/*************************************************************************** * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * * * Merc Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * * * In order to use any part of this Merc Diku Mud, you must comply with * * both the original Diku license in 'license.doc' as well the Merc * * license in 'license.txt'. In particular, you may not remove either of * * these copyright notices. * * * * Dystopia Mud improvements copyright (C) 2000, 2001 by Brian Graversen * * * * Much time and thought has gone into this software and you are * * benefitting. We hope that you share your changes too. What goes * * around, comes around. * ***************************************************************************/ #if defined(macintosh) #include <types.h> #else #include <sys/types.h> #endif #include <stdio.h> #include <stdlib.h> #include <string.h> #include <time.h> #include <assert.h> #if !defined(WIN32) #include <unistd.h> #endif #include <string.h> #include "merc.h" #include "interp.h" /* =========================================================================== This snippet was written by Erwin S. Andreasen, erwin@pip.dknet.dk. You may use this code freely, as long as you retain my name in all of the files. You also have to mail me telling that you are using it. I am giving this, hopefully useful, piece of source code to you for free, and all I require from you is some feedback. Please mail me if you find any bugs or have any new ideas or just comments. All my snippets are publically available at: http://pip.dknet.dk/~pip1773/ If you do not have WWW access, try ftp'ing to pip.dknet.dk and examine the /pub/pip1773 directory. =========================================================================== */ extern ROOM_INDEX_DATA * room_index_hash [MAX_KEY_HASH]; typedef enum { exit_from, exit_to, exit_both } exit_status; const sh_int opposite_dir [6] = { DIR_SOUTH, DIR_WEST, DIR_NORTH, DIR_EAST, DIR_DOWN, DIR_UP }; /* * get the 'short' name of an area (e.g. MIDGAARD, MIRROR etc. * assumes that the filename saved in the AREA_DATA struct is something like midgaard.are */ char * area_name (AREA_DATA *pArea) { static char buffer[64]; char *period; assert (pArea != NULL); strncpy (buffer, pArea->filename, 64); period = strchr (buffer, '.'); if (period) *period = '\0'; return buffer; } void room_pair (ROOM_INDEX_DATA* left, ROOM_INDEX_DATA* right, exit_status ex, char *buffer) { char *sExit; switch (ex) { default: sExit = "??"; break; /* invalid usage */ case exit_from: sExit = "< "; break; case exit_to: sExit = " >"; break; case exit_both: sExit = "<>"; break; } sprintf (buffer, "%5d %-26.26s %s%5d %-26.26s(%-8.8s)\n\r", left->vnum, left->name, sExit, right->vnum, right->name, area_name(right->area)); return; } /* for every exit in 'room' which leads to or from pArea but NOT both, print it */ void checkexits (ROOM_INDEX_DATA *room, AREA_DATA *pArea, char* buffer) { char buf[MAX_STRING_LENGTH]; int i; EXIT_DATA *exit; ROOM_INDEX_DATA *to_room; strcpy(buffer, ""); for (i = 0; i < 6; i++) { exit = room->exit[i]; if (!exit) continue; else to_room = exit->to_room; if (to_room) { if ( (room->area == pArea) && (to_room->area != pArea) ) { if ( to_room->exit[opposite_dir[i]] && to_room->exit[opposite_dir[i]]->to_room == room ) room_pair (room,to_room,exit_both,buf); /* <> */ else room_pair (room,to_room,exit_to,buf); /* > */ strcat (buffer, buf); } else { if ( (room->area != pArea) && (exit->to_room->area == pArea) ) { /* an exit from another area to our area */ if (!