/*************************************************************************** * 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) Lucasfilm 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. * * ------------------------------------------------------------------------ * * New Star Wars Skills Unit * ****************************************************************************/ #include <math.h> #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" void add_reinforcements args( ( CHAR_DATA *ch ) ); ch_ret one_hit args( ( CHAR_DATA *ch, CHAR_DATA *victim, int dt ) ); int xp_compute ( CHAR_DATA *ch , CHAR_DATA *victim ); ROOM_INDEX_DATA *generate_exit( ROOM_INDEX_DATA *in_room, EXIT_DATA **pexit ); int ris_save( CHAR_DATA *ch, int chance, int ris ); CHAR_DATA *get_char_room_mp( CHAR_DATA *ch, char *argument ); CHAR_DATA * find_keeper args( ( CHAR_DATA *ch ) ); void talk_channel args( ( CHAR_DATA *ch, char *argument, int channel, const char *verb ) ); extern int top_affect; void do_makeblade( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance, charge; bool checktool, checkdura, checkbatt, checkoven; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; AFFECT_DATA *paf; AFFECT_DATA *paf2; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeblade <name>\n\r&w", ch); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; if ( !xIS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DURASTEEL) checkdura = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a vibro-blade.\n\r", ch); return; } if ( !checkdura ) { send_to_char( "&RYou need something to make it out of.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your blade.\n\r", ch); return; } if ( !checkoven ) { send_to_char( "&RYou need a small furnace to heat the metal.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makeblade]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of crafting a vibroblade.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 25 , do_makeblade , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); learn_from_failure( ch, gsn_makeblade ); 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; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makeblade]); vnum = 10422; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_DURASTEEL && checkdura == FALSE) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { charge = UMAX( 5, obj->value[0] ); separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makeblade]) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) ) { send_to_char( "&RYou activate your newly created vibroblade.\n\r", ch); send_to_char( "&RIt hums softly for a few seconds then begins to shake violently.\n\r", ch); send_to_char( "&RIt finally shatters breaking apart into a dozen pieces.\n\r", ch); learn_from_failure( ch, gsn_makeblade ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_WEAPON; CLEAR_BITS(obj->wear_flags); SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 3; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " vibro-blade blade" ); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was left here." ); obj->description = STRALLOC( buf ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = get_atype( "backstab" ); paf->modifier = level/3; paf->bitvector = 0; paf->next = NULL; LINK( paf, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; CREATE( paf2, AFFECT_DATA, 1 ); paf2->type = -1; paf2->duration = -1; paf2->location = get_atype( "hitroll" ); paf2->modifier = -2; paf2->bitvector = 0; paf2->next = NULL; LINK( paf2, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; obj->value[0] = INIT_WEAPON_CONDITION; obj->value[1] = (int) (level/20+10); /* min dmg */ obj->value[2] = (int) (level/10+20); /* max dmg */ obj->value[3] = WEAPON_VIBRO_BLADE; obj->value[4] = charge; obj->value[5] = charge; obj->cost = obj->value[2]*10; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created blade.&w\n\r", ch); act( AT_PLAIN, "$n finishes crafting a vibro-blade.", ch, NULL, argument , TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost*200 ,( exp_level(ch->skill_level[ENGINEERING_ABILITY]+1) - exp_level(ch->skill_level[ENGINEERING_ABILITY]) ) ); gain_exp(ch, xpgain, ENGINEERING_ABILITY); ch_printf( ch , "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makeblade ); } void do_makeblaster( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance; bool checktool, checkdura, checkbatt, checkoven, checkcond, checkcirc, checkammo; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum, power, scope, ammo; AFFECT_DATA *paf; AFFECT_DATA *paf2; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeblaster <name>\n\r&w", ch); return; } checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcond = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DURAPLAST || obj->item_type == ITEM_DURASTEEL ) checkdura = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_SUPERCONDUCTOR) checkcond = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a blaster.\n\r", ch); return; } if ( !checkdura ) { send_to_char( "&RYou need something to make it out of.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your blaster.\n\r", ch); return; } if ( !checkoven ) { send_to_char( "&RYou need a small furnace to heat the plastics.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit board to control the firing mechanism.\n\r", ch); return; } if ( !checkcond ) { send_to_char( "&RYou still need a small superconductor.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makeblaster]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of making a blaster.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and a small oven and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 10 , do_makeblaster , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); learn_from_failure( ch, gsn_makeblaster ); 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; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makeblaster]); vnum = 10420; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checkammo= FALSE; checktool = FALSE; checkdura = FALSE; checkbatt = FALSE; checkoven = FALSE; checkcond = FALSE; checkcirc = FALSE; power = 0; scope = 0; ammo = 0; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if ( ( obj->item_type == ITEM_DURAPLAST || obj->item_type == ITEM_DURASTEEL ) && checkdura == FALSE) { checkdura = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_AMMO && checkammo == FALSE) { ammo = obj->value[0]; checkammo = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_LENS && scope == 0) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); scope++; } if (obj->item_type == ITEM_SUPERCONDUCTOR && power<2) { power++; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcond = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } if ( ( !checktool ) || ( !checkdura ) || ( !checkbatt ) || ( !checkoven ) || ( !checkcond ) || ( !checkcirc) ) { send_to_char( "&RYou hold up your new blaster and aim at a leftover piece of plastic.\n\r", ch); send_to_char( "&RYou slowly squeeze the trigger hoping for the best...\n\r", ch); send_to_char( "&RYour blaster backfires destroying your weapon and burning your hand.\n\r", ch); learn_from_failure( ch, gsn_makeblaster ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_WEAPON; CLEAR_BITS(obj->wear_flags); SET_BIT( obj->wear_flags, ITEM_WIELD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 2+level/10; STRFREE( obj->name ); strcpy( buf , arg ); strcat( buf , " blaster"); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); CREATE( paf, AFFECT_DATA, 1 ); paf->type = -1; paf->duration = -1; paf->location = get_atype( "hitroll" ); paf->modifier = URANGE( 0, 1+scope, level/30 ); paf->bitvector = 0; paf->next = NULL; LINK( paf, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; CREATE( paf2, AFFECT_DATA, 1 ); paf2->type = -1; paf2->duration = -1; paf2->location = get_atype( "damroll" ); paf2->modifier = URANGE( 0, power, level/30); paf2->bitvector = 0; paf2->next = NULL; LINK( paf2, obj->first_affect, obj->last_affect, next, prev ); ++top_affect; obj->value[0] = INIT_WEAPON_CONDITION; /* condition */ obj->value[1] = (int) (level/10+15); /* min dmg */ obj->value[2] = (int) (level/5+25); /* max dmg */ obj->value[3] = WEAPON_BLASTER; obj->value[4] = ammo; obj->value[5] = 2000; obj->cost = obj->value[2]*50; obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created blaster.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new blaster.", ch, NULL, argument , TO_ROOM ); learn_from_success( ch, gsn_makeblaster ); learn_from_success( ch, gsn_makeblaster ); learn_from_success( ch, gsn_makeblaster ); } void do_makespice( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int chance; OBJ_DATA *obj; switch( ch->substate ) { default: strcpy( arg, argument ); if ( arg[0] == '\0' ) { send_to_char( "&RFrom what?\n\r&w", ch); return; } if ( !xIS_SET( ch->in_room->room_flags, ROOM_REFINERY ) ) { send_to_char( "&RYou need to be in a refinery to create drugs from spice.\n\r", ch); return; } if ( ms_find_obj(ch) ) return; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "&RYou do not have that item.\n\r&w", ch ); return; } if ( obj->item_type != ITEM_RAWSPICE ) { send_to_char( "&RYou can't make a drug out of that\n\r&w",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_spice_refining]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of refining spice into a drug.\n\r", ch); act( AT_PLAIN, "$n begins working on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 10 , do_makespice , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out what to do with the stuff.\n\r",ch); learn_from_failure( ch, gsn_spice_refining ); 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; send_to_char("&RYou are distracted and are unable to finish your work.\n\r&w", ch); return; } ch->substate = SUB_NONE; if ( ( obj = get_obj_carry( ch, arg ) ) == NULL ) { send_to_char( "You seem to have lost your spice!\n\r", ch ); return; } if ( obj->item_type != ITEM_RAWSPICE ) { send_to_char( "&RYou get your tools mixed up and can't finish your work.\n\r&w",ch); return; } obj->value[1] = URANGE (10, obj->value[1], ( IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_spice_refining]) ) +10); strcpy( buf, obj->name ); STRFREE( obj->name ); strcat( buf, " drug spice" ); obj->name = STRALLOC( buf ); strcpy( buf, "a drug made from " ); strcat( buf, obj->short_descr ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); strcat( buf, " was foolishly left lying around here." ); STRFREE( obj->description ); obj->description = STRALLOC( buf ); obj->item_type = ITEM_SPICE; send_to_char( "&GYou finish your work.\n\r", ch); act( AT_PLAIN, "$n finishes $s work.", ch, NULL, argument , TO_ROOM ); obj->cost += obj->value[1]*10; { long xpgain; xpgain = UMIN( obj->cost*50 ,( exp_level(ch->skill_level[PIRACY_ABILITY]+1) - exp_level(ch->skill_level[PIRACY_ABILITY]) ) ); gain_exp(ch, xpgain, PIRACY_ABILITY); ch_printf( ch , "You gain %d Piracy experience.", xpgain ); } learn_from_success( ch, gsn_spice_refining ); } void do_makegrenade( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance, strength, weight; bool checktool, checkdrink, checkbatt, checkchem, checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makegrenade <name>\n\r&w", ch); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; if ( !xIS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DRINK_CON && obj->value[1] == 0 ) checkdrink = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_CHEMICAL) checkchem = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a grenade.