/*************************************************************************** * STAR WARS REALITY 1.0 * *--------------------------------------------------------------------------* * Star Wars Reality Code Additions and changes from the Smaug Code * * copyright (c) 1997 by Sean Cooper * * -------------------------------------------------------------------------* * Starwars and Starwars Names copyright(c) Lucas Film Ltd. * *--------------------------------------------------------------------------* * SMAUG 1.0 (C) 1994, 1995, 1996 by Derek Snider * * SMAUG code team: Thoric, Altrag, Blodkai, Narn, Haus, * * Scryn, Rennard, Swordbearer, Gorog, Grishnakh and Tricops * * ------------------------------------------------------------------------ * * Merc 2.1 Diku Mud improvments copyright (C) 1992, 1993 by Michael * * Chastain, Michael Quan, and Mitchell Tse. * * Original Diku Mud copyright (C) 1990, 1991 by Sebastian Hammer, * * Michael Seifert, Hans Henrik St{rfeldt, Tom Madsen, and Katja Nyboe. * * ------------------------------------------------------------------------ * * Commands for personal player settings/statictics * ****************************************************************************/ #include <sys/types.h> #include <ctype.h> #include <stdio.h> #include <string.h> #include <time.h> #include "mud.h" /* * Locals */ char *tiny_affect_loc_name( int location ); void do_gold( CHAR_DATA * ch, char *argument ) { set_char_color( AT_GOLD, ch ); ch_printf( ch, "You have %d credits.\r\n", ch->gold ); return; } /* * New score command by Haus */ void do_score( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; AFFECT_DATA *paf; int iLang, drug; if( IS_NPC( ch ) ) { do_oldscore( ch, argument ); return; } set_char_color( AT_SCORE, ch ); ch_printf( ch, "\r\nScore for %s the %s.\r\n", ch->name, ch->pcdata->title ); set_char_color( AT_SCORE, ch ); if( get_trust( ch ) != ch->top_level ) ch_printf( ch, "You are trusted at level %d.\r\n", get_trust( ch ) ); send_to_char( "----------------------------------------------------------------------------\r\n", ch ); ch_printf( ch, "Race: %3d year old %-10.10s Log In: %s\r", get_age( ch ), capitalize( get_race( ch ) ), ctime( &( ch->logon ) ) ); ch_printf( ch, "Hitroll: %-2.2d Damroll: %-2.2d Armor: %-4d Saved: %s\r", GET_HITROLL( ch ), GET_DAMROLL( ch ), GET_AC( ch ), ch->save_time ? ctime( &( ch->save_time ) ) : "no\n" ); ch_printf( ch, "Align: %-5d Wimpy: %-3d Time: %s\r", ch->alignment, ch->wimpy, ctime( ¤t_time ) ); if( ch->skill_level[FORCE_ABILITY] > 1 || IS_IMMORTAL( ch ) ) ch_printf( ch, "Hit Points: %d of %d Move: %d of %d Force: %d of %d\r\n", ch->hit, ch->max_hit, ch->move, ch->max_move, ch->mana, ch->max_mana ); else ch_printf( ch, "Hit Points: %d of %d Move: %d of %d\r\n", ch->hit, ch->max_hit, ch->move, ch->max_move ); ch_printf( ch, "Str: %2d Dex: %2d Con: %2d Int: %2d Wis: %2d Cha: %2d Lck: ?? Frc: ??\r\n", get_curr_str( ch ), get_curr_dex( ch ), get_curr_con( ch ), get_curr_int( ch ), get_curr_wis( ch ), get_curr_cha( ch ) ); send_to_char( "----------------------------------------------------------------------------\r\n", ch ); { int ability; for( ability = 0; ability < MAX_ABILITY; ability++ ) if( ability != FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 ) ch_printf( ch, "%-15s Level: %-3d Max: %-3d Exp: %-10ld Next: %-10ld\r\n", ability_name[ability], ch->skill_level[ability], max_level( ch, ability ), ch->experience[ability], exp_level( ch->skill_level[ability] + 1 ) ); else ch_printf( ch, "%-15s Level: %-3d Max: ??? Exp: ??? Next: ???