/*************************************************************************** * 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 ); }