\n\r", ch); return; } if ( !checkdrink ) { send_to_char( "&RYou will need an empty drink container to mix and hold the chemicals.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a small battery for the timer.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit for the timer.\n\r", ch); return; } if ( !checkchem ) { send_to_char( "&RSome explosive chemicals would come in handy!\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makegrenade]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of making a grenade.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and a drink container and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 25 , do_makegrenade , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); learn_from_failure( ch, gsn_makegrenade ); 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; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makegrenade]); vnum = 10425; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DRINK_CON && checkdrink == FALSE && obj->value[1] == 0 ) { checkdrink = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_CHEMICAL) { strength = URANGE( 10, obj->value[0], level * 5 ); weight = obj->weight; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkchem = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makegrenade]) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkdrink ) || ( !checkbatt ) || ( !checkchem ) || ( !checkcirc) ) { send_to_char( "&RJust as you are about to finish your work,\n\ryour newly created grenade explodes in your hands...doh!\n\r", ch); learn_from_failure( ch, gsn_makegrenade ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_GRENADE; CLEAR_BITS(obj->wear_flags); SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = weight; STRFREE( obj->name ); strcpy( buf , arg ); strcat( buf , " grenade"); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[0] = strength/2; obj->value[1] = strength; obj->cost = obj->value[1]*5; if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) ) REMOVE_BIT( obj->extra_flags, ITEM_PROTOTYPE ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created grenade.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new grenade.", ch, NULL, argument , TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost*50 ,( exp_level(ch->skill_level[ENGINEERING_ABILITY]+1) - exp_level(ch->skill_level[ENGINEERING_ABILITY]) ) ); gain_exp(ch, xpgain, ENGINEERING_ABILITY); ch_printf( ch , "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makegrenade ); } void do_makelandmine( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance, strength, weight; bool checktool, checkdrink, checkbatt, checkchem, checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makelandmine <name>\n\r&w", ch); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; if ( !xIS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DRINK_CON && obj->value[1] == 0 ) checkdrink = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_CHEMICAL) checkchem = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a landmine.\n\r", ch); return; } if ( !checkdrink ) { send_to_char( "&RYou will need an empty drink container to mix and hold the chemicals.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a small battery for the detonator.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit for the detonator.\n\r", ch); return; } if ( !checkchem ) { send_to_char( "&RSome explosive chemicals would come in handy!\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makelandmine]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of making a landmine.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and a drink container and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 25 , do_makelandmine , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); learn_from_failure( ch, gsn_makelandmine ); 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; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makelandmine]); vnum = 10427; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkdrink = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_DRINK_CON && checkdrink == FALSE && obj->value[1] == 0 ) { checkdrink = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_CHEMICAL) { strength = URANGE( 10, obj->value[0], level * 5 ); weight = obj->weight; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkchem = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makelandmine]) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkdrink ) || ( !checkbatt ) || ( !checkchem ) || ( !checkcirc) ) { send_to_char( "&RJust as you are about to finish your work,\n\ryour newly created landmine explodes in your hands...doh!\n\r", ch); learn_from_failure( ch, gsn_makelandmine ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_LANDMINE; CLEAR_BITS(obj->wear_flags); SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = weight; STRFREE( obj->name ); strcpy( buf , arg ); strcat( buf , " landmine"); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[0] = strength/2; obj->value[1] = strength; obj->cost = obj->value[1]*5; if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) ) REMOVE_BIT( obj->extra_flags, ITEM_PROTOTYPE ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created landmine.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new landmine.", ch, NULL, argument , TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost*50 ,( exp_level(ch->skill_level[ENGINEERING_ABILITY]+1) - exp_level(ch->skill_level[ENGINEERING_ABILITY]) ) ); gain_exp(ch, xpgain, ENGINEERING_ABILITY); ch_printf( ch , "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makelandmine ); } void do_makelight( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance, strength; bool checktool, checkbatt, checkchem, checkcirc, checklens; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeflashlight <name>\n\r&w", ch); return; } checktool = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; checklens = FALSE; if ( !xIS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_CHEMICAL) checkchem = TRUE; if (obj->item_type == ITEM_LENS) checklens = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a light.\n\r", ch); return; } if ( !checklens ) { send_to_char( "&RYou need a lens to make a light.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a battery for the light to work.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit.\n\r", ch); return; } if ( !checkchem ) { send_to_char( "&RSome chemicals to light would come in handy!\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makelight]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of making a light.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 10 , do_makelight , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); learn_from_failure( ch, gsn_makelight ); 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; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makelight]); vnum = 10428; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checklens = FALSE; checkbatt = FALSE; checkchem = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { strength = obj->value[0]; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_CHEMICAL) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkchem = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } if (obj->item_type == ITEM_LENS && checklens == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checklens = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makelight]) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checklens ) || ( !checkbatt ) || ( !checkchem ) || ( !checkcirc) ) { send_to_char( "&RJust as you are about to finish your work,\n\ryour newly created light explodes in your hands...doh!\n\r", ch); learn_from_failure( ch, gsn_makelight ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_LIGHT; CLEAR_BITS(obj->wear_flags); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->level = level; obj->weight = 3; STRFREE( obj->name ); strcpy( buf , arg ); strcat( buf , " light"); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[2] = strength; obj->cost = obj->value[2]; if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) ) REMOVE_BIT( obj->extra_flags, ITEM_PROTOTYPE ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created light.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new light.", ch, NULL, argument , TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost*100 ,( exp_level(ch->skill_level[ENGINEERING_ABILITY]+1) - exp_level(ch->skill_level[ENGINEERING_ABILITY]) ) ); gain_exp(ch, xpgain, ENGINEERING_ABILITY); ch_printf( ch , "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makelight ); } void do_makejewelry( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance; bool checktool, checkoven, checkmetal; OBJ_DATA *obj; OBJ_DATA *metal; int value, cost; argument = one_argument( argument, arg ); strcpy ( arg2, argument); if ( !str_cmp( arg, "body" ) || !str_cmp( arg, "head" ) || !str_cmp( arg, "legs" ) || !str_cmp( arg, "arms" ) || !str_cmp( arg, "about" ) || !str_cmp( arg, "eyes" ) || !str_cmp( arg, "waist" ) || !str_cmp( arg, "hold" ) || !str_cmp( arg, "feet" ) || !str_cmp( arg, "hands" ) ) { send_to_char( "&RYou cannot make jewelry for that body part.\n\r&w", ch); send_to_char( "&RTry MAKEARMOR.\n\r&w", ch); return; } if ( !str_cmp( arg, "shield" ) ) { send_to_char( "&RYou cannot make jewelry worn as a shield.\n\r&w", ch); send_to_char( "&RTry MAKESHIELD.\n\r&w", ch); return; } if ( !str_cmp( arg, "wield" ) ) { send_to_char( "&RAre you going to fight with your jewelry?\n\r&w", ch); send_to_char( "&RTry MAKEBLADE...\n\r&w", ch); return; } switch( ch->substate ) { default: if ( arg2[0] == '\0' ) { send_to_char( "&RUsage: Makejewelry <wearloc> <name>\n\r&w", ch); send_to_char( "&Bwearloc = neck finger wrist ears\n\r&w",ch); return; } checktool = FALSE; checkoven = FALSE; checkmetal = FALSE; if ( !xIS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_RARE_METAL) checkmetal = TRUE; } if ( !checktool ) { send_to_char( "&RYou need a toolkit.\n\r", ch); return; } if ( !checkoven ) { send_to_char( "&RYou need an oven.\n\r", ch); return; } if ( !checkmetal ) { send_to_char( "&RYou need some precious metal.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makejewelry]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of creating some jewelry.\n\r", ch); act( AT_PLAIN, "$n takes $s toolkit and some metal and begins to work.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 15 , do_makejewelry , 1 ); ch->dest_buf = str_dup(arg); ch->dest_buf_2 = str_dup(arg2); return; } send_to_char("&RYou can't figure out what to do.