\r\n", ability_name[ability], ch->skill_level[ability], ch->experience[ability] ); } send_to_char( "----------------------------------------------------------------------------\r\n", ch ); ch_printf( ch, "CREDITS: %-10d BANK: %-10d Pkills: %-5.5d Mkills: %-5.5d\r\n", ch->gold, ch->pcdata->bank, ch->pcdata->pkills, ch->pcdata->mkills ); ch_printf( ch, "Weight: %5.5d (max %7.7d) Items: %5.5d (max %5.5d)\r\n", ch->carry_weight, can_carry_w( ch ), ch->carry_number, can_carry_n( ch ) ); ch_printf( ch, "Pager: (%c) %3d AutoExit(%c) AutoLoot(%c) Autosac(%c)\r\n", IS_SET( ch->pcdata->flags, PCFLAG_PAGERON ) ? 'X' : ' ', ch->pcdata->pagerlen, IS_SET( ch->act, PLR_AUTOEXIT ) ? 'X' : ' ', IS_SET( ch->act, PLR_AUTOLOOT ) ? 'X' : ' ', IS_SET( ch->act, PLR_AUTOSAC ) ? 'X' : ' ' ); switch ( ch->position ) { case POS_DEAD: sprintf( buf, "You are slowly decomposing. " ); break; case POS_MORTAL: sprintf( buf, "You are mortally wounded. " ); break; case POS_INCAP: sprintf( buf, "You are incapacitated. " ); break; case POS_STUNNED: sprintf( buf, "You are stunned. " ); break; case POS_SLEEPING: sprintf( buf, "You are sleeping. " ); break; case POS_RESTING: sprintf( buf, "You are resting. " ); break; case POS_STANDING: sprintf( buf, "You are standing. " ); break; case POS_FIGHTING: sprintf( buf, "You are fighting. " ); break; case POS_MOUNTED: sprintf( buf, "You are mounted. " ); break; case POS_SITTING: sprintf( buf, "You are sitting. " ); break; default: sprintf( buf, "Unknown " ); } send_to_char( buf, ch ); if( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You are drunk.\r\n", ch ); if( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] == 0 ) send_to_char( "You are in danger of dehydrating.\r\n", ch ); if( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] == 0 ) send_to_char( "You are starving to death.\r\n", ch ); if( ch->position != POS_SLEEPING ) switch ( ch->mental_state / 10 ) { default: send_to_char( "You're completely messed up!\r\n", ch ); break; case -10: send_to_char( "You're barely conscious.\r\n", ch ); break; case -9: send_to_char( "You can barely keep your eyes open.\r\n", ch ); break; case -8: send_to_char( "You're extremely drowsy.\r\n", ch ); break; case -7: send_to_char( "You feel very unmotivated.\r\n", ch ); break; case -6: send_to_char( "You feel sedated.\r\n", ch ); break; case -5: send_to_char( "You feel sleepy.\r\n", ch ); break; case -4: send_to_char( "You feel tired.\r\n", ch ); break; case -3: send_to_char( "You could use a rest.\r\n", ch ); break; case -2: send_to_char( "You feel a little under the weather.\r\n", ch ); break; case -1: send_to_char( "You feel fine.\r\n", ch ); break; case 0: send_to_char( "You feel great.\r\n", ch ); break; case 1: send_to_char( "You feel energetic.\r\n", ch ); break; case 2: send_to_char( "Your mind is racing.\r\n", ch ); break; case 3: send_to_char( "You can't think straight.\r\n", ch ); break; case 4: send_to_char( "Your mind is going 100 miles an hour.\r\n", ch ); break; case 5: send_to_char( "You're high as a kite.\r\n", ch ); break; case 6: send_to_char( "Your mind and body are slipping apart.\r\n", ch ); break; case 7: send_to_char( "Reality is slipping away.\r\n", ch ); break; case 8: send_to_char( "You have no idea what is real, and what is not.\r\n", ch ); break; case 9: send_to_char( "You feel immortal.\r\n", ch ); break; case 10: send_to_char( "You are a Supreme Entity.\r\n", ch ); break; } else if( ch->mental_state > 45 ) send_to_char( "Your sleep is filled with strange and vivid dreams.\r\n", ch ); else if( ch->mental_state > 25 ) send_to_char( "Your sleep is uneasy.\r\n", ch ); else if( ch->mental_state < -35 ) send_to_char( "You are deep in a much needed sleep.\r\n", ch ); else if( ch->mental_state < -25 ) send_to_char( "You are in deep slumber.