(to_room->exit[opposite_dir[i]] && to_room->exit[opposite_dir[i]]->to_room == room )) {/* two-way exits are handled in the other if */ room_pair (to_room,room,exit_from,buf); strcat (buffer, buf); } } /* if room->area */ } /* for */ } } return; } /* for now, no arguments, just list the current area */ void do_exlist (CHAR_DATA *ch, char * argument) { AREA_DATA* pArea; ROOM_INDEX_DATA* room; int i; char buffer[MAX_STRING_LENGTH]; pArea = ch->in_room->area; for (i = 0; i < MAX_KEY_HASH; i++) { for (room = room_index_hash[i]; room != NULL; room = room->next) { checkexits (room, pArea, buffer); send_to_char (buffer, ch); } } return; } void set_switchname( CHAR_DATA *ch, char *title ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) { bug( "Set_switchname: NPC.", 0 ); return; } strcpy( buf, title ); free_string( ch->pcdata->switchname ); ch->pcdata->switchname = str_dup( buf ); return; } void set_pc_name( CHAR_DATA *ch, char *title ) { char buf[MAX_STRING_LENGTH]; if ( IS_NPC(ch) ) { bug( "Set_pc_name: NPC.", 0 ); return; } strcpy( buf, title ); free_string( ch->name); ch->name = str_dup( buf ); return; } void do_classself(CHAR_DATA *ch, char *argument) { char arg1[MAX_STRING_LENGTH]; char buf[MSL]; argument = one_argument( argument, arg1 ); if (IS_NPC(ch))return; if (!IS_NPC(ch) && ch->class != 0) { send_to_char("You already have a class.\n\r",ch); return; } if (ch->level < 3) { send_to_char("You must be avatar to selfclass.\n\r",ch); return; } if ( arg1[0] == '\0' ) { send_to_char("Classes: Type selfclass <class> to get classed.\n\r\n\r",ch); send_to_char("#W--==[ #RMindcloud Classes #W]==--#n\n\r",ch); send_to_char("#0Demon, Werewolf, Drow, \n\r",ch); send_to_char("#0Ninja, Vampire, Shapeshifter\n\r",ch); send_to_char("#0Battlemage, Tanar'ri, Undead Knight#n\n\r", ch); send_to_char("#0Cyborg, Samurai, Monk\n\r", ch); send_to_char("#0Angel, Lich, Ghoul#n\n\r", ch); send_to_char("#0Skyblade, Priest, Draconian#n\n\r", ch); send_to_char("#0Shadow Jedi, Thief#n\n\r\n\r", ch); return; } do_clearstats2(ch,""); if (!str_cmp(arg1,"demon")) { ch->class = CLASS_DEMON; set_learnable_disciplines(ch); send_to_char( "You have chosen the #RDemonic#n path, may god have mercy on yer soul.\n\r", ch); sprintf(buf,"#B%s #Chas chosen the #RDemonic#C path!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"thief")) { send_to_char( "#0You take up the dangerous lifestyle of the thief, vowing to kill and backstab your way to the top!#n\n\r", ch); ch->class = CLASS_THIEF; sprintf(buf,"#R%s #0has taken up the lifestyle of the murderous thief! Watch your possessions... and your back!#n",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"garou")) { if(ch->tier < 1) { stc("You are not tier 1 yet, but nice try\n\r", ch); return; } send_to_char( "#0Claws spring from your fingers and hair from your back#n\n\r", ch); ch->class = CLASS_GAROU; sprintf(buf,"#R%s #0looks up at the full #Ymoon#0 and transforms into a garou!#n",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"priest")) { send_to_char( "#wYou take up the holy life of a #WPriest#n\n\r", ch); ch->class = CLASS_PRIEST; sprintf(buf, "#W%s #whas taken the life of a holy man as a #BPriest#n", ch->pcdata->switchname ); do_info(ch,buf); } else if (!str_cmp(arg1,"shadow")) { send_to_char( "#0You take up the secret lifestyle of the dark assassin!#n\n\r", ch); ch->class = CLASS_SHADOW; sprintf(buf,"#R%s #0has taken up the secret lifestyle of the dark assassin!