/*************************************************************************** * 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. * * ------------------------------------------------------------------------ * * Commands for personal player settings/statictics * ****************************************************************************/ #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" /* * Locals */ char *tiny_affect_loc_name(int location); void set_fullname args ( ( CHAR_DATA *ch, char *title ) ); void do_gold(CHAR_DATA * ch, char *argument) { set_char_color( AT_GOLD, ch ); ch_printf( ch, "You have %s credits.\n\r", num_punct(ch->gold) ); return; } /* * Return ascii name of an affect location. */ char * tiny_affect_loc_name(int location) { switch (location) { case APPLY_NONE: return "NIL"; case APPLY_STR: return " STR "; case APPLY_DEX: return " DEX "; case APPLY_INT: return " INT "; case APPLY_WIS: return " WIS "; case APPLY_CON: return " CON "; case APPLY_CHA: return " CHA "; case APPLY_LCK: return " LCK "; case APPLY_SEX: return " SEX "; case APPLY_LEVEL: return " LVL "; case APPLY_AGE: return " AGE "; case APPLY_HIT: return " HV "; case APPLY_MOVE: return " MOVE "; case APPLY_GOLD: return " GOLD "; case APPLY_EXP: return " EXP "; case APPLY_AC: return " AC "; case APPLY_HITROLL: return " HITRL"; case APPLY_DAMROLL: return " DAMRL"; case APPLY_HEIGHT: return "HEIGHT"; case APPLY_WEIGHT: return "WEIGHT"; case APPLY_AFFECT: return "AFF BY"; case APPLY_RESISTANT: return "RESIST"; case APPLY_IMMUNE: return "IMMUNE"; case APPLY_SUSCEPTIBLE: return "SUSCEPT"; case APPLY_WEAPONSPELL: return " WEAPON"; case APPLY_WEARSPELL: return " WEAR "; case APPLY_REMOVESPELL: return " REMOVE"; case APPLY_EMOTION: return "EMOTION"; case APPLY_MENTALSTATE: return " MENTAL"; case APPLY_STRIPSN: return " DISPEL"; case APPLY_REMOVE: return " REMOVE"; case APPLY_DRUNK: return " DRUNK "; } bug("Affect_location_name: unknown location %d.", location); return "(\?\?\?)"; } char * get_race( CHAR_DATA *ch) { /*if ( ch->race < MAX_NPC_RACE && ch->race >= 0) return ( npc_race[ch->race] ); return ("Unknown");*/ if( ch->race >= 0 && ch->race <= MAX_PC_RACE) return (race_table[ch->race]->race_name); else if ( ch->race <= MAX_NPC_RACE && ch->race >= 0) return ( npc_race[ch->race] ); else return ("Unknown"); } void do_oldscore( CHAR_DATA *ch, char *argument ) { AFFECT_DATA *paf; SKILLTYPE *skill; if ( IS_AFFECTED(ch, AFF_POSSESS) ) { send_to_char("You can't do that in your current state of mind!\n\r", ch); return; } set_char_color( AT_SCORE, ch ); ch_printf( ch, "You are %s%s, level %d, %d years old.\n\r", ch->name, IS_NPC(ch) ? "" : ch->pcdata->title, ch->top_level, get_age(ch)); if ( get_trust( ch ) != ch->top_level ) ch_printf( ch, "You are trusted at level %d.\n\r", get_trust( ch ) ); if ( IS_SET(ch->act, ACT_MOBINVIS) ) ch_printf( ch, "You are mobinvis at level %d.\n\r", ch->mobinvis); ch_printf( ch, "You have %d/%d hit, %d/%d movement.\n\r", ch->hit, ch->max_hit, ch->move, ch->max_move); ch_printf( ch, "You are carrying %d/%d items with weight %d/%d kg.\n\r", ch->carry_number, can_carry_n(ch), ch->carry_weight, can_carry_w(ch) ); ch_printf( ch, "Str: %d Int: %d Wis: %d Dex: %d Con: %d Cha: %d Lck: ??\n\r", get_curr_str(ch), get_curr_int(ch), get_curr_wis(ch), get_curr_dex(ch), get_curr_con(ch), get_curr_cha(ch) ); ch_printf( ch, "You have have %s credits.