(ch->pcdata->clan->name,ship->owner) )
{
if ( !str_cmp(ch->pcdata->clan->leader,ch->name) )
;
else if ( !str_cmp(ch->pcdata->clan->number1,ch->name) )
;
else if ( !str_cmp(ch->pcdata->clan->number2,ch->name) )
;
else
{
send_to_char( "&RThat isn't your ship!" ,ch );
return;
}
}
else
{
send_to_char( "&RThat isn't your ship!" ,ch );
return;
}
}
if (argument[0] == '\0')
{
send_to_char( "&RRemove which pilot?\n\r" ,ch );
return;
}
if ( !str_cmp( ship->pilot , argument ) )
{
STRFREE( ship->pilot );
ship->pilot = STRALLOC( "" );
send_to_char( "Pilot Removed.\n\r", ch );
save_ship( ship );
return;
}
if ( !str_cmp( ship->copilot , argument ) )
{
STRFREE( ship->copilot );
ship->copilot = STRALLOC( "" );
send_to_char( "Copilot Removed.\n\r", ch );
save_ship( ship );
return;
}
send_to_char( "&RThat person isn't listed as one of the ships pilots.\n\r" ,ch );
}
void do_radar( CHAR_DATA *ch, char *argument )
{
SHIP_DATA *target;
int chance;
SHIP_DATA *ship;
MISSILE_DATA *missile;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit or turret of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DOCKED)
{
send_to_char("&RWait until after you launch!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_HYPERSPACE)
{
send_to_char("&RYou can only do that in realspace!\n\r",ch);
return;
}
if (ship->starsystem == NULL)
{
send_to_char("&RYou can't do that unless the ship is flying in realspace!\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_navigation]) ;
if ( number_percent( ) > chance )
{
send_to_char("&RYou fail to work the controls properly.\n\r",ch);
learn_from_failure( ch, gsn_navigation );
return;
}
act( AT_PLAIN, "$n checks the radar.", ch,
NULL, argument , TO_ROOM );
set_char_color( AT_WHITE, ch );
ch_printf(ch, "%s\n\r\n\r" , ship->starsystem->name );
set_char_color( AT_LBLUE, ch );
if ( ship->starsystem->star1 && str_cmp(ship->starsystem->star1,"") )
ch_printf(ch, "%s %d %d %d\n\r" ,
ship->starsystem->star1,
ship->starsystem->s1x,
ship->starsystem->s1y,
ship->starsystem->s1z );
if ( ship->starsystem->star2 && str_cmp(ship->starsystem->star2,"") )
ch_printf(ch, "%s %d %d %d\n\r" ,
ship->starsystem->star2,
ship->starsystem->s2x,
ship->starsystem->s2y,
ship->starsystem->s2z );
if ( ship->starsystem->planet1 && str_cmp(ship->starsystem->planet1,"") )
ch_printf(ch, "%s %d %d %d\n\r" ,
ship->starsystem->planet1,
ship->starsystem->p1x,
ship->starsystem->p1y,
ship->starsystem->p1z );
if ( ship->starsystem->planet2 && str_cmp(ship->starsystem->planet2,"") )
ch_printf(ch, "%s %d %d %d\n\r" ,
ship->starsystem->planet2,
ship->starsystem->p2x,
ship->starsystem->p2y,
ship->starsystem->p2z );
if ( ship->starsystem->planet3 && str_cmp(ship->starsystem->planet3,"") )
ch_printf(ch, "%s %d %d %d\n\r" ,
ship->starsystem->planet3,
ship->starsystem->p3x,
ship->starsystem->p3y,
ship->starsystem->p3z );
ch_printf(ch,"\n\r");
for ( target = ship->starsystem->first_ship; target; target = target->next_in_starsystem )
{
if ( target != ship && !IS_SET(target->flags, SHIP_MASKED) )
ch_printf(ch, "%s %.0f %.0f %.0f\n\r",
target->name,
target->vx,
target->vy,
target->vz);
}
ch_printf(ch,"\n\r");
for ( missile = ship->starsystem->first_missile; missile; missile = missile->next_in_starsystem )
{
ch_printf(ch, "%s %d %d %d\n\r",
missile->missiletype == CONCUSSION_MISSILE ? "A Concusion missile" :
( missile->missiletype == PROTON_TORPEDO ? "A Torpedo" :
( missile->missiletype == HEAVY_ROCKET ? "A Heavy Rocket" : "A Heavy Bomb" ) ),
missile->mx,
missile->my,
missile->mz );
}
ch_printf(ch, "\n\r&WYour Coordinates: %.0f %.0f %.0f\n\r" ,
ship->vx , ship->vy, ship->vz);
learn_from_success( ch, gsn_navigation );
}
void do_autotrack( CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
int chance;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( ship->class == SHIP_PLATFORM )
{
send_to_char("&RPlatforms don't have autotracking systems!\n\r",ch);
return;
}
if ( ship->class == CAPITAL_SHIP )
{
send_to_char("&RThis ship is too big for autotracking!\n\r",ch);
return;
}
if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou aren't in the pilots chair!\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RYou'll have to turn off the ships autopilot first....\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_shipsystems]) ;
if ( number_percent( ) > chance )
{
send_to_char("&RYour notsure which switch to flip.\n\r",ch);
learn_from_failure( ch, gsn_shipsystems );
return;
}
act( AT_PLAIN, "$n flips a switch on the control panel.", ch,
NULL, argument , TO_ROOM );
if (ship->autotrack)
{
ship->autotrack = FALSE;
echo_to_cockpit( AT_YELLOW , ship, "Autotracking off.");
}
else
{
ship->autotrack = TRUE;
echo_to_cockpit( AT_YELLOW , ship, "Autotracking on.");
}
learn_from_success( ch, gsn_shipsystems );
}
void do_pluogus( CHAR_DATA *ch, char *argument )
{
int next_planet, itt;
if ( !has_comlink(ch) )
{
send_to_char( "You need a comlink to do that!\n\r", ch);
return;
}
send_to_char( "&G&WSerin Pluogus Schedule Information:&G&W\n\r", ch );
send_to_char( "&R-----------------------------------&G&W\n\r", ch );
/* current port */