\r\n", ch ); send_to_char( "SPICE Level/Addiction: ", ch ); for( drug = 0; drug <= 9; drug++ ) if( ch->pcdata->drug_level[drug] > 0 || ch->pcdata->drug_level[drug] > 0 ) { ch_printf( ch, "%s(%d/%d) ", spice_table[drug], ch->pcdata->drug_level[drug], ch->pcdata->addiction[drug] ); } send_to_char( "\r\nLanguages: ", ch ); for( iLang = 0; lang_array[iLang] != LANG_UNKNOWN; iLang++ ) if( knows_language( ch, lang_array[iLang], ch ) || ( IS_NPC( ch ) && ch->speaks == 0 ) ) { if( lang_array[iLang] & ch->speaking || ( IS_NPC( ch ) && !ch->speaking ) ) set_char_color( AT_RED, ch ); send_to_char( lang_names[iLang], ch ); send_to_char( " ", ch ); set_char_color( AT_SCORE, ch ); } send_to_char( "\r\n", ch ); ch_printf( ch, "WANTED ON: %s\r\n", flag_string( ch->pcdata->wanted_flags, planet_flags ) ); if( ch->pcdata->bestowments && ch->pcdata->bestowments[0] != '\0' ) ch_printf( ch, "You are bestowed with the command(s): %s.\r\n", ch->pcdata->bestowments ); if( ch->pcdata->clan ) { send_to_char( "----------------------------------------------------------------------------\r\n", ch ); ch_printf( ch, "ORGANIZATION: %-35s Pkills/Deaths: %3.3d/%3.3d", ch->pcdata->clan->name, ch->pcdata->clan->pkills, ch->pcdata->clan->pdeaths ); send_to_char( "\r\n", ch ); } if( IS_IMMORTAL( ch ) ) { send_to_char( "----------------------------------------------------------------------------\r\n", ch ); ch_printf( ch, "IMMORTAL DATA: Wizinvis [%s] Wizlevel (%d)\r\n", IS_SET( ch->act, PLR_WIZINVIS ) ? "X" : " ", ch->pcdata->wizinvis ); ch_printf( ch, "Bamfin: %s\r\n", ( ch->pcdata->bamfin[0] != '\0' ) ? ch->pcdata->bamfin : "%s appears in a swirling mist.", ch->name ); ch_printf( ch, "Bamfout: %s\r\n", ( ch->pcdata->bamfout[0] != '\0' ) ? ch->pcdata->bamfout : "%s leaves in a swirling mist.", ch->name ); /* * Area Loaded info - Scryn 8/11 */ if( ch->pcdata->area ) { ch_printf( ch, "Vnums: Room (%-5.5d - %-5.5d) Object (%-5.5d - %-5.5d) Mob (%-5.5d - %-5.5d)\r\n", ch->pcdata->area->low_r_vnum, ch->pcdata->area->hi_r_vnum, ch->pcdata->area->low_o_vnum, ch->pcdata->area->hi_o_vnum, ch->pcdata->area->low_m_vnum, ch->pcdata->area->hi_m_vnum ); ch_printf( ch, "Area Loaded [%s]\r\n", ( IS_SET( ch->pcdata->area->status, AREA_LOADED ) ) ? "yes" : "no" ); } } if( ch->first_affect ) { int i; SKILLTYPE *sktmp; i = 0; send_to_char( "----------------------------------------------------------------------------\r\n", ch ); send_to_char( "AFFECT DATA: ", ch ); for( paf = ch->first_affect; paf; paf = paf->next ) { if( ( sktmp = get_skilltype( paf->type ) ) == NULL ) continue; if( ch->top_level < 20 ) { ch_printf( ch, "[%-34.34s] ", sktmp->name ); if( i == 0 ) i = 1; if( ( ++i % 3 ) == 0 ) send_to_char( "\r\n", ch ); } else { if( paf->modifier == 0 ) ch_printf( ch, "[%-24.24s;%5d rds] ", sktmp->name, paf->duration ); else if( paf->modifier > 999 ) ch_printf( ch, "[%-15.15s; %7.7s;%5d rds] ", sktmp->name, tiny_affect_loc_name( paf->location ), paf->duration ); else ch_printf( ch, "[%-11.11s;%+-3.3d %7.7s;%5d rds] ", sktmp->name, paf->modifier, tiny_affect_loc_name( paf->location ), paf->duration ); if( i == 0 ) i = 1; if( ( ++i % 2 ) == 0 ) send_to_char( "\r\n", ch ); } } } send_to_char( "\r\n", ch ); return; } /* * Return ascii name of an affect location. */ char *tiny_affect_loc_name( int location ) { switch ( location ) { case APPLY_NONE: return "NIL"; case APPLY_STR: return " STR "; case APPLY_DEX: return " DEX "; case APPLY_INT: return " INT "; case APPLY_WIS: return " WIS "; case APPLY_CON: return " CON "; case APPLY_CHA: return " CHA "; case APPLY_LCK: return " LCK "; case APPLY_SEX: return " SEX "; case APPLY_LEVEL: return " LVL "; case APPLY_AGE: return " AGE "; case