#include <sys/types.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" extern int top_exit; void do_buyhome( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *room; AREA_DATA *pArea; if ( !ch->in_room ) return; if ( IS_NPC(ch) || !ch->pcdata ) return; if ( ch->plr_home != NULL ) { send_to_char( "&RYou already have a home!\n\r&w", ch); return; } room = ch->in_room; for ( pArea = first_bsort; pArea; pArea = pArea->next_sort ) { if ( room->area == pArea ) { send_to_char( "&RThis area isn't installed yet!\n\r&w", ch); return; } } if ( !IS_SET( room->room_flags , ROOM_EMPTY_HOME ) ) { send_to_char( "&RThis room isn't for sale!\n\r&w", ch); return; } if ( ch->gold < 25000 ) { send_to_char( "&RThis room costs 25000 credits you don't have enough!\n\r&w", ch); return; } if ( argument[0] == '\0' ) { send_to_char( "Set the room name. A very brief single line room description.\n\r", ch ); send_to_char( "Usage: Buyhome <Room Name>\n\r", ch ); return; } STRFREE( room->name ); room->name = STRALLOC( argument ); ch->gold -= 25000; REMOVE_BIT( room->room_flags , ROOM_EMPTY_HOME ); SET_BIT( room->room_flags , ROOM_PLR_HOME ); fold_area( room->area, room->area->filename, FALSE ); ch->plr_home = room; do_save( ch , "" ); send_to_char("&GYou buy your home for 25000 credits.\n\r", ch); } void do_sellhome( CHAR_DATA *ch, char *argument ) { ROOM_INDEX_DATA *room = ch->plr_home; AREA_DATA *pArea; if ( !ch->in_room ) return; if ( IS_NPC(ch) || !ch->pcdata ) return; room = ch->in_room; if ( ch->plr_home != room ) { send_to_char( "&RYou don't own this place!\n\r&w", ch); return; } for ( pArea = first_bsort; pArea; pArea = pArea->next_sort ) { if ( room->area == pArea ) { send_to_char( "&RThis area isn't installed yet!\n\r&w", ch); return; } } if ( !IS_SET( room->room_flags , ROOM_PLR_HOME ) ) { send_to_char( "&RThis room isn't owned!\n\r&w", ch); return; } STRFREE( room->name ); room->name = STRALLOC( "An Empty Apartment" ); ch->gold += 10000; REMOVE_BIT( room->room_flags , ROOM_PLR_HOME ); SET_BIT( room->room_flags , ROOM_EMPTY_HOME ); fold_area( room->area, room->area->filename, FALSE ); ch->plr_home = NULL; do_save( ch , "" ); send_to_char("&GYou sell your home for 10000 credits.\n\r", ch); } void do_clone( CHAR_DATA *ch, char *argument ) { long credits, bank; long played; int salary; char clanname[MAX_STRING_LENGTH]; char bestowments[MAX_STRING_LENGTH]; int flags; ROOM_INDEX_DATA *home; bool secondroom; if ( IS_NPC(ch) ) { ch_printf( ch, "Yeah right!\n\r" ); return; } if ( ch->in_room->vnum != 10001 && ch->in_room->vnum != 1233) { ch_printf( ch, "You can't do that here!\n\r" ); return; } if( IS_DROID(ch)) { ch_printf(ch,"Droids don't clone, they &W&RBackup&w&W!\n\r"); return; } if ( ch->in_room->vnum == 1233) secondroom = TRUE; if ( ch->rppoints < 4 ) { ch_printf( ch, "Cloning costs 4 RP Points. You don't have enough.\n\rHelp rppoints for more information." ); return; } else { ch->rppoints -= 4; ch_printf( ch, "You are escorted into a small room.\n\r\n\r" ); } if(!secondroom) { char_from_room( ch ); char_to_room( ch, get_room_index( 10000 ) ); } else { char_from_room( ch ); char_to_room( ch, get_room_index(1234)); } flags = ch->act; REMOVE_BIT( ch->act, PLR_KILLER ); credits = ch->gold; ch->gold = 0; played = ch->played; ch->played = ch->played/2; salary = ch->pcdata->salary; bank = ch->pcdata->bank; ch->pcdata->bank = 0; ch->pcdata->salary = 0; home = ch->plr_home; ch->plr_home = NULL; if ( ch->pcdata->clan_name && ch->pcdata->clan_name[0] != '\0' ) { strcpy( clanname, ch->pcdata->clan_name); STRFREE( ch->pcdata->clan_name ); ch->pcdata->clan_name = STRALLOC( "" ); if(ch->pcdata->bestowments) { strcpy( bestowments, ch->pcdata->bestowments); STRFREE( ch->pcdata->bestowments ); ch->pcdata->bestowments = STRALLOC( "" ); } save_clone(ch); STRFREE( ch->pcdata->clan_name ); ch->pcdata->clan_name = STRALLOC( clanname ); if(bestowments[0] != '\0') { STRFREE( ch->pcdata->bestowments ); ch->pcdata->bestowments = STRALLOC( bestowments ); } } else save_clone( ch ); ch->pcdata->salary = salary; ch->plr_home = home; ch->played = played; ch->gold = credits; ch->pcdata->bank = bank; ch->act = flags; if(!secondroom) { char_from_room( ch ); char_to_room( ch, get_room_index( 10002 ) ); } else { char_from_room( ch ); char_to_room( ch, get_room_index(1234)); } do_look( ch , "" ); ch_printf( ch, "\n\r&WA small tissue sample is taken from your arm.\n\r" ); ch_printf( ch, "&ROuch!\n\r\n\r" ); ch_printf( ch, "&WYou have been succesfully cloned.\n\r" ); ch->hit--; } void do_backup( CHAR_DATA *ch, char *argument ) { long credits, bank; long played; char clanname[MAX_STRING_LENGTH]; char bestowments[MAX_STRING_LENGTH]; int flags; ROOM_INDEX_DATA *home; bool secondroom; if ( IS_NPC(ch) ) { ch_printf( ch, "Yeah right!\n\r" ); return; } if ( ch->in_room->vnum != 10001 && ch->in_room->vnum != 1233) { ch_printf( ch, "You can't do that here!\n\r" ); return; } if( !IS_DROID(ch)) { ch_printf( ch, "Only droids need to backup their software!\n\r"); return; } if ( ch->in_room->vnum == 1233) secondroom = TRUE; if ( ch->rppoints < 4 ) { ch_printf( ch, "Backing up costs 4 RP Points. You don't have enough.\n\rHelp rppoints for more information." ); return; } else { ch->rppoints -= 4; ch_printf( ch, "You are escorted into a small room.\n\r\n\r" ); } if(!secondroom) { char_from_room( ch ); char_to_room( ch, get_room_index( 10000 ) ); } else { char_from_room( ch ); char_to_room( ch, get_room_index(1234)); } flags = ch->act; REMOVE_BIT( ch->act, PLR_KILLER ); credits = ch->gold; ch->gold = 0; played = ch->played; ch->played = ch->played/2; bank = ch->pcdata->bank; ch->pcdata->bank = 0; home = ch->plr_home; ch->plr_home = NULL; if ( ch->pcdata->clan_name && ch->pcdata->clan_name[0] != '\0' ) { strcpy( clanname, ch->pcdata->clan_name); STRFREE( ch->pcdata->clan_name ); ch->pcdata->clan_name = STRALLOC( "" ); strcpy( bestowments, ch->pcdata->bestowments); STRFREE( ch->pcdata->bestowments ); ch->pcdata->bestowments = str_dup( "" ); save_clone(ch); STRFREE( ch->pcdata->clan_name ); ch->pcdata->clan_name = STRALLOC( clanname ); STRFREE( ch->pcdata->bestowments ); ch->pcdata->bestowments = str_dup( clanname ); } else save_clone( ch ); ch->plr_home = home; ch->played = played; ch->gold = credits; ch->pcdata->bank = bank; ch->act = flags; if(!secondroom) { char_from_room( ch ); char_to_room( ch, get_room_index( 10002 ) ); } else { char_from_room( ch ); char_to_room( ch, get_room_index(1234)); } do_look( ch , "" ); ch_printf( ch, "\n\r&WYou stick your head interface into a wall socket.\n\r" ); ch_printf( ch, "&RA slight whirr in your brain feels a bit uncomfortable...\n\r\n\r" ); ch_printf( ch, "&WYour data has been moved to a disaster recovery facility.\n\r" ); } void do_arm( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; if ( IS_NPC(ch) || !ch->pcdata ) { ch_printf( ch, "You have no idea how to do that.\n\r" ); return; } obj = get_eq_char( ch, WEAR_HOLD ); if ( !obj || obj->item_type != ITEM_GRENADE ) { ch_printf( ch, "You don't seem to be holding a grenade!\n\r" ); return; } obj->timer = 1; if(obj->armed_by != NULL) STRFREE ( obj->armed_by ); obj->armed_by = STRALLOC ( ch->name ); ch_printf( ch, "You arm %s.\n\r", obj->short_descr ); act( AT_PLAIN, "$n arms $p.", ch, obj, NULL, TO_ROOM ); } void do_ammo( CHAR_DATA *ch, char *argument ) { OBJ_DATA *wield; OBJ_DATA *obj; bool checkammo = FALSE; int charge =0; obj = NULL; wield = get_eq_char( ch, WEAR_WIELD ); if (wield) { obj = get_eq_char( ch, WEAR_DUAL_WIELD ); if (!obj) obj = get_eq_char( ch, WEAR_HOLD ); } else { wield = get_eq_char( ch, WEAR_HOLD ); obj = NULL; } if (!wield || wield->item_type != ITEM_WEAPON ) { send_to_char( "&RYou don't seem to be holding a weapon.\n\r&w", ch); return; } if ( wield->value[3] == WEAPON_BLASTER ) { if ( obj && obj->item_type != ITEM_AMMO ) { send_to_char( "&RYour hands are too full to reload your blaster.\n\r&w", ch); return; } if (obj) { if ( obj->value[0] > wield->value[5] ) { send_to_char( "That cartridge is too big for your blaster.", ch); return; } unequip_char( ch, obj ); checkammo = TRUE; charge = obj->value[0]; separate_obj( obj ); extract_obj( obj ); } else { for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if ( obj->item_type == ITEM_AMMO) { if ( obj->value[0] > wield->value[5] ) { send_to_char( "That cartridge is too big for your blaster.", ch); continue; } checkammo = TRUE; charge = obj->value[0]; separate_obj( obj ); extract_obj( obj ); break; } } } if (!checkammo) { send_to_char( "&RYou don't seem to have any ammo to reload your blaster with.\n\r&w", ch); return; } ch_printf( ch, "You replace your ammunition cartridge.\n\rYour blaster is charged with %d shots at high power to %d shots on low.\n\r", charge/5, charge ); act( AT_PLAIN, "$n replaces the ammunition cell in $p.", ch, wield, NULL, TO_ROOM ); } else if ( wield->value[3] == WEAPON_BOWCASTER ) { if ( obj && obj->item_type != ITEM_BOLT ) { send_to_char( "&RYour hands are too full to reload your bowcaster.\n\r&w", ch); return; } if (obj) { if ( obj->value[0] > wield->value[5] ) { send_to_char( "That cartridge is too big for your bowcaster.", ch); return; } unequip_char( ch, obj ); checkammo = TRUE; charge = obj->value[0]; separate_obj( obj ); extract_obj( obj ); } else { for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if ( obj->item_type == ITEM_BOLT) { if ( obj->value[0] > wield->value[5] ) { send_to_char( "That cartridge is too big for your bowcaster.", ch); continue; } checkammo = TRUE; charge = obj->value[0]; separate_obj( obj ); extract_obj( obj ); break; } } } if (!checkammo) { send_to_char( "&RYou don't seem to have any quarrels to reload your bowcaster with.