if ( bus_pos < 7 && bus_pos > 1 )
ch_printf( ch, "&G&WThe Pluogus is Currently docked at &R%s&G&W.\n\r", bus1_stop[bus1_planet] );
/* destinations */
next_planet = bus1_planet;
send_to_char( "&G&WNext stops: ", ch);
if ( bus_pos <= 1 )
ch_printf( ch, "&R%s &G&W", bus1_stop[next_planet] );
for ( itt = 0 ; itt < 3 ; itt++ )
{
next_planet++;
if ( next_planet >= MAX_BUS1_STOP )
next_planet = 0;
ch_printf( ch, " &B%s &G&W", bus1_stop[next_planet] );
}
ch_printf( ch, "\n\r\n\r" );
send_to_char( "&RSerin Tocca Schedule Information:&G&W\n\r", ch );
send_to_char( "&R---------------------------------&G&W\n\r", ch );
/* current port */
if ( bus_pos < 7 && bus_pos > 1 )
ch_printf( ch, "&G&WThe Tocca is Currently docked at &R%s&G&W.\n\r", bus2_stop[bus2_planet] );
/* destinations */
next_planet = bus2_planet;
send_to_char( "&G&WNext stops: &B", ch);
if ( bus_pos <= 1 )
ch_printf( ch, "&R%s &G&W", bus2_stop[next_planet] );
for ( itt = 0 ; itt < 3 ; itt++ )
{
next_planet++;
if ( next_planet >= MAX_BUS2_STOP )
next_planet = 0;
ch_printf( ch, " &B%s &G&W", bus2_stop[next_planet] );
}
ch_printf( ch, "\n\r" );
ch_printf( ch, "\n\r" );
}
void do_drive( CHAR_DATA *ch, char *argument )
{
int dir;
SHIP_DATA *ship;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the drivers seat of a land vehicle to do that!\n\r",ch);
return;
}
if ( !ship->repulsor && ship->class <= MIDSIZE_SHIP )
{
send_to_char("&RYou don't have the repulsor engines on!\n\r",ch);
return;
}
else
{
send_to_char("Your Ship can't drive. Its too big.\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DISABLED)
{
send_to_char("&RThe drive is disabled.\n\r",ch);
return;
}
if ( ship->energy < 1 )
{
send_to_char("&RTheres not enough fuel!\n\r",ch);
return;
}
if ( ( dir = get_door( argument ) ) == -1 )
{
send_to_char( "Usage: drive <direction>\n\r", ch );
return;
}
if ( ( ship->class >= MIDSIZE_SHIP ) || ship->repulsor )
drive_ship( ch, ship, get_exit(get_room_index(ship->location), dir), 0 );
else
{
send_to_char( "&RYou must turn on the repulsorfield./n/r", ch);
return;
}
}
ch_ret drive_ship( CHAR_DATA *ch, SHIP_DATA *ship, EXIT_DATA *pexit , int fall )
{
ROOM_INDEX_DATA *in_room;
ROOM_INDEX_DATA *to_room;
ROOM_INDEX_DATA *from_room;
ROOM_INDEX_DATA *original;
char buf[MAX_STRING_LENGTH];
char *txt;
char *dtxt;
ch_ret retcode;
sh_int door, distance;
bool drunk = FALSE;
CHAR_DATA * rch;
CHAR_DATA * next_rch;
if ( !IS_NPC( ch ) )
if ( IS_DRUNK( ch, 2 ) && ( ch->position != POS_SHOVE )
&& ( ch->position != POS_DRAG ) )
drunk = TRUE;
if ( drunk && !fall )
{
door = number_door();
pexit = get_exit( get_room_index(ship->location), door );
}
#ifdef DEBUG
if ( pexit )
{
sprintf( buf, "drive_ship: %s to door %d", ch->name, pexit->vdir );
log_string( buf );
}
#endif
retcode = rNONE;
txt = NULL;
in_room = get_room_index(ship->location);
from_room = in_room;
if ( !pexit || (to_room = pexit->to_room) == NULL )
{
if ( drunk )
{
send_to_char( "You drive into a wall in your drunken state.\n\r", ch );
damage_ship( ship , 5 , 10 );
}
else
send_to_char( "Alas, you cannot go that way.\n\r", ch );
return rNONE;
}
door = pexit->vdir;
distance = pexit->distance;
if ( IS_SET( pexit->exit_info, EX_WINDOW )
&& !IS_SET( pexit->exit_info, EX_ISDOOR ) )
{
send_to_char( "Alas, you cannot go that way.\n\r", ch );
return rNONE;
}
if ( IS_SET(pexit->exit_info, EX_PORTAL)
&& IS_NPC(ch) )
{
act( AT_PLAIN, "Mobs can't use portals.", ch, NULL, NULL, TO_CHAR );
return rNONE;
}
if ( IS_SET(pexit->exit_info, EX_NOMOB)
&& IS_NPC(ch) )
{
act( AT_PLAIN, "Mobs can't enter there.", ch, NULL, NULL, TO_CHAR );
return rNONE;
}
if ( IS_SET(pexit->exit_info, EX_CLOSED)
&& (IS_SET(pexit->exit_info, EX_NOPASSDOOR)) )
{
if ( !IS_SET( pexit->exit_info, EX_SECRET )
&& !IS_SET( pexit->exit_info, EX_DIG ) )
{
if ( drunk )
{
act( AT_PLAIN, "$n flies into the $d in $s drunken state.", ch,
NULL, pexit->keyword, TO_ROOM );
act( AT_PLAIN, "You flies into the $d in your drunken state.", ch,
NULL, pexit->keyword, TO_CHAR );
damage_ship( ship , 5 , 10 );
}
else
act( AT_PLAIN, "The $d is closed.", ch, NULL, pexit->keyword, TO_CHAR );
}
else
{
if ( drunk )
{
send_to_char( "You hit a wall in your drunken state.\n\r", ch );
damage_ship( ship , 5 , 10 );
}
else
send_to_char( "Alas, you cannot go that way.\n\r", ch );
}
return rNONE;
}
if ( room_is_private( ch, to_room ) && get_trust(ch) < sysdata.level_override_private )
{
send_to_char( "That room is private right now.\n\r", ch );
return rNONE;
}
else if ( room_is_private( ch, to_room ) && get_trust(ch) > sysdata.level_override_private && !IS_NPC(ch) )
{
send_to_char( "Overriding private flag!\n\r", ch );
}
/*if ( !IS_IMMORTAL(ch)
&& !IS_NPC(ch)
&& ch->in_room->area != to_room->area )
{
if ( ch->top_level < to_room->area->low_hard_range )
{
set_char_color( AT_TELL, ch );
switch( to_room->area->low_hard_range - ch->top_level )
{
case 1:
send_to_char( "A voice in your mind says, 'You are nearly ready to go that way...'", ch );
break;
case 2:
send_to_char( "A voice in your mind says, 'Soon you shall be ready to travel down this path... soon.'", ch );
break;
case 3:
send_to_char( "A voice in your mind says, 'You are not ready to go down that path... yet.'.\n\r", ch);
break;
default:
send_to_char( "A voice in your mind says, 'You are not ready to go down that path.'.\n\r", ch);
}
return rNONE;
}
else
if ( ch->top_level > to_room->area->hi_hard_range )
{
set_char_color( AT_TELL, ch );
send_to_char( "A voice in your mind says, 'There is nothing more for you down that path.'", ch );
return rNONE;
}
}*/
if ( !fall )
{
if ( ( xIS_SET( to_room->room_flags, ROOM_INDOORS )
|| xIS_SET( to_room->room_flags, ROOM_SPACECRAFT )
|| to_room->sector_type == SECT_INSIDE )
&& !IS_SET(ship->flags,SHIP_CANFLYINDOORS) )
{
send_to_char( "You can't drive indoors!\n\r", ch );
return rNONE;
}
if ( xIS_SET( to_room->room_flags, ROOM_NO_DRIVING ) )
{
send_to_char( "You can't take a vehicle through there!\n\r", ch );
return rNONE;
}
if ( in_room->sector_type == SECT_AIR
|| to_room->sector_type == SECT_AIR
|| IS_SET( pexit->exit_info, EX_FLY ) )
{
if ( ship->class > MIDSIZE_SHIP )
{
send_to_char( "You'd need to fly to go there.\n\r", ch );
return rNONE;
}
}
if ( in_room->sector_type == SECT_WATER_NOSWIM
|| to_room->sector_type == SECT_WATER_NOSWIM
|| to_room->sector_type == SECT_WATER_SWIM
|| to_room->sector_type == SECT_UNDERWATER
|| to_room->sector_type == SECT_OCEANFLOOR )
{
send_to_char( "You'd need a boat to go there.\n\r", ch );
return rNONE;
}
if ( IS_SET( pexit->exit_info, EX_CLIMB ) )
{
if ( ship->class > MIDSIZE_SHIP )
{
send_to_char( "You need to fly or climb to get up there.\n\r", ch );
return rNONE;
}
}
}
if ( to_room->tunnel > 0 )
{
CHAR_DATA *ctmp;
int count = 0;
for ( ctmp = to_room->first_person; ctmp; ctmp = ctmp->next_in_room )
if ( ++count >= to_room->tunnel )
{
send_to_char( "There is no room for you in there.\n\r", ch );
return rNONE;
}
}
if ( fall )
txt = "falls";
else if ( !txt )
txt = "fly";
sprintf( buf, "$n %ss the vehicle $T.", txt );
act( AT_ACTION, buf, ch, NULL, dir_name[door], TO_ROOM );
sprintf( buf, "You %s the vehicle $T.", txt );
act( AT_ACTION, buf, ch, NULL, dir_name[door], TO_CHAR );
sprintf( buf, "%s %ss %s.", ship->name, txt, dir_name[door] );
echo_to_room( AT_ACTION , get_room_index(ship->location) , buf );
extract_ship( ship );
ship_to_room(ship, to_room->vnum );
ship->location = to_room->vnum;
ship->lastdoc = ship->location;
if ( fall )
txt = "falls";
else
txt = "flys in";
switch( door )
{
default: dtxt = "somewhere"; break;
case 0: dtxt = "the south"; break;
case 1: dtxt = "the west"; break;
case 2: dtxt = "the north"; break;
case 3: dtxt = "the east"; break;
case 4: dtxt = "below"; break;
case 5: dtxt = "above"; break;
case 6: dtxt = "the south-west"; break;
case 7: dtxt = "the south-east"; break;
case 8: dtxt = "the north-west"; break;
case 9: dtxt = "the north-east"; break;
}
sprintf( buf, "%s %s from %s.", ship->name, txt, dtxt );
echo_to_room( AT_ACTION , get_room_index(ship->location) , buf );
for ( rch = ch->in_room->last_person ; rch ; rch = next_rch )
{
next_rch = rch->prev_in_room;
original = rch->in_room;
char_from_room( rch );
char_to_room( rch, to_room );
do_look( rch, "auto" );
char_from_room( rch );
char_to_room( rch, original );
}
return retcode;
}
void do_chaff( CHAR_DATA *ch, char *argument )
{
int chance;
SHIP_DATA *ship;
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( (ship = ship_from_coseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RThe controls are at the copilots seat!\n\r",ch);
return;
}
if ( autofly(ship) )
{
send_to_char("&RYou'll have to turn the autopilot off first...\n\r",ch);
return;
}
if (ship->shipstate == SHIP_HYPERSPACE)
{
send_to_char("&RYou can only do that in realspace!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DOCKED)
{
send_to_char("&RYou can't do that until after you've launched!\n\r",ch);
return;
}
if (ship->chaff <= 0 )
{
send_to_char("&RYou don't have any chaff to release!\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_weaponsystems]) ;
if ( number_percent( ) > chance )
{
send_to_char("&RYou can't figure out which switch it is.\n\r",ch);
learn_from_failure( ch, gsn_weaponsystems );
return;
}
ship->chaff--;
ship->chaff_released++;
send_to_char( "You flip the chaff release switch.\n\r", ch);
act( AT_PLAIN, "$n flips a switch on the control pannel", ch,
NULL, argument , TO_ROOM );
echo_to_cockpit( AT_YELLOW , ship , "A burst of chaff is released from the ship.");
learn_from_success( ch, gsn_weaponsystems );
}
bool autofly( SHIP_DATA *ship )
{
if ( !ship )
return FALSE;
if ( IS_SET(ship->flags,SHIP_MOB) )
return TRUE;
if ( ship->autopilot )
return TRUE;
if ( IS_SET( ship->flags, SHIP_AUTOPILOT ) )
return TRUE;
return FALSE;
}
void do_repulsor( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int chance;
SHIP_DATA *ship;
argument = one_argument( argument, arg );
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_HYPERSPACE)
{
send_to_char("&RYou can only do that on land!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DISABLED)
{
send_to_char("&RThe ships drive is disabled. Unable to manuever.\n\r",ch);
return;
}
if (ship->shipstate < SHIP_DOCKED)