APPLY_MANA: return " MANA "; case APPLY_HIT: return " HV "; case APPLY_MOVE: return " MOVE "; case APPLY_GOLD: return " GOLD "; case APPLY_EXP: return " EXP "; case APPLY_AC: return " AC "; case APPLY_HITROLL: return " HITRL"; case APPLY_DAMROLL: return " DAMRL"; case APPLY_SAVING_POISON: return "SV POI"; case APPLY_SAVING_ROD: return "SV ROD"; case APPLY_SAVING_PARA: return "SV PARA"; case APPLY_SAVING_BREATH: return "SV BRTH"; case APPLY_SAVING_SPELL: return "SV SPLL"; case APPLY_HEIGHT: return "HEIGHT"; case APPLY_WEIGHT: return "WEIGHT"; case APPLY_AFFECT: return "AFF BY"; case APPLY_RESISTANT: return "RESIST"; case APPLY_IMMUNE: return "IMMUNE"; case APPLY_SUSCEPTIBLE: return "SUSCEPT"; case APPLY_WEAPONSPELL: return " WEAPON"; case APPLY_BACKSTAB: return "BACKSTB"; case APPLY_PICK: return " PICK "; case APPLY_TRACK: return " TRACK "; case APPLY_STEAL: return " STEAL "; case APPLY_SNEAK: return " SNEAK "; case APPLY_HIDE: return " HIDE "; case APPLY_PALM: return " PALM "; case APPLY_DETRAP: return " DETRAP"; case APPLY_DODGE: return " DODGE "; case APPLY_PEEK: return " PEEK "; case APPLY_SCAN: return " SCAN "; case APPLY_GOUGE: return " GOUGE "; case APPLY_SEARCH: return " SEARCH"; case APPLY_MOUNT: return " MOUNT "; case APPLY_DISARM: return " DISARM"; case APPLY_KICK: return " KICK "; case APPLY_PARRY: return " PARRY "; case APPLY_BASH: return " BASH "; case APPLY_STUN: return " STUN "; case APPLY_PUNCH: return " PUNCH "; case APPLY_CLIMB: return " CLIMB "; case APPLY_GRIP: return " GRIP "; case APPLY_SCRIBE: return " SCRIBE"; case APPLY_BREW: return " BREW "; case APPLY_WEARSPELL: return " WEAR "; case APPLY_REMOVESPELL: return " REMOVE"; case APPLY_EMOTION: return "EMOTION"; case APPLY_MENTALSTATE: return " MENTAL"; case APPLY_STRIPSN: return " DISPEL"; case APPLY_REMOVE: return " REMOVE"; case APPLY_DIG: return " DIG "; case APPLY_FULL: return " HUNGER"; case APPLY_THIRST: return " THIRST"; case APPLY_DRUNK: return " DRUNK "; case APPLY_BLOOD: return " BLOOD "; } bug( "Affect_location_name: unknown location %d.", location ); return "(?)"; } char *get_race( CHAR_DATA * ch ) { if( ch->race < MAX_NPC_RACE && ch->race >= 0 ) return ( npc_race[ch->race] ); return ( "Unknown" ); } void do_oldscore( CHAR_DATA * ch, char *argument ) { AFFECT_DATA *paf; SKILLTYPE *skill; if( IS_AFFECTED( ch, AFF_POSSESS ) ) { send_to_char( "You can't do that in your current state of mind!\r\n", ch ); return; } set_char_color( AT_SCORE, ch ); ch_printf( ch, "You are %s%s, level %d, %d years old (%d hours).\r\n", ch->name, IS_NPC( ch ) ? "" : ch->pcdata->title, ch->top_level, get_age( ch ), ( get_age( ch ) - 17 ) ); if( get_trust( ch ) != ch->top_level ) ch_printf( ch, "You are trusted at level %d.\r\n", get_trust( ch ) ); if( IS_SET( ch->act, ACT_MOBINVIS ) ) ch_printf( ch, "You are mobinvis at level %d.\r\n", ch->mobinvis ); ch_printf( ch, "You have %d/%d hit, %d/%d movement.\r\n", ch->hit, ch->max_hit, ch->move, ch->max_move ); ch_printf( ch, "You are carrying %d/%d items with weight %d/%d kg.\r\n", ch->carry_number, can_carry_n( ch ), ch->carry_weight, can_carry_w( ch ) ); ch_printf( ch, "Str: %d Int: %d Wis: %d Dex: %d Con: %d Cha: %d Lck: ?? Frc: ??\r\n", get_curr_str( ch ), get_curr_int( ch ), get_curr_wis( ch ), get_curr_dex( ch ), get_curr_con( ch ), get_curr_cha( ch ) ); ch_printf( ch, "You have have %d credits.\r\n", ch->gold ); if( !IS_NPC( ch ) ) ch_printf( ch, "You have achieved %d glory during your life, and currently have %d.