\n\r",ch); learn_from_failure( ch, gsn_makejewelry ); return; case 1: if ( !ch->dest_buf ) return; if ( !ch->dest_buf_2 ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); strcpy(arg2, ch->dest_buf_2); DISPOSE( ch->dest_buf_2); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); DISPOSE( ch->dest_buf_2 ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makejewelry]); checkmetal = FALSE; checkoven = FALSE; checktool = FALSE; value=0; cost=0; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_OVEN) checkoven = TRUE; if (obj->item_type == ITEM_RARE_METAL && checkmetal == FALSE) { checkmetal = TRUE; separate_obj( obj ); obj_from_char( obj ); metal = obj; } if (obj->item_type == ITEM_CRYSTAL) { cost += obj->cost; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makejewelry]) ; if ( number_percent( ) > chance*2 || ( !checkoven ) || ( !checktool ) || ( !checkmetal ) ) { send_to_char( "&RYou hold up your newly created jewelry.\n\r", ch); send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\n\r", ch); send_to_char( "&Rpiece of junk you've ever seen. You quickly hide your mistake...\n\r", ch); learn_from_failure( ch, gsn_makejewelry ); return; } obj = metal; obj->item_type = ITEM_ARMOR; CLEAR_BITS(obj->wear_flags); SET_BIT( obj->wear_flags, ITEM_TAKE ); value = get_wflag( arg ); if ( value < 0 || value > 31 ) SET_BIT( obj->wear_flags, ITEM_WEAR_NECK ); else SET_BIT( obj->wear_flags, 1 << value ); obj->level = level; STRFREE( obj->name ); strcpy( buf, arg2 ); obj->name = STRALLOC( buf ); strcpy( buf, arg2 ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was dropped here." ); obj->description = STRALLOC( buf ); obj->value[0] = obj->value[1]; obj->cost *= 10; obj->cost += cost; if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) ) REMOVE_BIT( obj->extra_flags, ITEM_PROTOTYPE ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created jewelry.&w\n\r", ch); act( AT_PLAIN, "$n finishes sewing some new jewelry.", ch, NULL, argument , TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost*100 ,( exp_level(ch->skill_level[ENGINEERING_ABILITY]+1) - exp_level(ch->skill_level[ENGINEERING_ABILITY]) ) ); gain_exp(ch, xpgain, ENGINEERING_ABILITY); ch_printf( ch , "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makejewelry ); } void do_makearmor( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance; bool checksew, checkfab; OBJ_DATA *obj; OBJ_DATA *material; int value; argument = one_argument( argument, arg ); strcpy ( arg2, argument); if ( !str_cmp( arg, "eyes" ) || !str_cmp( arg, "ears" ) || !str_cmp( arg, "finger" ) || !str_cmp( arg, "neck" ) || !str_cmp( arg, "wrist" ) ) { send_to_char( "&RYou cannot make clothing for that body part.\n\r&w", ch); send_to_char( "&RTry MAKEJEWELRY.\n\r&w", ch); return; } if ( !str_cmp( arg, "shield" ) ) { send_to_char( "&RYou cannot make clothing worn as a shield.\n\r&w", ch); send_to_char( "&RTry MAKESHIELD.\n\r&w", ch); return; } if ( !str_cmp( arg, "wield" ) ) { send_to_char( "&RAre you going to fight with your clothing?\n\r&w", ch); send_to_char( "&RTry MAKEBLADE...\n\r&w", ch); return; } switch( ch->substate ) { default: if ( arg2[0] == '\0' ) { send_to_char( "&RUsage: Makearmor <wearloc> <name>\n\r&w", ch); send_to_char( "&Bwearloc = head feet leg about body hands waist arms\n\r&w",ch); return; } checksew = FALSE; checkfab = FALSE; if ( !xIS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_FABRIC) checkfab = TRUE; if (obj->item_type == ITEM_THREAD) checksew = TRUE; } if ( !checkfab ) { send_to_char( "&RYou need some sort of fabric or material.\n\r", ch); return; } if ( !checksew ) { send_to_char( "&RYou need a needle and some thread.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makearmor]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of creating some armor.\n\r", ch); act( AT_PLAIN, "$n takes $s sewing kit and some material and begins to work.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 15 , do_makearmor , 1 ); ch->dest_buf = str_dup(arg); ch->dest_buf_2 = str_dup(arg2); return; } send_to_char("&RYou can't figure out what to do.\n\r",ch); learn_from_failure( ch, gsn_makearmor ); return; case 1: if ( !ch->dest_buf ) return; if ( !ch->dest_buf_2 ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); strcpy(arg2, ch->dest_buf_2); DISPOSE( ch->dest_buf_2); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); DISPOSE( ch->dest_buf_2 ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makearmor]); checksew = FALSE; checkfab = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_THREAD) checksew = TRUE; if (obj->item_type == ITEM_FABRIC && checkfab == FALSE) { checkfab = TRUE; separate_obj( obj ); obj_from_char( obj ); material = obj; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makearmor]) ; if ( number_percent( ) > chance*2 || ( !checkfab ) || ( !checksew ) ) { send_to_char( "&RYou hold up your newly created armor.\n\r", ch); send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\n\r", ch); send_to_char( "&Rgarment you've ever seen. You quickly hide your mistake...\n\r", ch); learn_from_failure( ch, gsn_makearmor ); return; } obj = material; obj->item_type = ITEM_ARMOR; CLEAR_BITS(obj->wear_flags); SET_BIT( obj->wear_flags, ITEM_TAKE ); value = get_wflag( arg ); if ( value < 0 || value > 31 ) SET_BIT( obj->wear_flags, ITEM_WEAR_BODY ); else SET_BIT( obj->wear_flags, 1 << value ); obj->level = level; STRFREE( obj->name ); strcpy( buf, arg2 ); obj->name = STRALLOC( buf ); strcpy( buf, arg2 ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was dropped here." ); obj->description = STRALLOC( buf ); obj->value[0] = obj->value[1]; obj->cost *= 10; if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) ) REMOVE_BIT( obj->extra_flags, ITEM_PROTOTYPE ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created garment.&w\n\r", ch); act( AT_PLAIN, "$n finishes sewing some new armor.", ch, NULL, argument , TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost*100 ,( exp_level(ch->skill_level[ENGINEERING_ABILITY]+1) - exp_level(ch->skill_level[ENGINEERING_ABILITY]) ) ); gain_exp(ch, xpgain, ENGINEERING_ABILITY); ch_printf( ch , "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makearmor ); } void do_makecomlink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int chance; bool checktool, checkgem, checkbatt, checkcirc; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum; strcpy( arg , argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makecomlink <name>\n\r&w", ch); return; } checktool = FALSE; checkgem = FALSE; checkbatt = FALSE; checkcirc = FALSE; if ( !xIS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_CRYSTAL) checkgem = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make a comlink.\n\r", ch); return; } if ( !checkgem ) { send_to_char( "&RYou need a small crystal.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your comlink.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makecomlink]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of making a comlink.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 10 , do_makecomlink , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); learn_from_failure( ch, gsn_makecomlink ); 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; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; vnum = 10430; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkgem = FALSE; checkbatt = FALSE; checkcirc = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_CRYSTAL && checkgem == FALSE) { checkgem = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { checkcirc = TRUE; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); } if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE ) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makecomlink]) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkcirc ) || ( !checkbatt ) || ( !checkgem ) ) { send_to_char( "&RYou hold up your newly created comlink....\n\r", ch); send_to_char( "&Rand it falls apart in your hands.\n\r", ch); learn_from_failure( ch, gsn_makecomlink ); return; } obj = create_object( pObjIndex, ch->top_level ); obj->item_type = ITEM_COMLINK; CLEAR_BITS(obj->wear_flags); SET_BIT( obj->wear_flags, ITEM_HOLD ); SET_BIT( obj->wear_flags, ITEM_TAKE ); obj->weight = 3; STRFREE( obj->name ); strcpy( buf, arg ); strcat( buf, " comlink" ); obj->name = STRALLOC( buf ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was left here." ); obj->description = STRALLOC( buf ); obj->cost = 50; if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) ) REMOVE_BIT( obj->extra_flags, ITEM_PROTOTYPE ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created comlink.&w\n\r", ch); act( AT_PLAIN, "$n finishes crafting a comlink.", ch, NULL, argument , TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost*100 ,( exp_level(ch->skill_level[ENGINEERING_ABILITY]+1) - exp_level(ch->skill_level[ENGINEERING_ABILITY]) ) ); gain_exp(ch, xpgain, ENGINEERING_ABILITY); ch_printf( ch , "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makecomlink ); } void do_makeshield( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int chance; bool checktool, checkbatt, checkcond, checkcirc, checkgems; OBJ_DATA *obj; OBJ_INDEX_DATA *pObjIndex; int vnum, level, charge, gemtype; strcpy( arg, argument ); switch( ch->substate ) { default: if ( arg[0] == '\0' ) { send_to_char( "&RUsage: Makeshield <name>\n\r&w", ch); return; } checktool = FALSE; checkbatt = FALSE; checkcond = FALSE; checkcirc = FALSE; checkgems = FALSE; if ( !xIS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a workshop.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_CRYSTAL) checkgems = TRUE; if (obj->item_type == ITEM_BATTERY) checkbatt = TRUE; if (obj->item_type == ITEM_CIRCUIT) checkcirc = TRUE; if (obj->item_type == ITEM_SUPERCONDUCTOR) checkcond = TRUE; } if ( !checktool ) { send_to_char( "&RYou need toolkit to make an energy shield.\n\r", ch); return; } if ( !checkbatt ) { send_to_char( "&RYou need a power source for your energy shield.\n\r", ch); return; } if ( !checkcirc ) { send_to_char( "&RYou need a small circuit board.\n\r", ch); return; } if ( !checkcond ) { send_to_char( "&RYou still need a small superconductor for your energy shield.\n\r", ch); return; } if ( !checkgems ) { send_to_char( "&RYou need a small crystal.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makeshield]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of crafting an energy shield.\n\r", ch); act( AT_PLAIN, "$n takes $s tools and begins to work on something.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 20 , do_makeshield , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou can't figure out how to fit the parts together.\n\r",ch); learn_from_failure( ch, gsn_makeshield ); 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; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makeshield]); vnum = 10429; if ( ( pObjIndex = get_obj_index( vnum ) ) == NULL ) { send_to_char( "&RThe item you are trying to create is missing from the database.\n\rPlease inform the administration of this error.