\n\r&w", ch); return; } ch_printf( ch, "You replace your quarrel pack.\n\rYour bowcaster is charged with %d energy bolts.\n\r", charge ); act( AT_PLAIN, "$n replaces the quarrels in $p.", ch, wield, NULL, TO_ROOM ); } else { if ( obj && obj->item_type != ITEM_BATTERY ) { send_to_char( "&RYour hands are too full to replace the power cell.\n\r&w", ch); return; } if (obj) { unequip_char( ch, obj ); checkammo = TRUE; charge = obj->value[0]; separate_obj( obj ); extract_obj( obj ); } else { for ( obj = ch->last_carrying; obj; obj = obj->prev_content ) { if ( obj->item_type == ITEM_BATTERY) { checkammo = TRUE; charge = obj->value[0]; separate_obj( obj ); extract_obj( obj ); break; } } } if (!checkammo) { send_to_char( "&RYou don't seem to have a power cell.\n\r&w", ch); return; } if (wield->value[3] == WEAPON_LIGHTSABER ) { ch_printf( ch, "You replace your power cell.\n\rYour lightsaber is charged to %d/%d units.\n\r", charge, charge ); act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM ); act( AT_PLAIN, "$p ignites with a bright glow.", ch, wield, NULL, TO_ROOM ); } else if (wield->value[3] == WEAPON_VIBRO ) { ch_printf( ch, "You replace your power cell.\n\rYour vibro-blade is charged to %d/%d units.\n\r", charge, charge ); act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM ); } else if (wield->value[3] == WEAPON_FORCE_PIKE ) { ch_printf( ch, "You replace your power cell.\n\rYour force-pike is charged to %d/%d units.\n\r", charge, charge ); act( AT_PLAIN, "$n replaces the power cell in $p.", ch, wield, NULL, TO_ROOM ); } else { ch_printf( ch, "You feel very foolish.\n\r" ); act( AT_PLAIN, "$n tries to jam a power cell into $p.", ch, wield, NULL, TO_ROOM ); } } wield->value[4] = charge; } void do_setblaster( CHAR_DATA *ch, char *argument ) { OBJ_DATA *wield; OBJ_DATA *wield2; wield = get_eq_char( ch, WEAR_WIELD ); if( wield && !( wield->item_type == ITEM_WEAPON && wield->value[3] == WEAPON_BLASTER ) ) wield = NULL; wield2 = get_eq_char( ch, WEAR_DUAL_WIELD ); if( wield2 && !( wield2->item_type == ITEM_WEAPON && wield2->value[3] == WEAPON_BLASTER ) ) wield2 = NULL; if ( !wield && !wield2 ) { send_to_char( "&RYou don't seem to be wielding a blaster.\n\r&w", ch); return; } if ( argument[0] == '\0' ) { send_to_char( "&RUsage: setblaster <full|high|normal|half|low|stun>\n\r&w", ch); return; } if ( wield ) act( AT_PLAIN, "$n adjusts the settings on $p.", ch, wield, NULL, TO_ROOM ); if ( wield2 ) act( AT_PLAIN, "$n adjusts the settings on $p.", ch, wield2, NULL, TO_ROOM ); if ( !str_cmp( argument, "full" ) ) { if (wield) { wield->blaster_setting = BLASTER_FULL; send_to_char( "&YWielded blaster set to FULL Power\n\r&w", ch); } if (wield2) { wield2->blaster_setting = BLASTER_FULL; send_to_char( "&YDual wielded blaster set to FULL Power\n\r&w", ch); } return; } if ( !str_cmp( argument, "high" ) ) { if (wield) { wield->blaster_setting = BLASTER_HIGH; send_to_char( "&YWielded blaster set to HIGH Power\n\r&w", ch); } if (wield2) { wield2->blaster_setting = BLASTER_HIGH; send_to_char( "&YDual wielded blaster set to HIGH Power\n\r&w", ch); } return; } if ( !str_cmp( argument, "normal" ) ) { if (wield) { wield->blaster_setting = BLASTER_NORMAL; send_to_char( "&YWielded blaster set to NORMAL Power\n\r&w", ch); } if (wield2) { wield2->blaster_setting = BLASTER_NORMAL; send_to_char( "&YDual wielded blaster set to NORMAL Power\n\r&w", ch); } return; } if ( !str_cmp( argument, "half" ) ) { if (wield) { wield->blaster_setting = BLASTER_HALF; send_to_char( "&YWielded blaster set to HALF Power\n\r&w", ch); } if (wield2) { wield2->blaster_setting = BLASTER_HALF; send_to_char( "&YDual wielded blaster set to HALF Power\n\r&w", ch); } return; } if ( !str_cmp( argument, "low" ) ) { if (wield) { wield->blaster_setting = BLASTER_LOW; send_to_char( "&YWielded blaster set to LOW Power\n\r&w", ch); } if (wield2) { wield2->blaster_setting = BLASTER_LOW; send_to_char( "&YDual wielded blaster set to LOW Power\n\r&w", ch); } return; } if ( !str_cmp( argument, "stun" ) ) { if (wield) { wield->blaster_setting = BLASTER_STUN; send_to_char( "&YWielded blaster set to STUN\n\r&w", ch); } if (wield2) { wield2->blaster_setting = BLASTER_STUN; send_to_char( "&YDual wielded blaster set to STUN\n\r&w", ch); } return; } else do_setblaster( ch , "" ); } void do_use( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; char argd[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *device; OBJ_DATA *obj; ch_ret retcode; argument = one_argument( argument, argd ); argument = one_argument( argument, arg ); if ( !str_cmp( arg , "on" ) ) argument = one_argument( argument, arg ); if ( argd[0] == '\0' ) { send_to_char( "Use what?\n\r", ch ); return; } if ( ( device = get_eq_char( ch, WEAR_HOLD ) ) == NULL || !nifty_is_name(argd, device->name) ) { do_takedrug( ch , argd ); return; } if ( device->item_type == ITEM_SPICE ) { do_takedrug( ch , argd ); return; } if ( device->item_type != ITEM_DEVICE ) { send_to_char( "You can't figure out what it is your supposed to do with it.\n\r", ch ); return; } if ( device->value[2] <= 0 ) { send_to_char( "It has no more charge left.", ch); return; } obj = NULL; if ( arg[0] == '\0' ) { if ( ch->fighting ) { victim = who_fighting( ch ); } else { send_to_char( "Use on whom or what?\n\r", ch ); return; } } else { if ( ( victim = get_char_room ( ch, arg ) ) == NULL && ( obj = get_obj_here ( ch, arg ) ) == NULL ) { send_to_char( "You can't find your target.\n\r", ch ); return; } } WAIT_STATE( ch, 1 * PULSE_VIOLENCE ); if ( device->value[2] > 0 ) { device->value[2]--; if ( victim ) { if ( !oprog_use_trigger( ch, device, victim, NULL, NULL ) ) { act( AT_MAGIC, "$n uses $p on $N.", ch, device, victim, TO_ROOM ); act( AT_MAGIC, "You use $p on $N.", ch, device, victim, TO_CHAR ); } } else { if ( !oprog_use_trigger( ch, device, NULL, obj, NULL ) ) { act( AT_MAGIC, "$n uses $p on $P.", ch, device, obj, TO_ROOM ); act( AT_MAGIC, "You use $p on $P.", ch, device, obj, TO_CHAR ); } } retcode = obj_cast_spell( device->value[3], device->value[0], ch, victim, obj ); if ( retcode == rCHAR_DIED || retcode == rBOTH_DIED ) { bug( "do_use: char died", 0 ); return; } } return; } void do_takedrug( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; AFFECT_DATA af; int drug; int sn; if ( argument[0] == '\0' || !str_cmp(argument, "") ) { send_to_char( "Use what?\n\r", ch ); return; } if ( (obj = find_obj(ch, argument, TRUE)) == NULL ) return; if ( obj->item_type == ITEM_DEVICE ) { send_to_char( "Try holding it first.\n\r", ch ); return; } if ( obj->item_type != ITEM_SPICE ) { act( AT_ACTION, "$n looks at $p and scratches $s head.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You can't quite figure out what to do with $p.", ch, obj, NULL, TO_CHAR ); return; } separate_obj( obj ); if ( obj->in_obj ) { act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR ); act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM ); } if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) ) { act( AT_MAGIC, "$n accidentally drops $p rendering it useless.", ch, obj, NULL, TO_ROOM ); act( AT_MAGIC, "Oops... $p gets knocked from your hands rendering it completely useless!", ch, obj, NULL ,TO_CHAR ); } else { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n takes $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You take $p.", ch, obj, NULL, TO_CHAR ); } if ( IS_NPC(ch) ) { extract_obj( obj ); return; } drug = obj->value[0]; WAIT_STATE( ch, PULSE_PER_SECOND/4 ); gain_condition( ch, COND_THIRST, 1 ); ch->pcdata->drug_level[drug] = UMIN(ch->pcdata->drug_level[drug]+obj->value[1] , 255); if ( ch->pcdata->drug_level[drug] >=255 || ch->pcdata->drug_level[drug] > ( ch->pcdata->addiction[drug]+100 ) ) { act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You feel sick. You may have taken too much.", ch, NULL, NULL, TO_CHAR ); ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 ); af.type = gsn_poison; af.location = APPLY_INT; af.modifier = -5; af.duration = ch->pcdata->drug_level[drug]; af.bitvector = AFF_POISON; affect_to_char( ch, &af ); ch->hit = 1; } switch (drug) { default: case SPICE_GLITTERSTIM: sn=skill_lookup("true sight"); if ( sn < MAX_SKILL && !IS_AFFECTED( ch, AFF_TRUESIGHT ) ) { af.type = sn; af.location = APPLY_AC; af.modifier = -10; af.duration = URANGE( 1, ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ,obj->value[1] ); af.bitvector = AFF_TRUESIGHT; affect_to_char( ch, &af ); } break; case SPICE_CARSANUM: sn=skill_lookup("sanctuary"); if ( sn < MAX_SKILL && !IS_AFFECTED( ch, AFF_SANCTUARY ) ) { af.type = sn; af.location = APPLY_NONE; af.modifier = 0; af.duration = URANGE( 1, ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug] ,obj->value[1] ); af.bitvector = AFF_SANCTUARY; affect_to_char( ch, &af ); } break; case SPICE_RYLL: af.type = -1; af.location = APPLY_DEX; af.modifier = 1; af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] ); af.bitvector = AFF_NONE; affect_to_char( ch, &af ); af.type = -1; af.location = APPLY_HITROLL; af.modifier = 1; af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] ); af.bitvector = AFF_NONE; affect_to_char( ch, &af ); break; case SPICE_ANDRIS: af.type = -1; af.location = APPLY_HIT; af.modifier = 10; af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] ); af.bitvector = AFF_NONE; affect_to_char( ch, &af ); af.type = sn; af.location = APPLY_CON; af.modifier = 1; af.duration = URANGE( 1, 2*(ch->pcdata->drug_level[drug] - ch->pcdata->addiction[drug]) ,2*obj->value[1] ); af.bitvector = AFF_NONE; affect_to_char( ch, &af ); break; } } if ( cur_obj == obj->serial ) global_objcode = rOBJ_EATEN; extract_obj( obj ); return; } void jedi_bonus( CHAR_DATA *ch ) { if ( number_range( 1 , 100 ) == 1 ) { ch->max_mana++; send_to_char("&YYou are wise in your use of the force.