\n\r" , num_punct(ch->gold) ); if ( !IS_NPC(ch) ) ch_printf( ch, "You have achieved %d quest points.\n\r", ch->pcdata->quest_curr ); ch_printf( ch, "Autoexit: %s Autoloot: %s Autosac: %s Autocred: %s\n\r", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOEXIT)) ? "yes" : "no", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOLOOT)) ? "yes" : "no", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOSAC) ) ? "yes" : "no", (!IS_NPC(ch) && IS_SET(ch->act, PLR_AUTOGOLD)) ? "yes" : "no" ); ch_printf( ch, "Wimpy set to %d hit points.\n\r", ch->wimpy ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You are drunk.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0 ) send_to_char( "You are thirsty.\n\r", ch ); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0 ) send_to_char( "You are hungry.\n\r", ch ); switch( ch->mental_state / 10 ) { default: send_to_char( "You're completely messed up!\n\r", ch ); break; case -10: send_to_char( "You're barely conscious.\n\r", ch ); break; case -9: send_to_char( "You can barely keep your eyes open.\n\r", ch ); break; case -8: send_to_char( "You're extremely drowsy.\n\r", ch ); break; case -7: send_to_char( "You feel very unmotivated.\n\r", ch ); break; case -6: send_to_char( "You feel sedated.\n\r", ch ); break; case -5: send_to_char( "You feel sleepy.\n\r", ch ); break; case -4: send_to_char( "You feel tired.\n\r", ch ); break; case -3: send_to_char( "You could use a rest.\n\r", ch ); break; case -2: send_to_char( "You feel a little under the weather.\n\r", ch ); break; case -1: send_to_char( "You feel fine.\n\r", ch ); break; case 0: send_to_char( "You feel great.\n\r", ch ); break; case 1: send_to_char( "You feel energetic.\n\r", ch ); break; case 2: send_to_char( "Your mind is racing.\n\r", ch ); break; case 3: send_to_char( "You can't think straight.\n\r", ch ); break; case 4: send_to_char( "Your mind is going 100 miles an hour.\n\r", ch ); break; case 5: send_to_char( "You're high as a kite.\n\r", ch ); break; case 6: send_to_char( "Your mind and body are slipping appart.\n\r", ch ); break; case 7: send_to_char( "Reality is slipping away.\n\r", ch ); break; case 8: send_to_char( "You have no idea what is real, and what is not.\n\r", ch ); break; case 9: send_to_char( "You feel immortal.\n\r", ch ); break; case 10: send_to_char( "You are a Supreme Entity.\n\r", ch ); break; } switch ( ch->position ) { case POS_DEAD: send_to_char( "You are DEAD!!\n\r", ch ); break; case POS_MORTAL: send_to_char( "You are mortally wounded.\n\r", ch ); break; case POS_INCAP: send_to_char( "You are incapacitated.\n\r", ch ); break; case POS_STUNNED: send_to_char( "You are stunned.\n\r", ch ); break; case POS_SLEEPING: send_to_char( "You are sleeping.\n\r", ch ); break; case POS_RESTING: send_to_char( "You are resting.\n\r", ch ); break; case POS_STANDING: send_to_char( "You are standing.\n\r", ch ); break; case POS_FIGHTING: send_to_char( "You are fighting.\n\r", ch ); break; case POS_MOUNTED: send_to_char( "Mounted.\n\r", ch ); break; case POS_SHOVE: send_to_char( "Being shoved.\n\r", ch ); break; case POS_DRAG: send_to_char( "Being dragged.\n\r", ch ); break; } if ( ch->top_level >= 25 ) ch_printf( ch, "AC: %d. ", GET_AC(ch) ); send_to_char( "You are ", ch ); if ( GET_AC(ch) >= 101 ) send_to_char( "WORSE than naked!\n\r", ch ); else if ( GET_AC(ch) >= 80 ) send_to_char( "naked.\n\r", ch ); else if ( GET_AC(ch) >= 60 ) send_to_char( "wearing clothes.\n\r", ch ); else if ( GET_AC(ch) >= 40 ) send_to_char( "slightly armored.