\r\n", ch->pcdata->quest_accum, ch->pcdata->quest_curr ); ch_printf( ch, "Autoexit: %s Autoloot: %s Autosac: %s Autocred: %s\r\n", ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_AUTOEXIT ) ) ? "yes" : "no", ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_AUTOLOOT ) ) ? "yes" : "no", ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_AUTOSAC ) ) ? "yes" : "no", ( !IS_NPC( ch ) && IS_SET( ch->act, PLR_AUTOGOLD ) ) ? "yes" : "no" ); ch_printf( ch, "Wimpy set to %d hit points.\r\n", ch->wimpy ); if( !IS_NPC( ch ) && ch->pcdata->condition[COND_DRUNK] > 10 ) send_to_char( "You are drunk.\r\n", ch ); if( !IS_NPC( ch ) && ch->pcdata->condition[COND_THIRST] == 0 ) send_to_char( "You are thirsty.\r\n", ch ); if( !IS_NPC( ch ) && ch->pcdata->condition[COND_FULL] == 0 ) send_to_char( "You are hungry.\r\n", ch ); switch ( ch->mental_state / 10 ) { default: send_to_char( "You're completely messed up!\r\n", ch ); break; case -10: send_to_char( "You're barely conscious.\r\n", ch ); break; case -9: send_to_char( "You can barely keep your eyes open.\r\n", ch ); break; case -8: send_to_char( "You're extremely drowsy.\r\n", ch ); break; case -7: send_to_char( "You feel very unmotivated.\r\n", ch ); break; case -6: send_to_char( "You feel sedated.\r\n", ch ); break; case -5: send_to_char( "You feel sleepy.\r\n", ch ); break; case -4: send_to_char( "You feel tired.\r\n", ch ); break; case -3: send_to_char( "You could use a rest.\r\n", ch ); break; case -2: send_to_char( "You feel a little under the weather.\r\n", ch ); break; case -1: send_to_char( "You feel fine.\r\n", ch ); break; case 0: send_to_char( "You feel great.\r\n", ch ); break; case 1: send_to_char( "You feel energetic.\r\n", ch ); break; case 2: send_to_char( "Your mind is racing.\r\n", ch ); break; case 3: send_to_char( "You can't think straight.\r\n", ch ); break; case 4: send_to_char( "Your mind is going 100 miles an hour.\r\n", ch ); break; case 5: send_to_char( "You're high as a kite.\r\n", ch ); break; case 6: send_to_char( "Your mind and body are slipping appart.\r\n", ch ); break; case 7: send_to_char( "Reality is slipping away.\r\n", ch ); break; case 8: send_to_char( "You have no idea what is real, and what is not.\r\n", ch ); break; case 9: send_to_char( "You feel immortal.\r\n", ch ); break; case 10: send_to_char( "You are a Supreme Entity.\r\n", ch ); break; } switch ( ch->position ) { case POS_DEAD: send_to_char( "You are DEAD!!\r\n", ch ); break; case POS_MORTAL: send_to_char( "You are mortally wounded.\r\n", ch ); break; case POS_INCAP: send_to_char( "You are incapacitated.\r\n", ch ); break; case POS_STUNNED: send_to_char( "You are stunned.\r\n", ch ); break; case POS_SLEEPING: send_to_char( "You are sleeping.\r\n", ch ); break; case POS_RESTING: send_to_char( "You are resting.\r\n", ch ); break; case POS_STANDING: send_to_char( "You are standing.\r\n", ch ); break; case POS_FIGHTING: send_to_char( "You are fighting.\r\n", ch ); break; case POS_MOUNTED: send_to_char( "Mounted.\r\n", ch ); break; case POS_SHOVE: send_to_char( "Being shoved.\r\n", ch ); break; case POS_DRAG: send_to_char( "Being dragged.\r\n", ch ); break; } if( ch->top_level >= 25 ) ch_printf( ch, "AC: %d. ", GET_AC( ch ) ); send_to_char( "You are ", ch ); if( GET_AC( ch ) >= 101 ) send_to_char( "WORSE than naked!\r\n", ch ); else if( GET_AC( ch ) >= 80 ) send_to_char( "naked.\r\n", ch ); else if( GET_AC( ch ) >= 60 ) send_to_char( "wearing clothes.\r\n", ch ); else if( GET_AC( ch ) >= 40 ) send_to_char( "slightly armored.\r\n", ch ); else if( GET_AC( ch ) >= 20 ) send_to_char( "somewhat armored.\r\n", ch ); else if( GET_AC( ch ) >= 0 ) send_to_char( "armored.\r\n", ch ); else if( GET_AC( ch ) >= -20 ) send_to_char( "well armored.\r\n", ch ); else if( GET_AC( ch ) >= -40 ) send_to_char( "strongly armored.\r\n", ch ); else if( GET_AC( ch ) >= -60 ) send_to_char( "heavily armored.