{
send_to_char("&RYou can't do that till you've landed\n\r",ch);
return;
}
if ( ship->energy <1 )
{
send_to_char("&RTheres not enough fuel!\n\r",ch);
return;
}
if ( ship->class == FIGHTER_SHIP )
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_starfighters]) ;
else if ( ship->class == MIDSIZE_SHIP )
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_midships]) ;
else if ( ship->class == CAPITAL_SHIP )
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_capitalships]);
else
chance = 1000;
if ( number_percent( ) > chance )
{
send_to_char("&RYou fail to work the controls properly.\n\r",ch);
if ( ship->class == FIGHTER_SHIP )
learn_from_failure( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_failure( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_failure( ch, gsn_capitalships );
return;
}
if ( (arg[0] == 'o' && arg[1] == 'n') || ship->repulsor == 0 )
{
send_to_char( "&GYou activate the repulsor field\n\r", ch);
act( AT_PLAIN, "$n activates the repulsor field", ch,
NULL, argument , TO_ROOM );
echo_to_room( AT_YELLOW , get_room_index(ship->cockpit) , "");
ship->repulsor += 1;
}
else if ( (arg[0] == 'o' && arg[1] == 'f' && arg[2] == 'f' ) || ship->repulsor == 1 )
{
send_to_char( "&GYou deactivate the repulsor field\n\r", ch);
act( AT_PLAIN, "$n deactivates the repulsor field", ch,
NULL, argument , TO_ROOM );
echo_to_room( AT_YELLOW , get_room_index(ship->cockpit) , "");
ship->repulsor -= 1;
}
if ( ship->class == FIGHTER_SHIP )
learn_from_success( ch, gsn_starfighters );
if ( ship->class == MIDSIZE_SHIP )
learn_from_success( ch, gsn_midships );
if ( ship->class == CAPITAL_SHIP )
learn_from_success( ch, gsn_capitalships );
}
void do_transship( CHAR_DATA *ch ,char *argument )
{
char arg1[MAX_INPUT_LENGTH];
char arg2[MAX_INPUT_LENGTH];
int arg3;
SHIP_DATA *ship;
if ( IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
argument = one_argument( argument, arg1 );
argument = one_argument( argument, arg2 );
ship = get_ship( arg1 );
if ( !ship )
{
send_to_char( "No such ship.\n\r", ch );
return;
}
arg3 = atoi( arg2 );
if ( arg1[0] == '\0' || arg2[0] == '\0' || arg1[0] == '\0' )
{
send_to_char( "Usage: transship <ship> <vnum>\n\r", ch );
return;
}
ship->shipyard = arg3;
ship->shipstate = SHIP_READY;
if ( ship->class != SHIP_PLATFORM && !IS_SET(ship->flags,SHIP_MOB) )
{
extract_ship( ship );
ship_to_room( ship , ship->shipyard );
ship->location = ship->shipyard;
ship->lastdoc = ship->shipyard;
ship->shipstate = SHIP_DOCKED;
}
if (ship->starsystem)
ship_from_starsystem( ship, ship->starsystem );
save_ship(ship);
send_to_char( "Ship Transfered.\n\r", ch );
}
void do_openbay( CHAR_DATA *ch, char *argument )
{
char buf[MAX_STRING_LENGTH];
SHIP_DATA *ship;
SHIP_DATA *target;
int chance;
if ( IS_NPC( ch ) )
{
send_to_char( "Huh?\n\r", ch );
return;
}
ship = get_ship( argument );
if ( !ship )
{
send_to_char( "No such ship.\n\r", ch );
return;
}
if ( ship->class < MIDSIZE_SHIP || ship->hanger == 0 )
{
send_to_char ("That Ship Doesn't Have A Hanger!",ch);
return;
}
if (IS_IMMORTAL(ch))
{
/*if (ship->bayopen)*/
if ( IS_SET( ship->flags, SHIP_BAYOPEN ) )
{
TOGGLE_BIT( ship->flags, SHIP_BAYOPEN );
ship->bayopen = FALSE;
sprintf( buf, "!!SOUND(BayClose U=http://mercury.spaceports.com/~gavin1/)&RClosing %s's bay doors." , ship->name );
send_to_char(buf,ch);
sound_to_ship(ship , "!!SOUND(BayClose U=http://mercury.spaceports.com/~gavin1/)" );
sprintf( buf, "Closing bay doors.");
echo_to_ship( AT_RED , ship , buf );
save_ship(ship);
}
else
{
ship->bayopen = TRUE;
TOGGLE_BIT( ship->flags, SHIP_BAYOPEN );
sprintf( buf, "!!SOUND(BayClose U=http://mercury.spaceports.com/~gavin1/)Opening bay doors.");
echo_to_ship( AT_RED , ship , buf );
sound_to_ship(ship , "!!SOUND(BayClose U=http://mercury.spaceports.com/~gavin1/)" );
sprintf( buf, "&ROpening %s's bay doors." , ship->name );
send_to_char(buf,ch);
save_ship(ship);
}
return;
}
target = ship_from_cockpit( ch->in_room->vnum );
if ( (ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( target->starsystem != ship->starsystem && !IS_IMMORTAL(ch) ) {
send_to_char("Wrong StarSystem!\n\r",ch);
return;
}
if ( !check_pilot( ch , ship ) || !str_cmp( ship->owner , "Public" ) )
{
send_to_char("&RHey, thats not your ship!\n\r",ch);
return;
}
else
{
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_shipsystems]) ;
if ( number_percent( ) > chance )
{
send_to_char("&RYour notsure which switch to flip.\n\r",ch);
learn_from_failure( ch, gsn_shipsystems );
return;
}
act( AT_PLAIN, "$n flips a switch on the control panel.", ch, NULL, argument , TO_ROOM );
/*if (ship->bayopen)*/
if ( IS_SET( ship->flags, SHIP_BAYOPEN ))
{
TOGGLE_BIT( ship->flags, SHIP_BAYOPEN );
ship->bayopen = FALSE;
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
sprintf( buf, "!!SOUND(BayClose U=http://mercury.spaceports.com/~gavin1/)Closing %s's bay doors." , ship->name );
echo_to_system( AT_RED , target , buf , NULL );
}
sound_to_ship(ship , "!!SOUND(BayClose U=http://mercury.spaceports.com/~gavin1/)" );
sprintf( buf, "Closing bay doors.");
echo_to_ship( AT_RED , ship , buf );