\n\r", ch ); return; } checktool = FALSE; checkbatt = FALSE; checkcond = FALSE; checkcirc = FALSE; checkgems = FALSE; charge = 0; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_TOOLKIT) checktool = TRUE; if (obj->item_type == ITEM_BATTERY && checkbatt == FALSE) { charge = UMIN(obj->value[1], 10); separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkbatt = TRUE; } if (obj->item_type == ITEM_SUPERCONDUCTOR && checkcond == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcond = TRUE; } if (obj->item_type == ITEM_CIRCUIT && checkcirc == FALSE) { separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkcirc = TRUE; } if (obj->item_type == ITEM_CRYSTAL && checkgems == FALSE) { gemtype = obj->value[0]; separate_obj( obj ); obj_from_char( obj ); extract_obj( obj ); checkgems = TRUE; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makeshield]) ; if ( number_percent( ) > chance*2 || ( !checktool ) || ( !checkbatt ) || ( !checkgems ) || ( !checkcond ) || ( !checkcirc) ) { send_to_char( "&RYou hold up your new energy shield and press the switch hoping for the best.\n\r", ch); send_to_char( "&RInstead of a field of energy being created, smoke starts pouring from the device.\n\r", ch); send_to_char( "&RYou drop the hot device and watch as it melts on away on the floor.\n\r", ch); learn_from_failure( ch, gsn_makeshield ); return; } obj = create_object( pObjIndex, level ); obj->item_type = ITEM_ARMOR; CLEAR_BITS(obj->wear_flags); /*SET_BIT( obj->wear_flags, ITEM_WIELD );*/ SET_BIT( obj->wear_flags, ITEM_TAKE ); SET_BIT( obj->wear_flags, ITEM_WEAR_SHIELD ); obj->level = level; obj->weight = 2; STRFREE( obj->name ); obj->name = STRALLOC( "energy shield" ); strcpy( buf, arg ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was carelessly misplaced here." ); obj->description = STRALLOC( buf ); obj->value[0] = (int) (level/10+gemtype*2); /* condition */ obj->value[1] = (int) (level/10+gemtype*2); /* armor */ obj->value[4] = charge; obj->value[5] = charge; obj->cost = obj->value[2]*100; if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) ) REMOVE_BIT( obj->extra_flags, ITEM_PROTOTYPE ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created energy shield.&w\n\r", ch); act( AT_PLAIN, "$n finishes making $s new energy shield.", ch, NULL, argument , TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost*50 ,( exp_level(ch->skill_level[ENGINEERING_ABILITY]+1) - exp_level(ch->skill_level[ENGINEERING_ABILITY]) ) ); gain_exp(ch, xpgain, ENGINEERING_ABILITY); ch_printf( ch , "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makeshield ); } void do_makecontainer( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; int level, chance; bool checksew, checkfab; OBJ_DATA *obj; OBJ_DATA *material; int value; argument = one_argument( argument, arg ); strcpy( arg2 , argument ); if ( !str_cmp( arg, "eyes" ) || !str_cmp( arg, "ears" ) || !str_cmp( arg, "finger" ) || !str_cmp( arg, "neck" ) || !str_cmp( arg, "wrist" ) ) { send_to_char( "&RYou cannot make a container for that body part.\n\r&w", ch); send_to_char( "&RTry MAKEJEWELRY.\n\r&w", ch); return; } if ( !str_cmp( arg, "feet" ) || !str_cmp( arg, "hands" ) ) { send_to_char( "&RYou cannot make a container for that body part.\n\r&w", ch); send_to_char( "&RTry MAKEARMOR.\n\r&w", ch); return; } if ( !str_cmp( arg, "shield" ) ) { send_to_char( "&RYou cannot make a container a shield.\n\r&w", ch); send_to_char( "&RTry MAKESHIELD.\n\r&w", ch); return; } if ( !str_cmp( arg, "wield" ) ) { send_to_char( "&RAre you going to fight with a container?\n\r&w", ch); send_to_char( "&RTry MAKEBLADE...\n\r&w", ch); return; } switch( ch->substate ) { default: if ( arg2[0] == '\0' ) { send_to_char( "&RUsage: Makecontainer <wearloc> <name>\n\r&w", ch); send_to_char( "&Bwearloc = head legs about body waist arms\n\r&w",ch); return; } value = get_wflag( arg ); if ( value < 0 || value > 31 ) { ch_printf( ch, "Unknown wear location: %s\n\r", arg ); return; } checksew = FALSE; checkfab = FALSE; if ( !xIS_SET( ch->in_room->room_flags, ROOM_FACTORY ) ) { send_to_char( "&RYou need to be in a factory or workshop to do that.\n\r", ch); return; } for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_FABRIC) checkfab = TRUE; if (obj->item_type == ITEM_THREAD) checksew = TRUE; } if ( !checkfab ) { send_to_char( "&RYou need some sort of fabric or material.\n\r", ch); return; } if ( !checksew ) { send_to_char( "&RYou need a needle and some thread.\n\r", ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makecontainer]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin the long process of creating a bag.\n\r", ch); act( AT_PLAIN, "$n takes $s sewing kit and some material and begins to work.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 10 , do_makecontainer , 1 ); ch->dest_buf = str_dup(arg); ch->dest_buf_2 = str_dup(arg2); return; } send_to_char("&RYou can't figure out what to do.\n\r",ch); learn_from_failure( ch, gsn_makecontainer ); return; case 1: if ( !ch->dest_buf ) return; if ( !ch->dest_buf_2 ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); strcpy(arg2, ch->dest_buf_2); DISPOSE( ch->dest_buf_2); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); DISPOSE( ch->dest_buf_2 ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted and fail to finish your work.\n\r", ch); return; } ch->substate = SUB_NONE; level = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makecontainer]); checksew = FALSE; checkfab = FALSE; for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if (obj->item_type == ITEM_THREAD) checksew = TRUE; if (obj->item_type == ITEM_FABRIC && checkfab == FALSE) { checkfab = TRUE; separate_obj( obj ); obj_from_char( obj ); material = obj; } } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_makecontainer]) ; if ( number_percent( ) > chance*2 || ( !checkfab ) || ( !checksew ) ) { send_to_char( "&RYou hold up your newly created container.\n\r", ch); send_to_char( "&RIt suddenly dawns upon you that you have created the most useless\n\r", ch); send_to_char( "&Rcontainer you've ever seen. You quickly hide your mistake...\n\r", ch); learn_from_failure( ch, gsn_makecontainer ); return; } obj = material; obj->item_type = ITEM_CONTAINER; CLEAR_BITS(obj->wear_flags); SET_BIT( obj->wear_flags, ITEM_TAKE ); value = get_wflag( arg ); if ( value < 0 || value > 31 ) SET_BIT( obj->wear_flags, ITEM_HOLD ); else SET_BIT( obj->wear_flags, 1 << value ); obj->level = level; STRFREE( obj->name ); strcpy( buf, arg2 ); obj->name = STRALLOC( buf ); strcpy( buf, arg2 ); STRFREE( obj->short_descr ); obj->short_descr = STRALLOC( buf ); STRFREE( obj->description ); strcat( buf, " was dropped here." ); obj->description = STRALLOC( buf ); obj->value[0] = level; obj->value[1] = 0; obj->value[2] = 0; obj->value[3] = 10; obj->cost *= 2; if ( IS_OBJ_STAT( obj, ITEM_PROTOTYPE ) ) REMOVE_BIT( obj->extra_flags, ITEM_PROTOTYPE ); obj = obj_to_char( obj, ch ); send_to_char( "&GYou finish your work and hold up your newly created container.&w\n\r", ch); act( AT_PLAIN, "$n finishes sewing a new container.", ch, NULL, argument , TO_ROOM ); { long xpgain; xpgain = UMIN( obj->cost*100 ,( exp_level(ch->skill_level[ENGINEERING_ABILITY]+1) - exp_level(ch->skill_level[ENGINEERING_ABILITY]) ) ); gain_exp(ch, xpgain, ENGINEERING_ABILITY); ch_printf( ch , "You gain %d engineering experience.", xpgain ); } learn_from_success( ch, gsn_makecontainer ); } void do_reinforcements( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance, credits; if ( IS_NPC( ch ) || !ch->pcdata ) return; strcpy( arg, argument ); switch( ch->substate ) { default: if ( ch->backup_wait ) { send_to_char( "&RYour reinforcements are already on the way.\n\r", ch ); return; } if ( ch->gold < ch->skill_level[DIPLOMACY_ABILITY] * 50 ) { ch_printf( ch, "&RYou dont have enough credits to send for reinforcements.\n\r" ); return; } chance = (int) (ch->pcdata->learned[gsn_reinforcements]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin making the call for reinforcements.\n\r", ch); act( AT_PLAIN, "$n begins issuing orders int $s comlink.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 1 , do_reinforcements , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou call for reinforcements but nobody answers.\n\r",ch); learn_from_failure( ch, gsn_reinforcements ); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted before you can finish your call.\n\r", ch); return; } ch->substate = SUB_NONE; send_to_char( "&GYour reinforcements are on the way.\n\r", ch); credits = ch->skill_level[DIPLOMACY_ABILITY] * 50; ch_printf( ch, "It cost you %d credits.\n\r", credits); ch->gold -= UMIN( credits , ch->gold ); learn_from_success( ch, gsn_reinforcements ); /* This really is a player only thing so only mercs can be hired. */ ch->backup_mob = MOB_VNUM_MERCINARY; ch->backup_wait = number_range(1,2); } void do_postguard( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance, credits; if ( IS_NPC( ch ) || !ch->pcdata ) return; strcpy( arg, argument ); switch( ch->substate ) { default: if ( ch->backup_wait ) { send_to_char( "&RYou already have backup coming.\n\r", ch ); return; } if ( ch->gold < ch->skill_level[DIPLOMACY_ABILITY] * 30 ) { ch_printf( ch, "&RYou dont have enough credits.\n\r", ch ); return; } chance = (int) (ch->pcdata->learned[gsn_postguard]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin making the call for reinforcements.\n\r", ch); act( AT_PLAIN, "$n begins issuing orders into $s comlink.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 1 , do_postguard , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou call for a guard but nobody answers.\n\r",ch); learn_from_failure( ch, gsn_postguard ); return; case 1: if ( !ch->dest_buf ) return; strcpy(arg, ch->dest_buf); DISPOSE( ch->dest_buf); break; case SUB_TIMER_DO_ABORT: DISPOSE( ch->dest_buf ); ch->substate = SUB_NONE; send_to_char("&RYou are interupted before you can finish your call.\n\r", ch); return; } ch->substate = SUB_NONE; send_to_char( "&GYour guard is on the way.\n\r", ch); credits = ch->skill_level[DIPLOMACY_ABILITY] * 30; ch_printf( ch, "It cost you %d credits.\n\r", credits); ch->gold -= UMIN( credits , ch->gold ); learn_from_success( ch, gsn_postguard ); ch->backup_mob = MOB_VNUM_GUARD; ch->backup_wait = 1; } void add_reinforcements( CHAR_DATA *ch ) { MOB_INDEX_DATA * pMobIndex; OBJ_DATA * blaster; OBJ_INDEX_DATA * pObjIndex; if ( ( pMobIndex = get_mob_index( ch->backup_mob ) ) == NULL ) return; if ( ch->backup_mob == MOB_VNUM_MERCINARY ) { CHAR_DATA * mob[3]; int mob_cnt; send_to_char( "Your reinforcements have arrived.