\n\r", ch ); else if ( GET_AC(ch) >= 20 ) send_to_char( "somewhat armored.\n\r", ch ); else if ( GET_AC(ch) >= 0 ) send_to_char( "armored.\n\r", ch ); else if ( GET_AC(ch) >= - 20 ) send_to_char( "well armored.\n\r", ch ); else if ( GET_AC(ch) >= - 40 ) send_to_char( "strongly armored.\n\r", ch ); else if ( GET_AC(ch) >= - 60 ) send_to_char( "heavily armored.\n\r", ch ); else if ( GET_AC(ch) >= - 80 ) send_to_char( "superbly armored.\n\r", ch ); else if ( GET_AC(ch) >= -100 ) send_to_char( "divinely armored.\n\r", ch ); else send_to_char( "invincible!\n\r", ch ); if ( ch->top_level >= 15 ) ch_printf( ch, "Hitroll: %d Damroll: %d.\n\r", GET_HITROLL(ch), GET_DAMROLL(ch) ); if ( ch->top_level >= 10 ) ch_printf( ch, "Alignment: %d. ", ch->alignment ); send_to_char( "You are ", ch ); if ( ch->alignment > 900 ) send_to_char( "angelic.\n\r", ch ); else if ( ch->alignment > 700 ) send_to_char( "saintly.\n\r", ch ); else if ( ch->alignment > 350 ) send_to_char( "good.\n\r", ch ); else if ( ch->alignment > 100 ) send_to_char( "kind.\n\r", ch ); else if ( ch->alignment > -100 ) send_to_char( "neutral.\n\r", ch ); else if ( ch->alignment > -350 ) send_to_char( "mean.\n\r", ch ); else if ( ch->alignment > -700 ) send_to_char( "evil.\n\r", ch ); else if ( ch->alignment > -900 ) send_to_char( "demonic.\n\r", ch ); else send_to_char( "satanic.\n\r", ch ); if ( ch->first_affect ) { send_to_char( "You are affected by:\n\r", ch ); for ( paf = ch->first_affect; paf; paf = paf->next ) if ( (skill=get_skilltype(paf->type)) != NULL ) { ch_printf( ch, "Spell: '%s'", skill->name ); if ( ch->top_level >= 20 ) ch_printf( ch, " modifies %s by %d for %d rounds", affect_loc_name( paf->location ), paf->modifier, paf->duration ); send_to_char( ".\n\r", ch ); } } if ( !IS_NPC( ch ) && IS_IMMORTAL( ch ) ) { ch_printf( ch, "WizInvis level: %d WizInvis is %s\n\r", ch->pcdata->wizinvis, IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" ); if ( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi ) ch_printf( ch, "Room Range: %d - %d\n\r", ch->pcdata->r_range_lo, ch->pcdata->r_range_hi ); if ( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi ) ch_printf( ch, "Obj Range : %d - %d\n\r", ch->pcdata->o_range_lo, ch->pcdata->o_range_hi ); if ( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi ) ch_printf( ch, "Mob Range : %d - %d\n\r", ch->pcdata->m_range_lo, ch->pcdata->m_range_hi ); } return; } /* -Thoric * Display your current exp, level, and surrounding level exp requirements */ void do_level( CHAR_DATA *ch, char *argument ) { int ability; for ( ability = 0 ; ability < MAX_ABILITY ; ability++ ) { ch_printf( ch, "%-15s Level: %-3d Max: %-3d Exp: %-10ld Next: %-10ld\n\r", ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability], exp_level( ch->skill_level[ability]+1 ) ); } } void do_affected ( CHAR_DATA *ch, char *argument ) { char arg [MAX_INPUT_LENGTH]; AFFECT_DATA *paf; SKILLTYPE *skill; if ( IS_NPC(ch) ) return; argument = one_argument( argument, arg ); if ( !str_cmp( arg, "by" ) ) { set_char_color( AT_BLUE, ch ); send_to_char( "\n\rImbued with:\n\r", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", affect_bit_name( ch->affected_by ) ); if ( ch->top_level >= 20 ) { send_to_char( "\n\r", ch ); if ( ch->resistant > 0 ) { set_char_color ( AT_BLUE, ch ); send_to_char( "Resistances: ", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", flag_string(ch->resistant, ris_flags) ); } if ( ch->immune > 0 ) { set_char_color( AT_BLUE, ch ); send_to_char( "Immunities: ", ch); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", flag_string(ch->immune, ris_flags) ); } if ( ch->susceptible > 0 ) { set_char_color( AT_BLUE, ch ); send_to_char( "Suscepts: ", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\n\r", flag_string(ch->susceptible, ris_flags) ); } } return; } if ( !ch->first_affect ) { set_char_color( AT_SCORE, ch ); send_to_char( "\n\rNo cantrip or skill affects you.