\n\r", ch); send_to_char("You feel a little stronger in your wisdom.&w\n\r", ch); } } void sith_penalty( CHAR_DATA *ch ) { if ( number_range( 1 , 100 ) == 1 ) { ch->max_mana++ ; if (ch->max_hit > 100) ch->max_hit-- ; ch->hit-- ; send_to_char("&zYour body grows weaker as your strength in the dark side grows.&w\n\r",ch); } } /* * Fill a container * Many enhancements added by Thoric (ie: filling non-drink containers) */ void do_fill( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; OBJ_DATA *obj; OBJ_DATA *source; sh_int dest_item, src_item1, src_item2, src_item3, src_item4; int diff; bool all = FALSE; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); /* munch optional words */ if ( (!str_cmp( arg2, "from" ) || !str_cmp( arg2, "with" )) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Fill what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( obj = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } else dest_item = obj->item_type; src_item1 = src_item2 = src_item3 = src_item4 = -1; switch( dest_item ) { default: act( AT_ACTION, "$n tries to fill $p... (Don't ask me how)", ch, obj, NULL, TO_ROOM ); send_to_char( "You cannot fill that.\n\r", ch ); return; /* place all fillable item types here */ case ITEM_DRINK_CON: src_item1 = ITEM_FOUNTAIN; src_item2 = ITEM_BLOOD; break; case ITEM_HERB_CON: src_item1 = ITEM_HERB; src_item2 = ITEM_HERB_CON; break; case ITEM_PIPE: src_item1 = ITEM_HERB; src_item2 = ITEM_HERB_CON; break; case ITEM_CONTAINER: src_item1 = ITEM_CONTAINER; src_item2 = ITEM_CORPSE_NPC; src_item3 = ITEM_CORPSE_PC; src_item4 = ITEM_CORPSE_NPC; break; } if ( dest_item == ITEM_CONTAINER ) { if ( IS_SET(obj->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR ); return; } if ( get_obj_weight( obj ) / obj->count >= obj->value[0] ) { send_to_char( "It's already full as it can be.\n\r", ch ); return; } } else { diff = obj->value[0] - obj->value[1]; if ( diff < 1 || obj->value[1] >= obj->value[0] ) { send_to_char( "It's already full as it can be.\n\r", ch ); return; } } if ( dest_item == ITEM_PIPE && IS_SET( obj->value[3], PIPE_FULLOFASH ) ) { send_to_char( "It's full of ashes, and needs to be emptied first.\n\r", ch ); return; } if ( arg2[0] != '\0' ) { if ( dest_item == ITEM_CONTAINER && (!str_cmp( arg2, "all" ) || !str_prefix( "all.", arg2 )) ) { all = TRUE; source = NULL; } else /* This used to let you fill a pipe from an object on the ground. Seems to me you should be holding whatever you want to fill a pipe with. It's nitpicking, but I needed to change it to get a mobprog to work right. Check out Lord Fitzgibbon if you're curious. -Narn */ if ( dest_item == ITEM_PIPE ) { if ( ( source = get_obj_carry( ch, arg2 ) ) == NULL ) { send_to_char( "You don't have that item.\n\r", ch ); return; } if ( source->item_type != src_item1 && source->item_type != src_item2 && source->item_type != src_item3 && source->item_type != src_item4 ) { act( AT_PLAIN, "You cannot fill $p with $P!", ch, obj, source, TO_CHAR ); return; } } else { if ( ( source = get_obj_here( ch, arg2 ) ) == NULL ) { send_to_char( "You cannot find that item.\n\r", ch ); return; } } } else source = NULL; if ( !source && dest_item == ITEM_PIPE ) { send_to_char( "Fill it with what?\n\r", ch ); return; } if ( !source ) { bool found = FALSE; OBJ_DATA *src_next; found = FALSE; separate_obj( obj ); for ( source = ch->in_room->first_content; source; source = src_next ) { src_next = source->next_content; if (dest_item == ITEM_CONTAINER) { if ( !CAN_WEAR(source, ITEM_TAKE) || (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch)) || ch->carry_weight + get_obj_weight(source) > can_carry_w(ch) || (get_obj_weight(source) + get_obj_weight(obj)/obj->count) > obj->value[0] ) continue; if ( all && arg2[3] == '.' && !nifty_is_name( &arg2[4], source->name ) ) continue; obj_from_room(source); if ( source->item_type == ITEM_MONEY ) { ch->gold += source->value[0]; extract_obj( source ); } else obj_to_obj(source, obj); found = TRUE; } else if (source->item_type == src_item1 || source->item_type == src_item2 || source->item_type == src_item3 || source->item_type == src_item4 ) { found = TRUE; break; } } if ( !found ) { switch( src_item1 ) { default: send_to_char( "There is nothing appropriate here!\n\r", ch ); return; case ITEM_FOUNTAIN: send_to_char( "There is no fountain or pool here!\n\r", ch ); return; case ITEM_BLOOD: send_to_char( "There is no blood pool here!\n\r", ch ); return; case ITEM_HERB_CON: send_to_char( "There are no herbs here!\n\r", ch ); return; case ITEM_HERB: send_to_char( "You cannot find any smoking herbs.\n\r", ch ); return; } } if (dest_item == ITEM_CONTAINER) { act( AT_ACTION, "You fill $p.", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n fills $p.", ch, obj, NULL, TO_ROOM ); return; } } if (dest_item == ITEM_CONTAINER) { OBJ_DATA *otmp, *otmp_next; char name[MAX_INPUT_LENGTH]; CHAR_DATA *gch; char *pd; bool found = FALSE; if ( source == obj ) { send_to_char( "You can't fill something with itself!\n\r", ch ); return; } switch( source->item_type ) { default: /* put something in container */ if ( !source->in_room /* disallow inventory items */ || !CAN_WEAR(source, ITEM_TAKE) || (IS_OBJ_STAT( source, ITEM_PROTOTYPE) && !can_take_proto(ch)) || ch->carry_weight + get_obj_weight(source) > can_carry_w(ch) || (get_obj_weight(source) + get_obj_weight(obj)/obj->count) > obj->value[0] ) { send_to_char( "You can't do that.\n\r", ch ); return; } separate_obj( obj ); act( AT_ACTION, "You take $P and put it inside $p.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n takes $P and puts it inside $p.", ch, obj, source, TO_ROOM ); obj_from_room(source); obj_to_obj(source, obj); break; case ITEM_MONEY: send_to_char( "You can't do that... yet.\n\r", ch ); break; case ITEM_CORPSE_PC: if ( IS_NPC(ch) ) { send_to_char( "You can't do that.\n\r", ch ); return; } pd = source->short_descr; pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); pd = one_argument( pd, name ); if ( str_cmp( name, ch->name ) && !IS_IMMORTAL(ch) ) { bool fGroup; fGroup = FALSE; for ( gch = first_char; gch; gch = gch->next ) { if ( !IS_NPC(gch) && is_same_group( ch, gch ) && !str_cmp( name, gch->name ) ) { fGroup = TRUE; break; } } if ( !fGroup ) { send_to_char( "That's someone else's corpse.\n\r", ch ); return; } } case ITEM_CONTAINER: if ( source->item_type == ITEM_CONTAINER /* don't remove */ && IS_SET(source->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, source->name, TO_CHAR ); return; } case ITEM_DROID_CORPSE: case ITEM_CORPSE_NPC: if ( (otmp=source->first_content) == NULL ) { send_to_char( "It's empty.\n\r", ch ); return; } separate_obj( obj ); for ( ; otmp; otmp = otmp_next ) { otmp_next = otmp->next_content; if ( !CAN_WEAR(otmp, ITEM_TAKE) || (IS_OBJ_STAT( otmp, ITEM_PROTOTYPE) && !can_take_proto(ch)) || ch->carry_number + otmp->count > can_carry_n(ch) || ch->carry_weight + get_obj_weight(otmp) > can_carry_w(ch) || (get_obj_weight(source) + get_obj_weight(obj)/obj->count) > obj->value[0] ) continue; obj_from_obj(otmp); obj_to_obj(otmp, obj); found = TRUE; } if ( found ) { act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM ); } else send_to_char( "There is nothing appropriate in there.\n\r", ch ); break; } return; } if ( source->value[1] < 1 ) { send_to_char( "There's none left!\n\r", ch ); return; } if ( source->count > 1 && source->item_type != ITEM_FOUNTAIN ) separate_obj( source ); separate_obj( obj ); switch( source->item_type ) { default: bug( "do_fill: got bad item type: %d", source->item_type ); send_to_char( "Something went wrong...\n\r", ch ); return; case ITEM_FOUNTAIN: if ( obj->value[1] != 0 && obj->value[2] != 0 ) { send_to_char( "There is already another liquid in it.\n\r", ch ); return; } obj->value[2] = 0; obj->value[1] = obj->value[0]; act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM ); return; case ITEM_BLOOD: if ( obj->value[1] != 0 && obj->value[2] != 13 ) { send_to_char( "There is already another liquid in it.\n\r", ch ); return; } obj->value[2] = 13; if ( source->value[1] < diff ) diff = source->value[1]; obj->value[1] += diff; act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM ); if ( (source->value[1] -= diff) < 1 ) { extract_obj( source ); make_bloodstain( ch ); } return; case ITEM_HERB: if ( obj->value[1] != 0 && obj->value[2] != source->value[2] ) { send_to_char( "There is already another type of herb in it.\n\r", ch ); return; } obj->value[2] = source->value[2]; if ( source->value[1] < diff ) diff = source->value[1]; obj->value[1] += diff; act( AT_ACTION, "You fill $p with $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p with $P.", ch, obj, source, TO_ROOM ); if ( (source->value[1] -= diff) < 1 ) extract_obj( source ); return; case ITEM_HERB_CON: if ( obj->value[1] != 0 && obj->value[2] != source->value[2] ) { send_to_char( "There is already another type of herb in it.\n\r", ch ); return; } obj->value[2] = source->value[2]; if ( source->value[1] < diff ) diff = source->value[1]; obj->value[1] += diff; source->value[1] -= diff; act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM ); return; case ITEM_DRINK_CON: if ( obj->value[1] != 0 && obj->value[2] != source->value[2] ) { send_to_char( "There is already another liquid in it.