save_ship(ship);
}
else
{
ship->bayopen = TRUE;
TOGGLE_BIT( ship->flags, SHIP_BAYOPEN );
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
sprintf( buf, "!!SOUND(BayClose U=http://mercury.spaceports.com/~gavin1/)Opening %s's bay doors." , ship->name );
echo_to_system( AT_RED , ship , buf , NULL );
}
sound_to_ship(ship , "!!SOUND(BayClose U=http://mercury.spaceports.com/~gavin1/)" );
sprintf( buf, "Opening bay doors.");
echo_to_ship( AT_RED , ship , buf );
save_ship(ship);
}
/* sprintf( buf, "%s",ship->bayopen);
send_to_char( buf, ch ); */
}
}
void do_tractorbeam( CHAR_DATA *ch, char *argument )
{
char arg[MAX_INPUT_LENGTH];
int chance;
SHIP_DATA *ship;
SHIP_DATA *target;
char buf[MAX_STRING_LENGTH];
strcpy( arg, argument );
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( ship->class > SHIP_PLATFORM )
{
send_to_char("&RThis isn't a spacecraft!\n\r",ch);
return;
}
if ( !check_pilot( ch , ship ) )
{
send_to_char("This isn't your ship!\n\r" , ch );
return;
}
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
echo_to_cockpit( AT_RED, ship, "&R[&WShip Status&R]&W You are unable todo so when masked.");
return;
}
if ( ship->tractorbeam == 0 )
{
send_to_char("You might want to install a tractorbeam!\n\r" , ch );
return;
}
if ( ship->hanger == 0 )
{
send_to_char("No hanger available.\n\r",ch);
return;
}
if ( !IS_SET( ship->flags, SHIP_BAYOPEN ) )
{
send_to_char("Your hanger is closed.\n\r",ch);
return;
}
if ( (ship = ship_from_pilotseat(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou need to be in the pilot seat!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DISABLED)
{
send_to_char("&RThe ships drive is disabled. No power available.\n\r",ch);
return;
}
if (ship->shipstate == SHIP_DOCKED || ship->shipstate == SHIP_SHIP2SHIP)
{
send_to_char("&RYour ship is docked!\n\r",ch);
return;
}
if (ship->shipstate == SHIP_HYPERSPACE)
{
send_to_char("&RYou can only do that in realspace!\n\r",ch);
return;
}
if (ship->shipstate != SHIP_READY)
{
send_to_char("&RPlease wait until the ship has finished its current manouver.\n\r",ch);
return;
}
if ( argument[0] == '\0' )
{
send_to_char("&RCapture what?\n\r",ch);
return;
}
target = get_ship_here( argument , ship->starsystem );
if ( target == NULL )
{
send_to_char("&RI don't see that here.\n\r",ch);
return;
}
if ( target == ship )
{
send_to_char("&RYou can't yourself!\n\r",ch);
return;
}
if ( target->shipstate == SHIP_LAND )
{
send_to_char("&RThat ship is already in a landing sequence.\n\r", ch);
return;
}
if ( (target->vx > ship->vx + 200) || (target->vx < ship->vx - 200) ||
(target->vy > ship->vy + 200) || (target->vy < ship->vy - 200) ||
(target->vz > ship->vz + 200) || (target->vz < ship->vz - 200) )
{
send_to_char("&R That ship is too far away! You'll have to fly a little closer.\n\r",ch);
return;
}
if (ship->class <= target->class)
{
send_to_char("&RThat ship is too big for your hanger.\n\r",ch);
return;
}
if ( target->class == SHIP_PLATFORM )
{
send_to_char( "&RYou can't capture platforms.\n\r" , ch );
return;
}
if ( target->class == CAPITAL_SHIP)
{
send_to_char("&RYou can't capture capital ships.\n\r",ch);
return;
}
if ( ship->energy < (25 + 25*target->class) )
{
send_to_char("&RTheres not enough fuel!\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level
: (int) (ch->pcdata->learned[gsn_tractorbeams]);
/* This is just a first guess chance modifier, feel free to change if needed */
chance = chance * ( ship->tractorbeam / (target->currspeed+1 ) );
if ( number_percent( ) < chance )
{
set_char_color( AT_GREEN, ch );
send_to_char( "Capture sequence initiated.\n\r", ch);
act( AT_PLAIN, "$n begins the capture sequence.", ch,
NULL, argument , TO_ROOM );
echo_to_ship( AT_YELLOW , ship , "ALERT: Ship is being captured, all hands to docking bay." );
echo_to_ship( AT_YELLOW , target , "The ship shudders as a tractorbeam locks on." );
sprintf( buf , "You are being captured by %s." , ship->name);
echo_to_cockpit( AT_BLOOD , target , buf );
if ( autofly(target) && !target->target0)
target->target0 = ship;
target->dest = STRALLOC(ship->name);
target->shipstate = SHIP_LAND;
target->currspeed = 0;
learn_from_success( ch, gsn_tractorbeams );
return;
}
send_to_char("You fail to work the controls properly.\n\r",ch);
echo_to_ship( AT_YELLOW , target , "The ship shudders and then stops as a tractorbeam attemps to lock on." );
sprintf( buf , "The %s attempted to capture your ship!" , ship->name);
echo_to_cockpit( AT_BLOOD , target , buf );
if ( autofly(target) && !target->target0)
target->target0 = ship;
learn_from_failure( ch, gsn_tractorbeams );
return;
}
void undockship( SHIP_DATA *ship )
{
char buf[MAX_STRING_LENGTH];
SHIP_DATA *target;
int plusminus;
/* if (ship->starsystem)
ship_to_starsystem( ship, ship->starsystem );
else
return;*/
/* if (!ship->starsystem)
ship_to_starsystem( ship, starsystem_from_vnum( ship->location ) );*/
/* if (!ship->docked2)
return;*/
if ( ship->starsystem == NULL )
{
echo_to_room( AT_YELLOW , get_room_index(ship->pilotseat) , "Launch path blocked .. Undocking aborted.");
echo_to_ship( AT_YELLOW , ship , "The ship slowly redocks.");