\n\r", ch ); } else { send_to_char( "\n\r", ch ); for (paf = ch->first_affect; paf; paf = paf->next) if ( (skill=get_skilltype(paf->type)) != NULL ) { set_char_color( AT_BLUE, ch ); send_to_char( "Affected: ", ch ); set_char_color( AT_SCORE, ch ); if ( ch->top_level >= 20 ) { if (paf->duration < 25 ) set_char_color( AT_WHITE, ch ); if (paf->duration < 6 ) set_char_color( AT_WHITE + AT_BLINK, ch ); ch_printf( ch, "(%5d) ", paf->duration ); } ch_printf( ch, "%-18s\n\r", skill->name ); } } return; } void do_inventory( CHAR_DATA *ch, char *argument ) { set_char_color( AT_RED, ch ); send_to_char( "You are carrying:\n\r", ch ); show_list_to_char( ch->first_carrying, ch, TRUE, TRUE ); return; } void do_equipment( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; int iWear, dam; bool found; char buf[MAX_STRING_LENGTH]; set_char_color( AT_RED, ch ); send_to_char( "You are using:\n\r", ch ); found = FALSE; set_char_color( AT_OBJECT, ch ); for ( iWear = 0; iWear < MAX_WEAR; iWear++ ) { for ( obj = ch->first_carrying; obj; obj = obj->next_content ) { if ( obj->wear_loc == iWear ) { send_to_char( where_name[iWear], ch ); if ( can_see_obj( ch, obj ) ) { send_to_char( format_obj_to_char( obj, ch, TRUE ), ch ); strcpy( buf , "" ); switch ( obj->item_type ) { default: break; case ITEM_ARMOR: if ( obj->value[1] == 0 ) obj->value[1] = obj->value[0]; if ( obj->value[1] == 0 ) obj->value[1] = 1; dam = (sh_int) ((obj->value[0] * 10) / obj->value[1]); if (dam >= 10) strcat( buf, " (superb) "); else if (dam >= 7) strcat( buf, " (good) "); else if (dam >= 5) strcat( buf, " (worn) "); else if (dam >= 3) strcat( buf, " (poor) "); else if (dam >= 1) strcat( buf, " (awful) "); else if (dam == 0) strcat( buf, " (broken) "); send_to_char( buf, ch ); break; case ITEM_WEAPON: dam = INIT_WEAPON_CONDITION - obj->value[0]; if (dam < 2) strcat( buf, " (superb) "); else if (dam < 4) strcat( buf, " (good) "); else if (dam < 7) strcat( buf, " (worn) "); else if (dam < 10) strcat( buf, " (poor) "); else if (dam < 12) strcat( buf, " (awful) "); else if (dam == 12) strcat( buf, " (broken) "); send_to_char( buf, ch ); if (obj->value[3] == WEAPON_BLASTER ) { if (obj->blaster_setting == BLASTER_FULL) ch_printf( ch, "FULL"); else if (obj->blaster_setting == BLASTER_HIGH) ch_printf( ch, "HIGH"); else if (obj->blaster_setting == BLASTER_NORMAL) ch_printf( ch, "NORMAL"); else if (obj->blaster_setting == BLASTER_HALF) ch_printf( ch, "HALF"); else if (obj->blaster_setting == BLASTER_LOW) ch_printf( ch, "LOW"); else if (obj->blaster_setting == BLASTER_STUN) ch_printf( ch, "STUN"); ch_printf( ch, " %d", obj->value[4] ); } else if ( ( obj->value[3] == WEAPON_LIGHTSABER || obj->value[3] == WEAPON_VIBRO_BLADE || obj->value[3] == WEAPON_FORCE_PIKE || obj->value[3] == WEAPON_BOWCASTER ) ) { ch_printf( ch, "%d", obj->value[4] ); } break; } send_to_char( "\n\r", ch ); } else send_to_char( "something.\n\r", ch ); found = TRUE; } } } if ( !found ) send_to_char( "Nothing.