\n\r", ch ); return; } obj->value[2] = source->value[2]; if ( source->value[1] < diff ) diff = source->value[1]; obj->value[1] += diff; source->value[1] -= diff; act( AT_ACTION, "You fill $p from $P.", ch, obj, source, TO_CHAR ); act( AT_ACTION, "$n fills $p from $P.", ch, obj, source, TO_ROOM ); return; } } void do_drink( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; int amount; int liquid; argument = one_argument( argument, arg ); /* munch optional words */ if ( !str_cmp( arg, "from" ) && argument[0] != '\0' ) argument = one_argument( argument, arg ); if ( arg[0] == '\0' ) { for ( obj = ch->in_room->first_content; obj; obj = obj->next_content ) if ( (obj->item_type == ITEM_FOUNTAIN) || (obj->item_type == ITEM_BLOOD) ) break; if ( !obj ) { send_to_char( "Drink what?\n\r", ch ); return; } } else { if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } if ( obj->count > 1 && obj->item_type != ITEM_FOUNTAIN ) separate_obj(obj); if ( !IS_NPC(ch) && ch->pcdata->condition[COND_DRUNK] > 40 ) { send_to_char( "You fail to reach your mouth. *Hic*\n\r", ch ); return; } switch ( obj->item_type ) { default: if ( obj->carried_by == ch ) { act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR ); } else { act( AT_ACTION, "$n gets down and tries to drink from $p... (Is $e feeling ok?)", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You get down on the ground and try to drink from $p...", ch, obj, NULL, TO_CHAR ); } break; case ITEM_POTION: if ( obj->carried_by == ch ) do_quaff( ch, obj->name ); else send_to_char( "You're not carrying that.\n\r", ch ); break; case ITEM_FOUNTAIN: if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n drinks from the fountain.", ch, NULL, NULL, TO_ROOM ); send_to_char( "You take a long thirst quenching drink.\n\r", ch ); } if ( !IS_NPC(ch) ) ch->pcdata->condition[COND_THIRST] = 40; break; case ITEM_DRINK_CON: if ( obj->value[1] <= 0 ) { send_to_char( "It is already empty.\n\r", ch ); return; } if ( ( liquid = obj->value[2] ) >= LIQ_MAX ) { bug( "Do_drink: bad liquid number %d.", liquid ); liquid = obj->value[2] = 0; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n drinks $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_ROOM ); act( AT_ACTION, "You drink $T from $p.", ch, obj, liq_table[liquid].liq_name, TO_CHAR ); } amount = 1; /* UMIN(amount, obj->value[1]); */ /* what was this? concentrated drinks? concentrated water too I suppose... sheesh! */ gain_condition( ch, COND_DRUNK, amount * liq_table[liquid].liq_affect[COND_DRUNK ] ); gain_condition( ch, COND_FULL, amount * liq_table[liquid].liq_affect[COND_FULL ] ); gain_condition( ch, COND_THIRST, amount * liq_table[liquid].liq_affect[COND_THIRST ] ); if ( !IS_NPC(ch) ) { if ( ch->pcdata->condition[COND_DRUNK] > 24 ) send_to_char( "You feel quite sloshed.\n\r", ch ); else if ( ch->pcdata->condition[COND_DRUNK] > 18 ) send_to_char( "You feel very drunk.\n\r", ch ); else if ( ch->pcdata->condition[COND_DRUNK] > 12 ) send_to_char( "You feel drunk.\n\r", ch ); else if ( ch->pcdata->condition[COND_DRUNK] > 8 ) send_to_char( "You feel a little drunk.\n\r", ch ); else if ( ch->pcdata->condition[COND_DRUNK] > 5 ) send_to_char( "You feel light headed.\n\r", ch ); if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); if ( ch->pcdata->condition[COND_THIRST] > 40 ) send_to_char( "You feel bloated.\n\r", ch ); else if ( ch->pcdata->condition[COND_THIRST] > 36 ) send_to_char( "Your stomach is sloshing around.\n\r", ch ); else if ( ch->pcdata->condition[COND_THIRST] > 30 ) send_to_char( "You do not feel thirsty.\n\r", ch ); } if ( obj->value[3] ) { /* The drink was poisoned! */ AFFECT_DATA af; act( AT_POISON, "$n sputters and gags.", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You sputter and gag.", ch, NULL, NULL, TO_CHAR ); ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 ); af.type = gsn_poison; af.duration = 3 * obj->value[3]; af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } obj->value[1] -= amount; break; } WAIT_STATE(ch, PULSE_PER_SECOND ); return; } void do_eat( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; ch_ret retcode; int foodcond; if ( argument[0] == '\0' ) { send_to_char( "Eat what?\n\r", ch ); return; } if ( IS_NPC(ch) || ch->pcdata->condition[COND_FULL] > 5 ) if ( ms_find_obj(ch) ) return; if ( (obj = find_obj(ch, argument, TRUE)) == NULL ) return; if ( !IS_IMMORTAL(ch) ) { if ( obj->item_type != ITEM_FOOD && obj->item_type != ITEM_PILL ) { act( AT_ACTION, "$n starts to nibble on $p... ($e must really be hungry)", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You try to nibble on $p...", ch, obj, NULL, TO_CHAR ); return; } if ( !IS_NPC(ch) && ch->pcdata->condition[COND_FULL] > 40 ) { send_to_char( "You are too full to eat more.\n\r", ch ); return; } } /* required due to object grouping */ separate_obj( obj ); WAIT_STATE( ch, PULSE_PER_SECOND/2 ); if ( obj->in_obj ) { act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR ); act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM ); } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n eats $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You eat $p.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } switch ( obj->item_type ) { case ITEM_FOOD: if ( obj->timer > 0 && obj->value[1] > 0 ) foodcond = (obj->timer * 10) / obj->value[1]; else foodcond = 10; if ( !IS_NPC(ch) ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, (obj->value[0] * foodcond) / 10 ); if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); } if ( obj->value[3] != 0 || (foodcond < 4 && number_range( 0, foodcond + 1 ) == 0) ) { /* The food was poisoned! */ AFFECT_DATA af; if ( obj->value[3] != 0 ) { act( AT_POISON, "$n chokes and gags.", ch, NULL, NULL, TO_ROOM ); act( AT_POISON, "You choke and gag.", ch, NULL, NULL, TO_CHAR ); ch->mental_state = URANGE( 20, ch->mental_state + 5, 100 ); } else { act( AT_POISON, "$n gags on $p.", ch, obj, NULL, TO_ROOM ); act( AT_POISON, "You gag on $p.", ch, obj, NULL, TO_CHAR ); ch->mental_state = URANGE( 15, ch->mental_state + 5, 100 ); } af.type = gsn_poison; af.duration = 2 * obj->value[0] * (obj->value[3] > 0 ? obj->value[3] : 1); af.location = APPLY_NONE; af.modifier = 0; af.bitvector = AFF_POISON; affect_join( ch, &af ); } break; case ITEM_PILL: /* allow pills to fill you, if so desired */ if ( !IS_NPC(ch) && obj->value[4] ) { int condition; condition = ch->pcdata->condition[COND_FULL]; gain_condition( ch, COND_FULL, obj->value[4] ); if ( condition <= 1 && ch->pcdata->condition[COND_FULL] > 1 ) send_to_char( "You are no longer hungry.\n\r", ch ); else if ( ch->pcdata->condition[COND_FULL] > 40 ) send_to_char( "You are full.\n\r", ch ); } retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); if ( retcode == rNONE ) retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); if ( retcode == rNONE ) retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); break; } if ( obj->serial == cur_obj ) global_objcode = rOBJ_EATEN; extract_obj( obj ); return; } void do_quaff( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; ch_ret retcode; if ( argument[0] == '\0' || !str_cmp(argument, "") ) { send_to_char( "Quaff what?\n\r", ch ); return; } if ( (obj = find_obj(ch, argument, TRUE)) == NULL ) return; if ( obj->item_type != ITEM_POTION ) { if ( obj->item_type == ITEM_DRINK_CON ) do_drink( ch, obj->name ); else { act( AT_ACTION, "$n lifts $p up to $s mouth and tries to drink from it...", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You bring $p up to your mouth and try to drink from it...", ch, obj, NULL, TO_CHAR ); } return; } /* * Fullness checking -Thoric */ if ( !IS_NPC(ch) && ( ch->pcdata->condition[COND_FULL] >= 48 || ch->pcdata->condition[COND_THIRST] >= 48 ) ) { send_to_char( "Your stomach cannot contain any more.\n\r", ch ); return; } separate_obj( obj ); if ( obj->in_obj ) { act( AT_PLAIN, "You take $p from $P.", ch, obj, obj->in_obj, TO_CHAR ); act( AT_PLAIN, "$n takes $p from $P.", ch, obj, obj->in_obj, TO_ROOM ); } /* * If fighting, chance of dropping potion -Thoric */ if ( ch->fighting && number_percent( ) > (get_curr_dex(ch) * 2 + 48) ) { act( AT_MAGIC, "$n accidentally drops $p and it smashes into a thousand fragments.", ch, obj, NULL, TO_ROOM ); act( AT_MAGIC, "Oops... $p gets knocked from your hands and smashes into pieces!", ch, obj, NULL ,TO_CHAR ); } else { if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { act( AT_ACTION, "$n quaffs $p.", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You quaff $p.", ch, obj, NULL, TO_CHAR ); } WAIT_STATE( ch, PULSE_PER_SECOND/4 ); gain_condition( ch, COND_THIRST, 1 ); retcode = obj_cast_spell( obj->value[1], obj->value[0], ch, ch, NULL ); if ( retcode == rNONE ) retcode = obj_cast_spell( obj->value[2], obj->value[0], ch, ch, NULL ); if ( retcode == rNONE ) retcode = obj_cast_spell( obj->value[3], obj->value[0], ch, ch, NULL ); } if ( cur_obj == obj->serial ) global_objcode = rOBJ_QUAFFED; extract_obj( obj ); return; } void do_recite( CHAR_DATA *ch, char *argument ) { char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; CHAR_DATA *victim; OBJ_DATA *scroll; OBJ_DATA *obj; ch_ret retcode; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Activate what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( scroll = get_obj_carry( ch, arg1 ) ) == NULL ) { send_to_char( "You do not have that item.\n\r", ch ); return; } if ( IS_NPC(ch) && (scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING) ) { send_to_char( "As a mob, this dialect is foreign to you.\n\r", ch ); return; } if( ( scroll->pIndexData->vnum == OBJ_VNUM_SCROLL_SCRIBING) &&(ch->top_level + 10 < scroll->value[0])) { send_to_char( "This item is too complex for you to understand.\n\r", ch); return; } obj = NULL; if ( arg2[0] == '\0' ) victim = ch; else { if ( ( victim = get_char_room ( ch, arg2 ) ) == NULL && ( obj = get_obj_here ( ch, arg2 ) ) == NULL ) { send_to_char( "You can't find it.