\n\r", ch ); for ( mob_cnt = 0 ; mob_cnt < 3 ; mob_cnt++ ) { int ability; mob[mob_cnt] = create_mobile( pMobIndex ); char_to_room( mob[mob_cnt], ch->in_room ); act( AT_IMMORT, "$N has arrived.", ch, NULL, mob[mob_cnt], TO_ROOM ); mob[mob_cnt]->top_level = ch->skill_level[DIPLOMACY_ABILITY]/3; for ( ability = 0 ; ability < MAX_ABILITY ; ability++ ) mob[mob_cnt]->skill_level[ability] = mob[mob_cnt]->top_level; mob[mob_cnt]->hit = mob[mob_cnt]->top_level*15; mob[mob_cnt]->max_hit = mob[mob_cnt]->hit; mob[mob_cnt]->armor = 100- mob[mob_cnt]->top_level*2.5; mob[mob_cnt]->damroll = mob[mob_cnt]->top_level/5; mob[mob_cnt]->hitroll = mob[mob_cnt]->top_level/5; if ( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTECH_E11 ) ) != NULL ) { blaster = create_object( pObjIndex, mob[mob_cnt]->top_level ); obj_to_char( blaster, mob[mob_cnt] ); equip_char( mob[mob_cnt], blaster, WEAR_WIELD ); } if ( mob[mob_cnt]->master ) stop_follower( mob[mob_cnt] ); add_follower( mob[mob_cnt], ch ); SET_BIT( mob[mob_cnt]->affected_by, AFF_CHARM ); do_setblaster( mob[mob_cnt] , "full" ); } } else if ( ch->backup_mob == MOB_VNUM_GUARD ) { CHAR_DATA *mob; int ability; mob = create_mobile( pMobIndex ); char_to_room( mob, ch->in_room ); if ( ch->pcdata && ch->pcdata->clan ) { char tmpbuf[MAX_STRING_LENGTH]; STRFREE( mob->name ); mob->name = STRALLOC( "guard" ); sprintf( tmpbuf , "(%s) Guard\n" , ch->pcdata->clan->name ); STRFREE( mob->long_descr ); mob->long_descr = STRALLOC( tmpbuf ); mob->mob_clan = ch->pcdata->clan; mob->spec_fun = spec_lookup("spec_clan_guard"); } else { char tmpbuf[MAX_STRING_LENGTH]; STRFREE( mob->name ); mob->name = STRALLOC( "guard"); sprintf( tmpbuf , "%s's guard\n" , ch->name ); STRFREE( mob->long_descr ); mob->long_descr = STRALLOC( tmpbuf ); /* use leader because its handy for spec_player_guard*/ mob->leader = ch; mob->spec_fun = spec_lookup("spec_player_guard"); } act( AT_IMMORT, "$N has arrived.", ch, NULL, mob, TO_ROOM ); send_to_char( "Your guard has arrived.\n\r", ch ); mob->top_level = ch->skill_level[DIPLOMACY_ABILITY]; for ( ability = 0 ; ability < MAX_ABILITY ; ability++ ) mob->skill_level[ability] = mob->top_level; mob->hit = mob->top_level*15; mob->max_hit = mob->hit; mob->armor = 100- mob->top_level*2.5; mob->damroll = mob->top_level/5; mob->hitroll = mob->top_level/5; if ( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTECH_E11 ) ) != NULL ) { blaster = create_object( pObjIndex, mob->top_level ); obj_to_char( blaster, mob ); equip_char( mob, blaster, WEAR_WIELD ); do_setblaster( mob , "full" ); } } else { CHAR_DATA *mob; int ability; mob = create_mobile( pMobIndex ); char_to_room( mob, ch->in_room ); if ( ch->pcdata && ch->pcdata->clan ) { char tmpbuf[MAX_STRING_LENGTH]; STRFREE( mob->name ); mob->name = STRALLOC( "patrol" ); sprintf( tmpbuf , "(%s) Patrol\n" , ch->pcdata->clan->name ); STRFREE( mob->long_descr ); mob->long_descr = STRALLOC( tmpbuf ); mob->mob_clan = ch->pcdata->clan; mob->spec_fun = spec_lookup("spec_clan_patrol"); } else { char tmpbuf[MAX_STRING_LENGTH]; STRFREE( mob->name ); mob->name = STRALLOC( "patrol" ); sprintf( tmpbuf , "%s's Patrol\n" , ch->name ); STRFREE( mob->long_descr ); mob->long_descr = STRALLOC( tmpbuf ); /* use leader because its handy for spec_player_guard*/ mob->leader = ch; mob->spec_fun = spec_lookup("spec_player_patrol"); } act( AT_IMMORT, "$N has arrived.", ch, NULL, mob, TO_ROOM ); send_to_char( "Your patrol has arrived.\n\r", ch ); mob->top_level = ch->skill_level[DIPLOMACY_ABILITY]; for ( ability = 0 ; ability < MAX_ABILITY ; ability++ ) mob->skill_level[ability] = mob->top_level; mob->hit = mob->top_level*10; mob->max_hit = mob->hit; mob->armor = 100- mob->top_level*1.5; mob->damroll = mob->top_level/3; mob->hitroll = mob->top_level/3; if ( ( pObjIndex = get_obj_index( OBJ_VNUM_BLASTECH_E11 ) ) != NULL ) { blaster = create_object( pObjIndex, mob->top_level ); obj_to_char( blaster, mob ); equip_char( mob, blaster, WEAR_WIELD ); do_setblaster( mob , "full" ); } } } void do_torture( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *victim; int chance, dam; bool fail; if ( !IS_NPC(ch) && ch->pcdata->learned[gsn_torture] <= 0 ) { send_to_char( "Your mind races as you realize you have no idea how to do that.\n\r", ch ); return; } if ( IS_NPC(ch) && IS_AFFECTED( ch, AFF_CHARM ) ) { send_to_char( "You can't do that right now.\n\r", ch ); return; } one_argument( argument, arg ); if ( ch->mount ) { send_to_char( "You can't get close enough while mounted.\n\r", ch ); return; } if ( arg[0] == '\0' ) { send_to_char( "Torture whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "Are you masacistic or what...\n\r", ch ); return; } if ( !IS_AWAKE(victim) ) { send_to_char( "You need to wake them first.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( victim->fighting ) { send_to_char( "You can't torture someone whos in combat.\n\r", ch ); return; } ch->alignment = ch->alignment -= 100; ch->alignment = URANGE( -1000, ch->alignment, 1000 ); WAIT_STATE( ch, skill_table[gsn_torture]->beats ); fail = FALSE; chance = ris_save( victim, ch->skill_level[HUNTING_ABILITY], RIS_PARALYSIS ); if ( chance == 1000 ) fail = TRUE; else fail = saves_para_petri( chance, victim ); if ( !IS_NPC(ch) && !IS_NPC(victim) ) chance = sysdata.stun_plr_vs_plr; else chance = sysdata.stun_regular; if ( !fail && ( IS_NPC(ch) || (number_percent( ) + chance) < ch->pcdata->learned[gsn_torture] ) ) { learn_from_success( ch, gsn_torture ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); WAIT_STATE( victim, PULSE_VIOLENCE ); act( AT_SKILL, "$N slowly tortures you. The pain is excruciating.", victim, NULL, ch, TO_CHAR ); act( AT_SKILL, "You torture $N, leaving $M screaming in pain.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n tortures $N, leaving $M screaming in agony!", ch, NULL, victim, TO_NOTVICT ); dam = dice( ch->skill_level[HUNTING_ABILITY]/10 , 4 ); dam = URANGE( 0, victim->max_hit-10, dam ); victim->hit -= dam; victim->max_hit -= dam; ch_printf( victim, "You lose %d permanent hit points." ,dam); ch_printf( ch, "They lose %d permanent hit points." , dam); } else { act( AT_SKILL, "$N tries to cut off your finger!", victim, NULL, ch, TO_CHAR ); act( AT_SKILL, "You mess up big time.", ch, NULL, victim, TO_CHAR ); act( AT_SKILL, "$n tries to painfully torture $N.", ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, 2 * PULSE_VIOLENCE ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } void do_disguise( CHAR_DATA *ch, char *argument ) { int chance; 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; } chance = (int) (ch->pcdata->learned[gsn_disguise]); if ( number_percent( ) > chance ) { send_to_char( "You try to disguise yourself but fail.\n\r", ch ); learn_from_failure( ch, gsn_disguise ); return; } if ( strlen(argument) > 50 ) argument[50] = '\0'; xSET_BIT( ch->new_act, ACT_DISGUISE ); smash_tilde( argument ); set_title( ch, argument ); argument = stripclr(argument); set_fullname( ch, argument ); learn_from_success( ch, gsn_disguise ); send_to_char( "Ok.\n\r", ch ); } void do_mine( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; bool shovel; sh_int move; if ( ch->pcdata->learned[gsn_mine] <= 0 ) { ch_printf( ch, "You have no idea how to do that.\n\r" ); return; } one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "And what will you mine the room with?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; shovel = FALSE; for ( obj = ch->first_carrying; obj; obj = obj->next_content ) { if ( obj->item_type == ITEM_SHOVEL ) { shovel = TRUE; break; } } obj = get_obj_list_rev( ch, arg, ch->in_room->last_content ); if ( !obj ) { send_to_char( "You don't see on here.\n\r", ch ); return; } separate_obj(obj); if ( obj->item_type != ITEM_LANDMINE ) { act( AT_PLAIN, "That's not a landmine!", ch, obj, 0, TO_CHAR ); return; } if ( !CAN_WEAR(obj, ITEM_TAKE) ) { act( AT_PLAIN, "You cannot bury $p.", ch, obj, 0, TO_CHAR ); return; } switch( ch->in_room->sector_type ) { case SECT_CITY: case SECT_INSIDE: send_to_char( "The floor is too hard to dig through.\n\r", ch ); return; case SECT_WATER_SWIM: case SECT_WATER_NOSWIM: case SECT_UNDERWATER: send_to_char( "You cannot bury a mine in the water.\n\r", ch ); return; case SECT_AIR: send_to_char( "What? Bury a mine in the air?!\n\r", ch ); return; } if ( obj->weight > (UMAX(5, (can_carry_w(ch) / 10))) && !shovel ) { send_to_char( "You'd need a shovel to bury something that big.\n\r", ch ); return; } move = (obj->weight * 50 * (shovel ? 1 : 5)) / UMAX(1, can_carry_w(ch)); move = URANGE( 2, move, 1000 ); if ( move > ch->move ) { send_to_char( "You don't have the energy to bury something of that size.\n\r", ch ); return; } ch->move -= move; SET_BIT( obj->extra_flags, ITEM_BURRIED ); WAIT_STATE( ch, URANGE( 10, move / 2, 100 ) ); STRFREE ( obj->armed_by ); obj->armed_by = STRALLOC ( ch->name ); ch_printf( ch, "You arm and bury %s.\n\r", obj->short_descr ); act( AT_PLAIN, "$n arms and buries $p.", ch, obj, NULL, TO_ROOM ); learn_from_success( ch, gsn_mine ); return; } void do_first_aid( CHAR_DATA *ch, char *argument ) { OBJ_DATA *medpac; CHAR_DATA *victim; int heal; char buf[MAX_STRING_LENGTH]; if ( ch->position == POS_FIGHTING ) { send_to_char( "You can't do that while fighting!\n\r",ch ); return; } medpac = get_eq_char( ch, WEAR_HOLD ); if ( !medpac || medpac->item_type != ITEM_MEDPAC ) { send_to_char( "You need to be holding a medpac.\n\r",ch ); return; } if ( medpac->value[0] <= 0 ) { send_to_char( "Your medpac seems to be empty.\n\r",ch ); return; } if ( argument[0] == '\0' ) victim = ch; else victim = get_char_room( ch, argument ); if ( !victim ) { ch_printf( ch, "I don't see any %s here...\n\r" , argument ); return; } heal = number_range( 1, 150 ); if ( heal > ch->pcdata->learned[gsn_first_aid]*2 ) { ch_printf( ch, "You fail in your attempt at first aid.\n\r"); learn_from_failure( ch , gsn_first_aid ); return; } if ( victim == ch ) { ch_printf( ch, "You tend to your wounds.\n\r"); sprintf( buf , "$n uses %s to help heal $s wounds." , medpac->short_descr ); act( AT_ACTION, buf, ch, NULL, victim, TO_ROOM ); } else { sprintf( buf , "You tend to $N's wounds." ); act( AT_ACTION, buf, ch, NULL, victim, TO_CHAR ); sprintf( buf , "$n uses %s to help heal $N's wounds." , medpac->short_descr ); act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT ); sprintf( buf , "$n uses %s to help heal your wounds." , medpac->short_descr ); act( AT_ACTION, buf, ch, NULL, victim, TO_VICT ); } --medpac->value[0]; victim->hit += URANGE ( 0, heal , victim->max_hit - victim->hit ); learn_from_success( ch , gsn_first_aid ); } void do_snipe( CHAR_DATA *ch, char *argument ) { OBJ_DATA * wield; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; sh_int dir, dist; sh_int max_dist = 3; EXIT_DATA * pexit; ROOM_INDEX_DATA * was_in_room; ROOM_INDEX_DATA * to_room; CHAR_DATA * victim; int chance; char buf[MAX_STRING_LENGTH]; bool pfound = FALSE; if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You'll have to do that elsewhere.\n\r", ch ); return; } if ( get_eq_char( ch, WEAR_DUAL_WIELD ) != NULL ) { send_to_char( "You can't do that while wielding two weapons.",ch ); return; } wield = get_eq_char( ch, WEAR_WIELD ); if ( !wield || wield->item_type != ITEM_WEAPON || wield->value[3] != WEAPON_BLASTER ) { send_to_char( "You don't seem to be holding a blaster",ch ); return; } argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); if ( ( dir = get_door( arg ) ) == -1 || arg2[0] == '\0' ) { send_to_char( "Usage: snipe <dir> <target>\n\r", ch ); return; } if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { send_to_char( "Are you expecting to fire through a wall!?\n\r", ch ); return; } if ( IS_SET( pexit->exit_info, EX_CLOSED ) ) { send_to_char( "Are you expecting to fire through a door!?