\n\r", ch ); return; } void set_title( CHAR_DATA *ch, char *title ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) { bug( "Set_title: NPC.", 0 ); return; } /* if ( isalpha(title[0]) || isdigit(title[0]) ) { buf[0] = ' '; strcpy( buf+1, title ); } else*/ strcpy( buf, title ); STRFREE( ch->pcdata->title ); ch->pcdata->title = STRALLOC( buf ); return; } void do_title( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE )) { send_to_char( "You try but the Force resists you.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Change your title to what?\n\r", ch ); return; } if ((get_trust(ch) <= LEVEL_IMMORTAL) && !nifty_is_name(ch->name, stripclr(argument))) { send_to_char("You must include your name somewhere in your title!", ch); return; } xREMOVE_BIT( ch->new_act, ACT_DISGUISE ); smash_tilde( argument ); set_title( ch, argument ); send_to_char( "Ok.\n\r", ch ); } /* * Set your personal description -Thoric */ void do_description( CHAR_DATA *ch, char *argument ) { if ( IS_NPC( ch ) ) { send_to_char( "Monsters are too dumb to do that!\n\r", ch ); return; } if ( !ch->desc ) { bug( "do_description: no descriptor", 0 ); return; } switch( ch->substate ) { default: bug( "do_description: illegal substate", 0 ); return; case SUB_RESTRICTED: send_to_char( "You cannot use this command from within another command.\n\r", ch ); return; case SUB_NONE: ch->substate = SUB_PERSONAL_DESC; ch->dest_buf = ch; start_editing( ch, ch->description ); return; case SUB_PERSONAL_DESC: STRFREE( ch->description ); ch->description = copy_buffer( ch ); stop_editing( ch ); return; } } /* Ripped off do_description for whois bio's -- Scryn*/ void do_bio( CHAR_DATA *ch, char *argument ) { if ( IS_NPC( ch ) ) { send_to_char( "Mobs can't set bio's!\n\r", ch ); return; } if ( !ch->desc ) { bug( "do_bio: no descriptor", 0 ); return; } switch( ch->substate ) { default: bug( "do_bio: illegal substate", 0 ); return; case SUB_RESTRICTED: send_to_char( "You cannot use this command from within another command.\n\r", ch ); return; case SUB_NONE: ch->substate = SUB_PERSONAL_BIO; ch->dest_buf = ch; start_editing( ch, ch->pcdata->bio ); return; case SUB_PERSONAL_BIO: STRFREE( ch->pcdata->bio ); ch->pcdata->bio = copy_buffer( ch ); stop_editing( ch ); return; } } void do_report( CHAR_DATA *ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; if ( IS_AFFECTED(ch, AFF_POSSESS) ) { send_to_char("You can't do that in your current state of mind!\n\r", ch); return; } ch_printf( ch, "You report: %d/%d hp %d/%d mv.\n\r", ch->hit, ch->max_hit, ch->move, ch->max_move ); sprintf( buf, "$n reports: %d/%d hp %d/%d.", ch->hit, ch->max_hit, ch->move, ch->max_move ); act( AT_REPORT, buf, ch, NULL, NULL, TO_ROOM ); return; } void do_prompt( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; if ( IS_NPC(ch) ) { send_to_char( "NPC's can't change their prompt..\n\r", ch ); return; } smash_tilde( argument ); one_argument( argument, arg ); if ( !*arg ) { send_to_char( "Set prompt to what? (try help prompt)\n\r", ch ); return; } if (ch->pcdata->prompt) STRFREE(ch->pcdata->prompt); if ( strlen(argument) > 128 ) argument[128] = '\0'; /* Can add a list of pre-set prompts here if wanted.. perhaps 'prompt 1' brings up a different, pre-set prompt */ if ( !str_cmp(arg, "default") ) ch->pcdata->prompt = STRALLOC(""); else ch->pcdata->prompt = STRALLOC(argument); send_to_char( "Ok.