\n\r", ch ); return; } } separate_obj( scroll ); act( AT_MAGIC, "$n activate $p.", ch, scroll, NULL, TO_ROOM ); act( AT_MAGIC, "You activate $p.", ch, scroll, NULL, TO_CHAR ); WAIT_STATE( ch, PULSE_PER_SECOND/2 ); retcode = obj_cast_spell( scroll->value[1], scroll->value[0], ch, victim, obj ); if ( retcode == rNONE ) retcode = obj_cast_spell( scroll->value[2], scroll->value[0], ch, victim, obj ); if ( retcode == rNONE ) retcode = obj_cast_spell( scroll->value[3], scroll->value[0], ch, victim, obj ); if ( scroll->serial == cur_obj ) global_objcode = rOBJ_USED; extract_obj( scroll ); return; } /* * Function to handle the state changing of a triggerobject (lever) -Thoric */ void pullorpush( CHAR_DATA *ch, OBJ_DATA *obj, bool pull ) { char buf[MAX_STRING_LENGTH]; CHAR_DATA *rch; bool isup; ROOM_INDEX_DATA *room, *to_room; EXIT_DATA *pexit, *pexit_rev; int edir; char *txt; if ( IS_SET( obj->value[0], TRIG_UP ) ) isup = TRUE; else isup = FALSE; switch( obj->item_type ) { default: sprintf( buf, "You can't %s that!\n\r", pull ? "pull" : "push" ); send_to_char( buf, ch ); return; break; case ITEM_SWITCH: case ITEM_LEVER: case ITEM_PULLCHAIN: if ( (!pull && isup) || (pull && !isup) ) { sprintf( buf, "It is already %s.\n\r", isup ? "up" : "down" ); send_to_char( buf, ch ); return; } case ITEM_BUTTON: if ( (!pull && isup) || (pull & !isup) ) { sprintf( buf, "It is already %s.\n\r", isup ? "in" : "out" ); send_to_char( buf, ch ); return; } break; } if( (pull) && IS_SET(obj->pIndexData->progtypes,PULL_PROG) ) { if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) ) REMOVE_BIT( obj->value[0], TRIG_UP ); oprog_pull_trigger( ch, obj ); return; } if( (!pull) && IS_SET(obj->pIndexData->progtypes,PUSH_PROG) ) { if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) ) SET_BIT( obj->value[0], TRIG_UP ); oprog_push_trigger( ch, obj ); return; } if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { sprintf( buf, "$n %s $p.", pull ? "pulls" : "pushes" ); act( AT_ACTION, buf, ch, obj, NULL, TO_ROOM ); sprintf( buf, "You %s $p.", pull ? "pull" : "push" ); act( AT_ACTION, buf, ch, obj, NULL, TO_CHAR ); } if ( !IS_SET(obj->value[0], TRIG_AUTORETURN ) ) { if ( pull ) REMOVE_BIT( obj->value[0], TRIG_UP ); else SET_BIT( obj->value[0], TRIG_UP ); } if ( IS_SET( obj->value[0], TRIG_TELEPORT ) || IS_SET( obj->value[0], TRIG_TELEPORTALL ) || IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) ) { int flags; if ( ( room = get_room_index( obj->value[1] ) ) == NULL ) { bug( "PullOrPush: obj points to invalid room %d", obj->value[1] ); return; } flags = 0; if ( IS_SET( obj->value[0], TRIG_SHOWROOMDESC ) ) SET_BIT( flags, TELE_SHOWDESC ); if ( IS_SET( obj->value[0], TRIG_TELEPORTALL ) ) SET_BIT( flags, TELE_TRANSALL ); if ( IS_SET( obj->value[0], TRIG_TELEPORTPLUS ) ) SET_BIT( flags, TELE_TRANSALLPLUS ); teleport( ch, obj->value[1], flags ); return; } if ( IS_SET( obj->value[0], TRIG_RAND4 ) || IS_SET( obj->value[0], TRIG_RAND6 ) ) { int maxd; if ( ( room = get_room_index( obj->value[1] ) ) == NULL ) { bug( "PullOrPush: obj points to invalid room %d", obj->value[1] ); return; } if ( IS_SET( obj->value[0], TRIG_RAND4 ) ) maxd = 3; else maxd = 5; randomize_exits( room, maxd ); for ( rch = room->first_person; rch; rch = rch->next_in_room ) { send_to_char( "You hear a loud rumbling sound.\n\r", rch ); send_to_char( "Something seems different...\n\r", rch ); } } if ( IS_SET( obj->value[0], TRIG_DOOR ) ) { room = get_room_index( obj->value[1] ); if ( !room ) room = obj->in_room; if ( !room ) { bug( "PullOrPush: obj points to invalid room %d", obj->value[1] ); return; } if ( IS_SET( obj->value[0], TRIG_D_NORTH ) ) { edir = DIR_NORTH; txt = "to the north"; } else if ( IS_SET( obj->value[0], TRIG_D_SOUTH ) ) { edir = DIR_SOUTH; txt = "to the south"; } else if ( IS_SET( obj->value[0], TRIG_D_EAST ) ) { edir = DIR_EAST; txt = "to the east"; } else if ( IS_SET( obj->value[0], TRIG_D_WEST ) ) { edir = DIR_WEST; txt = "to the west"; } else if ( IS_SET( obj->value[0], TRIG_D_UP ) ) { edir = DIR_UP; txt = "from above"; } else if ( IS_SET( obj->value[0], TRIG_D_DOWN ) ) { edir = DIR_DOWN; txt = "from below"; } else { bug( "PullOrPush: door: no direction flag set.", 0 ); return; } pexit = get_exit( room, edir ); if ( !pexit ) { if ( !IS_SET( obj->value[0], TRIG_PASSAGE ) ) { bug( "PullOrPush: obj points to non-exit %d", obj->value[1] ); return; } to_room = get_room_index( obj->value[2] ); if ( !to_room ) { bug( "PullOrPush: dest points to invalid room %d", obj->value[2] ); return; } pexit = make_exit( room, to_room, edir ); pexit->keyword = STRALLOC( "" ); pexit->description = STRALLOC( "" ); pexit->key = -1; pexit->exit_info = 0; top_exit++; act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_CHAR ); act( AT_PLAIN, "A passage opens!", ch, NULL, NULL, TO_ROOM ); return; } if ( IS_SET( obj->value[0], TRIG_UNLOCK ) && IS_SET( pexit->exit_info, EX_LOCKED) ) { REMOVE_BIT(pexit->exit_info, EX_LOCKED); act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR ); act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM ); if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) REMOVE_BIT( pexit_rev->exit_info, EX_LOCKED ); return; } if ( IS_SET( obj->value[0], TRIG_LOCK ) && !IS_SET( pexit->exit_info, EX_LOCKED) ) { SET_BIT(pexit->exit_info, EX_LOCKED); act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_CHAR ); act( AT_PLAIN, "You hear a faint click $T.", ch, NULL, txt, TO_ROOM ); if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) SET_BIT( pexit_rev->exit_info, EX_LOCKED ); return; } if ( IS_SET( obj->value[0], TRIG_OPEN ) && IS_SET( pexit->exit_info, EX_CLOSED) ) { REMOVE_BIT(pexit->exit_info, EX_CLOSED); for ( rch = room->first_person; rch; rch = rch->next_in_room ) act( AT_ACTION, "The $d opens.", rch, NULL, pexit->keyword, TO_CHAR ); if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) { REMOVE_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->first_person; rch; rch = rch->next_in_room ) act( AT_ACTION, "The $d opens.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } check_room_for_traps( ch, trap_door[edir]); return; } if ( IS_SET( obj->value[0], TRIG_CLOSE ) && !IS_SET( pexit->exit_info, EX_CLOSED) ) { SET_BIT(pexit->exit_info, EX_CLOSED); for ( rch = room->first_person; rch; rch = rch->next_in_room ) act( AT_ACTION, "The $d closes.", rch, NULL, pexit->keyword, TO_CHAR ); if ( ( pexit_rev = pexit->rexit ) != NULL && pexit_rev->to_room == ch->in_room ) { SET_BIT( pexit_rev->exit_info, EX_CLOSED ); for ( rch = to_room->first_person; rch; rch = rch->next_in_room ) act( AT_ACTION, "The $d closes.", rch, NULL, pexit_rev->keyword, TO_CHAR ); } check_room_for_traps( ch, trap_door[edir]); return; } } } void do_pull( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Pull what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR ); return; } pullorpush( ch, obj, TRUE ); } void do_push( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; OBJ_DATA *obj; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Push what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( obj = get_obj_here( ch, arg ) ) == NULL ) { act( AT_PLAIN, "I see no $T here.", ch, NULL, arg, TO_CHAR ); return; } pullorpush( ch, obj, FALSE ); } /* pipe commands (light, tamp, smoke) by Thoric */ void do_tamp( CHAR_DATA *ch, char *argument ) { OBJ_DATA *pipe; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Tamp what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( (pipe = get_obj_carry( ch, arg )) == NULL ) { send_to_char( "You aren't carrying that.\n\r", ch ); return; } if ( pipe->item_type != ITEM_PIPE ) { send_to_char( "You can't tamp that.\n\r", ch ); return; } if ( !IS_SET( pipe->value[3], PIPE_TAMPED ) ) { act( AT_ACTION, "You gently tamp $p.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n gently tamps $p.", ch, pipe, NULL, TO_ROOM ); SET_BIT( pipe->value[3], PIPE_TAMPED ); return; } send_to_char( "It doesn't need tamping.\n\r", ch ); } void do_smoke( CHAR_DATA *ch, char *argument ) { OBJ_DATA *pipe; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Smoke what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( (pipe = get_obj_carry( ch, arg )) == NULL ) { send_to_char( "You aren't carrying that.\n\r", ch ); return; } if ( pipe->item_type != ITEM_PIPE ) { act( AT_ACTION, "You try to smoke $p... but it doesn't seem to work.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to smoke $p... (I wonder what $e's been putting his $s pipe?)", ch, pipe, NULL, TO_ROOM ); return; } if ( !IS_SET( pipe->value[3], PIPE_LIT ) ) { act( AT_ACTION, "You try to smoke $p, but it's not lit.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to smoke $p, but it's not lit.", ch, pipe, NULL, TO_ROOM ); return; } if ( pipe->value[1] > 0 ) { if ( !oprog_use_trigger( ch, pipe, NULL, NULL, NULL ) ) { act( AT_ACTION, "You draw thoughtfully from $p.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n draws thoughtfully from $p.", ch, pipe, NULL, TO_ROOM ); } if ( IS_VALID_HERB( pipe->value[2] ) && pipe->value[2] < top_herb ) { int sn = pipe->value[2] + TYPE_HERB; SKILLTYPE *skill = get_skilltype( sn ); WAIT_STATE( ch, skill->beats ); if ( skill->spell_fun ) obj_cast_spell( sn, UMIN(skill->min_level, ch->top_level), ch, ch, NULL ); if ( obj_extracted( pipe ) ) return; } else bug( "do_smoke: bad herb type %d", pipe->value[2] ); SET_BIT( pipe->value[3], PIPE_HOT ); if ( --pipe->value[1] < 1 ) { REMOVE_BIT( pipe->value[3], PIPE_LIT ); SET_BIT( pipe->value[3], PIPE_DIRTY ); SET_BIT( pipe->value[3], PIPE_FULLOFASH ); } } } void do_light( CHAR_DATA *ch, char *argument ) { OBJ_DATA *pipe; char arg[MAX_INPUT_LENGTH]; one_argument( argument, arg ); if ( arg[0] == '\0' ) { send_to_char( "Light what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( (pipe = get_obj_carry( ch, arg )) == NULL ) { send_to_char( "You aren't carrying that.