\n\r", ch ); return; } if ( wield->value[4] < 1 ) { act( AT_YELLOW, "You need more ammo...", ch, NULL, victim, TO_CHAR ); return; } was_in_room = ch->in_room; for ( dist = 0; dist <= max_dist; dist++ ) { if ( IS_SET( pexit->exit_info, EX_CLOSED ) ) break; if ( !pexit->to_room ) break; to_room = NULL; if ( pexit->distance > 1 ) to_room = generate_exit( ch->in_room , &pexit ); if ( to_room == NULL ) to_room = pexit->to_room; char_from_room( ch ); char_to_room( ch, to_room ); if ( IS_NPC(ch) && ( victim = get_char_room_mp( ch, arg2 ) ) != NULL ) { pfound = TRUE; break; } else if ( !IS_NPC(ch) && ( victim = get_char_room( ch, arg2 ) ) != NULL ) { pfound = TRUE; break; } if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) break; } char_from_room( ch ); char_to_room( ch, was_in_room ); if ( !pfound ) { ch_printf( ch, "You don't see that person to the %s!\n\r", dir_name[dir] ); char_from_room( ch ); char_to_room( ch, was_in_room ); return; } if ( victim == ch ) { send_to_char( "Shoot yourself ... really?\n\r", ch ); return; } if ( xIS_SET( victim->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You can't shoot them there.\n\r", ch ); return; } if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "You do the best you can!\n\r", ch ); return; } if ( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that!\n\r", ch ); return; } chance = IS_NPC(ch) ? 100 : (int) (ch->pcdata->learned[gsn_snipe]) ; switch ( dir ) { case 0: case 1: dir += 2; break; case 2: case 3: dir -= 2; break; case 4: case 7: dir += 1; break; case 5: case 8: dir -= 1; break; case 6: dir += 3; break; case 9: dir -=3; break; } char_from_room( ch ); char_to_room( ch, victim->in_room ); if ( number_percent() < chance ) { sprintf( buf , "A blaster shot fires at you from the %s." , dir_name[dir] ); act( AT_ACTION, buf , victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "You fire at $N.", ch, NULL, victim, TO_CHAR ); sprintf( buf, "A blaster shot fires at $N from the %s." , dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT ); one_hit( ch, victim, TYPE_UNDEFINED ); if ( char_died(ch) ) return; stop_fighting( ch , TRUE ); learn_from_success( ch, gsn_snipe ); } else { act( AT_ACTION, "You fire at $N but don't even come close.", ch, NULL, victim, TO_CHAR ); sprintf( buf, "A blaster shot fired from the %s barely misses you." , dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, victim, TO_ROOM ); learn_from_failure( ch, gsn_snipe ); } char_from_room( ch ); char_to_room( ch, was_in_room ); if ( IS_NPC(ch) ) WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); else { if ( number_percent() < ch->pcdata->learned[gsn_third_attack] ) WAIT_STATE( ch, 1 * PULSE_PER_SECOND ); else if ( number_percent() < ch->pcdata->learned[gsn_second_attack] ) WAIT_STATE( ch, 2 * PULSE_PER_SECOND ); else WAIT_STATE( ch, 3 * PULSE_PER_SECOND ); } if ( IS_NPC( victim ) && !char_died(victim) ) { if ( IS_SET( victim->act , ACT_SENTINEL ) ) { victim->was_sentinel = victim->in_room; REMOVE_BIT( victim->act, ACT_SENTINEL ); } start_hating( victim , ch ); start_hunting( victim, ch ); } } /* syntax throw <obj> [direction] [target] */ void do_throw( CHAR_DATA *ch, char *argument ) { OBJ_DATA * obj; OBJ_DATA * tmpobj; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; sh_int dir; EXIT_DATA * pexit; ROOM_INDEX_DATA * was_in_room; ROOM_INDEX_DATA * to_room; CHAR_DATA * victim; char buf[MAX_STRING_LENGTH]; argument = one_argument( argument, arg ); argument = one_argument( argument, arg2 ); argument = one_argument( argument, arg3 ); was_in_room = ch->in_room; if ( arg[0] == '\0' ) { send_to_char( "Usage: throw <object> [direction] [target]\n\r", ch ); return; } obj = get_eq_char( ch, WEAR_MISSILE_WIELD ); if ( !obj || !nifty_is_name( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_HOLD ); if ( !obj || !nifty_is_name( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_WIELD ); if ( !obj || !nifty_is_name( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_DUAL_WIELD ); if ( !obj || !nifty_is_name( arg, obj->name ) ) if ( !obj || !nifty_is_name_prefix( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_HOLD ); if ( !obj || !nifty_is_name_prefix( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_WIELD ); if ( !obj || !nifty_is_name_prefix( arg, obj->name ) ) obj = get_eq_char( ch, WEAR_DUAL_WIELD ); if ( !obj || !nifty_is_name_prefix( arg, obj->name ) ) { ch_printf( ch, "You don't seem to be holding or wielding %s.\n\r", arg ); return; } if ( IS_OBJ_STAT(obj, ITEM_NOREMOVE) ) { act( AT_PLAIN, "You can't throw $p.", ch, obj, NULL, TO_CHAR ); return; } if ( ch->position == POS_FIGHTING ) { victim = who_fighting( ch ); if ( char_died ( victim ) ) return; act( AT_ACTION, "You throw $p at $N.", ch, obj, victim, TO_CHAR ); act( AT_ACTION, "$n throws $p at $N.", ch, obj, victim, TO_NOTVICT ); act( AT_ACTION, "$n throw $p at you.", ch, obj, victim, TO_VICT ); } else if ( arg2[0] == '\0' ) { sprintf( buf, "$n throws %s at the floor." , obj->short_descr ); act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM ); ch_printf( ch, "You throw %s at the floor.\n\r", obj->short_descr ); victim = NULL; } else if ( ( dir = get_door( arg2 ) ) != -1 ) { if ( ( pexit = get_exit( ch->in_room, dir ) ) == NULL ) { send_to_char( "Are you expecting to throw it through a wall!?\n\r", ch ); return; } if ( IS_SET( pexit->exit_info, EX_CLOSED ) ) { send_to_char( "Are you expecting to throw it through a door!?\n\r", ch ); return; } switch ( dir ) { case 0: case 1: dir += 2; break; case 2: case 3: dir -= 2; break; case 4: case 7: dir += 1; break; case 5: case 8: dir -= 1; break; case 6: dir += 3; break; case 9: dir -=3; break; } to_room = NULL; if ( pexit->distance > 1 ) to_room = generate_exit( ch->in_room , &pexit ); if ( to_room == NULL ) to_room = pexit->to_room; char_from_room( ch ); char_to_room( ch, to_room ); victim = get_char_room( ch, arg3 ); if ( victim ) { if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that!\n\r", ch ); return; } char_from_room( ch ); char_to_room( ch, was_in_room ); if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "You'll have to do that elswhere.\n\r", ch ); return; } to_room = NULL; if ( pexit->distance > 1 ) to_room = generate_exit( ch->in_room , &pexit ); if ( to_room == NULL ) to_room = pexit->to_room; char_from_room( ch ); char_to_room( ch, to_room ); sprintf( buf , "Someone throws %s at you from the %s." , obj->short_descr , dir_name[dir] ); act( AT_ACTION, buf , victim, NULL, ch, TO_CHAR ); act( AT_ACTION, "You throw $p at $N.", ch, obj, victim, TO_CHAR ); sprintf( buf, "%s is thrown at $N from the %s." , obj->short_descr , dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, victim, TO_NOTVICT ); } else { ch_printf( ch, "You throw %s %s.\n\r", obj->short_descr , dir_name[get_dir( arg2 )] ); sprintf( buf, "%s is thrown from the %s." , obj->short_descr , dir_name[dir] ); act( AT_ACTION, buf, ch, NULL, NULL, TO_ROOM ); } } else if ( ( victim = get_char_room( ch, arg2 ) ) != NULL ) { if ( is_safe( ch, victim ) ) return; if ( IS_AFFECTED(ch, AFF_CHARM) && ch->master == victim ) { act( AT_PLAIN, "$N is your beloved master.", ch, NULL, victim, TO_CHAR ); return; } if ( !IS_NPC( victim ) && IS_SET( ch->act, PLR_NICE ) ) { send_to_char( "You feel too nice to do that!\n\r", ch ); return; } } else { ch_printf( ch, "They don't seem to be here!\n\r"); return; } if ( obj == get_eq_char( ch, WEAR_WIELD ) && ( tmpobj = get_eq_char( ch, WEAR_DUAL_WIELD)) != NULL ) tmpobj->wear_loc = WEAR_WIELD; unequip_char( ch, obj ); separate_obj( obj ); obj_from_char( obj ); obj = obj_to_room( obj, ch->in_room ); if ( obj->item_type != ITEM_GRENADE ) damage_obj ( obj ); /* NOT NEEDED UNLESS REFERING TO OBJECT AGAIN if( obj_extracted(obj) ) return; */ if ( ch->in_room != was_in_room ) { char_from_room( ch ); char_to_room( ch, was_in_room ); } if ( !victim || char_died( victim ) ) learn_from_failure( ch, gsn_throw ); else { WAIT_STATE( ch, skill_table[gsn_throw]->beats ); if ( IS_NPC(ch) || number_percent( ) < ch->pcdata->learned[gsn_throw] ) { learn_from_success( ch, gsn_throw ); global_retcode = damage( ch, victim, number_range( obj->weight*2 , (obj->weight*2 + ch->perm_str) ), TYPE_HIT ); } else { learn_from_failure( ch, gsn_throw ); global_retcode = damage( ch, victim, 0, TYPE_HIT ); } if ( IS_NPC( victim ) && !char_died ( victim) ) { if ( IS_SET( victim->act , ACT_SENTINEL ) ) { victim->was_sentinel = victim->in_room; REMOVE_BIT( victim->act, ACT_SENTINEL ); } start_hating( victim , ch ); start_hunting( victim, ch ); } } return; } void do_beg( CHAR_DATA *ch, char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; int percent, xp; int amount; if ( IS_NPC (ch) ) return; argument = one_argument( argument, arg1 ); if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( arg1[0] == '\0' ) { send_to_char( "Beg fo money from whom?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\n\r" , ch ); return; } if ( !IS_NPC( victim ) ) { send_to_char( "You beg them for money.\n\r", ch ); act( AT_ACTION, "$n begs you to give $s some change.\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n begs $N for change.\n\r", ch, NULL, victim, TO_NOTVICT ); return; } WAIT_STATE( ch, skill_table[gsn_beg]->beats ); percent = number_percent( ) + ch->skill_level[SMUGGLING_ABILITY] + victim->top_level; if ( percent > ch->pcdata->learned[gsn_beg] ) { /* * Failure. */ send_to_char( "You beg them for money but don't get any!\n\r", ch ); act( AT_ACTION, "$n is really getting on your nerves with all this begging!\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n begs $N for money.\n\r", ch, NULL, victim, TO_NOTVICT ); if ( victim->alignment < 0 && victim->top_level >= ch->top_level+5 ) { sprintf( buf, "%s is an annoying beggar and needs to be taught a lesson!", ch->name ); do_yell( victim, buf ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } learn_from_failure( ch, gsn_beg ); return; } act( AT_ACTION, "$n begs $N for money.\n\r", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "$n begs you for money!\n\r", ch, NULL, victim, TO_VICT ); amount = UMIN( victim->gold , number_range(1, 10) ); if ( amount <= 0 ) { do_look( victim , ch->name ); do_say( victim , "Sorry I have nothing to spare.\n\r" ); learn_from_failure( ch, gsn_beg ); return; } ch->gold += amount; victim->gold -= amount; ch_printf( ch, "%s gives you %d credits.\n\r", victim->short_descr , amount ); learn_from_success( ch, gsn_beg ); xp = UMIN( amount*10 , ( exp_level( ch->skill_level[SMUGGLING_ABILITY]+1) - exp_level( ch->skill_level[SMUGGLING_ABILITY]) ) ); xp = UMIN( xp , xp_compute( ch, victim ) ); gain_exp( ch, xp, SMUGGLING_ABILITY ); ch_printf( ch, "&WYou gain %ld smuggling experience points!\n\r", xp ); act( AT_ACTION, "$N gives $n some money.\n\r", ch, NULL, victim, TO_NOTVICT ); act( AT_ACTION, "You give $n some money.\n\r", ch, NULL, victim, TO_VICT ); return; } void do_pickshiplock( CHAR_DATA *ch, char *argument ) { do_pick( ch, argument ); } void do_hijack( CHAR_DATA *ch, char *argument ) { int chance; 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 ( check_pilot( ch , ship ) ) { send_to_char("&RWhat would be the point of that!\n\r",ch); return; } if ( IS_SET(ship->flags,SHIP_MOB) && get_trust(ch) < 102 ) { send_to_char("&RThis ship isn't pilotable by mortals at this point in time...\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 ( ship->shipstate == SHIP_DISABLED ) { send_to_char("The ships drive is disabled .