\n\r", ch ); return; } void do_fprompt( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; set_char_color( AT_GREY, ch ); if ( IS_NPC(ch) ) { send_to_char( "NPC's can't change their prompt..\n\r", ch ); return; } smash_tilde( argument ); one_argument( argument, arg ); if ( !*arg || !str_cmp( arg, "display" ) ) { send_to_char( "Your current fighting prompt string:\n\r", ch ); set_char_color( AT_WHITE, ch ); ch_printf( ch, "%s\n\r", !str_cmp( ch->pcdata->fprompt, "" ) ? "(default prompt)" : ch->pcdata->fprompt ); set_char_color( AT_GREY, ch ); send_to_char( "Type 'help prompt' for information on changing your prompt.\n\r", ch ); return; } send_to_char( "Replacing old prompt of:\n\r", ch ); set_char_color( AT_WHITE, ch ); ch_printf( ch, "%s\n\r", !str_cmp( ch->pcdata->fprompt, "" ) ? "(default prompt)" : ch->pcdata->fprompt ); if (ch->pcdata->fprompt) STRFREE(ch->pcdata->fprompt); if ( strlen(argument) > 128 ) argument[128] = '\0'; /* Can add a list of pre-set prompts here if wanted.. perhaps 'prompt 1' brings up a different, pre-set prompt */ if ( !str_cmp(arg, "default") ) ch->pcdata->fprompt = STRALLOC(""); else ch->pcdata->fprompt = STRALLOC(argument); return; } /* * New score command by Gavin */ void do_score(CHAR_DATA * ch, char *argument) { char buf[MAX_STRING_LENGTH]; int drug; if (IS_NPC(ch)) { do_oldscore(ch, argument); return; } set_char_color(AT_SCORE, ch); if ( get_trust( ch ) != ch->top_level ) ch_printf( ch, "&WTrust: &R%d&C.\n\r", get_trust( ch ) ); ch_printf(ch, "&WStr: &R%2d&W Dex: &R%2d &WCon: &R%2d &WInt: &R%2d &WWis: &R%2d&W Cha: &R%2d&W Lck: &R??&G&W\n\r", get_curr_str(ch), get_curr_dex(ch),get_curr_con(ch),get_curr_int(ch),get_curr_wis(ch),get_curr_cha(ch)); if (!IS_NPC(ch)) birth_date(ch); send_to_char("&G&W----------------------------------------------------------------------------\n\r", ch); { int ability; for ( ability = 0 ; ability < MAX_ABILITY ; ability++ ) { ch_printf( ch, "&G&W%-15s &BLevel: &R%-3d &BMax: &R%-3d &BExp: &R%-10ld &BNext: &R%-10ld&G&W\n\r", ability_name[ability], ch->skill_level[ability], max_level(ch, ability), ch->experience[ability], exp_level( ch->skill_level[ability]+1 ) ); } } send_to_char("----------------------------------------------------------------------------&G&W\n\r", ch); ch_printf(ch, "&WHitroll: &R%-2.2d&W Damroll: &R%-2.2d &WArmor: &R%-4d&G&W ", GET_HITROLL(ch), GET_DAMROLL(ch), GET_AC(ch)); /* ch_printf(ch, "&G&WCREDITS: &Y%-10d &G&WBANK: &Y%-10d&G&W\n\r", ch->gold, ch->pcdata->bank);*/ ch_printf(ch, "&WCREDITS: &Y%-10.10s", num_punct(ch->gold) ); ch_printf(ch, " &WBANK: &Y%-10.10s&G&W\n\r", num_punct(ch->pcdata->bank) ); ch_printf(ch, "&WWeight: &R%5.5d &B(max &R%7.7d&B)&W Items: &R%5.5d &B(max &R%5.5d&B)&G&W\n\r", ch->carry_weight, can_carry_w(ch) , ch->carry_number, can_carry_n(ch)); switch (ch->position) { case POS_DEAD: sprintf(buf, "You are slowly decomposing. "); break; case POS_MORTAL: sprintf(buf, "You are mortally wounded. "); break; case POS_INCAP: sprintf(buf, "You are incapacitated. "); break; case POS_STUNNED: sprintf(buf, "You are stunned. "); break; case POS_SLEEPING: sprintf(buf, "You are sleeping. "); break; case POS_RESTING: sprintf(buf, "You are resting. "); break; case POS_STANDING: sprintf(buf, "You are standing. "); break; case POS_FIGHTING: sprintf(buf, "You are fighting. " ); break; case POS_MOUNTED: sprintf(buf, "You are mounted. "); break; case POS_SITTING: sprintf(buf, "You are sitting. "); break; case POS_CARRYING: sprintf(buf, "You are carrying someone. "); break; case POS_CARRIED: sprintf(buf, "You are being carried. "); break; default: sprintf(buf, "Error, Contact Gavin. "); break; } send_to_char( buf, ch ); if (!IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 10) send_to_char("You are drunk.