sprintf( buf , "%s slowly redocks." ,ship->name );
echo_to_room( AT_YELLOW , get_room_index(ship->docked2) , buf );
ship->shipstate = SHIP_SHIP2SHIP;
return;
}
if (ship->class == MIDSIZE_SHIP)
{
sound_to_room( get_room_index(ship->docked2) , "!!SOUND(falcon U=http://mercury.spaceports.com/~gavin1/)" );
sound_to_ship(ship , "!!SOUND(falcon U=http://mercury.spaceports.com/~gavin1/)" );
}
else
{
sound_to_ship(ship , "!!SOUND(xwing U=http://mercury.spaceports.com/~gavin1/)" );
sound_to_room( get_room_index(ship->docked2) , "!!SOUND(xwing U=http://mercury.spaceports.com/~gavin1/)" );
}
extract_ship(ship);
ship->location = 0;
if (ship->shipstate != SHIP_DISABLED)
ship->shipstate = SHIP_READY;
plusminus = number_range ( -1 , 2 );
if (plusminus > 0 )
ship->hx = 1;
else
ship->hx = -1;
plusminus = number_range ( -1 , 2 );
if (plusminus > 0 )
ship->hy = 1;
else
ship->hy = -1;
plusminus = number_range ( -1 , 2 );
if (plusminus > 0 )
ship->hz = 1;
else
ship->hz = -1;
/*
for ( target = ship->starsystem->first_ship; target; target = target->next_in_starsystem )
{
if (ship_from_entrance( ship->docked2 ) == ship_from_entrance( target->entrance ))
{
ship->vx = target->vx;
ship->vy = target->vy;
ship->vz = target->vz;
temp = ship->name;
}
}
*/
target = ship_from_entrance( ship->docked2 );
if ( target == NULL || target == ship)
{
bug("%s: Undockship : That ship isn't here!\n\r",ship->name);
return;
}
ship->energy -= (100+100*ship->class);
ship->vx += (ship->hx*ship->currspeed*2+15);
ship->vy += (ship->hy*ship->currspeed*2+15);
ship->vz += (ship->hz*ship->currspeed*2+15);
echo_to_room( AT_GREEN , get_room_index(ship->location) , "Undocking complete");
echo_to_system( AT_YELLOW , ship , "The ship leaves the other ship far behind as it flies away into space.", target );
/* sprintf( buf ,"%s enters the starsystem at %.0f %.0f %.0f" , ship->name, ship->vx, ship->vy, ship->vz ); */
/* sprintf( buf ,"%s has just undocked from %s has just taken off" , ship->name, target->name);*/
sprintf( buf, "%s flys out into space.", ship->name );
echo_to_system( AT_YELLOW, ship, buf , NULL );
echo_to_room( AT_YELLOW , get_room_index(ship->docked2) , buf );
}
void do_closebay( CHAR_DATA *ch, char *argument )
{}
/*
* Get an extra description from a list.
*/
char *get_hyperspeed( int hyper )
{
if ( hyper > 0 && hyper <= 50)
return "x5";
if ( hyper > 50 && hyper <= 100 )
return "x4";
if ( hyper > 100 && hyper <= 150 )
return "x3";
if ( hyper > 150 && hyper <= 200 )
return "x2";
if ( hyper > 200 )
return "x1";
return "ERROR";
}
void do_bomb( CHAR_DATA *ch, char *argument )
{
char buf [MAX_STRING_LENGTH];
char arg1 [MAX_INPUT_LENGTH];
char arg [MAX_INPUT_LENGTH];
PLANET_DATA *planet;
CLAN_DATA *clan;
SHIP_DATA *ship;
DESCRIPTOR_DATA *d;
int chance,number,number2;
if ( IS_NPC(ch) || !ch->pcdata || !ch->in_room)
{
send_to_char( "What would be the point of that.\n\r", ch );
return;
}
strcpy( arg, argument );
if (!IS_NPC(ch) && ch->pcdata && ch->pcdata->clan )
clan = ch->pcdata->clan;
argument = one_argument( argument, arg1 );
ship = ship_from_cockpit(ch->in_room->vnum);
if ( !ship )
{
set_char_color( AT_RED, ch);
send_to_char("You have to be in the cockpit of a ship to bomb a planet",ch);
return;
}
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
echo_to_cockpit( AT_RED, ship, "&R[&WShip Weapons&R]&W You are unable todo so when masked.");
return;
}
if ( arg1[0] == '\0' )
{
send_to_char( "Bomb Which Planet??\n\r", ch );
return;
}
if ( ( planet = get_planet( arg1 ) ) == NULL )
{
send_to_char( "No Such Planet.\n\r", ch );
return;
}
if ( ch->position <= POS_SLEEPING )
{
send_to_char( "In your dreams or what?\n\r" , ch );
return;
}
if ( ship->bombs <= 0 )
{
sprintf( buf , "&W[&R^zWARNING&W^x&G&W] You are out of bombs, trying to fire can damage your launcher!.");
echo_to_cockpit( AT_RED , ship , buf );
return;
}
if ( !planet->x || !planet->y || !planet->z )
{
send_to_char("Planet is bugged, Notify a imm, Preferably not Gavin or squall\n\r",ch);
bug("Planet: %s doesn't work for bombing", planet->name);
return;
}
if ( (planet->x > ship->vx + 200) || (planet->x < ship->vx - 200) ||
(planet->y > ship->vy + 200) || (planet->y < ship->vy - 200) ||
(planet->z > ship->vz + 200) || (planet->z < ship->vz - 200) )
{
send_to_char("&G&W[&R^zERROR&W^x] &RTarget is too far away!\n\r",ch);
return;
}
act( AT_PLAIN, "$n presses the fire button marked \"Space Bombs\".", ch, NULL, argument , TO_ROOM );
act( AT_PLAIN, "You press the fire button marked \"Space Bombs\".", ch, NULL, argument , TO_CHAR );
ship->bombs--;
WAIT_STATE( ch, skill_table[gsn_bomb]->beats );
chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_bomb]);
if ( number_percent() > chance )
{
sprintf( buf, "%s's space bomb veers off course and crashes into an uninhabited area of %s" , ship->name, planet->name);
echo_to_system( AT_SAY , ship , buf , NULL );
sprintf( buf , "Your space bomb flies wide of the target.");
echo_to_cockpit( AT_YELLOW , ship , buf );
return;
}
sprintf( buf, "&G&W[&R^zNOTICE&W^x] Sensors indicate %s drops a space bomb into the atmosphere of %s."