\n\r",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_hijack]) ; if ( number_percent( ) > chance ) { send_to_char("You fail to figure out the correct launch code.\n\r",ch); learn_from_failure( ch, gsn_hijack ); 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 (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." ); } 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 ); learn_from_success( ch, gsn_hijack ); if ( ship->alarm > 0 ) { CHAR_DATA *owner; CHAR_DATA *pilot1; CHAR_DATA *pilot2; CLAN_DATA *clan; DESCRIPTOR_DATA *d; if ( str_cmp("Unowned", ship->owner) && str_cmp("Public", ship->owner) ) { if ( (clan = get_clan(ship->owner) ) == NULL ) { owner = get_char_world(ch,ship->owner); if (owner != NULL) ch_printf( owner, "&R%s has been hijacked!\n\r", ship->name ); if ( ship->pilot) pilot1 = get_char_world(ch,ship->pilot); if (pilot1 != NULL) ch_printf( pilot1, "&R%s has been hijacked!\n\r", ship->name ); if ( ship->copilot) pilot2 = get_char_world(ch,ship->copilot); if (pilot2 != NULL) ch_printf( pilot2, "&R%s has been hijacked!\n\r", ship->name ); } else { for( d = first_descriptor; d; d = d->next ) { CHAR_DATA *vch; vch = d->character; if( d->connected == CON_PLAYING ) { if( !vch->pcdata->clan ) continue; if( vch->pcdata->clan == clan ) { ch_printf( vch, "&R%s has been hijacked!.&w\n\r", ship->name ); continue; } } } } } sprintf( buf, "%s has been hijacked!", ship->name ); echo_to_room( AT_RED , get_room_index(ship->location) , buf ); } 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 do_add_patrol( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; int chance, credits; if ( IS_NPC( ch ) || !ch->pcdata ) return; strcpy( arg, argument ); switch( ch->substate ) { default: if ( ch->backup_wait ) { send_to_char( "&RYou already have backup coming.\n\r", ch ); return; } if ( ch->gold < ch->skill_level[DIPLOMACY_ABILITY] * 17 ) { ch_printf( ch, "&RYou dont have enough credits.\n\r", ch ); return; } chance = (int) (ch->pcdata->learned[gsn_addpatrol]); if ( number_percent( ) < chance ) { send_to_char( "&GYou begin making the call for reinforcements.\n\r", ch); act( AT_PLAIN, "$n begins issuing orders into $s comlink.", ch, NULL, argument , TO_ROOM ); add_timer ( ch , TIMER_DO_FUN , 1 , do_add_patrol , 1 ); ch->dest_buf = str_dup(arg); return; } send_to_char("&RYou call for a patrol but nobody answers.\n\r",ch); learn_from_failure( ch, gsn_addpatrol ); 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; send_to_char("&RYou are interupted before you can finish your call.\n\r", ch); return; } ch->substate = SUB_NONE; send_to_char( "&GYour patrol is on the way.\n\r", ch); credits = ch->skill_level[DIPLOMACY_ABILITY] * 17; ch_printf( ch, "It cost you %d credits.\n\r", credits); ch->gold -= UMIN( credits , ch->gold ); learn_from_success( ch, gsn_addpatrol ); ch->backup_mob = MOB_VNUM_PATROL; ch->backup_wait = 1; } void do_jail ( CHAR_DATA *ch , char *argument ) { CHAR_DATA *victim =NULL; CLAN_DATA *clan =NULL; ROOM_INDEX_DATA *jail =NULL; if ( IS_NPC (ch) ) return; if ( !ch->in_room ) return; if ( !ch->pcdata ) return; if ( ch->pcdata->clan ) clan = ch->pcdata->clan; if ( clan == NULL ) { send_to_char( "Only members of organizations can jail their enemies.\n\r", ch ); return; } jail = get_room_index( clan->jail ); if ( !jail ) { send_to_char( "Your organization does not have a suitable prison.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Jail who?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, argument ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( IS_NPC(victim) ) { send_to_char( "That would be a waste of time.\n\r", ch ); return; } if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position >= POS_SLEEPING ) { send_to_char( "You will have to stun them first.\n\r" , ch ); return; } send_to_char( "You have them escorted off to jail.\n\r", ch ); act( AT_ACTION, "A shuttle Takes you to a jail.\n\r", ch, NULL, victim, TO_VICT ); do_sleep(ch, ""); act( AT_ACTION, "The door opens briefly as $n is shoved into the room.\n\r", victim, NULL, NULL, TO_ROOM ); act( AT_ACTION, "Suddenly you awake in a jail cell.\n\r", ch, NULL, victim, TO_VICT ); do_wake(ch, ""); act( AT_ACTION, "$n has $N escorted away.\n\r", ch, NULL, victim, TO_NOTVICT ); char_from_room ( victim ); char_to_room ( victim , jail ); learn_from_success( ch , gsn_jail ); return; } void do_smalltalk ( CHAR_DATA *ch , char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; CHAR_DATA *victim = NULL; PLANET_DATA *planet = NULL; CLAN_DATA *clan = NULL; int percent; if ( IS_NPC(ch) || !ch->pcdata ) { send_to_char( "What would be the point of that.\n\r", ch ); } argument = one_argument( argument, arg1 ); if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( arg1[0] == '\0' ) { send_to_char( "Create smalltalk with whom?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\n\r" , ch ); return; } if ( !IS_NPC(victim) || ( victim->vip_flags == 0 && !IS_SET( victim->act, ACT_CITIZEN ) ) ) { send_to_char( "Diplomacy would be wasted on them.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\n\r" , ch ); return; } WAIT_STATE( ch, skill_table[gsn_smalltalk]->beats ); if ( percent - ch->skill_level[DIPLOMACY_ABILITY] + victim->top_level > ch->pcdata->learned[gsn_smalltalk] ) { /* * Failure. */ send_to_char( "You attempt to make smalltalk with them.. but are ignored.\n\r", ch ); act( AT_ACTION, "$n is really getting on your nerves with all this chatter!\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n asks $N about the weather but is ignored.\n\r", ch, NULL, victim, TO_NOTVICT ); if ( victim->alignment < -500 && victim->top_level >= ch->top_level+5 ) { sprintf( buf, "SHUT UP %s!", ch->name ); do_yell( victim, buf ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } send_to_char( "You strike up a short conversation with them.\n\r", ch ); act( AT_ACTION, "$n smiles at you and says, 'hello'.\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n chats briefly with $N.\n\r", ch, NULL, victim, TO_NOTVICT ); if ( IS_NPC(ch) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) return; if ( ( clan = ch->pcdata->clan ) == NULL ) return; planet = ch->in_room->area->planet; if ( clan != planet->governed_by ) return; planet->pop_support += 0.2; send_to_char( "Popular support for your organization increases slightly.\n\r", ch ); gain_exp(ch, victim->top_level*10, DIPLOMACY_ABILITY); ch_printf( ch , "You gain %d diplomacy experience.\n\r", victim->top_level*10 ); learn_from_success( ch, gsn_smalltalk ); if ( planet->pop_support > 100 ) planet->pop_support = 100; } void do_propeganda ( CHAR_DATA *ch , char *argument ) { char buf [MAX_STRING_LENGTH]; char arg1 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; PLANET_DATA *planet; CLAN_DATA *clan; if ( IS_NPC(ch) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) { send_to_char( "What would be the point of that.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( arg1[0] == '\0' ) { send_to_char( "Spread propeganda to who?\n\r", ch ); return; } if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\n\r" , ch ); return; } if ( victim->vip_flags == 0 && !IS_SET( victim->act, ACT_CITIZEN ) ) { send_to_char( "Diplomacy would be wasted on them.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\n\r" , ch ); return; } if ( ( clan = ch->pcdata->clan ) == NULL ) return; planet = ch->in_room->area->planet; sprintf( buf, ", and the evils of %s" , planet->governed_by ? planet->governed_by->name : "their current leaders" ); ch_printf( ch, "You speak to them about the benifits of the %s%s.\n\r", ch->pcdata->clan->name, planet->governed_by == clan ? "" : buf ); act( AT_ACTION, "$n speaks about his organization.\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n tells $N about their organization.\n\r", ch, NULL, victim, TO_NOTVICT ); WAIT_STATE( ch, skill_table[gsn_propeganda]->beats ); if ( number_percent() - get_curr_cha(ch) + victim->top_level > ch->pcdata->learned[gsn_propeganda] ) { if ( planet->governed_by != clan ) { sprintf( buf, "%s is a traitor!" , ch->name); do_yell( victim, buf ); global_retcode = multi_hit( victim, ch, TYPE_UNDEFINED ); } return; } if ( planet->governed_by == clan ) { planet->pop_support += .5 + ch->top_level/50; send_to_char( "Popular support for your organization increases.\n\r", ch ); } else { planet->pop_support -= ch->top_level/50; send_to_char( "Popular support for the current government decreases.\n\r", ch ); } gain_exp(ch, victim->top_level*100, DIPLOMACY_ABILITY); ch_printf( ch , "You gain %d diplomacy experience.\n\r", victim->top_level*100 ); learn_from_success( ch, gsn_propeganda ); if ( planet->pop_support > 100 ) planet->pop_support = 100; if ( planet->pop_support < -100 ) planet->pop_support = -100; } void do_bribe ( CHAR_DATA *ch , char *argument ) { char arg1 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; PLANET_DATA *planet; CLAN_DATA *clan; int percent; long amount; if ( IS_NPC(ch) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) { send_to_char( "What would be the point of that.\n\r", ch ); return; } argument = one_argument( argument, arg1 ); if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "Bribe who how much?\n\r", ch ); return; } amount = atoi( argument ); if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if (ch->gold <= 0 ) { ch->gold = 0; send_to_char("You don't have enough credits, try getting some.\n\r",ch); return; } if (ch->gold < amount ) { send_to_char("You don't have enough credits, try lowering the bribe.\n\r",ch); return; } if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( amount <= 0 ) { send_to_char( "A little bit more money would be a good plan.\n\r", ch ); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\n\r" , ch ); return; } if ( victim->vip_flags == 0 && !IS_SET( victim->act, ACT_CITIZEN ) ) { send_to_char( "Diplomacy would be wasted on them.\n\r" , ch ); return; } ch_printf( ch, "You give them a small gift on behalf of %s.\n\r", ch->pcdata->clan->name ); act( AT_ACTION, "$n offers you a small bribe.\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n gives $N some money.\n\r", ch, NULL, victim, TO_NOTVICT ); if ( !IS_NPC( victim ) ) return; WAIT_STATE( ch, skill_table[gsn_bribe]->beats ); if ( percent - amount + victim->top_level > ch->pcdata->learned[gsn_bribe] ) return; if ( ( clan = ch->pcdata->clan ) == NULL ) return; planet = ch->in_room->area->planet; ch->gold -= amount; planet->governed_by->funds += amount; if ( clan == planet->governed_by ) { planet->pop_support += URANGE( 0.1 , amount/1000 , 2 ); send_to_char( "Popular support for your organization increases slightly.\n\r", ch ); amount = UMIN( amount ,( exp_level(ch->skill_level[SMUGGLING_ABILITY]+1) - exp_level(ch->skill_level[SMUGGLING_ABILITY]) ) ); gain_exp(ch, amount , SMUGGLING_ABILITY); ch_printf( ch , "You gain %d smuggling experience.\n\r", amount ); learn_from_success( ch, gsn_bribe ); } else { planet->pop_support -= URANGE( 0.1 , amount/1000 , 2 ); send_to_char( "Popular support for the current government decreases.\n\r", ch ); amount = UMIN( amount ,( exp_level(ch->skill_level[SMUGGLING_ABILITY]+1) - exp_level(ch->skill_level[SMUGGLING_ABILITY]) ) ); gain_exp(ch, amount , SMUGGLING_ABILITY); ch_printf( ch , "You gain %d smuggling experience.