\r\n", ch ); else if( GET_AC( ch ) >= -80 ) send_to_char( "superbly armored.\r\n", ch ); else if( GET_AC( ch ) >= -100 ) send_to_char( "divinely armored.\r\n", ch ); else send_to_char( "invincible!\r\n", ch ); if( ch->top_level >= 15 ) ch_printf( ch, "Hitroll: %d Damroll: %d.\r\n", GET_HITROLL( ch ), GET_DAMROLL( ch ) ); if( ch->top_level >= 10 ) ch_printf( ch, "Alignment: %d. ", ch->alignment ); send_to_char( "You are ", ch ); if( ch->alignment > 900 ) send_to_char( "angelic.\r\n", ch ); else if( ch->alignment > 700 ) send_to_char( "saintly.\r\n", ch ); else if( ch->alignment > 350 ) send_to_char( "good.\r\n", ch ); else if( ch->alignment > 100 ) send_to_char( "kind.\r\n", ch ); else if( ch->alignment > -100 ) send_to_char( "neutral.\r\n", ch ); else if( ch->alignment > -350 ) send_to_char( "mean.\r\n", ch ); else if( ch->alignment > -700 ) send_to_char( "evil.\r\n", ch ); else if( ch->alignment > -900 ) send_to_char( "demonic.\r\n", ch ); else send_to_char( "satanic.\r\n", ch ); if( ch->first_affect ) { send_to_char( "You are affected by:\r\n", ch ); for( paf = ch->first_affect; paf; paf = paf->next ) if( ( skill = get_skilltype( paf->type ) ) != NULL ) { ch_printf( ch, "Spell: '%s'", skill->name ); if( ch->top_level >= 20 ) ch_printf( ch, " modifies %s by %d for %d rounds", affect_loc_name( paf->location ), paf->modifier, paf->duration ); send_to_char( ".\r\n", ch ); } } if( !IS_NPC( ch ) && IS_IMMORTAL( ch ) ) { ch_printf( ch, "WizInvis level: %d WizInvis is %s\r\n", ch->pcdata->wizinvis, IS_SET( ch->act, PLR_WIZINVIS ) ? "ON" : "OFF" ); if( ch->pcdata->r_range_lo && ch->pcdata->r_range_hi ) ch_printf( ch, "Room Range: %d - %d\r\n", ch->pcdata->r_range_lo, ch->pcdata->r_range_hi ); if( ch->pcdata->o_range_lo && ch->pcdata->o_range_hi ) ch_printf( ch, "Obj Range : %d - %d\r\n", ch->pcdata->o_range_lo, ch->pcdata->o_range_hi ); if( ch->pcdata->m_range_lo && ch->pcdata->m_range_hi ) ch_printf( ch, "Mob Range : %d - %d\r\n", ch->pcdata->m_range_lo, ch->pcdata->m_range_hi ); } return; } /* -Thoric * Display your current exp, level, and surrounding level exp requirements */ void do_level( CHAR_DATA * ch, char *argument ) { int ability; for( ability = 0; ability < MAX_ABILITY; ability++ ) if( ability != FORCE_ABILITY || ch->skill_level[FORCE_ABILITY] > 1 ) ch_printf( ch, "%-15s Level: %-3d Max: %-3d Exp: %-10ld Next: %-10ld\r\n", ability_name[ability], ch->skill_level[ability], max_level( ch, ability ), ch->experience[ability], exp_level( ch->skill_level[ability] + 1 ) ); else ch_printf( ch, "%-15s Level: %-3d Max: ??? Exp: ??? Next: ???\r\n", ability_name[ability], ch->skill_level[ability], ch->experience[ability] ); } void do_affected( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; AFFECT_DATA *paf; SKILLTYPE *skill; if( IS_NPC( ch ) ) return; argument = one_argument( argument, arg ); if( !str_cmp( arg, "by" ) ) { set_char_color( AT_BLUE, ch ); send_to_char( "\r\nImbued with:\r\n", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\r\n", affect_bit_name( ch->affected_by ) ); if( ch->top_level >= 20 ) { send_to_char( "\r\n", ch ); if( ch->resistant > 0 ) { set_char_color( AT_BLUE, ch ); send_to_char( "Resistances: ", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\r\n", flag_string( ch->resistant, ris_flags ) ); } if( ch->immune > 0 ) { set_char_color( AT_BLUE, ch ); send_to_char( "Immunities: ", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\r\n", flag_string( ch->immune, ris_flags ) ); } if( ch->susceptible > 0 ) { set_char_color( AT_BLUE, ch ); send_to_char( "Suscepts: ", ch ); set_char_color( AT_SCORE, ch ); ch_printf( ch, "%s\r\n", flag_string( ch->susceptible, ris_flags ) ); } } return; } if( !ch->first_affect ) { set_char_color( AT_SCORE, ch ); send_to_char( "\r\nNo cantrip or skill affects you.