\n\r", ch ); return; } if ( pipe->item_type != ITEM_PIPE ) { send_to_char( "You can't light that.\n\r", ch ); return; } if ( !IS_SET( pipe->value[3], PIPE_LIT ) ) { if ( pipe->value[1] < 1 ) { act( AT_ACTION, "You try to light $p, but it's empty.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n tries to light $p, but it's empty.", ch, pipe, NULL, TO_ROOM ); return; } act( AT_ACTION, "You carefully light $p.", ch, pipe, NULL, TO_CHAR ); act( AT_ACTION, "$n carefully lights $p.", ch, pipe, NULL, TO_ROOM ); SET_BIT( pipe->value[3], PIPE_LIT ); return; } send_to_char( "It's already lit.\n\r", ch ); } void do_empty( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); argument = one_argument( argument, arg2 ); if ( !str_cmp( arg2, "into" ) && argument[0] != '\0' ) argument = one_argument( argument, arg2 ); if ( arg1[0] == '\0' ) { send_to_char( "Empty what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( (obj = get_obj_carry( ch, arg1 )) == NULL ) { send_to_char( "You aren't carrying that.\n\r", ch ); return; } if ( obj->count > 1 ) separate_obj(obj); switch( obj->item_type ) { default: act( AT_ACTION, "You shake $p in an attempt to empty it...", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n begins to shake $p in an attempt to empty it...", ch, obj, NULL, TO_ROOM ); return; case ITEM_PIPE: act( AT_ACTION, "You gently tap $p and empty it out.", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n gently taps $p and empties it out.", ch, obj, NULL, TO_ROOM ); REMOVE_BIT( obj->value[3], PIPE_FULLOFASH ); REMOVE_BIT( obj->value[3], PIPE_LIT ); obj->value[1] = 0; return; case ITEM_DRINK_CON: if ( obj->value[1] < 1 ) { send_to_char( "It's already empty.\n\r", ch ); return; } act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM ); obj->value[1] = 0; return; case ITEM_CONTAINER: if ( IS_SET(obj->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, obj->name, TO_CHAR ); return; } if ( !obj->first_content ) { send_to_char( "It's already empty.\n\r", ch ); return; } if ( arg2[0] == '\0' ) { if ( IS_SET( ch->in_room->room_flags, ROOM_NODROP ) || ( !IS_NPC(ch) && IS_SET( ch->act, PLR_LITTERBUG ) ) ) { set_char_color( AT_MAGIC, ch ); send_to_char( "A magical force stops you!\n\r", ch ); set_char_color( AT_TELL, ch ); send_to_char( "Someone tells you, 'No littering here!'\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags, ROOM_NODROPALL ) ) { send_to_char( "You can't seem to do that here...\n\r", ch ); return; } if ( empty_obj( obj, NULL, ch->in_room ) ) { act( AT_ACTION, "You empty $p.", ch, obj, NULL, TO_CHAR ); act( AT_ACTION, "$n empties $p.", ch, obj, NULL, TO_ROOM ); if ( IS_SET( sysdata.save_flags, SV_DROP ) ) save_char_obj( ch ); } else send_to_char( "Hmmm... didn't work.\n\r", ch ); } else { OBJ_DATA *dest = get_obj_here( ch, arg2 ); if ( !dest ) { send_to_char( "You can't find it.\n\r", ch ); return; } if ( dest == obj ) { send_to_char( "You can't empty something into itself!\n\r", ch ); return; } if ( dest->item_type != ITEM_CONTAINER ) { send_to_char( "That's not a container!\n\r", ch ); return; } if ( IS_SET(dest->value[1], CONT_CLOSED) ) { act( AT_PLAIN, "The $d is closed.", ch, NULL, dest->name, TO_CHAR ); return; } separate_obj( dest ); if ( empty_obj( obj, dest, NULL ) ) { act( AT_ACTION, "You empty $p into $P.", ch, obj, dest, TO_CHAR ); act( AT_ACTION, "$n empties $p into $P.", ch, obj, dest, TO_ROOM ); if ( !dest->carried_by && IS_SET( sysdata.save_flags, SV_PUT ) ) save_char_obj( ch ); } else act( AT_ACTION, "$P is too full.", ch, obj, dest, TO_CHAR ); } return; } } /* * Apply a salve/ointment -Thoric */ void do_apply( CHAR_DATA *ch, char *argument ) { OBJ_DATA *obj; ch_ret retcode; if ( argument[0] == '\0' ) { send_to_char( "Apply what?\n\r", ch ); return; } if ( ms_find_obj(ch) ) return; if ( ( obj = get_obj_carry( ch, argument ) ) == NULL ) { send_to_char( "You do not have that.\n\r", ch ); return; } if ( obj->item_type != ITEM_SALVE ) { act( AT_ACTION, "$n starts to rub $p on $mself...", ch, obj, NULL, TO_ROOM ); act( AT_ACTION, "You try to rub $p on yourself...", ch, obj, NULL, TO_CHAR ); return; } separate_obj( obj ); --obj->value[1]; if ( !oprog_use_trigger( ch, obj, NULL, NULL, NULL ) ) { if ( !obj->action_desc || obj->action_desc[0]=='\0' ) { act( AT_ACTION, "$n rubs $p onto $s body.", ch, obj, NULL, TO_ROOM ); if ( obj->value[1] <= 0 ) act( AT_ACTION, "You apply the last of $p onto your body.", ch, obj, NULL, TO_CHAR ); else act( AT_ACTION, "You apply $p onto your body.", ch, obj, NULL, TO_CHAR ); } else actiondesc( ch, obj, NULL ); } WAIT_STATE( ch, obj->value[2] ); retcode = obj_cast_spell( obj->value[4], obj->value[0], ch, ch, NULL ); if ( retcode == rNONE ) retcode = obj_cast_spell( obj->value[5], obj->value[0], ch, ch, NULL ); if ( !obj_extracted(obj) && obj->value[1] <= 0 ) extract_obj( obj ); return; } void actiondesc( CHAR_DATA *ch, OBJ_DATA *obj, void *vo ) { char charbuf[MAX_STRING_LENGTH]; char roombuf[MAX_STRING_LENGTH]; char *srcptr = obj->action_desc; char *charptr = charbuf; char *roomptr = roombuf; const char *ichar; const char *iroom; while ( *srcptr != '\0' ) { if ( *srcptr == '$' ) { srcptr++; switch ( *srcptr ) { case 'e': ichar = "you"; iroom = "$e"; break; case 'm': ichar = "you"; iroom = "$m"; break; case 'n': ichar = "you"; iroom = "$n"; break; case 's': ichar = "your"; iroom = "$s"; break; /*case 'q': iroom = "s"; break;*/ default: srcptr--; *charptr++ = *srcptr; *roomptr++ = *srcptr; break; } } else if ( *srcptr == '%' && *++srcptr == 's' ) { ichar = "You"; iroom = IS_NPC( ch ) ? ch->short_descr : ch->name; } else { *charptr++ = *srcptr; *roomptr++ = *srcptr; srcptr++; continue; } while ( ( *charptr = *ichar ) != '\0' ) { charptr++; ichar++; } while ( ( *roomptr = *iroom ) != '\0' ) { roomptr++; iroom++; } srcptr++; } *charptr = '\0'; *roomptr = '\0'; /* sprintf( buf, "Charbuf: %s", charbuf ); log_string_plus( buf, LOG_HIGH, LEVEL_LESSER ); sprintf( buf, "Roombuf: %s", roombuf ); log_string_plus( buf, LOG_HIGH, LEVEL_LESSER ); */ switch( obj->item_type ) { case ITEM_BLOOD: case ITEM_FOUNTAIN: act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR ); act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM ); return; case ITEM_DRINK_CON: act( AT_ACTION, charbuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_CHAR ); act( AT_ACTION, roombuf, ch, obj, liq_table[obj->value[2]].liq_name, TO_ROOM ); return; case ITEM_PIPE: return; case ITEM_ARMOR: case ITEM_WEAPON: case ITEM_LIGHT: act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR ); act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM ); return; case ITEM_FOOD: case ITEM_PILL: act( AT_ACTION, charbuf, ch, obj, ch, TO_CHAR ); act( AT_ACTION, roombuf, ch, obj, ch, TO_ROOM ); return; default: return; } return; } void do_hail( CHAR_DATA *ch , char *argument ) { int vnum; ROOM_INDEX_DATA *room; if ( !ch->in_room ) return; if ( ch->position < POS_FIGHTING ) { send_to_char( "You might want to stop fighting first!\n\r", ch ); return; } if ( ch->position < POS_STANDING ) { send_to_char( "You might want to stand up first!\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags , ROOM_INDOORS ) ) { send_to_char( "You'll have to go outside to do that!\n\r", ch ); return; } if ( IS_SET( ch->in_room->room_flags , ROOM_SPACECRAFT ) ) { send_to_char( "You can't do that on spacecraft!\n\r", ch ); return; } if ( ch->gold < (ch->top_level-9) ) { send_to_char( "You don't have enough credits!\n\r", ch ); return; } if (!IS_NPC(ch) && IS_SET(ch->pcdata->act2, ACT_BOUND)) { send_to_char( "You attempt to wave your hand for a cab, but in vain!\n\r", ch); return; } vnum = ch->in_room->vnum; for ( vnum = ch->in_room->area->low_r_vnum ; vnum <= ch->in_room->area->hi_r_vnum ; vnum++ ) { room = get_room_index ( vnum ); if ( room != NULL ){ if ( IS_SET(room->room_flags , ROOM_HOTEL ) ) break; else room = NULL; } } if ( room == NULL ) { send_to_char( "There doesn't seem to be any taxis nearby!\n\r", ch ); return; } ch->gold -= UMAX(ch->top_level-9 , 0); act( AT_ACTION, "$n hails a speederbike, and drives off to seek shelter.", ch, NULL, NULL, TO_ROOM ); char_from_room( ch ); char_to_room( ch, room ); send_to_char( "A speederbike picks you up and drives you to a safe location.\n\rYou pay the driver 20 credits.\n\r\n\n" , ch ); act( AT_ACTION, "$n $T", ch, NULL, "arrives on a speederbike, gets off and pays the driver before it leaves.", TO_ROOM ); do_look( ch, "auto" ); } void do_train( CHAR_DATA *ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; CHAR_DATA *mob; bool tfound = FALSE; bool successful = FALSE; if ( IS_NPC(ch) ) return; strcpy( arg, argument ); /*switch( ch->substate ) { default:*/ if ( arg[0] == '\0' ) { send_to_char( "Train what?\n\r", ch ); send_to_char( "\n\rChoices: strength, intelligence, wisdom, dexterity, constitution or charisma\n\r", ch ); return; } if ( !IS_AWAKE(ch) ) { send_to_char( "In your dreams, or what?\n\r", ch ); return; } for ( mob = ch->in_room->first_person; mob; mob = mob->next_in_room ) if ( IS_NPC(mob) && IS_SET(mob->act, ACT_TRAIN) ) { tfound = TRUE; break; } if ( (!mob) || (!tfound) ) { send_to_char( "You can't do that here.\n\r", ch ); return; } if ( str_cmp( arg, "str" ) && str_cmp( arg, "strength" ) && str_cmp( arg, "dex" ) && str_cmp( arg, "dexterity" ) && str_cmp( arg, "con" ) && str_cmp( arg, "constitution" ) && str_cmp( arg, "cha" ) && str_cmp( arg, "charisma" ) && str_cmp( arg, "wis" ) && str_cmp( arg, "wisdom" ) && str_cmp( arg, "int" ) && str_cmp( arg, "intelligence" ) ) { do_train ( ch , "" ); return; } if ( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) ) { if( mob->perm_str <= ch->perm_str || ch->perm_str >= 20 + race_table[ch->race].str_plus || ch->perm_str >= 25 ) { act( AT_TELL, "$n tells you 'I cannot help you... you are already stronger than I.'", mob, NULL, ch, TO_VICT ); return; } send_to_char("&GYou begin your weight training.