#n",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"jedi")) { send_to_char( "#0You learn the ways of force and begin Jedi Training!#n\n\r", ch); ch->class = CLASS_JEDI; sprintf(buf,"#B%s #0learns the ways of the #RForce #0and begins #BJedi #0training.#n",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"golem")) { if(ch->tier < 2) { stc("You are not tier 2 yet, but nice try\n\r", ch); return; } send_to_char( "#0You scream in agony as your body becomes one with the rock!#n\n\r", ch); ch->class = CLASS_GOLEM; sprintf(buf,"#Y%s #Rscreams #0in #ragony #yas their body becomes one with the rock#n",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"wizard")) { if(ch->tier < 2) { stc("You are not tier 2 yet, but nice try\n\r", ch); return; } send_to_char( "#0Take of the arcane art of wizardry#n\n\r", ch); ch->class = CLASS_WIZARD; sprintf(buf,"#0%s #wtakes up the art of #PWizardry#n",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"draconian")) { stc("Your features become scaly, and lizard-like... You are now a Draconian!\n\r",ch); sprintf(buf,"#G%s #yhas begun their quest for the ancient dragon orbs!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); ch->class = CLASS_DRACONIAN; } else if (!str_cmp(arg1,"werewolf")) { ch->class = CLASS_WEREWOLF; set_learnable_disciplines(ch); send_to_char( "You have chosen the path of the #0Garou#n, may gaia guide you.\n\r", ch); sprintf(buf,"#B%s #Chas chosen the path of the #0Lycanthrope#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"drow")) { ch->class = CLASS_DROW; send_to_char( "Choose your profession, and #PLloth#n will guide you.\n\r", ch); sprintf(buf,"#B%s #Chas been chosen by Lloth to join the Drow horde!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"cyborg")) { ch->class = CLASS_CYBORG; send_to_char( "Wires and Metal take over your body as you become a Cyborg.\n\r", ch); sprintf(buf,"#B%s #Cis ripped apart and put back together with metal and wires!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); SET_BIT(ch->pcdata->jflags, JFLAG_KNOWS_FORGING); } else if (!str_cmp(arg1,"lich")) { ch->class = CLASS_LICH; send_to_char( "You rise from the dead and wage war on the living.\n\r", ch); sprintf(buf,"#B%s #crises from hell as a #WLICH!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"shapeshifter")) { ch->class = CLASS_SHAPESHIFTER; send_to_char( "Your skin becomes soft as you feel at one with the world.\n\r", ch); sprintf(buf,"#B%s #Cgains the ability to reform themselves as a shapeshifter!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"ghoul")) { send_to_char( "#cYou chant the dark rights that will make you into an undead beast...#n\n\r", ch); send_to_char( "#RYou feel death overpower you!#n\n\r", ch); ch->hit = 1; ch->class = CLASS_GHOUL; send_to_char( "#cYou are now undead, forever cursed to roam the plane of the living!#n\n\r", ch); sprintf(buf,"#G%s #chas been doomed to roam the lands as an undead apparition for all #Ceternity!#n",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"skyblade")) { send_to_char( "#BThe power of the dragon fills your body.#n\n",ch); send_to_char( "#CYour blade begins to glow as the aura fills the room.#n\n",ch); ch->class = CLASS_SKYBLADE; send_to_char( "#BYou are now one of the mighty #CSkyblades#L.#n\n\r",ch); sprintf(buf,"#B%s #Chas been washed in the aura of the dragon and has became one of the skyblades!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"samurai")) { ch->class = CLASS_SAMURAI; send_to_char( "You decide to lead the solitary life of a samurai\n\r", ch); sprintf(buf,"#B%s #Chas chosen the solitary life of a #Ysamurai!