\r\n", ch ); } else { send_to_char( "\r\n", ch ); for( paf = ch->first_affect; paf; paf = paf->next ) if( ( skill = get_skilltype( paf->type ) ) != NULL ) { set_char_color( AT_BLUE, ch ); send_to_char( "Affected: ", ch ); set_char_color( AT_SCORE, ch ); if( ch->top_level >= 20 ) { if( paf->duration < 25 ) set_char_color( AT_WHITE, ch ); if( paf->duration < 6 ) set_char_color( AT_WHITE + AT_BLINK, ch ); ch_printf( ch, "(%5d) ", paf->duration ); } ch_printf( ch, "%-18s\r\n", skill->name ); } } return; } void do_inventory( CHAR_DATA * ch, char *argument ) { set_char_color( AT_RED, ch ); send_to_char( "You are carrying:\r\n", ch ); show_list_to_char( ch->first_carrying, ch, TRUE, TRUE ); return; } void do_equipment( CHAR_DATA * ch, char *argument ) { OBJ_DATA *obj; int iWear, dam; bool found; char buf[MAX_STRING_LENGTH]; set_char_color( AT_RED, ch ); send_to_char( "You are using:\r\n", ch ); found = FALSE; set_char_color( AT_OBJECT, ch ); for( iWear = 0; iWear < MAX_WEAR; iWear++ ) { for( obj = ch->first_carrying; obj; obj = obj->next_content ) if( obj->wear_loc == iWear ) { send_to_char( where_name[iWear], ch ); if( can_see_obj( ch, obj ) ) { send_to_char( format_obj_to_char( obj, ch, TRUE ), ch ); strcpy( buf, "" ); switch ( obj->item_type ) { default: break; case ITEM_ARMOR: if( obj->value[1] == 0 ) obj->value[1] = obj->value[0]; if( obj->value[1] == 0 ) obj->value[1] = 1; dam = ( short )( ( obj->value[0] * 10 ) / obj->value[1] ); if( dam >= 10 ) strcat( buf, " (superb) " ); else if( dam >= 7 ) strcat( buf, " (good) " ); else if( dam >= 5 ) strcat( buf, " (worn) " ); else if( dam >= 3 ) strcat( buf, " (poor) " ); else if( dam >= 1 ) strcat( buf, " (awful) " ); else if( dam == 0 ) strcat( buf, " (broken) " ); send_to_char( buf, ch ); break; case ITEM_WEAPON: dam = INIT_WEAPON_CONDITION - obj->value[0]; if( dam < 2 ) strcat( buf, " (superb) " ); else if( dam < 4 ) strcat( buf, " (good) " ); else if( dam < 7 ) strcat( buf, " (worn) " ); else if( dam < 10 ) strcat( buf, " (poor) " ); else if( dam < 12 ) strcat( buf, " (awful) " ); else if( dam == 12 ) strcat( buf, " (broken) " ); send_to_char( buf, ch ); if( obj->value[3] == WEAPON_BLASTER ) { if( obj->blaster_setting == BLASTER_FULL ) ch_printf( ch, "FULL" ); else if( obj->blaster_setting == BLASTER_HIGH ) ch_printf( ch, "HIGH" ); else if( obj->blaster_setting == BLASTER_NORMAL ) ch_printf( ch, "NORMAL" ); else if( obj->blaster_setting == BLASTER_HALF ) ch_printf( ch, "HALF" ); else if( obj->blaster_setting == BLASTER_LOW ) ch_printf( ch, "LOW" ); else if( obj->blaster_setting == BLASTER_STUN ) ch_printf( ch, "STUN" ); ch_printf( ch, " %d", obj->value[4] ); } else if( ( obj->value[3] == WEAPON_LIGHTSABER || obj->value[3] == WEAPON_VIBRO_BLADE || obj->value[3] == WEAPON_FORCE_PIKE || obj->value[3] == WEAPON_BOWCASTER ) ) { ch_printf( ch, "%d", obj->value[4] ); } break; } send_to_char( "\r\n", ch ); } else send_to_char( "something.\r\n", ch ); found = TRUE; } } if( !found ) send_to_char( "Nothing.\r\n", ch ); return; } void set_title( CHAR_DATA * ch, char *title ) { char buf[MAX_STRING_LENGTH]; if( IS_NPC( ch ) ) { bug( "Set_title: NPC.", 0 ); return; } if( isalpha( title[0] ) || isdigit( title[0] ) ) { buf[0] = ' '; strcpy( buf + 1, title ); } else strcpy( buf, title ); STRFREE( ch->pcdata->title ); ch->pcdata->title = STRALLOC( buf ); return; } void do_title( CHAR_DATA * ch, char *argument ) { if( IS_NPC( ch ) ) return; if( IS_SET( ch->pcdata->flags, PCFLAG_NOTITLE ) ) { send_to_char( "You try but the Force resists you.