\n\r", ch); } if ( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) ) { if( mob->perm_dex <= ch->perm_dex || ch->perm_dex >= 20 + race_table[ch->race].dex_plus || ch->perm_dex >= 25 ) { act( AT_TELL, "$n tells you 'I cannot help you... you are already more dextrous than I.'", mob, NULL, ch, TO_VICT ); return; } send_to_char("&GYou begin to work at some challenging tests of coordination.\n\r", ch); } if ( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) ) { if( mob->perm_int <= ch->perm_int || ch->perm_int >= 20 + race_table[ch->race].int_plus || ch->perm_int >= 25 ) { act( AT_TELL, "$n tells you 'I cannot help you... you are already more educated than I.'", mob, NULL, ch, TO_VICT ); return; } send_to_char("&GYou begin your studies.\n\r", ch); } if ( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) ) { if( mob->perm_wis <= ch->perm_wis || ch->perm_wis >= 20 + race_table[ch->race].wis_plus || ch->perm_wis >= 25 ) { act( AT_TELL, "$n tells you 'I cannot help you... you are already far wiser than I.'", mob, NULL, ch, TO_VICT ); return; } send_to_char("&GYou begin contemplating several ancient texts in an effort to gain wisdom.\n\r", ch); } if ( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) ) { if( mob->perm_con <= ch->perm_con || ch->perm_con >= 20 + race_table[ch->race].con_plus || ch->perm_con >= 25 ) { act( AT_TELL, "$n tells you 'I cannot help you... you are already healthier than I.'", mob, NULL, ch, TO_VICT ); return; } send_to_char("&GYou begin your endurance training.\n\r", ch); } if ( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) ) { if( mob->perm_cha <= ch->perm_cha || ch->perm_cha >= 20 + race_table[ch->race].cha_plus || ch->perm_cha >= 25 ) { act( AT_TELL, "$n tells you 'I cannot help you... you already are more charming than I.'", mob, NULL, ch, TO_VICT ); return; } send_to_char("&GYou begin lessons in maners and ettiquite.\n\r", ch); } //add_timer ( ch , TIMER_DO_FUN , 10 , do_train , 1 ); //ch->dest_buf = str_dup(arg); //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 fail to complete your training.\n\r", ch); return; } ch->substate = SUB_NONE; if ( number_bits ( 2 ) == 0 ) { successful = TRUE; } */ successful = TRUE; if ( !str_cmp( arg, "str" ) || !str_cmp( arg, "strength" ) ) { if ( !successful ) { send_to_char("&RYou feel that you have wasted alot of energy for nothing...\n\r", ch); return; } send_to_char("&GAfter much excercise you feel a little stronger.\n\r", ch); ch->perm_str++; return; } if ( !str_cmp( arg, "dex" ) || !str_cmp( arg, "dexterity" ) ) { if ( !successful ) { send_to_char("&RAfter all that training you still feel like a clutz...\n\r", ch); return; } send_to_char("&GAfter working hard at many challenging tasks you feel a bit more coordinated.\n\r", ch); ch->perm_dex++; return; } if ( !str_cmp( arg, "int" ) || !str_cmp( arg, "intelligence" ) ) { if ( !successful ) { send_to_char("&RHitting the books leaves you only with sore eyes...\n\r", ch); return; } send_to_char("&GAfter much studying you feel alot more knowledgeable.\n\r", ch); ch->perm_int++; return; } if ( !str_cmp( arg, "wis" ) || !str_cmp( arg, "wisdom" ) ) { if ( !successful ) { send_to_char("&RStudying the ancient texts has left you more confused than wise...\n\r", ch); return; } send_to_char("&GAfter contemplating several seemingly meaningless events you suddenly \n\rreceive a flash of insight into the workings of the universe.\n\r", ch); ch->perm_wis++; return; } if ( !str_cmp( arg, "con" ) || !str_cmp( arg, "constitution" ) ) { if ( !successful ) { send_to_char("&RYou spend long a long arobics session ecersising very hard but finish \n\rfeeling only tired and out of breath....\n\r", ch); return; } send_to_char("&GAfter a long tiring exercise session you feel much healthier than before.\n\r", ch); ch->perm_con++; return; } if ( !str_cmp( arg, "cha" ) || !str_cmp( arg, "charisma" ) ) { if ( !successful ) { send_to_char("&RYou finish your self improvement session feeling a little depressed.\n\r", ch); return; } send_to_char("&GYou spend some time focusing on how to improve your personality and feel \n\rmuch better about yourself and the ways others see you.\n\r", ch); ch->perm_cha++; return; } } void do_suicide( CHAR_DATA *ch, char *argument ) { char logbuf[MAX_STRING_LENGTH]; OBJ_DATA *wield; if ( IS_NPC(ch) || !ch->pcdata ) { send_to_char( "Yeah right!\n\r", ch ); return; } if ( argument[0] == '\0' ) { send_to_char( "&RIf you really want to delete this character type suicide and your password.\n\r", ch ); return; } if ( strcmp( crypt( argument, ch->pcdata->pwd ), ch->pcdata->pwd ) ) { send_to_char( "Sorry wrong password.\n\r", ch ); sprintf( logbuf , "%s attempting to commit suicide... WRONG PASSWORD!" , ch->name ); log_string( logbuf ); return; } wield = get_eq_char(ch, WEAR_WIELD); if(!wield) { act( AT_BLOOD, "You ram your thumbs into your eyesockets, blood spurts onto the floor.\n\r", ch, NULL, NULL, TO_CHAR ); act( AT_BLOOD, "Blood spurts onto your shoes as $n rams his thumbs into $s eyesockets.", ch, NULL, NULL, TO_ROOM ); } else { switch (wield->value[3]) { default: act( AT_BLOOD, "You ram your thumbs into your eyesockets, blood spurts onto the floor.\n\r", ch, NULL, NULL, TO_CHAR ); act( AT_BLOOD, "Blood spurts onto your shoes as $n rams his thumbs into $s eyesockets.", ch, NULL, NULL, TO_ROOM ); break; case WEAPON_BLASTER: act( AT_BLOOD, "You calmly place the barrel of your blaster into your mouth, and a spurt of brains falls to the ground behind you.", ch, NULL, NULL, TO_CHAR ); act( AT_BLOOD, "A spurt of brains hits the ground as $n blows $s head off.", ch, NULL, NULL, TO_ROOM ); break; case WEAPON_VIBRO: act( AT_BLOOD, "With a sad determination and trembling hands you slit your own throat!", ch, NULL, NULL, TO_CHAR ); act( AT_BLOOD, "Cold shivers run down your spine as you watch $n slit $s own throat!", ch, NULL, NULL, TO_ROOM ); break; case WEAPON_FORCE_PIKE: act( AT_BLOOD, "You wedge your force pike into the ground and slam your face into the blade.", ch, NULL, NULL, TO_CHAR ); act( AT_BLOOD, "$n slams $s face into $s force pike, pieces of face fall to the ground as the pike slices through it like butter.", ch, NULL, NULL, TO_ROOM ); break; case WEAPON_LIGHTSABER: case WEAPON_DUAL_LIGHTSABER: act( AT_BLOOD, "You calmly kneel, and hold your saber hilt to your sternum, and without a moments hesitation, turn it on.", ch, NULL, NULL, TO_CHAR ); act( AT_BLOOD, "$n calmly kneels and holds $s saber hilt to $s chest, and turns it on. $e falls over in agony.", ch, NULL, NULL, TO_ROOM ); break; case WEAPON_BOWCASTER: act( AT_BLOOD, "You pull back the lever, hold the bowcaster to your face and... death.", ch, NULL, NULL, TO_CHAR ); act( AT_BLOOD, "$n blows his head off with a bowcaster quarrel!", ch, NULL, NULL, TO_ROOM ); break; } } sprintf(logbuf, "%s has commited suicide.", ch->name ); log_string( logbuf ); set_cur_char(ch); raw_kill( ch, ch ); } void do_bank( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char arg3[MAX_INPUT_LENGTH]; char logbuf[MAX_INPUT_LENGTH]; long amount = 0; argument = one_argument( argument , arg1 ); argument = one_argument( argument , arg2 ); argument = one_argument( argument , arg3 ); if ( IS_NPC(ch) || !ch->pcdata ) return; if (!ch->in_room || !IS_SET(ch->in_room->room_flags, ROOM_BANK) ) { send_to_char( "You must be in a bank to do that!\n\r", ch ); return; } if ( arg1[0] == '\0' ) { send_to_char( "Usage: BANK <deposit|withdraw|balance|transfer> [amount] (character, if transfer)\n\r", ch ); return; } if (arg2[0] != '\0' ) amount = atoi(arg2); if ( !str_prefix( arg1 , "deposit" ) ) { if ( amount <= 0 ) { send_to_char( "You may only deposit amounts greater than zero.\n\r", ch ); do_bank( ch , "" ); return; } if ( ch->gold < amount ) { send_to_char( "You don't have that many credits on you.\n\r", ch ); return; } ch->gold -= amount; ch->pcdata->bank += amount; ch_printf( ch , "You deposit %ld credits into your account.\n\r" ,amount ); return; } else if ( !str_prefix( arg1 , "withdrawl" ) ) { if ( amount <= 0 ) { send_to_char( "You may only withdraw amounts greater than zero.\n\r", ch ); do_bank( ch , "" ); return; } if ( ch->pcdata->bank < amount ) { send_to_char( "You don't have that many credits in your account.\n\r", ch ); return; } ch->gold += amount; ch->pcdata->bank -= amount; ch_printf( ch , "You withdraw %ld credits from your account.\n\r" ,amount ); return; } else if ( !str_prefix( arg1 , "ballance" ) || !str_prefix( arg1, "balance" )) { ch_printf( ch , "You have %ld credits in your account.\n\r" , ch->pcdata->bank ); return; } else if ( !str_prefix( arg1 , "transfer" ) ) { victim = get_char_world(ch, arg3); if ( victim == NULL || IS_NPC(victim) ) { send_to_char( "They aren't here.\n\r", ch ); return; } if ( ch->top_level <= 10) { send_to_char("You must be level 11 or higher to use the bank transfer command.\n\r", ch); return; } if ( ch->pcdata->bank < amount ) { send_to_char( "You don't have that many credits.\n\r", ch ); return; } if ( amount <= 0 ) { send_to_char( "You may only transfer amounts greater than zero.\n\r", ch ); return; } if(victim->pcdata->bank > 0 && victim->pcdata->bank + amount < 0) { send_to_char( "Their account cannot handle that much money!\n\r", ch); return; } ch_printf( ch , "&W&GYou transfer %ld credits to %s's account.