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"tanarri")) { ch->class = CLASS_TANARRI; send_to_char( "You become a hellspawn and a warrior for EVIL\n\r", ch); sprintf(buf,"#B%s #whas been chosen to be a #RHellspawn Tanarri!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"undead")) { ch->class = CLASS_UNDEAD_KNIGHT; send_to_char( "You mount your steed and ride out of hell!\n\r", ch); sprintf(buf,"#B%s #cis chosen to be one of hells #BUndead Knights#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"angel")) { ch->class = CLASS_ANGEL; send_to_char( "You become a warrior for good and all that is holy.\n\r", ch); sprintf(buf,"#B%s #Chas become a warrior for good as an #WAngel#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"ninja")) { ch->class = CLASS_NINJA; send_to_char( "You have chosen a life in the #0shadows#n, assassinate at will.\n\r", ch); sprintf(buf,"#B%s #0chooses the life of shadows and #bdarkness as a #Yninja#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"vampire")) { ch->class = CLASS_VAMPIRE; ch->beast = 30; set_learnable_disciplines(ch); send_to_char( "Fear the #YSun#n nosferatu, God's curse lives in you.\n\r", ch); sprintf(buf,"#R%s #rbears their fangs and lusts for #Rblood!#n",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"sorcerer")) { if(ch->tier < 1) { stc("You are not tier 1 yet, but nice try\n\r", ch); return; } send_to_char( "#0Y#Pou feel the power of magic course through your veins!#n\n",ch); send_to_char( "#0Y#Pou have devoted your life and soul to the art of #Cmagic!#n\n",ch); ch->class = CLASS_SORCERER; sprintf(buf,"#P%s #0has devoted their life to the art of #CM#0agic!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"monk")) { ch->class = CLASS_MONK; ch->level = 3; send_to_char( "You faith in God will guide you, destroy #wEVIL#n.\n\r", ch); sprintf(buf,"#B%s #wlearns the way of the #Bmonk#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else if (!str_cmp(arg1,"mage") || !str_cmp(arg1,"battlemage")) { ch->class = CLASS_MAGE; ch->level = 3; send_to_char( "You start down the path of power, the #Rarcane#n is your weapon.\n\r", ch); sprintf(buf,"#B%s #0follows a life of arcane #PMagic!#n\n\r",ch->pcdata->switchname); do_info(ch,buf); } else do_classself(ch,""); return; } void do_reimb(CHAR_DATA *ch, char *argument) { CHAR_DATA *vch; char arg[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; int v; argument = one_argument(argument, arg); if (arg[0] == '\0') { send_to_char("Reimburse <target> <xp|qp> <amount>\n\r", ch); return; } if ((vch = get_char_world(ch, arg)) == NULL) { send_to_char("They aren't logged on.\n\r", ch); return; } if (IS_NPC(vch)) { send_to_char("That is a mob.\n\r", ch); return; } argument = one_argument(argument, arg); argument = one_argument(argument, arg2); v = atoi(arg2); if (arg[0] == '\0' || arg2[0] == '\0' || (!is_number(arg2) && v >= 0)) { do_reimb(ch, ""); return; } if (!str_cmp(arg, "xp")) { vch->exp += v; vch->pcdata->score[SCORE_TOTAL_XP] += v; } else if (!str_cmp(arg, "qp")) { vch->pcdata->quest += v; vch->pcdata->questtotal += v; } else { send_to_char("Please specify XP or QP.\n\r", ch); return; } if (vch->mkill < 5) { vch->mkill = 5; do_autosave(ch, ""); } sprintf(arg2, "%s reimbursed %d %s.\n\r", vch->name, v, arg); send_to_char(arg2, ch); sprintf(arg2, "%s has reimbursed you %d %s.