\r\n", ch ); return; } if( argument[0] == '\0' ) { send_to_char( "Change your title to what?\r\n", ch ); return; } if( ( get_trust( ch ) <= LEVEL_IMMORTAL ) && ( !nifty_is_name( ch->name, argument ) ) ) { send_to_char( "You must include your name somewhere in your title!", ch ); return; } smash_tilde( argument ); set_title( ch, argument ); send_to_char( "Ok.\r\n", ch ); } void do_homepage( CHAR_DATA * ch, char *argument ) { char buf[MAX_STRING_LENGTH]; if( IS_NPC( ch ) ) return; if( argument[0] == '\0' ) { if( !ch->pcdata->homepage ) ch->pcdata->homepage = str_dup( "" ); ch_printf( ch, "Your homepage is: %s\r\n", show_tilde( ch->pcdata->homepage ) ); return; } if( !str_cmp( argument, "clear" ) ) { if( ch->pcdata->homepage ) DISPOSE( ch->pcdata->homepage ); ch->pcdata->homepage = str_dup( "" ); send_to_char( "Homepage cleared.\r\n", ch ); return; } if( strstr( argument, "://" ) ) strcpy( buf, argument ); else sprintf( buf, "http://%s", argument ); if( strlen( buf ) > 70 ) buf[70] = '\0'; hide_tilde( buf ); if( ch->pcdata->homepage ) DISPOSE( ch->pcdata->homepage ); ch->pcdata->homepage = str_dup( buf ); send_to_char( "Homepage set.\r\n", ch ); } /* * Set your personal description -Thoric */ void do_description( CHAR_DATA * ch, char *argument ) { if( IS_NPC( ch ) ) { send_to_char( "Monsters are too dumb to do that!\r\n", ch ); return; } if( !ch->desc ) { bug( "do_description: no descriptor", 0 ); return; } switch ( ch->substate ) { default: bug( "do_description: illegal substate", 0 ); return; case SUB_RESTRICTED: send_to_char( "You cannot use this command from within another command.\r\n", ch ); return; case SUB_NONE: ch->substate = SUB_PERSONAL_DESC; ch->dest_buf = ch; start_editing( ch, ch->description ); return; case SUB_PERSONAL_DESC: STRFREE( ch->description ); ch->description = copy_buffer( ch ); stop_editing( ch ); return; } } /* Ripped off do_description for whois bio's -- Scryn*/ void do_bio( CHAR_DATA * ch, char *argument ) { if( IS_NPC( ch ) ) { send_to_char( "Mobs can't set bio's!\r\n", ch ); return; } if( !ch->desc ) { bug( "do_bio: no descriptor", 0 ); return; } switch ( ch->substate ) { default: bug( "do_bio: illegal substate", 0 ); return; case SUB_RESTRICTED: send_to_char( "You cannot use this command from within another command.\r\n", ch ); return; case SUB_NONE: ch->substate = SUB_PERSONAL_BIO; ch->dest_buf = ch; start_editing( ch, ch->pcdata->bio ); return; case SUB_PERSONAL_BIO: STRFREE( ch->pcdata->bio ); ch->pcdata->bio = copy_buffer( ch ); stop_editing( ch ); return; } } void do_report( CHAR_DATA * ch, char *argument ) { char buf[MAX_INPUT_LENGTH]; if( IS_AFFECTED( ch, AFF_POSSESS ) ) { send_to_char( "You can't do that in your current state of mind!\r\n", ch ); return; } ch_printf( ch, "You report: %d/%d hp %d/%d mv.\r\n", ch->hit, ch->max_hit, ch->move, ch->max_move ); sprintf( buf, "$n reports: %d/%d hp %d/%d.", ch->hit, ch->max_hit, ch->move, ch->max_move ); act( AT_REPORT, buf, ch, NULL, NULL, TO_ROOM ); return; } void do_prompt( CHAR_DATA * ch, char *argument ) { char arg[MAX_INPUT_LENGTH]; if( IS_NPC( ch ) ) { send_to_char( "NPC's can't change their prompt..\r\n", ch ); return; } smash_tilde( argument ); one_argument( argument, arg ); if( !*arg ) { send_to_char( "Set prompt to what? (try help prompt)\r\n", ch ); return; } if( ch->pcdata->prompt ) STRFREE( ch->pcdata->prompt ); if( strlen( argument ) > 128 ) argument[128] = '\0'; /* * Can add a list of pre-set prompts here if wanted.. perhaps * 'prompt 1' brings up a different, pre-set prompt */ if( !str_cmp( arg, "default" ) ) ch->pcdata->prompt = STRALLOC( "" ); else ch->pcdata->prompt = STRALLOC( argument ); send_to_char( "Ok.\r\n", ch ); return; }