\n\r", amount, arg3); sprintf( logbuf, "%s transfers %ld credits to %s", ch->name, amount, victim->name); log_string( logbuf ); ch->pcdata->bank -= amount; victim->pcdata->bank += amount; ch_printf( ch, "Successful.\n\r"); ch_printf( victim, "&W&G%s has deposited %ld credits into your account.\n\r", ch->name, amount); return; } else { do_bank( ch , "" ); return; } } void do_showsocial(CHAR_DATA *ch, char *argument) { SOCIALTYPE *social; if(argument[0] == '\0' || !argument) { send_to_char("&RSyntax: showsocial <social>&W\n\r", ch); return; } social = find_social(argument); if(!social) { send_to_char("No such social.\n\r", ch); return; } ch_printf( ch, "&GSocial&B:&W %s\n\r\n\r&GChar, No Arg&B:&W %s\n\r", social->name, social->char_no_arg ); ch_printf( ch, "&GOthers, No Arg&B:&W %s\n\r&GChar, Vict found&B:&W %s\n\r&GOthers, Vict Found&B:&W %s\n\r", social->others_no_arg ? social->others_no_arg : "(not set)", social->char_found ? social->char_found : "(not set)", social->others_found ? social->others_found : "(not set)" ); ch_printf( ch, "&GVict, Found&B:&W %s\n\r&GChar, Self &B:&W %s\n\r&GOthers, Self &B:&W %s\n\r", social->vict_found ? social->vict_found : "(not set)", social->char_auto ? social->char_auto : "(not set)", social->others_auto ? social->others_auto : "(not set)" ); return; } /* Defunct - Now use introduce to show people your last name void do_lastname( CHAR_DATA *ch, char *argument ) { if ( IS_NPC(ch)) { send_to_char("Mobs have no last names!\n\r", ch); return; } if ( argument[0] == '\0' && ch->pcdata->last_name ) { send_to_char("Last name cleared. Please use 'lastname <argument>' to set your last name.\n\r", ch); ch->pcdata->last_name = NULL; return; } else if( argument[0] == '\0' ) { send_to_char("Set your last name to what?\n\r", ch); return; } if ( !strcmp( argument, " " ) || !strcmp( argument, "&" )) { send_to_char("You can't have spaces or colors in your last name. Choose another.\n\r", ch); return; } if ( !check_parse_name( argument ) ) { send_to_char("Illegal Last Name. Try Another.\n\r", ch); return; } argument[0] = UPPER(argument[0]); if (!str_cmp(ch->pcdata->last_name, argument)) { send_to_char("That's already your last name!\n\r", ch); return; } ch->pcdata->last_name = STRALLOC( argument ); send_to_char("Your last name has been changed.\n\r", ch); return; } */ void do_tune(CHAR_DATA *ch, char *argument){ SHIP_DATA *ship; char buf[MAX_STRING_LENGTH]; int num; if ((ship = ship_from_cockpit(ch->in_room->vnum)) == NULL){ send_to_char("You must be in the cockpit of a ship to tune it's channel.\n\r", ch); return; } if (argument[0] == '\0'){ send_to_char("Syntax: Tune <channel>\n\r", ch); return; } num = atoi(argument); if (num > 100 || num < 0){ send_to_char("The accepted channel range runs 1-100 or 0 for public.\n\r", ch); return; } act(AT_WHITE, "You make some adjustments on the ships comm system.", ch, NULL, NULL, TO_CHAR); act(AT_WHITE, "$n makes some adjustments on the ships comm system.", ch, NULL, NULL, TO_ROOM); sprintf(buf, "Ships channel tuned to %s%d.\n\r", num == 0 ? "the public channel " : "", num); send_to_char(buf, ch); ship->channel = num; save_ship(ship); } void do_whisper( CHAR_DATA *ch, char *argument ) { CHAR_DATA *victim; char arg1[MAX_STRING_LENGTH]; char arg2[MAX_INPUT_LENGTH]; char buf[MAX_INPUT_LENGTH]; argument = one_argument(argument, arg1); strcpy(arg2,argument); if (( victim = get_char_room(ch, arg1)) == NULL) { send_to_char("They are not in here.\n\r", ch); return; } sprintf(buf, "&B[&Cwhisper&B] &Cto %s: &W%s\n\r", PERS(victim, ch), arg2); send_to_char(buf, ch); sprintf(buf, "&B[&Cwhisper&B] &C%s whispers: &W%s\n\r", PERS(ch, victim), arg2); send_to_char(buf, victim); } void do_droptroops( CHAR_DATA *ch, char *argument ){ int num,vnum,i; SHIP_DATA *ship; CHAR_DATA *mob; MOB_INDEX_DATA * pMobIndex; OBJ_DATA * blaster; OBJ_INDEX_DATA * pObjIndex; ROOM_INDEX_DATA *room; char tmpbuf[MAX_STRING_LENGTH]; if (ch->pcdata->clan == NULL){ send_to_char("You must be in a clan to drop troops.\n\r", ch); return; } if (ch->pcdata->clan->troops < 1){ send_to_char("Your clan has no ground assault troops.\n\r", ch); return; } num = atoi(argument); if (num > ch->pcdata->clan->troops){ send_to_char("Your clan doesn't have that many ground assault troops.\n\r", ch); return; } if ( (ship = ship_from_cockpit(ch->in_room->vnum)) == NULL ){ send_to_char("You must be in the cockpit of the dropship to do this.\n\r", ch); return; } vnum = ship->location; if ((room = get_room_index(vnum)) == NULL){ send_to_char("This ship is not in a room.\n\r", ch); return; } if (num > 10) num = 10; if (num > ch->pcdata->clan->troops) num = ch->pcdata->clan->troops; if ( ( pMobIndex = get_mob_index( 82 ) ) == NULL ) return; if (room->area == NULL) return; for (i=1;i<=num;i++){ vnum = number_range(room->area->low_r_vnum, room->area->hi_r_vnum); if ((room = get_room_index(vnum)) == NULL) continue; mob = create_mobile( pMobIndex ); char_to_room( mob, room ); if ( ch->pcdata && ch->pcdata->clan ) //STRFREE( mob->name ); //mob->name = STRALLOC( ch->pcdata->clan->name ); sprintf( tmpbuf , "(%s) %s" , ch->pcdata->clan->name , mob->long_descr ); STRFREE( mob->long_descr ); mob->mob_clan = ch->pcdata->clan->name; mob->long_descr = STRALLOC( tmpbuf ); 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 ); } } sprintf(tmpbuf, "&RYelling and the thunder of feet is heard from the troop hold as %d troops exit the ship and fan out.\n\r", num); ch->pcdata->clan->troops-=num; echo_to_cockpit(AT_RED, ship, tmpbuf); } void do_hale( CHAR_DATA *ch, char *argument ) { SHIP_DATA *ship; SHIP_DATA *ship2 = ship_from_cockpit( ch->in_room->vnum ); char buf[MAX_STRING_LENGTH]; char buf1[MAX_STRING_LENGTH]; char arg1[MAX_INPUT_LENGTH]; char arg2[MAX_INPUT_LENGTH]; argument = one_argument( argument, arg1 ); strcpy(arg2,argument); if (arg1[0] == '\0' || arg2[0] == '\0') { send_to_char ("Syntax: Hail <ship> <message>\n\r", ch); return; } ship = get_ship( arg1 ); send_to_char ("\n\r", ch); if (!ship) { send_to_char ("No Such Ship!\n\r", ch); return; } if (!ship2) { send_to_char("But your not in a cockpit!\n\r", ch); return; } if (IS_SET(ship->flags, SHIP_SIMULATOR) && !IS_SET(ship2->flags, SHIP_SIMULATOR) ) { send_to_char("No Such Ship!\n\r", ch); return; } if (!IS_SET(ship->flags, SHIP_SIMULATOR) && IS_SET(ship2->flags, SHIP_SIMULATOR) ) { send_to_char("No Such Ship!\n\r", ch); return; } sprintf (buf, "&B[&CShip Hail&B] &C%s&B: &w%s", ship2->name, arg2); sprintf (buf1, "&B[&CShip Hail&B] &CYou send&B: &w%s", arg2); send_to_char(buf1, ch); sprintf (buf1, "&g%s adjusts some settings on the comm system and says:\n\r&C'&w%s&C'", ch->name, arg2); act( AT_GREEN, buf1, ch, NULL, NULL, TO_NOTVICT ); echo_to_cockpit(AT_BLUE, ship, buf); return; } void do_rpconvert( CHAR_DATA *ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if(IS_NPC(ch)) return; if(argument[0] == '\0') { send_to_char("&w&WSpend your RP points on what? The various options are:\n\r", ch); send_to_char("&G+-----------------------------------------------------+\n\r", ch); send_to_char("&G| &W1&G | &WBonus Level to any Class &G| &W 10 RPP &G|&W\n\r", ch); send_to_char("&G| &W2&G | &WClone &G| &W 4 RPP &G|&W\n\r", ch); send_to_char("&G| &W3&G | &W5% to any skill(max 100%) &G| &W 1 RPP &G|&W\n\r", ch); send_to_char("&G+-----------------------------------------------------+\n\r\n\r", ch); send_to_char("&WFor more information on any bonus, type 'help rpconvert'\n\r", ch); send_to_char("&WTo buy your bonus, type 'rpconvert <number of bonus> [extra arguments]'\n\r", ch); send_to_char("&WException: For cloning, type 'clone' at the cloning center or 'backup' if you're droid.\n\r", ch); return; } if(atoi(argument) == 1) { char arg1[MAX_STRING_LENGTH]; int iClass; argument = one_argument( argument, arg1 ); if(argument[0] == '\0' || !argument) { send_to_char("&RSyntax: rpconvert 1 <class>\n\r", ch); return; } if(ch->rppoints < 10) { send_to_char("&RThis bonus costs 10 RP points. You don't have enough.\n\r", ch); return; } /* for ( iClass = 0; iClass < MAX_ABILITY; iClass++ ) { if ( UPPER(argument[0]) == UPPER(ability_name[iClass][0]) && !str_prefix( argument, ability_name[iClass] ) && str_prefix(argument, "force")) { ch->bonus[iClass] += 1 ch_printf(ch, "&GYour ability in %s has been increased by 1!\n\r", ability_name[iClass] ); sprintf(buf, "%s increased class %s with rpconvert.", ch->name, ability_name[iClass]); log_string(buf); ch->rppoints = ch->rppoints - 10; break; } } */ if(iClass == MAX_ABILITY) { send_to_char("No such class.\n\r", ch); return; } return; } if(atoi(argument) == 2) { send_to_char("&RJust type 'clone' or 'backup' at a cloning facility!\n\r", ch); return; } if(atoi(argument) == 3) { char arg1[MAX_STRING_LENGTH]; int sn; argument = one_argument( argument, arg1 ); if(argument[0] == '\0' || !argument) { send_to_char("&RSyntax: rpconvert 2 <skill>\n\r", ch); return; } if(ch->rppoints < 1) { send_to_char("&RThis bonus costs 1 RP point. You don't have enough.\n\r", ch); return; } sn = skill_lookup( argument ); if(!sn || sn < 1) { send_to_char("&RNo such skill.\n\r", ch); return; } if(ch->pcdata->learned[sn] < 1) { send_to_char("&RYou must have at least practiced the skill to increase its percentage!\n\r", ch); return; } if(ch->pcdata->learned[sn] >= 100) { send_to_char("&RYou already have this skill adepted!\n\r", ch); return; } ch->pcdata->learned[sn] = UMIN(ch->pcdata->learned[sn] + 5, 100); ch->rppoints -= 1; ch_printf( ch, "&GYou have spent 1 RPP to increase %s by 5%!\n\r", skill_table[sn]->name); sprintf(buf, "%s increased %s by 5%% with rpconvert.\n\r", ch->name, skill_table[sn]->name); log_string(buf); return; } do_rpconvert(ch, ""); }