\n\r", ch->name, v, arg); send_to_char(arg2, vch); } void do_affects( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; if (IS_NPC(ch)) return; if (IS_ITEMAFF(ch, ITEMA_ICESHIELD)) send_to_char("#CIceshield#n.\n\r",ch); if (IS_ITEMAFF(ch, ITEMA_SHOCKSHIELD)) send_to_char("#BLightningshield#n.\n\r",ch); if (IS_ITEMAFF(ch, ITEMA_ACIDSHIELD)) send_to_char("#GAcidshield#n.\n\r",ch); if (IS_ITEMAFF(ch, ITEMA_FIRESHIELD)) send_to_char("#RFireshield#n.\n\r",ch); if (IS_ITEMAFF(ch, ITEMA_CHAOSSHIELD)) send_to_char("#pChaosshield#n.\n\r",ch); if (IS_AFFECTED(ch, AFF_SANCTUARY)) send_to_char("#wSanctuary#n.\n\r",ch); if ( IS_AFFECTED(ch, AFF_PROTECT)) send_to_char("#BProtection from evil#n.\n\r",ch); if ( IS_AFFECTED(ch, AFF_PROTECT_GOOD)) send_to_char("#BProtection from good#n.\n\r",ch); if ( IS_AFFECTED(ch, AFF_FLYING)) send_to_char("#cFly#n\n\r",ch); send_to_char("\n\r",ch); if ( ch->affected == NULL ) { send_to_char( "You have nothing affecting you at this time.\n\r", ch); return; } if ( ch->affected != NULL ) { send_to_char( "You are affected by:\n\r", ch ); for ( paf = ch->affected; paf != NULL; paf = paf->next ) { sprintf( buf, "#wSpell#R: #w'#B%s#w'#n", skill_table[paf->type].name ); send_to_char( buf, ch ); if ( ch->level >= 0 ) { sprintf( buf, " #wmodifies #G%s #wby #Y%d #wfor #R%d #whours with bits #P%s#w.#n\n\r", affect_loc_name( paf->location ), paf->modifier, paf->duration, affect_bit_name( paf->bitvector ) ); send_to_char( buf, ch ); } } } return; } char * plr_bit_name( int arg ) { static char buf[512]; buf[0] = '\0'; if ( arg & PLR_IS_NPC ) strcat( buf, " npc" ); if ( arg & PLR_BRIEF ) strcat( buf, " brief" ); if ( arg & PLR_COMBINE ) strcat( buf, " combine" ); if ( arg & PLR_PROMPT ) strcat( buf, " prompt" ); if ( arg & PLR_TELNET_GA ) strcat( buf, " telnet_ga" ); if ( arg & PLR_HOLYLIGHT ) strcat( buf, " holylight" ); if ( arg & PLR_WIZINVIS ) strcat( buf, " wizinvis" ); if ( arg & PLR_ANSI ) strcat( buf, " ansi" ); if ( arg & PLR_SILENCE ) strcat( buf, " silenced" ); if ( arg & PLR_NO_TELL ) strcat( buf, " no_tell" ); if ( arg & PLR_LOG ) strcat( buf, " log" ); if ( arg & PLR_FREEZE ) strcat( buf, " freeze" ); if ( arg & PLR_BRIEF5 ) strcat( buf, " brief5" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char * plr2_bit_name( int arg ) { static char buf[512]; buf[0] = '\0'; if ( arg & PLR_AUTOEXIT ) strcat( buf, " autoexit" ); if ( arg & PLR_AUTOLOOT ) strcat( buf, " autoloot" ); if ( arg & PLR_AUTOSAC ) strcat( buf, " autosac" ); if ( arg & PLR_AUTOHEAD ) strcat( buf, " autohead" ); if ( arg & PLR_AUTOSLAB ) strcat( buf, " autoslab" ); if ( arg & PLR_AUTOBONES ) strcat( buf, " autobones" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char * extra_plr_bit_name( int arg ) { static char buf[512]; buf[0] = '\0'; if ( arg & EXTRA_TRUSTED ) strcat( buf, " q_trusted" ); if ( arg & EXTRA_NEWPASS ) strcat( buf, " newpass" ); if ( arg & EXTRA_OSWITCH ) strcat( buf, " oswitch" ); if ( arg & EXTRA_SWITCH ) strcat( buf, " switch" ); if ( arg & EXTRA_FAKE_CON ) strcat( buf, " fake_con" ); if ( arg & TIED_UP ) strcat( buf, " tied_up" ); if ( arg & GAGGED ) strcat( buf, " gagged" ); if ( arg & BLINDFOLDED ) strcat( buf, " blindfolded" ); if ( arg & EXTRA_DONE ) strcat( buf, " non_virgin" ); if ( arg & EXTRA_EXP ) strcat( buf, " got_exp" ); if ( arg & EXTRA_PREGNANT ) strcat( buf, " pregnant" ); if ( arg & EXTRA_LABOUR ) strcat( buf, " labour" ); if ( arg & EXTRA_BORN ) strcat( buf, " born" ); if ( arg & EXTRA_PROMPT ) strcat( buf, " prompt" ); if ( arg & EXTRA_MARRIED ) strcat( buf, " married" ); if ( arg & EXTRA_CALL_ALL ) strcat( buf, " call_all" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } char * get_position_name( int arg ) { switch( arg ) { case 0: return "dead"; case 1: return "mortal"; case 2: return "incap"; case 3: return "stunned"; case 4: return "sleeping"; case 5: return "meditating"; case 6: return "sitting"; case 7: return "resting"; case 8: return "fighting"; case 9: return "standing"; } bug( "Get_position_name: unknown type %d.", arg ); return "(unknown)"; } /* * Itemaffect bit names :) */ char * itemaffect_bit_name( int arg ) { static char buf[512]; buf[0] = '\0'; if ( arg & ITEMA_SHOCKSHIELD ) strcat( buf, " Shockshield" ); if ( arg & ITEMA_FIRESHIELD ) strcat( buf, " Fireshield" ); if ( arg & ITEMA_ICESHIELD ) strcat( buf, " Iceshield" ); if ( arg & ITEMA_ACIDSHIELD ) strcat( buf, " Acidshield" ); if ( arg & ITEMA_CHAOSSHIELD ) strcat( buf, " Chaoshield" ); if ( arg & ITEMA_ARTIFACT ) strcat( buf, " Artifact" ); if ( arg & ITEMA_REGENERATE ) strcat( buf, " Regeneration" ); if ( arg & ITEMA_SPEED ) strcat( buf, " Speed" ); if ( arg & ITEMA_VORPAL ) strcat( buf, " Vorpal" ); if ( arg & ITEMA_PEACE ) strcat( buf, " Peace" ); if ( arg & ITEMA_RIGHT_SILVER ) strcat( buf, " Right Silver" ); if ( arg & ITEMA_LEFT_SILVER ) strcat( buf, " Left Silver" ); if ( arg & ITEMA_REFLECT ) strcat( buf, " Darkshield" ); if ( arg & ITEMA_RESISTANCE ) strcat( buf, " Resistance" ); if ( arg & ITEMA_VISION ) strcat( buf, " Vision" ); if ( arg & ITEMA_STALKER ) strcat( buf, " Stalker" ); if ( arg & ITEMA_VANISH ) strcat( buf, " Vanish" ); if ( arg & ITEMA_RAGER ) strcat( buf, " Rager" ); return ( buf[0] != '\0' ) ? buf+1 : "none"; } /* * code by Tijer */ void do_pstat ( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char buf[MAX_STRING_LENGTH]; CHAR_DATA *victim; argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char("Pstat whom?\n\r", ch ); return; } if ( ( victim = get_char_world( ch, arg ) ) == NULL ) { send_to_char("They aren't here.\n\r", ch ); return; } sprintf( buf, "Name : %s.\n\r", IS_NPC( victim ) ? victim->short_descr : victim->name ); send_to_char( buf, ch ); sprintf( buf, "Sex : %s. Room : %d. Align : %d. Primal : %d. Bones : %d.\n\r", victim->sex == SEX_MALE ? "Male" : victim->sex == SEX_FEMALE ? "Female" : "None", victim->in_room == NULL ? 0 : victim->in_room->vnum, victim->alignment, victim->practice, IS_NPC( victim ) ? 0 : victim->bones ); send_to_char( buf, ch ); sprintf(buf, "Level : %d. Trust : %d. Exp : %d.", victim->level, victim->trust, victim->exp); send_to_char( buf, ch ); if (!IS_NPC(victim)) { sprintf(buf, " PlayerID : %d.\n\r", victim->pcdata->playerid); send_to_char(buf, ch); } else send_to_char("\n\r", ch); sprintf( buf, "Hit : %d. Dam : %d. AC : %d. Position : %s\n\r", char_hitroll( victim ), char_damroll( victim ), char_ac( victim ), capitalize( get_position_name( victim->position ) )); send_to_char( buf, ch ); sprintf( buf, "HP %d/%d. Mana %d/%d. Move %d/%d.\n\r", victim->hit, victim->max_hit, victim->mana, victim->max_mana, victim->move, victim->max_move ); send_to_char( buf, ch ); sprintf( buf, "Str: %d. Int: %d. Wis: %d. Dex: %d. Con: %d.\n\r", get_curr_str(victim), get_curr_int(victim), get_curr_wis(victim), get_curr_dex(victim), get_curr_con(victim) ); send_to_char( buf, ch ); sprintf( buf, "Fighting : %s. (%d)\n\r", victim->fighting ? victim->fighting->name : "(None)", victim->fighting ? victim->fighting->level : 0 ); send_to_char( buf, ch ); sprintf( buf, "Pkill : %d. Pdeath : %d. Mkill : %d. Mdeath : %d.\n\r", IS_NPC( victim ) ? 