\n\r", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_THIRST] == 0 && !IS_SET(ch->pcdata->cyber, CYBER_REACTOR)) send_to_char("You are in danger of dehydrating.\n\r", ch); if (!IS_NPC(ch) && ch->pcdata->condition[COND_FULL] == 0 && !IS_SET(ch->pcdata->cyber, CYBER_REACTOR)) send_to_char("You are starving to death.\n\r", ch); { sh_int count = 0; for ( drug = 0; drug <= 9; drug++ ) { if ( ch->pcdata->drug_level[drug] > 0 || ch->pcdata->drug_level[drug] > 0 ) { if ( count == 0 ) send_to_char("SPICE Level/Addiction: ", ch ); count++; ch_printf( ch, "&R%s&B(&R%d&B/&R%d&B)&G&W ", spice_table[drug], ch->pcdata->drug_level[drug], ch->pcdata->addiction[drug] ); } } } ch_printf( ch, "\n\r&G&WWANTED ON: &R%s&G&W\n\r", flag_string(ch->pcdata->wanted_flags, planet_flags) ); if ( ch->pcdata->quest_curr > 0 ) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "&G&WCurrent Quest Points: &R%d&G&W\n\r", ch->pcdata->quest_curr ) ; } if ( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' ) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf( ch, "&G&WYou are bestowed with the command(s): &R%s&G&W.\n\r", ch->pcdata->bestowments ); } if (IS_IMMORTAL(ch)) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "&G&WIMMORTAL DATA: &BWizinvis [&R%s&B] Wizlevel (&R%d&B)&G&W\n\r", IS_SET(ch->act, PLR_WIZINVIS) ? "X" : " ", ch->pcdata->wizinvis ); ch_printf(ch, "&G&WBamfin: &R%s&G&W\n\r", (ch->pcdata->bamfin[0] != '\0') ? ch->pcdata->bamfin : "$n appears in a swirling mist.", ch->name); ch_printf(ch, "&G&WBamfout: &R%s&G&W\n\r", (ch->pcdata->bamfout[0] != '\0') ? ch->pcdata->bamfout : "$n leaves in a swirling mist.", ch->name); /* Area Loaded info - Scryn 8/11*/ if (ch->pcdata->area) { send_to_char( "----------------------------------------------------------------------------\n\r", ch); ch_printf(ch, "&G&WVnums: Room &B(&R%-5.5d &B- &R%-5.5d&B)&G&W Object &B(&R%-5.5d &B- &R%-5.5d&B)&G&W Mob &B(&R%-5.5d &B- &R%-5.5d&B)&G&W\n\r", ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum, ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum, ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum); ch_printf(ch, "&G&WArea Loaded &B[&R%s&B]&G&W\n\r", (IS_SET (ch->pcdata->area->status, AREA_LOADED)) ? "yes" : "no"); } } send_to_char("\n\r", ch); return; } void do_fullname( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch) ) return; if ( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE )) { send_to_char( "You try but the Force resists you.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Change your title to what?\n\r", ch ); return; } argument = stripclr(argument); if (get_trust(ch) <= LEVEL_IMMORTAL && !nifty_is_name(ch->name, argument )) { send_to_char("You must include your name somewhere in your fullname!", ch); return; } xREMOVE_BIT( ch->new_act, ACT_DISGUISE ); smash_tilde( argument ); set_fullname( ch, argument ); send_to_char( "Ok.\n\r", ch ); } void set_fullname( CHAR_DATA *ch, char *title ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) { bug( "Set_fullname: NPC.", 0 ); return; } if ( title[0] == '\0' ) return; strcpy( buf, title ); STRFREE( ch->full_name ); ch->full_name = STRALLOC( buf ); return; }