, ship->name , planet->name);
echo_to_system( AT_LBLUE , ship , buf , ship );
sprintf( buf , "&G&W[&R^zNOTICE&W^x] A space bomb drops slowly towards the surface of %s" , planet->name);
echo_to_cockpit( AT_YELLOW , ship , buf );
planet->pop_support -= ch->top_level/50;
number = number_range(0,4);
number2 = number_range(0,2);
if ( !IS_SET(planet->flags, PLANET_PSHIELD) )
{
if ( number_percent() <= 20 && planet->controls > 0)
{
ch_printf(ch,"You notice that the shield flickers as you hit a shield generator.\n\r");
planet->controls--;
if ( planet->controls <= 0 )
{
REMOVE_BIT(planet->flags, PLANET_PSHIELD);
sprintf( buf, "&G&W[&R^zNOTICE&W^x] Sensors Indicate that %s's shields are now down" , planet->name);
echo_to_system( AT_SAY , ship , buf , NULL );
sprintf( buf, "&G&W[&R^zNOTICE&W^x] Sensors Indicate that %s's shields are now down" , planet->name);
echo_to_cockpit( AT_YELLOW , ship , buf );
}
}
if ( number_percent() <= 20 && planet->barracks > 0)
{
ch_printf(ch,"You notice that one of your bombs hits a giant military type building.\n\r");
planet->barracks--;
}
for( d = first_descriptor; d; d = d->next )
{
CHAR_DATA *vch;
vch = d->character;
if( d->connected == CON_PLAYING )
{
if( !vch->in_room->area )
continue;
if( !vch->in_room->area->planet )
continue;
if( vch->in_room->area->planet == planet )
{
if ( IS_OUTSIDE(vch) )
{
switch ( number )
{
case 0:
case 1:
case 2:
ch_printf( vch, "An explosion from a bomb shakes the ground violently!\n\r");
ch_printf( vch, "And you loose your ballence and hit the ground hard!\n\r");
ch_printf( vch, "&ROuch!\n\r\n\r" );
vch->hit -= 100;
break;
case 3:
case 4:
ch_printf( vch, "You hear screams nearby from a space bomb impact!\n\r");
ch_printf( vch, "Luckly you are out of the blast radious\n\r");
break;
default:
ch_printf( vch, "You hear screams nearby from a space bomb impact!\n\r");
ch_printf( vch, "Luckly you are out of the blast radious\n\r");
break;
}
}
else if ( !IS_OUTSIDE(vch) )
{
switch ( number2 )
{
case 0:
ch_printf( vch, "An explosion from a bomb shakes the walls and the ground!\n\r");
ch_printf( vch, "And you loose your ballence and hit the ground hard!\n\r");
ch_printf( vch, "&ROuch!\n\r\n\r" );
vch->hit -= 100;
break;
case 1:
ch_printf( vch, "An explosion from a bomb causes small bits of ceiling tile to fall on your head.\n\r");
ch_printf( vch, "&ROuch!\n\r\n\r" );
vch->hit -= 100;
break;
case 2:
ch_printf( vch, "You hear a bomb expload nearby, but this building seems unaffected!\n\r");
break;
default:
ch_printf( vch, "You hear a bomb expload nearby, but this building seems unaffected!\n\r");
break;
}
}
else if ( IS_OUTSIDE(vch) || !IS_OUTSIDE(vch) )
{
ch_printf( vch, "An explosion from a distant bomb causes a small tremor in the ground.\n\r");
}
continue;
}
}
}
}/* End If pshield on */
else if ( IS_SET(planet->flags, PLANET_PSHIELD) )
{
if ( number_percent() <= 50 && planet->controls > 0)
{
ch_printf(ch,"You notice that the shield flickers as you hit a shield generator.\n\r");
planet->controls--;
if ( planet->controls <= 0 )
{
REMOVE_BIT(planet->flags, PLANET_PSHIELD);
sprintf( buf, "&G&W[&R^zNOTICE&W^x] Sensors Indicate that %s's shields are now down" , planet->name);
echo_to_system( AT_SAY , ship , buf , NULL );
sprintf( buf, "&G&W[&R^zNOTICE&W^x] Sensors Indicate that %s's shields are now down" , planet->name);
echo_to_cockpit( AT_YELLOW , ship , buf );
}
}
if ( number_percent() <= 20 && planet->barracks > 0)
{
ch_printf(ch,"You notice that one of your bombs hits a giant military type building.\n\r");
planet->barracks--;
}
for( d = first_descriptor; d; d = d->next )
{
CHAR_DATA *vch;
vch = d->character;
if( d->connected == CON_PLAYING )
{
if( !vch->in_room->area )
continue;
if( !vch->in_room->area->planet )
continue;
if( vch->in_room->area->planet == planet )
{
if ( IS_OUTSIDE(vch) )
ch_printf( vch, "Up above, you notice a bright light!\n\r");
else if ( !IS_OUTSIDE(vch) )
ch_printf( vch, "You hear an explosion high above you.!\n\r");
else if ( IS_OUTSIDE(vch) || !IS_OUTSIDE(vch) )
ch_printf( vch, "You hear an explosion high above you.!\n\r");
continue;
}
}
}
}
gain_exp(ch, (10 /*Shield Mod */)*100, PILOTING_ABILITY);
ch_printf( ch , "You gain %d piloting experience.\n\r", (10 /*shield mod */)*100 );
learn_from_success( ch, gsn_bomb );
if ( planet->pop_support > 100 )
planet->pop_support = 100;
if ( planet->pop_support < -100 )
planet->pop_support = -100;
return;
}
bool hyper_allowed_FCZ (float x, float y, float z, SHIP_DATA *ship, SPACE_DATA *starsystem)
{
if ( system_ship_status(ship,starsystem) == 0 )
return TRUE;
else
{
if ( starsystem->star1 && strcmp(starsystem->star1,"") &&
abs(x - starsystem->s1x) < starsystem->fcz &&
abs(y - starsystem->s1y) < starsystem->fcz &&
abs(z - starsystem->s1z) < starsystem->fcz )
{
return FALSE;
}
else if ( starsystem->star2 && strcmp(starsystem->star2,"") &&
abs(x - starsystem->s2x) < starsystem->fcz &&
abs(y - starsystem->s2y) < starsystem->fcz &&
abs(z - starsystem->s2z) < starsystem->fcz )
{
return FALSE;
}