\n\r", amount ); learn_from_success( ch, gsn_bribe ); } if ( planet->pop_support > 100 ) planet->pop_support = 100; if ( planet->pop_support < -100 ) planet->pop_support = -100; } void do_payfine ( CHAR_DATA *ch , char *argument ) { int vip; CHAR_DATA *finer; char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) return; for ( finer = ch->in_room->first_person; finer != NULL; finer = finer->next_in_room ) { if (!IS_NPC(finer)) continue; if (finer->spec_fun == spec_lookup( "spec_finer" ) || finer->spec_2 == spec_lookup( "spec_finer" ) ) break; } if (!finer) { send_to_char("There is no Goverenment Official Here",ch); return; } if (finer->spec_fun != spec_lookup( "spec_finer") || finer->spec_2 == spec_lookup( "spec_finer" ) ) return; for ( vip = 0 ; vip <= 31 ; vip++ ) if ( IS_SET ( finer->vip_flags , 1 << vip ) && IS_SET( ch->pcdata->wanted_flags , 1 << vip) ) { sprintf( buf , "I'm going to fine you %d credits!", get_trust(ch) * 4 ); do_say( finer, buf ); act( AT_ACTION, "$n fines $N an enormous amount of money.", finer, NULL, ch, TO_NOTVICT ); act( AT_ACTION, "$n fines you an enourmous amount of money.", finer, NULL, ch, TO_VICT ); ch->gold -= get_trust(ch) * 4; REMOVE_BIT( ch->pcdata->wanted_flags , 1 << vip ); break; } else if ( IS_SET ( finer->vip_flags , 1 << vip ) && !IS_SET( ch->pcdata->wanted_flags , 1 << vip) ) { sprintf( buf, "You're Not Wanted Here"); do_say( finer, buf ); break; } } void do_mass_propeganda ( CHAR_DATA *ch , char *argument ) { char buf [MAX_STRING_LENGTH]; PLANET_DATA *planet; CLAN_DATA *clan; if ( IS_NPC(ch) || !ch->pcdata || !ch->pcdata->clan || !ch->in_room->area || !ch->in_room->area->planet ) { send_to_char( "What would be the point of that.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } clan = ch->pcdata->clan; if ( clan->clan_type == CLAN_CRIME ) { send_to_char ( "Crime fimilies aren't in the business of controlling worlds.\n\r" , ch ); return; } if ( clan->clan_type == CLAN_GUILD ) { send_to_char ( "Your organization serves a much greater purpose.\n\r" , ch ); return; } planet = ch->in_room->area->planet; WAIT_STATE( ch, skill_table[gsn_masspropeganda]->beats ); if ( planet->governed_by != clan ) { if ( planet->pop_support == -100 ) { send_to_char("This planet already hates the current government",ch); return; } if ( number_percent() - get_curr_cha(ch) > ch->pcdata->learned[gsn_masspropeganda] ) { sprintf( buf, "I bring you great news of the benefits of joining %s, we offer..... *The broadcast stops as %s forgets what to say!*." , clan->name, ch->name); talk_channel( ch, buf, CHANNEL_SHOUT, "shout" ); send_to_char( "Your broadcast goes down very badly and the whole planet sees your goof!\n\r",ch ); planet->pop_support += ch->top_level/10; learn_from_failure( ch, gsn_masspropeganda ); SET_BIT(ch->pcdata->wanted_flags, 1 << get_wanted_flag( planet->name ) ); sprintf( buf, "&YYou are now wanted on %s.&w\n\r", planet->name ); send_to_char( buf, ch); } else { sprintf( buf, "I bring you great news of the benefits of joining %s, we have..... *%s goes on to tell you about all the benefits %s offers to its citizens. You can't help wanting to live on one of their planets*." , clan->name, ch->name, clan->name ); talk_channel( ch, buf, CHANNEL_SHOUT, "shout" ); planet->pop_support -= ch->top_level/10; send_to_char( "Your broadcast leaves the citizens pondering the joys of living under your organization.\n\r", ch ); gain_exp(ch, ch->top_level*250, DIPLOMACY_ABILITY); ch_printf( ch , "You gain %d diplomacy experience.\n\r", ch->top_level*100 ); learn_from_success( ch, gsn_masspropeganda ); } } else { if ( planet->pop_support == 100 ) { send_to_char("This planet already overjoyed with your government",ch); return; } if ( number_percent() - abs(planet->pop_support) - get_curr_cha(ch) > ch->pcdata->learned[gsn_masspropeganda] ) { sprintf( buf, "I bring you great news of the recent success of %s, we have..... *The broadcast stops as %s forgets what to say!*." , clan->name, ch->name); talk_channel( ch, buf, CHANNEL_SHOUT, "shout" ); send_to_char( "Your broadcast goes down very badly and the whole planet sees your goof!\n\r",ch ); planet->pop_support -= ch->top_level/10; learn_from_failure( ch, gsn_masspropeganda ); } else { sprintf( buf, "I bring you great news of the recent success of %s, we have..... *%s goes on to tell you about the great success of %s and you can't help feeling amazed*." , clan->name, ch->name, clan->name ); /* talk_channel( ch, drunk_speech( buf, ch ), CHANNEL_SHOUT, "shout" ); */ talk_channel( ch, buf, CHANNEL_SHOUT, "shout" ); planet->pop_support += ch->top_level/10; send_to_char( "Your broadcast inspires your citizens.\n\r", ch ); gain_exp(ch, ch->top_level*250, DIPLOMACY_ABILITY); ch_printf( ch , "You gain %d diplomacy experience.\n\r", ch->top_level*100 ); learn_from_success( ch, gsn_masspropeganda ); } } if ( planet->pop_support > 100 ) planet->pop_support = 100; if ( planet->pop_support < -100 ) planet->pop_support = -100; } void do_gather_intelligence ( CHAR_DATA *ch , char *argument ) { ROOM_INDEX_DATA *location; CHAR_DATA *victim; PLANET_DATA * planet; char buf [MAX_STRING_LENGTH]; int chance; if ( ( victim = get_char_world( ch, argument ) ) == NULL || victim == ch || !victim->in_room || victim->top_level >= ch->top_level + 15 || (IS_NPC(victim) && IS_SET(victim->act, ACT_PROTOTYPE)) || (IS_NPC(victim)) ) { learn_from_failure( ch, gsn_gather_intelligence ); send_to_char("&BFailed",ch); return; } location = victim->in_room; if (!location) { learn_from_failure( ch, gsn_gather_intelligence ); send_to_char("&BFailed",ch); return; } chance = IS_NPC(ch) ? ch->top_level : (int) (ch->pcdata->learned[gsn_gather_intelligence]) ; if ( IS_NPC(ch) ) chance = 999; if ( number_percent( ) > chance ) { sprintf(buf, "You try to inquire information on %s, but your contacts refuse to tell you where $m is.\n\r",victim->name ); act( AT_GREEN, buf, victim, NULL, ch, TO_VICT ); /* send_to_char("&BYou failed to gather intelligence.\n\r",ch); Old Ver - Gavin*/ learn_from_failure( ch, gsn_gather_intelligence ); return; } else { set_char_color( AT_BLUE, ch ); planet = victim->in_room->area->planet; if (!planet) { /* sprintf(buf, "%s is not on a planet, $E's %s\n\r",victim->name,victim->in_room->area->filename); bug(buf);*/ sprintf(buf, "After inquiring on the whereabouts of %s, Your vast contacts tell you that $E is on not on a planet.\n\r",victim->name ); act( AT_GREEN, buf, victim, NULL, ch, TO_VICT ); } else { sprintf(buf, "After inquiring on the whereabouts of %s, Your vast contacts tell you that $E is on The Planet &R%s&w\n\r",victim->name,planet->name ); act( AT_GREEN, buf, victim, NULL, ch, TO_VICT ); learn_from_success( ch, gsn_gather_intelligence ); return; } } return; } void do_special_forces ( CHAR_DATA *ch , char *argument ) { send_to_char( "&RSorry, this skill isn't finished yet :(\n\r", ch); } void do_elite_guard ( CHAR_DATA *ch , char *argument ) { send_to_char( "&RSorry, this skill isn't finished yet :(\n\r", ch); } void do_makemissile( CHAR_DATA *ch, char *argument ) { /* don't think we really need this */ send_to_char( "&RSorry, this skill isn't finished yet :(\n\r", ch); } void do_gemcutting( CHAR_DATA *ch, char *argument ) { send_to_char( "&RSorry, this skill isn't finished yet :(\n\r", ch); } void do_seduce ( CHAR_DATA *ch , char *argument ) { char arg1 [MAX_INPUT_LENGTH]; CHAR_DATA *victim; CHAR_DATA *keeper; PLANET_DATA *planet; CLAN_DATA *clan; int percent; bool inclan; int amount; argument = one_argument( argument, arg1 ); if ( IS_NPC(ch) || !ch->pcdata ) { send_to_char( "What would be the point of that.\n\r", ch ); return; } if ( ch->mount ) { send_to_char( "You can't do that while mounted.\n\r", ch ); return; } if ( arg1[0] == '\0' ) { send_to_char( "Suduce whom??\n\r", ch ); return; } if ( ch->pcdata->clan && ch->in_room->area && ch->in_room->area->planet ) inclan = TRUE; else inclan = FALSE; if ( ( victim = get_char_room( ch, arg1 ) ) == NULL ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ( keeper = find_keeper( victim ) ) != NULL ) { send_to_char( "You Can't seduce a shop keeper\n\r",ch); return; } if ( victim == ch ) { send_to_char( "That's pointless.\n\r", ch ); return; } if ( xIS_SET( ch->in_room->room_flags, ROOM_SAFE ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "This isn't a good place to do that.\n\r", ch ); return; } if ( IS_SET( victim->immune, RIS_CHARM ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "Failed!\n\r", ch); return; } if ( victim->master && victim->master == ch ) { set_char_color( AT_RED, ch ); send_to_char( "Its already following you.\n\r",ch); return; } if ( ch->position == POS_FIGHTING ) { send_to_char( "Interesting combat technique.\n\r" , ch ); return; } if ( victim->position == POS_FIGHTING ) { send_to_char( "They're a little busy right now.\n\r" , ch ); return; } if ( ch->position <= POS_SLEEPING ) { send_to_char( "In your dreams or what?\n\r" , ch ); return; } if ( victim->position <= POS_SLEEPING ) { send_to_char( "You might want to wake them first...\n\r" , ch ); return; } if ( inclan && victim->vip_flags == 0 && !IS_SET( victim->act, ACT_CITIZEN ) ) { send_to_char( "Why would you want to seduce a nobody like that?.\n\r" , ch ); return; } if ( ch->sex == SEX_MALE && victim->sex == SEX_MALE ) { ch_printf( ch, "Eww, No thank you.\n\r"); return; } ch_printf( ch, "You begin to work your magic on %s.\n\r", victim->name ); act( AT_ACTION, "$n begins to work $m magic.\n\r", ch, NULL, victim, TO_VICT ); act( AT_ACTION, "$n begins to seduce $N.\n\r", ch, NULL, victim, TO_NOTVICT ); if ( !IS_NPC( victim ) ) return; amount = number_range(1,1000); WAIT_STATE( ch, skill_table[gsn_seduce]->beats ); if ( percent - amount + victim->top_level > ch->pcdata->learned[gsn_seduce] ) return; if ( inclan ) { if ( victim->master ) stop_follower( victim ); add_follower( victim, ch ); SET_BIT( victim->affected_by, AFF_CHARM ); clan = ch->pcdata->clan; planet = ch->in_room->area->planet; if ( clan == planet->governed_by ) { planet->pop_support += URANGE( 0.1 , amount/1000 , 2 ); send_to_char( "Popular support for your organization increases slightly.\n\r", ch ); amount = UMIN( amount ,( exp_level(ch->skill_level[SMUGGLING_ABILITY]+1) - exp_level(ch->skill_level[SMUGGLING_ABILITY]) ) ); gain_exp(ch, amount , SMUGGLING_ABILITY); ch_printf( ch , "You gain %d smuggling experience.\n\r", amount ); learn_from_success( ch, gsn_seduce ); } else { planet->pop_support -= URANGE( 0.1 , amount/1000 , 2 ); send_to_char( "Popular support for the current government decreases.\n\r", ch ); amount = UMIN( amount ,( exp_level(ch->skill_level[SMUGGLING_ABILITY]+1) - exp_level(ch->skill_level[SMUGGLING_ABILITY]) ) ); gain_exp(ch, amount , SMUGGLING_ABILITY); ch_printf( ch , "You gain %d smuggling experience.\n\r", amount ); learn_from_success( ch, gsn_bribe ); } if ( planet->pop_support > 100 ) planet->pop_support = 100; if ( planet->pop_support < -100 ) planet->pop_support = -100; } else { if ( victim->master ) stop_follower( victim ); add_follower( victim, ch ); SET_BIT( victim->affected_by, AFF_CHARM ); } }