0 : victim->pkill, IS_NPC( victim ) ? 0 : victim->pdeath, IS_NPC( victim ) ? 0 : victim->mkill, IS_NPC( victim ) ? 0 : victim->mdeath ); send_to_char( buf, ch ); sprintf( buf, "TotExp : %12d. TotMobLev : %10d. TotQuestPoints : %10d.\n\r", IS_NPC( victim ) ? 0 : victim->pcdata->score[SCORE_TOTAL_XP], IS_NPC( victim ) ? 0 : victim->pcdata->score[SCORE_TOTAL_LEVEL], IS_NPC( victim ) ? 0 : victim->pcdata->score[SCORE_QUEST] ); send_to_char( buf, ch ); sprintf( buf, "HighExp : %12d. HighMobLev : %10d. Tot#Quests : %10d.\n\r", IS_NPC( victim ) ? 0 : victim->pcdata->score[SCORE_HIGH_XP], IS_NPC( victim ) ? 0 : victim->pcdata->score[SCORE_HIGH_LEVEL], IS_NPC( victim ) ? 0 : victim->pcdata->score[SCORE_NUM_QUEST] ); send_to_char( buf, ch ); if ( !IS_NPC( victim ) ) { sprintf( buf, "Unarmed : %4d.", victim->wpn[0] ); send_to_char( buf, ch ); sprintf( buf, " Slice : %4d.", victim->wpn[1] ); send_to_char( buf, ch ); sprintf( buf, " Stab : %4d.", victim->wpn[2] ); send_to_char( buf, ch ); sprintf( buf, " Slash : %4d.", victim->wpn[3] ); send_to_char( buf, ch ); sprintf( buf, " Whip : %4d.\n\r", victim->wpn[4] ); send_to_char( buf, ch ); sprintf( buf, "Claw : %4d.", victim->wpn[5] ); send_to_char( buf, ch ); sprintf( buf, " Blast : %4d.", victim->wpn[6] ); send_to_char( buf, ch ); sprintf( buf, " Pound : %4d.", victim->wpn[7] ); send_to_char( buf, ch ); sprintf( buf, " Crush : %4d.", victim->wpn[8] ); send_to_char( buf, ch ); sprintf( buf, " Grep : %4d.\n\r", victim->wpn[9] ); send_to_char( buf, ch ); sprintf( buf, "Bite : %4d.", victim->wpn[10] ); send_to_char( buf, ch ); sprintf( buf, " Pierce : %4d.", victim->wpn[11] ); send_to_char( buf, ch ); sprintf( buf, " Suck : %4d.\n\r",victim->wpn[12] ); send_to_char( buf, ch ); sprintf( buf, "%-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d.\n\r", "Purple", victim->spl[PURPLE_MAGIC], "Red", victim->spl[RED_MAGIC], "Blue", victim->spl[BLUE_MAGIC], "Green", victim->spl[GREEN_MAGIC], "Yellow", victim->spl[YELLOW_MAGIC] ); send_to_char( buf, ch ); sprintf( buf, "%-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d.\n\r", "Viper", victim->stance[STANCE_VIPER], "Crane", victim->stance[STANCE_CRANE], "Crab", victim->stance[STANCE_CRAB], "Mongoose", victim->stance[STANCE_MONGOOSE], "Bull", victim->stance[STANCE_BULL] ); send_to_char( buf, ch ); sprintf( buf, "%-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %-3d. %-8s : %3d.\n\r", "Mantis", victim->stance[STANCE_MANTIS], "Dragon", victim->stance[STANCE_DRAGON], "Tiger", victim->stance[STANCE_TIGER], "Monkey", victim->stance[STANCE_MONKEY], "Swallow", victim->stance[STANCE_SWALLOW] ); send_to_char( buf, ch ); sprintf( buf, "%-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d. %-8s : %3d.\n\r", "ss1", victim->stance[STANCE_SS1], "ss2", victim->stance[STANCE_SS2], "ss3", victim->stance[STANCE_SS3], "pizza", victim->stance[STANCE_SS4], "zarius", victim->stance[STANCE_SS5] ); send_to_char( buf, ch ); sprintf( buf, "Act : %s\n\r", plr_bit_name(victim->act )); send_to_char( buf, ch ); sprintf( buf, "Act2 : %s\n\r", plr2_bit_name(victim->act2 )); send_to_char( buf, ch ); sprintf( buf, "Extra : %s\n\r", victim->extra <= 0 ? "(None)" : extra_plr_bit_name( victim->extra ) ); send_to_char( buf, ch ); sprintf( buf, "ItemAff : %s\n\r", victim->itemaffect <= 0 ? "(None)" : itemaffect_bit_name(victim->itemaffect ) ); send_to_char( buf, ch ); sprintf( buf, "Affected by : %s.\n\r", affect_bit_name( victim->affected_by ) ); send_to_char( buf, ch ); return; } }