else if ( starsystem->planet1 && strcmp(starsystem->planet1,"") &&
abs(x - starsystem->p1x) < starsystem->fcz &&
abs(y - starsystem->p1y) < starsystem->fcz &&
abs(z - starsystem->p1z) < starsystem->fcz )
{
return FALSE;
}
else if ( starsystem->planet2 && strcmp(starsystem->planet2,"") &&
abs(x - starsystem->p2x) < starsystem->fcz &&
abs(y - starsystem->p2y) < starsystem->fcz &&
abs(z - starsystem->p2z) < starsystem->fcz )
{
return FALSE;
}
else if ( starsystem->planet3 && strcmp(starsystem->planet3,"") &&
abs(x - starsystem->p3x) < starsystem->fcz &&
abs(y - starsystem->p3y) < starsystem->fcz &&
abs(z - starsystem->p3z) < starsystem->fcz )
{
return FALSE;
}
return TRUE;
}
}
int system_ship_status(SHIP_DATA *ship, SPACE_DATA *system)
{
if ( IS_SET(ship->flags,SHIP_MOB) )
return 0;
if ( system->code ==0 )
return 0;
if ( system->code == ship->code )
return 0;
return system->alertstatus;
}
bool system_attack(SHIP_DATA *ship, SPACE_DATA *system)
{
CLAN_DATA *clan;
CLAN_DATA *system_clan;
if ( !ship || ship == NULL || !system || system == NULL )
return FALSE;
if ( !system->governed_by || (system_clan = get_clan(system->governed_by->name)) == NULL)
return FALSE;
if ( (clan = get_clan(ship->owner)) != NULL )
{
if ( clan == system_clan)
return FALSE;
if ( system_ship_status(ship,system) == 2 )
return TRUE;
if ( system_ship_status(ship,system) == 1 )
{
if ( nifty_is_name( clan->name , system_clan->atwar ) )
return TRUE;
}
}
if ( IS_SET(ship->flags,SHIP_MOB) )
return FALSE;
return FALSE;
}
/*
* do_ship_masking - A [ability] skill
*
* Info: this command is a like a cloaking field. temporarly masks this ships from other
* peoples sensors. This system requires a huge amount of energy, so can only be used for
* short period of time. usually for escape.
*
* Coded by: Gavin of Unknown Regions ( ur_gavin@hotmail.com)
*
*/
void do_ship_masking ( CHAR_DATA * ch, char * argument )
{
SHIP_DATA * ship;
int chance;
if ( argument[0] == '\0' )
{
send_to_char( "&RUsage: &Wship_masking [on/off]\n\r",ch);
return;
}
chance = IS_NPC(ch) ? ch->top_level: (int) (ch->pcdata->learned[gsn_ship_masking]);
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("&RYou must be in the cockpit of a ship to do that!\n\r",ch);
return;
}
if ( str_cmp( "on", argument ) && str_cmp( "off", argument ) )
{
send_to_char( "&RUsage: &Wship_masking [on|off]\n\r",ch);
return;
}
if ( number_percent( ) < chance )
{
if ( !str_cmp( "off", argument ) )
{
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
send_to_char( "&R[&RShip Status&R] &WMasking Disabled\n\r",ch);
learn_from_success( ch, gsn_ship_masking );
REMOVE_BIT(ship->flags, SHIP_MASKED);
ship->energy -= 250;
return;
}
if ( !IS_SET(ship->flags, SHIP_MASKED) )
{
send_to_char( "&R[&RShip Status&R] &WMasking Already Disabled\n\r",ch);
return;
}
}
else if ( !str_cmp( "on", argument ) )
{
if ( ship->energy < 500 )
{
send_to_char( "&R[&WShip Status&R] &WYou do not have enough energy to mask your ship\n\r",ch);
return;
}
if ( !IS_SET(ship->flags, SHIP_MASKED) )
{
send_to_char( "&R[&WShip Status&R] &WMasking Enabled\n\r",ch);
ship->energy -= 250;
SET_BIT(ship->flags, SHIP_MASKED);
learn_from_success( ch, gsn_ship_masking );
return;
}
if ( IS_SET(ship->flags, SHIP_MASKED) )
{
send_to_char( "&R[&WShip Status&R] &WMasking Already Enabled\n\r",ch);
return;
}
}
}
else
{
learn_from_failure( ch, gsn_ship_masking );
send_to_char( "You wasted alot of the ships energy trying to mask it from sensors, but fail.\n\r",ch);
ship->energy = 140;
return;
}
}
void do_eject ( CHAR_DATA * ch, char * argument )
{
SHIP_DATA * ship;
if ( IS_NPC(ch) )
return;
ship = ship_from_cockpit(ch->in_room->vnum);
if ( ship == NULL)
ship = ship_from_entrance(ch->in_room->vnum);
if ( ship == NULL)
ship = ship_from_hanger(ch->in_room->vnum);
if ( ship == NULL)
ship = ship_from_cockpit(ch->in_room->vnum);
if ( ship == NULL)
ship = ship_from_coseat(ch->in_room->vnum);
if ( ship == NULL)
ship = ship_from_pilotseat(ch->in_room->vnum);
if ( ship == NULL)
ship = ship_from_turret(ch->in_room->vnum);
if ( ship == NULL)
ship = ship_from_engine(ch->in_room->vnum);
if ( ship == NULL )
{
return;
}
}
void do_endsimulator( CHAR_DATA *ch, char *argument )
{
SHIP_DATA *ship;
char buf[MAX_INPUT_LENGTH];
if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL )
{
send_to_char("You must be in the cockpit of a simulator.\n\r", ch);
return;
}
if (!IS_SET(ship->flags, SHIP_SIMULATOR) )
{
send_to_char("You must be in the cockpit of a simulator.\n\r", ch);
return;
}
ship->shipyard = ship->sim_vnum;
ship->shipstate = SHIP_READY;
extract_ship( ship );
ship_to_room( ship , ship->shipyard );
ship->location = ship->shipyard;
ship->lastdoc = ship->shipyard;
ship->shipstate = SHIP_DOCKED;
if (ship->starsystem)
ship_from_starsystem( ship, ship->starsystem );
save_ship(ship);
send_to_char("The lights dim and the hatch opens.\n\r", ch);
sprintf(buf, "%s suddenly disapears from your viewcreen and off your radar.\n\r", ship->name);
echo_to_system( AT_WHITE, ship , buf , NULL );
}